Redogan
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Post by Redogan on Jan 13, 2018 13:42:03 GMT -6
I got the Alchemist's Treasure + Digital Copy tier. Then I added on another $28 digital copy.
I'll load the PC/Steam version from the physical disc in the Alchemist's Treasure (then the disc goes on display in my Castlevania collection cabinet). Then digital copy on PS4 and extra digital copy on Switch.
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Post by Redogan on Jan 3, 2018 19:33:56 GMT -6
I would like to get an update that shows substantial progress (which I feel they should have at this point). I honestly have no idea where they are in development of the game (which is sad for a community-funded game with a forum such as ours). I know where I think they should be. But those two things are most likely no where near each other.
I feel like they should be pretty close to completing the main game at this point (or are already finished) and starting to work on the stretch goals and extra modes, etc.
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Post by Redogan on Jan 1, 2018 22:41:54 GMT -6
My son was born (number 7 for us). Bloodstained updates. Nintendo Switch.
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Post by Redogan on Dec 22, 2017 18:08:58 GMT -6
Everything looks great in this update. The music is good to go here as well. The only thing I don't like is the sound effect when Miriam lands on these rocks. It defintely should not sound like landing/walking on a hardwood/tile floor with dress shoes. I know the game is WIP and undergoing lots of tweaks, but the landing sound effect is so off in this update that I can't focus on anything else.
Otherwise, great work IGA and team!
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Post by Redogan on Dec 13, 2017 15:04:44 GMT -6
I disagree about the damage numbers having effects. The reason is that effects on the damage numbers would make the font look different. And I really like the damage number font the way it is. It is clear and easy to read. It would become unclear and fuddled with elemental effects on the numbers.
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Post by Redogan on Dec 12, 2017 15:48:08 GMT -6
You really only need to look to SotN for how enemy deaths should be handled. The death animation should be appropriate for the type of enemy. Then I would follow the death animation with the red crystallization (dissolve) of the bodies. Examples of appropriate death animations would be: -skeletons breaking apart with bones scattering -zombies being split in half or dismembered in some way -demons fall to their knees clawing toward Miriam -werewolves fall to their knees looking skyward as they howl and dissolve away -decapitation of various types of enemies is always amazingly satisfying But death animations aside, the sound effects involved with attacking and the death sounds are the most important part. -the sound of the weapon swing -the sound of the weapon connecting with the enemy -the death scream when an enemy dies (this could be a howl, scream, eerie ghost sound, roar, evil laugh, etc) Again, this is another area where SotN was spot on. I can't stress this enough to the development team. Much attention must be given to the music AND the sound effects. Not just in the attacking and death animations, but throughout the entire game. SotN did it right. Bloodstained can too.
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Post by Redogan on Dec 3, 2017 9:24:50 GMT -6
I wish I knew more about Miriam's character. Right now, I don't know if Miriam's character has a care in the world about sexual type attire. And that's the thing...this being Miriam's debut, I don't think she should send the wrong message. This game should be all about establishing Miriam's character. I'm just not sure what her character's personality entails at this point. Pure Miriam has a good point. Optional stuffs can have all kinds of things. If people don't like it, they can just not use it. Better to have the option there for folks who want it than to leave it out entirely. Options are a good thing. A counter-point, however, is that people could put on the "Sexy Bunny Maid" outfit and stream Bloodstained for a bunch of people who haven't seen the game before. Then they may think the wrong thing about what Bloodstained is. Ah, who knows! It may end up not mattering one bit.
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Post by Redogan on Dec 2, 2017 23:25:00 GMT -6
I'm all for, say, changing to the Emerald Scarf and it becomes a green scarf on Miriam instead of the blue one. Weapons (or shields) would pretty much have to change; although some similar weapons may look the same (i.e. two different katanas).
Although it kind of goes against what I said previously, I'm actually in favor of entire costume swaps. So, if you say equip the Pure Miriam costume or something. Or if you equip a Knight costume and she appears in full Knight armor, etc.
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Post by Redogan on Dec 2, 2017 19:47:33 GMT -6
I don't like the fashion items. I don't think that changing equips should show up on Miriam at all. I think it would be good to be able to change the color of Miriam's tunic and scarf, but that's it. I feel that said fashion items and cosmetic changes to the character model are too much--to the point that it doesn't even look like Miriam any more. I accept that some people really like this kind of thing. And I'm glad it is in for them to enjoy. That being said, I will not be using anything that severely changes the way Miriam looks. I would even go so far as to not use the Kung-Fu shoes because it makes Miriam's feet look bad (off-putting from the rest of the outfit). As far as sexy outfits and such...I think most people playing this game will be PLAYING it, not turning Miriam into their favorite fantasies. I would say such things are not only unnecessary, but also advised against to avoid possible negative backlash. I like all of the weapons shown--especially the axe and polearm/spear. I expect elemental weapons for each element like the Fire sword that was shown (hopefully with appropriate sound effects). I hope more information released later this month will give us some gameplay footage with music. I need more than a 20-second clip of a few attacks.
