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Post by CastleDan on Aug 10, 2016 12:10:59 GMT -6
Why wouldn't it be apart of the crafting system? It seems like a no brainer. Enemies drop materials, materials can be crafted into all sorts of things including different ammo types. It doesn't need to be candles at all, it'll probably be the crafting system itself.
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Post by CastleDan on Aug 9, 2016 20:17:02 GMT -6
Well I know for a fact he said 18th century or late 18th century whether he said it once, said it near the beginning or said it recently. I know he said it.
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Post by CastleDan on Aug 9, 2016 19:49:20 GMT -6
I mean, I wasn't saying that there's no way he wouldn't use 1800's items or whatever. We just know he's stated time and time again that he's a history buff. SO he MIGHT not use items that don't make sense in the time period with the main character.
Curse Of Darkness also had a time traveler in it. I feel like you're taking my point a bit extreme. Does IGA do joke items? yes, a lot of the times he puts goofy modern things in his games. HOWEVER, I think main weapon types he usually typically tries to keep them somewhat relevant to the time. You didn't see handguns or revolvers in SOTN did you?
Also, an interview he said it was 18th century which is 1700's
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Post by CastleDan on Aug 9, 2016 18:31:10 GMT -6
I just hope they give the other characters decent animations this time. I feel like igavanias skimp out on animation work for other characters. No one is expecting as good as your main character but they don't have to be stiff as a board either.
also the game takes place in the 1700s so unless revolvers were around then I doubt you'd see them. IGA is all about dat history, hence all the flintlock weapons.
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Post by CastleDan on Aug 9, 2016 12:39:58 GMT -6
Flintlocks totally fit the time period of the 1700's a boss with a modern mini gun attached to its arm doesn't. They did have a Gatling gun in the 1800s but still I see nothing wrong with the guns Miriam uses.
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Post by CastleDan on Aug 9, 2016 9:34:30 GMT -6
Well also: should they base their updates around the fact that they knew people would mine the demo and find all of that, or continue on as they planned with the assumption that the bulk of people seeing the updates either dont know how to mine the demo or didn't see videos like that? I'd say that while there are a few people bummed out that the update was about things they'd already seen thanks to cracking the demo, the bulk of the fanbase has never seen any animation besides the sword, kick and katana. Yeah, I'm not arguing that. I was specifically talking about people HERE. I imagined quite a few checked that thread out as a lot of people posted in it. I guess, kickstarter can breed a greediness sometimes. Like for me, we know nothing about Familiars other than the armor knight being a familiar in the game. It's a perfect thing to discuss, you wouldn't even need to SHOW one just talk about how they work. Who knows though? I mean they might not want to spoil all the eggs to soon. It's not a criticism of the team, it's me checking out something in the mod thread and basically ruining this update which i was pretty excited for. It'd be like the next update being the new Yamane song, which we've already heard. It'd be like, yeah some people might not have heard it but unfortunately for the hardcore people following this game, a lot of us have heard it.
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Post by CastleDan on Aug 9, 2016 9:22:04 GMT -6
here it is with some of the sound effects. Yeah the weapons categories were there, that's what I'm saying the update focused on stuff we knew. Then again, I guess kickstarter is tricky because you don't want to spoil too much so it kinda makes sense.
I kinda wish the great sword ( two handed swords) had more of an audio difference to the regular swords. SOTN when using a two handed sword it sounded DRASTICALLY different which really made it feel more unique. Same thing happened with the rods in that game. I hope they really push the sound effects arena. No reason not to with the better sound capabilities.
The whip is perfect, sound wise, animation wise. It really has a snap to it which Lament Of Innocence did so well. That matters a whole lot.
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Post by CastleDan on Aug 9, 2016 8:53:30 GMT -6
CastleDan Well I didn't check out that thread because I didn't want to be spoiled so I think other people did the same. Data mining gives a lot of information, but at the cost of spoilers. And a lot of game developers don't like it when you find information about the end game and secrets this way, so I try to keep away from that kind of stuff. It's not really a jerk move, it's just that your lust for information was greater than others. Yeah, i guess that's right. Not everyone looked at it. I guess I'm aiming it more at the people who have looked at it. I figured some of the people in here have, and they're acting like they haven't. So it was curious to me. MAYBE I'M THE ONLY ONE WHO LOOKED
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Post by CastleDan on Aug 9, 2016 7:58:44 GMT -6
I'm surprised this has this many posts. Not trying to sound like a jerk, but the only bit of new info here is the bullets being used. I can't blame the team for that though demo mining spoiled the fun.
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Post by CastleDan on Aug 8, 2016 14:08:50 GMT -6
argh, I would have enjoyed this update more had we not seen the animations due to the people sneaking into the demo files. Lol
It was nice to have some words about each type though, including info on the guns.
