Astaroth
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Post by Astaroth on Mar 28, 2016 11:07:34 GMT -6
If there is a 'second castle' styled area thats only accessible after a certain point (usually after all major movement abilities are acquired) the simplest way to do difficulty is as you get further from that point it gets more difficult, as for branching paths, i do hope they are in and the way iga has been refining his difficulty curve works, you base a harder to get to area off the area you gain the relic needed to access that area (so a doublejump accessed area will start at the difficulty of the area you get the doublejump in and go up from there)
Now there is one thing i hope they can find a way to foster and thats ways to access areas early through very precise platforming, sequence breaking, and leaving in a few fun things akin to wolfjumps and momentum jumps to cover larger distances than normal if you have good timing, things you arent likely to try or find on your first few playthroughs but could be discoverable as the game goes on and you start challenging yourself with different criteria, the little things that give a game personality beyond whats presented and keep people playing for 20+ years
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Astaroth
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Post by Astaroth on Mar 28, 2016 9:56:23 GMT -6
Yeah, beta tests are generally done in the tweaking phases of the game where youre looking for little problems you arent likely to find with a couple people who know the game very well, but a crowd of people bumbling through would, the 'best' beta tester is someone who can keep good notes but has no idea how to play a game because theyll try off the wall stuff like running into a corner and mashing every button on controller 2 >P
I could see an alpha demo thats maybe a small stage long and has a limited selection of enemies and set gear so people can take in the atmosphere and feel of the game without forcing the devs to halt production to put together a standalone demo
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Astaroth
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Post by Astaroth on Mar 28, 2016 9:01:42 GMT -6
Having some rare enemies be easter eggs is cool, you could have a fleaman styled bunny in the caverns that does massive damage and drops egg themed food and a grenade item, or an oversized crab that grunts, drops a knife, and it has a weak point you can hit and always crit
The jokes dont really need to be that obvious, but theres plenty of room in the castle for injokes, easter eggs, and puns that could be discovered in enemies, items, and the scenery
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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Post by Astaroth on Mar 25, 2016 11:52:12 GMT -6
as for currency in scifi, thats more a societal construct based around our predatory instincts, in order for us to do anything our brains break it down into risk vs reward, the fundamental reason why every applied form of communism has failed (beyond the fact that every implementation has had a corrupt ruling class and a oppressed servant class which is actually pretty ironic) is that communism seeks to remove risk vs reward in favor of appealing to our sense of community, which works well in small tight knit groups but breaks down when you try to apply it to a larger group because eventually people will realize when theres no reward for working harder there is no point in risking more (would you work hard at your job if you knew you will never get a raise or a promotion or even recognition, but bob next to you pulls the same paycheck as you and does half the work you currently do?) star trek only really works because it handwaves it every time the subject of money comes up (and they demonize capitalism with the ferengi), but even then its wildly inconsistant on how their economy works, in one instance theyll say money doesnt exist, in another scene theyre expected to pay for their drinks, and in another picard makes it sound like humans now magically live in a communist utopia, if this were true it would take massive brainwashing, the complete destruction of our predatory instincts through in utero surgery, turning humanity into lemmings, or just handwaving away the concept of money when it was convenient for gene to make a statement about money being evil, your pick
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Astaroth
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Post by Astaroth on Mar 25, 2016 11:10:59 GMT -6
actually what i think the bacteria is doing is nothing new, its just specifically doing it with something that has to do with gold so everybodys losing their shit, whats more impressive is how could they use this kind of bacteria breeding to clean up radiation or chemical spills by breaking down harmful atoms into ones that could be safely used for something?
what its essentially doing is taking a compound and breaking it down into its component parts, digesting what it needs, and shitting out what is a waste product to it, you and every living thing does it every day when you eat and drink things, we just shit fertilizer and not metals
there are actually several times in history that lead has been turned into gold, the problem is its either been by accident or the cost/energy of doing so has been astronomically more than the amount of gold generated
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Astaroth
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Post by Astaroth on Mar 24, 2016 18:23:44 GMT -6
What crocodile said, im trying really hard not to speculate on my suspicions cause i dont want to spoil anybodys surprise if im right >_>
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Astaroth
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Post by Astaroth on Mar 24, 2016 9:26:52 GMT -6
Love his art, wish anima had gained a lot more traction than it did, it was really promising
Apparently theres a video game in the works so ffg is sitting on 2 of the books till its out, so not dead yet just getting screwed over by the pub
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Astaroth
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Post by Astaroth on Mar 24, 2016 2:36:27 GMT -6
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Astaroth
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Post by Astaroth on Mar 23, 2016 23:43:52 GMT -6
one way to do parellel maps that is very well tested would be to take a page from loz and order them like floors, with a marker to denote which layer and place in a room you are actually on and if you moved the view to another layer the section or gridsquare (depending on how rooms are set up) is highlighted a different color or flashes so you can instantly place where you are in the overall map without having to flip between layers constantly (and if you are in a section that x layer either doesnt have a discovered room or no room at all you could go with the collapsing flashing circle)
the idea that they could use a cv4 style foreground/background paths is appealing to be honest, ive been bandying that possibility about ever since i saw the first shader mockup, it would open up some interesting platforming paths and could allow for more varied branching paths (like getting to enter a church from the background plane and you get to see more of the church than just the door, but if you are on the foreground path you actually walk around the side of the church and go down a hill toward another area)
but yeah, since the architects map is of an unknown-but-not-human-flesh flat substance and other info given points to a finalized 2d map you can rest largely easy dan, the final map will be in 2d... unless its a papercraft or foam style 3d puzzle you can put together >P (takes cover behind her pillow)
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Astaroth
