Redogan
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Post by Redogan on Jan 20, 2016 20:34:35 GMT -6
Where is the love for character 1? I think character 3 looks great, but I don't really want the game to look like a drawing. It almost comes across as cel-shaded. Which is something I never wanted for Bloodstained. It makes me sad that people are flocking to character 3.
The backgrounds are both great, but I think background 3 is a little better because it seems to have more detail.
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Redogan
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Post by Redogan on Jan 20, 2016 14:03:36 GMT -6
I loved the Marsil. The fiery explosion special was amazing.
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Redogan
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Post by Redogan on Jan 20, 2016 10:19:49 GMT -6
I've always been interested in the idea of a multi-platform game having cross-platform online play. How much would the player base for a game skyrocket if you could play online with people regardless of what system they have the game on? Would be cool.
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Redogan
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Post by Redogan on Jan 20, 2016 9:42:35 GMT -6
I would drop another $28 (or even full price) to get an NX copy of Bloodstained to go along with my other copies on PS4, Steam, and Wii U. It's not necessary, but I would still do it.
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Redogan
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Post by Redogan on Jan 20, 2016 0:28:22 GMT -6
I was just thinking about Metroid Fusion and how the SA-X can be found wondering around in the game and you are instructed NOT to engage as it is much more powerful than the player. It would be cool if there were bosses like that in Bloodstained. You could choose to attack them, but at the risk of being wiped out. Also, I like the idea of having bosses that flee at certain intervals and you have to track them throughout the castle. Does that count as a puzzle boss?
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Post by Redogan on Jan 20, 2016 0:25:50 GMT -6
I agree with castledan.
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Redogan
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Post by Redogan on Jan 20, 2016 0:10:30 GMT -6
I would like to see the Crissaegrim in this game. It is kind of a game breaker in SotN, but it is also immensely fun to use.
I also want to see some kind of Iron Flail.
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Redogan
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Post by Redogan on Jan 16, 2016 17:41:24 GMT -6
Retractable hookshot style chain whip would be a cool item for traversal.
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Post by Redogan on Jan 16, 2016 17:39:16 GMT -6
Agree that while AoS/DoS soul system is cool, it was a little too much. I would prefer that Miriam had spells to execute a la SotN or item crashes like Richter for the sub-weapons.
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Post by Redogan on Jan 16, 2016 17:28:44 GMT -6
Needs more battle-type bosses, but please don't forget the puzzle bosses. They are great fun, but should be more rare IMO. One thing I do want from boss battles is the ability to dodge their attacks via the backdash animation and/or forward roll animation. I hope the backdash is more of a backflip or back hand spring. I really enjoy learning and developing the skill to abuse the i-frames and dodge boss attacks, then follow-up with a counter-attack (like an upward sword swing out of a forward roll). Just be a little lenient on the i-frames. I don't want it to be invincibility during the whole animation, but I also don't want to have to be pixel-perfect to nail the dodge.
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Post by Redogan on Jan 14, 2016 19:18:36 GMT -6
Lords of Shadow has amazing music and voice acting. The music in particular is great (Oscar Araujo). My two favorites are: Hunting Path (especially this scene): Waterfalls of Agharta: Yeah, i'm not saying it's bad I just like the more hummable style of Yamane, and she still manages to make beautiful compositions while doing that. like this - I watched that earlier today. It is amazing! I agree about Yamane. I was extra excited when I heard she was going to be part of the Bloodstained project.
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Post by Redogan on Jan 14, 2016 14:33:02 GMT -6
Lords of Shadow has amazing music and voice acting. The music in particular is great (Oscar Araujo). My two favorites are:
Hunting Path (especially this scene):
Waterfalls of Agharta:
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Post by Redogan on Jan 14, 2016 14:08:44 GMT -6
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Post by Redogan on Jan 13, 2016 13:07:39 GMT -6
I'll say that I think SotN has the best music of any game ever. Lament is a close second. I like just about every piece of music from both of those games. I'll also say that I really like Bloody Tears, Vampire Killer, Dance of Illusions, and....wait for it....I am the Wind. I think I really like I Am the Wind because the singer sounds almost exactly like my wife.