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Post by Redogan on Nov 25, 2017 20:44:10 GMT -6
I had another idea for Nightmare mode that is similar to the Elite enemies mentioned. What about having Nightmare mode the same as regular mode, but every area that requires you leave through a door has said door locked until you obtain the necessary key as a drop from an Elite enemy (unique to Nightmare mode) that is extra hard to kill with enhanced AI. Every area would have one so that you could get through that area's door. They could even be petrified statues that are part of the background during regular mode, but they awaken during Nightmare mode. I imagine the conversation going: Player 1: "Dude, see those statues? They come to life on Nightmare mode and are super hard to kill." Player 2: "Dude. That's awesome!" This would also be a throw-back to the original Vampire Killer game on MSX where you had to explore and find a key in order to access the next area of the stage.
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Post by Redogan on Nov 6, 2017 13:06:23 GMT -6
purifyweirdshard Thanks for the tag. (I probably would have missed this part of the discussion otherwise.) Yeah, I've accepted and moved on from the shaders. I'm more interested in sound effects, music, and environments at this point--and to some degree, the animations (weapon attack, enemies, etc).
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Post by Redogan on Oct 26, 2017 18:55:02 GMT -6
My opinion is that home console games should NEVER be ported to handheld systems. Crazy things about me: -I hate tiny screens. -I hate playing games on tiny screens. -I hate cell phones. (I don't even own one. Land line only for me. Only good use for a cell phone is for emergencies.) -I hate the concept of gaming on cell phones. -I hate Android devices. I don't like where gaming is going (and has gone over the past 5-10 years). Developers no longer make games based on their vision/ideas. They make games based on what sells. And, honestly, what sells usually sucks IMO. I can't change anything, but this is how I feel about the current/future game market.
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Post by Redogan on Oct 21, 2017 17:47:30 GMT -6
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Post by Redogan on Oct 16, 2017 14:03:05 GMT -6
Can we get some screenshots or video footage of the improved lighting (even though it is minor) in the E3 2017 demo used at NYCC? I want to see what it looks like.
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Post by Redogan on Oct 16, 2017 9:03:15 GMT -6
Have you guys heard this? I always thought it was creepy and thus Halloween-y:
One bright day in the middle of the night, Two dead boys got up to fight. Back to Back, they faced each other. Drew their swords and shot each other. A deaf policeman heard the noise, Came upstairs and shot the two dead boys. If you do not believe this lie is true, Ask the blind man....he saw it too.
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Post by Redogan on Oct 15, 2017 19:13:04 GMT -6
Attacks with Iron Flail of the Mundane! Ro2HJD7H1-20 1-61-20ยท1-6
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Post by Redogan on Oct 11, 2017 11:17:29 GMT -6
Mhm. Lets hope someone buy the Castlevania IP and continue it. Could ArtPlay buy the Castlevania IP? Then IGA could make the 1999 game.
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Post by Redogan on Oct 10, 2017 8:52:51 GMT -6
I feel like I've typed my SotN experiences on this forum before. I will, however, add some SotN infos that are pertinent to me and my experience with the game. 1) I bought a PlayStation specifically for SotN. (I picked up FFVII while I was at the KB Toy Store as well, but my trip to the store was for a PS and SotN.) and 2) I have a lot of memories of playing SotN with my wife. We got married in December of 1997. We had been together (and playing video games together) for a couple years before that. Apparently I played a lot of SotN when I first got the game. My wife watched at first due to it being a single-player game. She got interested pretty quickly. She started her own file and decided that she wanted to collect every drop from every enemy and max out all of the familiars. She maxed out the gameplay clock in the process. A funny thing that happened just the other day is that a couple of my kids were shocked when my wife was able to answer questions about SotN in great detail. They just couldn't believe she knew so much about the game. I explained to them that that is what happens when you max out the in-game clock. They were astounded. This makes me realize, 3) 1997 was a good year for me. Graduated from high school. Started college. Got married. SotN released. We all know which of those is the most important.
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Post by Redogan on Oct 3, 2017 19:42:47 GMT -6
Happy anniversary SOTN! Still my favorite game of all time! Congrats to the Forum of the Night on 2k members as well!
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Post by Redogan on Oct 3, 2017 9:00:06 GMT -6
I like it when extra characters take paths that cross with the main character's path. Like if Miriam has already been to a certain area and destroyed a bridge, then extra playable characters might come across that area after the fact and have to find another way around.
Other than that, I like it when extra characters have different abilities and progress differently. For example, it would be weird if any character other than Miriam were to receive shards from the enemies that they stab into themselves--especially is said character does not have the magi-crystal curse.
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