Astaroth
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Post by Astaroth on Dec 10, 2015 15:02:04 GMT -6
I think some things need flavor text to give that awesome attention to detail, other things i think are better left up to your imagination
Hell, just look at all the theory and lore videos people have put out about the Legend of Zelda series, and a huge portion of the lore is implied and scattered about in little blurbs
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Astaroth
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Post by Astaroth on Dec 9, 2015 13:14:55 GMT -6
Colorful doesnt necessarily mean cartoony, just look at medieval and renaissance art, theyre super colorful and it could be a battlefield full of death and destruction
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Astaroth
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Post by Astaroth on Dec 9, 2015 12:53:31 GMT -6
I know this is concept, but try to think of the shaders applied to areas like this, where its a unified theme and color scheme, how does that change how these shaders will interact with all of them? Im actually really curious about the tower, will it spin as you climb it so you can see all sides of it, will you go into it at points and still see monsters flying around outside, will it get foggier as you reach the top?
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Astaroth
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Post by Astaroth on Dec 8, 2015 12:29:43 GMT -6
I think where the shops function best is when youre new to the game and dont know where to go yet to keep your equipment on par with the area or fight each enemy without taking damage (or are having horrible luck with drops), once you get the hang of it most people use the shops for completion or potions and the one 6 figure item, i think the shop should continue be there primarily as a helping hand for new players with a smattering of cool and exclusive items that show up over the course of the game for the completionists
Then i think there should be the synth shop, where things get exponentially more awesome and expensive and you explore your ass off for the mats to that super awesome swiss army polearm
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Astaroth
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Post by Astaroth on Dec 8, 2015 11:54:18 GMT -6
Oooh... hard to pick just 5, so i had to pick my most played >.>
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Post by Astaroth on Dec 8, 2015 11:42:10 GMT -6
Ortho works much better for outside or massive areas where you tend to have things far off in the distance, and then parallax scrolling completes the illusion of depth
Perspective works better on a smaller scale, where you have a large room or enclosed area with objects generally not more than 50 feet away, youre less likely to have parallax scrolling but areas tend to be trapezoidal to force depth
Im torn, ortho would give you a straight up 2d look but then everything would essentially be flat panels sliding around and in an area thats meant to be claustrophobic you cant have many panels, perspective works best on an interior scale and since theyll have 3d objects that can be scaled to distances fairly quickly i think its the way to go, i do agree such a steep angle like in the shader pics is a little too steep, but im curious to see how moving vertically in that space with a shallower angle might alleviate both the dollhouse effect but also allow the details in the distance and close to the floor to still be viewable
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Post by Astaroth on Dec 6, 2015 16:31:35 GMT -6
Or a littlebit less red, more darker into the background? CastleDan I think the dev-team don't read the forum. If yes, its nice. Add some fog... that was nice... a comparison: i agree that color scheme gives that area a very unified look, i dont think a red fog fits the area but it looks like it could be used nicely in an area closer to water or outside, im really torn between the darker room, on one hand it is very moody and rthe grayer, more weatherworn stone would be perfect for the starting area, accompanied by a storm outside where lightning flashes occasionally and illuminates the room briefly, allowing all the exquisite detail to still show before the room fades back into darkness, while the lighter marble and rich wood textures would be at home in a library further inside the castle, where the lighter tones would work with the candles and to create more ambient light i have the feeling the precise reason why this room looks the way it does and why it seems to be somewhat random is to mesh different looks together into a single room and see how the shaders will end up impacting the full game, i have the feeling theyve made other rooms with a similar mashup of assets and were just seeing one of them ^_^
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Astaroth
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Post by Astaroth on Dec 6, 2015 16:11:24 GMT -6
one thing, id like the bestiary to be more quickly accessed this time, usually its in a collections menu, which means i have to go to the menu, go to collections, go to bestiary, then cycle through the pages to find what i need, and once i unpause i have to do all that again, maybe add an option to remember the last menu screen you were on when you hit start?