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Post by CastleDan on Aug 8, 2016 13:31:22 GMT -6
Well I dont know what to tell you. The game just doesn't seem to be going the gothic direction. Im sure we both agree on that. The game can have silly enemies without destroying the tone.... then how come youre anti BKappa? So we pretty much agree. Enemy jokes are cool. We seem to agree on most points. Where do we disagree here? You pretty much just said context matters... which is also what I said.... Thus BKappa3 being in the game is ok. So that means youre ok with body horror on demons just not anachronistic mechanical stuff... got it... at least youre consistent on that... Never mind. Again, nobody on this thread wants him as a boss. We agree on that as well. The disagreement mainly comes from the fact that a decent amount of people want it as a boss and I think it's not that good of a boss design. I like joke monsters I don't like joke bosses. I like gothic, crazy, grotesque bosses...etc
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Post by CastleDan on Aug 7, 2016 15:06:33 GMT -6
I hope you don't have a melt down if you find out Zhanghetzu and Johannes are the playable characters. Will you melt down if neither Zangetsu or Johannes are playable? I may have my preferences, but I think I'll survive either way Not at all I'm willing to bet money they are the playable characters and I don't care if they are or aren't. Johannes I'm not crazy about but it is what it is. I just know you keep talking about there being more characters and you think they will probably be the playable ones so I'm just hoping you don't get your hopes up or something.
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Post by CastleDan on Aug 7, 2016 7:45:32 GMT -6
Ha, I see Dan already asked one about weapon special moves/spells/inputs etc...hope some of those are in, definitely. 1. Is the aim for the OST to be varied in styles like the previous console IGAvanias (especially Symphony)?2. Will there be any sort of return for demon-hunting subweapons? 3. Along those lines, is there a desire within IGA/his team to also revive the classicvania genre with the Bloodstained franchise? If not whole games outright, within its modes/the prequel? God I hope so, that's one of the things I love about Symphony's OST. You get some straight up classical sounding music, you get some waltzs...etc.
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Post by CastleDan on Aug 7, 2016 7:43:54 GMT -6
I'm just going to assume there is a "that we can reasonable expect to learn before the release of the game and that wouldn't be considered a spoiler by reasonable people" at the end of the question put forth in the topic. Is this just a conversation starter or a prelude to a Bloodstained Community Broadcast? 1) Who are the other, noteworthy characters in the game/narrative? On more than one time IGA has said or implied there are more characters to reveal so I'm anxious to meet them. 2) Who are the other playable characters, how will they be decided and what will they play like? 3) Will there be more opportunities for community participation in the vein of the familiar or shader votes or the Castle Design topic we had a while back? I hope you don't have a melt down if you find out Zhanghetzu and Johannes are the playable characters.
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Post by CastleDan on Aug 6, 2016 10:01:13 GMT -6
1. Will there be special moves for weapons or button input spells? ( like the Alucard sword, heaven sword, dark metamorphosis )
2. How will familiars work?
3. When is the goal for the beta release? Is there a time you're aiming for?
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Post by CastleDan on Aug 5, 2016 15:16:08 GMT -6
right. well, as a closing unless anyone wants to add to this, both cramped areas and large open areas have a place in castlevania, whats important is quantity and whether they match. what makes areas unique is not only their visual style, but the way the player is inclined to move through them. Yeah as long as they are not poorly designed. You can have cramped spaces and big spaces but they still have to be nicely designed spaces. That's all I'm saying
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Post by CastleDan on Aug 5, 2016 9:10:27 GMT -6
I like your post Crocodile. I do agree that it shouldn't mimic the same transformations Alucard had because well he was a vampire, Miriam isn't BUT I do think I'd prefer the transformations to be more drastic than the ones you posted. To me seeing the human figure/human form kinda takes away from the transforming idea. I want her to fully become something else that drastically changes how she works.
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Post by CastleDan on Aug 5, 2016 9:07:29 GMT -6
Honestly it's probably because your system isn't quite powerful enough. It's not optimized yet, so if your hardware isn't really good it'll run a bit more poorly. Framerate won't be as smooth...visuals not as sharp..etc.
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Post by CastleDan on Aug 4, 2016 22:00:33 GMT -6
to clarify, my top section was about how each vania ran a bit differently, so we may be comparing apples to oranges when comparing castles in terms of feel. Right but this topic isn't really about feel it's about design. If the castle is comprised of a bunch of square rooms with identical art design copy and pasted a lot that would have nothing to do with feel and more to do with bad level design. I guess you could argue it FEELS bad playing in a castle built like that but its specifically about the design
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Post by CastleDan on Aug 4, 2016 19:44:00 GMT -6
I THINK I know what you're saying...but it's important to realize it's not optimized yet so maybe thats the issue. I'm unsure in terms of technical details though.
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