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Post by Astaroth on Mar 23, 2016 22:43:04 GMT -6
I have a sneaky suspicion theyre on track for that still, may not be a very lengthy playable demo but i think ive figured out what the progression will be for the next couple updates, now to wait and see if im right >P
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Astaroth
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Post by Astaroth on Mar 23, 2016 22:34:12 GMT -6
Sweet, im curious if rom means what i think it means, looking forward to it ^_^
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Astaroth
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Post by Astaroth on Mar 21, 2016 16:29:42 GMT -6
Lol, looks neat, hope they make it
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Astaroth
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Post by Astaroth on Mar 21, 2016 15:40:34 GMT -6
ooooh, cool, ill have to keep an eye on it
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Astaroth
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Post by Astaroth on Mar 21, 2016 15:38:21 GMT -6
nah, its just hibernating, waiting for a new death to take control of konami and use the riches of mobile and gambling to call forth dracula and pay him tribute
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Post by Astaroth on Mar 21, 2016 15:21:01 GMT -6
possible, though word of fangamer is there is no plans for an nx port since 'nobody' knows what nx even is yet, so it would either need nintendo reaching out to iga and inti and risk spilling the beans since even the inkling of an idea that the game might see an nx port will inevitably explode into a bunch of questions about the nx that iga wont be able to answer because nda, or waiting until some time after the nx reveal to ask the question of if we would be open to an nx port (which also hinges on what kind of contract has been drawn up with armature on the wiiu port whether that portion of dev would move its focus entirely to vita or stick with both still, but dropping the wiiu port will make quite a few wiiu people that pushed for it so hard during the ks feel betrayed)
ive heard rumors that nintendos making the nx very easy to port to with things like ue4 where you just choose nx and recompile and youre done, IF that is true then an nx port in the future wouldnt be a drain on resources and would be a good move, but thats a pretty big IF
my personal opinion is i want it on wiiu because i want to see what cool things armature can do with the gamepad, and if it does come out on nx as well im going to hope i can get a backer version for that too
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Astaroth
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Post by Astaroth on Mar 21, 2016 13:51:08 GMT -6
that was actually two separate thoughts there, while i find valkyries map system to be interesting, its the gameplay that tends to be very hit or miss when a map system like that would be used, valkyrie seems all right at first glance platoon uses it with no map and its a nightmare to play friday the 13th uses it with a map but the direction changes and circular paths can make it very easy to get turned around goonies 2 uses it but it has p&c buffers and doesnt mesh up so it becomes very confusing very quickly unless youve largely memorized which doors go where shantae uses it in at least one forest area that i know of but i dont really know how well it was implemented since ive only seen speedruns of the game bebes kids is a shining example of how NOT to do this, also its a shining example of how NOT to do a maze, i watched a couple people attempt a blind race and AN HOUR AND A HALF of the 2 hr race was them trying to find the exit to the haunted house >.<
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Astaroth
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Post by Astaroth on Mar 21, 2016 12:07:51 GMT -6
hey there ^_^/ design review pollcastle design pollthere hasnt been any official confirmation yet on any areas being in the game really, but the blue text in those threads along with igas previous games should give you some basic idea of what to look for, it is confirmed so far that there is a rough sketch of the castle layout , some concept art here (and down there v), and everything will take place within the castle walls, so exploring the countryside is currently out (i imagine this statement was made because many areas of order of ecclesia happen outside the castle, however curtain walls can cover large areas of land so its entirely possible to have a forested area, swamp, or town still be within the castle walls)
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Astaroth
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Post by Astaroth on Mar 21, 2016 11:29:00 GMT -6
well, just because a map is 2d doesnt mean the environment has to be, theres been evidence in many iga games that while youre moving on a 2d plane from your perspective, things in the background will sometimes rotate or move to show that you are actually moving in a curved area, or youll be in one place and see one side of a building far off, and in another place youll see a different side of the same building closer up, and mana said in one of her recent posts that inti is already looking at having the interior and exterior mesh so that likely means they are planning the overall castle based in a 3d space and using that as reference as they place the areas in the 2d map
as for valkyrie, thats an interesting setup, i think they couldve done a little better with the vertical spacing so that you dont have to look at it from such a steep angle to see the detail on the larger areas but i suppose that wouldve broken the ability to easily navigate the thin, windy areas like the cave system later in that vid, i like that it follows the terrain to give you an idea of what each are youve been in looks like though
interactivity is very important though, i loved that you could sit in chairs in sotn and if you sat too long alucard would fall asleep >P
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Post by Astaroth on Mar 21, 2016 10:36:03 GMT -6
well, we have 3 focused updates coming mar-may, june would be the month after, they may be working toward all the small updates coming together for a big june update and post it during e3 for a big splash to all the people who havent been paying near as much attention to it as we have
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Post by Astaroth on Mar 19, 2016 10:52:10 GMT -6
i think things like double jump would be best left to relics found during progression of the game for the first playthrough, though it would be interesting if the places where you normally would need double jump or dash hasve some extremely technical ways of bypassing that, whether its through wolfjump, kbfly, kbabuse, iframes, or cornerclip, or extremely precise jumps so that those who want to challenge themselves with going through an area early without an ability have ways to accomplish that, but early or normal players arent likely to stumble into a high level area by accident, this allows for ng tech speedrunning to take hold and keep the longterm discovery going while people who run ng+ are busy figuring out their optimization strats
it could be an interesting thing though to have those buyable in ng+ though, allowing a player to rebuy things like doublejump and dash (price would need to depend on whether money transfers over too) earlyish on would help eliminate the problem of dash being an endgame only ability while not making it too broken for early ng+
anyway, its an interesting idea to have mastery levels, i personally would tie them to use rather than straight buying them, since it prevents simply maxing everything instantly through max money strats
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