just thought of this, but a journal where miriam describes her adventures in the castle so far and her accomplishments may be a godsend if for some crazy reason you have to stop playing the game for a while and dont remember where youre at when you come back, i do this in rpgs all the time >.>
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Post by Astaroth on Dec 6, 2015 15:53:24 GMT -6
My name is Link y'all, I'm straight out of Hyrule, been on the force of good since '86, old school...
i grew up with Zelda, i love the open world of the first game, the exploration, finding all the items and seeing how far you can get with each new item, that they are able to retell the story of Link and Zelda a different way each time through the set pieces and players, as for what i dont like, its more often little annoyances, like the sailing in the original wind waker taking too long and not having much to do beyond little diversions and islands youd only visit once unless you forgot youd already been there or forgot you didnt have the item to solve that island yet, twilight princess the overworld needed more in it to do, skywards sword needed a more easily connected world to speed up your adventuring, spirit tracks and phantom hourglass i got fed up with how slow it was to get money and the randomness and expense of collecting all the boat/train? parts, i love the more open aspects of link between worlds which gave the items more than a 2 dungeon usefulness, triforce heroes is fun but i lack people to play with, hyrule warriors is fucking fun but nobody i know wants to play it cause dynasty warriors
i dont want anything to really change for the sake of change, i want it to make sense within the overall themes of Zelda, i want it to further exploring, finding new places and challenges, acquiring new items and figuring out new ways to use them, i want to overcome ganon on this new battlefield and save the triforce, Princess Zelda, and Hyrule again
reminds me, i need to actually finish oracles
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Astaroth
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Post by Astaroth on Dec 5, 2015 15:48:49 GMT -6
im curious about the extra pieces to the mantle, how do they extend to the back, is it an example of multiple mantle designs or is this the new design, can the crystals on her tiara change color?
the outline shader is pretty interesting, it does make things look grittier and more pitted, i think it loses a lot of the architectural detail but it both make the closeup of miriam pop and it makes her features really defined and really brings out the textures of her clothing, i think the second one though gives that extra definition without making it harsh, wonder what that one would do for making the cool design on those chairs stand out?
i wonder what direction theyll take with the curse, will it be textured like skin, glass, paint, tattoo, or will it glow like flourescent paint or the petals on the cursed theme?
sotn had a great use of the color palette and actually crammed a lot more detail into a space because of its lack of outlines around everything, even though we now have 3.5ish x the screen resolution of the ps1 i think that same focus on color and detail still stands true
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Astaroth
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Post by Astaroth on Dec 5, 2015 12:46:52 GMT -6
well, a couple things, they may be using a deeper angle so they can better see how the game transitions into the background, i think a slightly shallower angle would look better stylistically, but im torn because then youd lose some of the cool details like the light streaming through the windows on the floor, i dont know yet if theyll use parallax for objects in the background so platforming further in may reveal those details if a shallower angle is used. the way this room is set up actually makes me wonder if the background areas may actually be traversable ^_^
i like the way colors pop and the brushstroke look in shader 2, and that her skin isnt super shiny, but i like the color balance and reflection in her armor/leather and the glow of her curse and the darker atmosphere from shader 1 more, in both the texture and bumpmapping on her dress are beautiful, and shader 2 reminds me a lot of samurai jack in the full pic, i like the marbling and that the stairs look like actual stairs, im curious to see the other 2 shaders, i think theyre very close to achieving a good balance of dark atmosphere and vibrant colors, and id love to see how these play out once the higher poly objects start being made, kudos guys
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Post by Astaroth on Dec 4, 2015 18:53:02 GMT -6
Im gonna give it another listen now that i think ive fixed things like youtube having stupidly low audio, but what i could hear sounded pretty good
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Post by Astaroth on Dec 4, 2015 18:49:09 GMT -6
Gotta get back...
Back to the past...