I especially love this piano version of Bloody Tears:
Also, this is my favorite version of Dance of Illusions:
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Post by Redogan on Jan 9, 2016 19:29:17 GMT -6
I'm interested in the lore of these monsters in-game. I hope the in-game bestiary has each monster/demon's story.
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Post by Redogan on Jan 9, 2016 17:33:27 GMT -6
Any platforming that requires pixel perfect timing of jumps should be left out (or pixel perfect timing of anything for that matter). I'm not worried about this for Bloodstained though, because IGA himself said he hated that kind of thing in the Miriam walk-animation clip.
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Post by Redogan on Jan 8, 2016 11:26:01 GMT -6
I was just looking for a thread about the RPG elements in the game. This one is pretty close.
I was just wondering about how the RPG elements should be implemented. I feel that the RPG portion of the game's mechanic should be on the light side. It should be really easy to handle the stats and not time consuming. For me, the customizable stat points is a no-go. I'm hoping for something like this:
Level Cap @ 99. -Stats: -HP: amount of health points -MP: amount of magic points -Atk: amount of melee attack points -Magic Atk: amount of magical melee attack points -Def: amount of defense points based on armor equips -Magic Def: amount of magic defense points mased on armor equips -Mind: amount of spell points to determine power of magic spells -Crystal Curse: special stat to determine how far along the curse is (only increases in certain ways)
-Traditional style leveling + items: kill enemies to gain XP, level up message pops overhead, stats go up -HP and MP go up as well when you level up; however, you can also find HP Max UP, MP Max UP, Mind Up, Atk UP, Magic Atk UP, Def UP, Magic Def UP, etc, as hidden items
-Armor (equips don't show up on character--see costumes) gives: def stat, magic def stat -head piece -abdomen -arms -legs
-Weapon (equips are reflected on-screen) gives: atk stat, magic atk stat -example: Fire Longsword (72 Atk, 30 Fire Atk) -left hand -right hand
-Accessory gives: mind stat
-Costumes: equipping a costume changes the on-screen model and boosts various stats by certain amounts; costumes can be worn along side regular armor -example Pure Miriam costume: become Pure Miriam on-screen and receive +5 to all stats -example Plague Miriam costume: Plague Knight mask plus other aesthetic changes and receive +20 Mind, +20 Magic Atk, +10 Magic Def, -15 Def, -5 Atk
----- That is pretty much as far as I want the RPG elements to go. It should be as simple as equip a weapon, check the damage and move on. Same goes for armor and costumes. Check how they look (costumes) and how they help your stats and move on.
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Post by Redogan on Jan 7, 2016 12:35:52 GMT -6
XombieMike...lol, you've got your work cut out for you. This boob issue keeps popping up all over the place. Thanks for taking the time to corral the posts into the correct threads.
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Post by Redogan on Jan 7, 2016 10:50:13 GMT -6
Yeah, I may be jumping the gun a bit. I'm glad to hear others have thought of this and are not concerned.
I guess my fear comes from the fact that the project is crowd-funded and therefore comes with a certain obligation to appease those that have already laid their money down. The community being in on the development is kind of a new beast for most developers, so I wasn't sure how the dev teams/project leads handle it. This is the first kick-started project I've backed that met it's goal, so it's new to me as well.
Again, glad to hear it shouldn't be an issue for IGA.
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Post by Redogan on Jan 7, 2016 10:24:11 GMT -6
Giving feedback to the development team is great and all, but I don't want to see the community taking the reigns out of IGA's hands/the devs' hands and demanding things done a certain way. I almost feel like they were going to do Shader 3 and 4, but because of the community feedback on the teaser, now they may not proceed in that direction. There needs to be a line drawn between considering/implementing stuff from the community feedback and doing what IGA needs to do to make the game his way. I mean, if everyone says Miriam needs to run around in bare feet all the time, will IGA drop all the footwear development and make her barefoot to appease everyone or will he take a firm stand and say she needs shoes/boots if that is what he wants?
I'm not trying to be bitter, but I want to make sure we are only giving input/feedback and not using the community's pull to sway things one way or another.
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