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Post by Astaroth on Dec 2, 2015 0:42:07 GMT -6
posting here in case its submitworthy from bloodstainedfanforums.com/thread/612/2d-3d-2-5di think taking little details on your placement in the castle in reference to other areas of the castle a step further than they have been in past games (like the clock tower being far away in one part of sotn, going through the clock tower later on, and the long staircase having the clock tower be very close in the background was epic) by having more areas referenced in the fore and background, walking through one area where you line up with a break in the castle walls and briefly see part of the ship before it disappears behind the ramparts, the vague outline of the pagoda and fountain off in the distance as you traverse a gallery, little touches that make the scope of this castle seem both massive in a 2d sense and well connected in a 3d space (assuming those bits of concept art make it in) and the posts right after that make good points on this style of layout having the ability to make subtle hints about other areas if they want to post them here
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Post by Astaroth on Dec 2, 2015 0:23:15 GMT -6
I have no problem with nudity. Iga isn't going to go all out and grotesque. And if it isn't a shared option, then there should be a game option to filter it or swap the texture. Everyone gets their way. I can see that option being useful for people streaming the game or LPing it on youtube without getting flagged for mature content or anything similar to that. actually, just thought of a way to do that fairly easily, have an alpha flag on the coverup objects so when you set pg it shows up, dont have to make 2 different versions and youre less likely to end up with odd censoring since itll have been built at the time the model was made and not hastily slapped on like snes era editing
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Astaroth
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Post by Astaroth on Dec 1, 2015 11:08:19 GMT -6
Id buy cv warriors, especially if its the same team that did hyrule warriors ^_^
I could get behind a new wild arms, id prefer it to be more like 1-3 with 1 style music, 4 and 5 just didnt feel like wild arms to me
And we sorta got an hd ff6 on ios/droid...
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Post by Astaroth on Nov 30, 2015 16:52:39 GMT -6
Its not an unrelated spinoff thing though, its become the main/only castlevania/silent hill game in development, the company isnt even trying to deny it, and its a soulless cash grab at that (ffs, its a slot machine that plays fmv clips)
id love to have the character models in an actual game, the animations a bit wierd and they could use less plasticy textures, but the physics, modelling and bumpmapping are pretty damn good
the whole 'erotic violence' part sounds more like some suit whos never played video games picking buzzwords out of a hat cause they think thatll sell (hmmm, intercoursing murder, tits and whips, sexy homicide, synergistic mailing solutions...)
Lol at drawing the moustache on the statue, gebel walks by it later and the enemies have joined in on the fun and the whole gallery looks like a looney tunes cartoon
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Astaroth
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Post by Astaroth on Nov 30, 2015 13:22:39 GMT -6
I think the wallet buster should be either a piece of op gear or something that lessens grinding, duplicator was great in sotn but i primarily used it for meal card spam to get 100% items, if theres a 9 item cap and no use weapons the duplicator becomes mostly pointless, especially with ng+
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Post by Astaroth on Nov 30, 2015 12:28:07 GMT -6
I never have a problem with nudity in context, if its set in a brothel i expect nudity of some kind, if its set in a convent i dont expect nudity outside of changing or showers, i dont think miriam will run around naked (there may be joke/fanservice outfits like bikini or bunny suit or maid but thats expected of fanservice, i am hoping for a swimsuit for gebel that shows off the extent of his curse or an indiana jones ripped shirt look for johannes), i doubt well get satans swinging snake or tentacle crotch like dantes inferno (which actually make sense for that game considering its supposed to shock you), but i think therell be enough overt and implied 'sexy', i fully expect classical statues, macabre artwork, and multiple enemies that either are partially clothed/nude due to not having the same body issues like humans or who use nudity/sexy as weapons (something i would like to see though is succubi that change look/genders to appeal to who theyre up against, much like aos/dos where they look like mina or yoko when you first see them, maybe have the early ones take on a more generic sexy look like a busty temptress or fabio wannabe, but as they get more powerful they take on forms that play on the characters regrets and desires, whether it be someone from the characters past or someone theyre searching for to get them to drop their guard)
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Astaroth
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Post by Astaroth on Nov 28, 2015 19:09:53 GMT -6
hopefully there are textured blocks and id definitely need a larger area, ive been building and so far the player bases are inadequate for my grand designs >P
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