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Post by CastleDan on Apr 12, 2016 11:31:32 GMT -6
I think it seems pretty obvious that it'd be Zangetsu and Johanness. I look forward to it
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Post by CastleDan on Apr 12, 2016 8:21:06 GMT -6
This would be different if they were changing the ratio to a size they've never done before but it's a ratio they always use so.... I don't think this is an issue. Unless you had issues with the other igavanias in accordance to this. On a big ol tv I wouldn't want Miriam to be even smaller than she already is.
However, there could be some concern with the vita version due to its screen size
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Post by CastleDan on Apr 11, 2016 18:11:06 GMT -6
And I think there will be a mix. They know there's a lot of guys out there that want things to work as closely as possible to SotN. I moved that post to a more appropriate thread if people want to comment on crafting specific ideas. Enemy-specific drops are definitely not gone. He has said that enemies will drop specific components, at least, so that Medusa head might drop a snake hair to make a Medusa shield with, or maybe you could use it to make a Medusa whip that petrifies small enemies instead. The uniqueness and enemy association of the weapons is still there. Could they still drop whole equipment pieces? I don't see why not. And yay, I brought this back around to a status effect. I guess petirfication on enemies could work if it's limited to humanoid-sized things. Could be a weird thing to balance/animate. I can't wait to see things like being petrified return and how it looks in a game like this. I think that's what is exciting to me also, graphics have advanced a lot in recent years, I can't wait to see how some of these things we are used to look now.
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Post by CastleDan on Apr 11, 2016 17:47:20 GMT -6
If it worked for people in SOTN, I'm sure it'll be fine here. And strictly speaking, we'll have more horizontal screen space in Bloodstained since SotN was 4:3 ratio. Yup, that's an important thing to note. Like I said also, I like that i'll be able to see Miriam a bit better, she will have visual equipment changes. Lol
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Post by CastleDan on Apr 11, 2016 16:56:09 GMT -6
Well then this is something I and the team disagree with. For a game where mobility is important, and exploring in screen-sized areas is important, I wouldn't want anything more than 1/5 of the screen height, but I would aim for a bit less than that, really. About 18%. Quite simply, you need room to move. With the games I've worked on, characters that size negatively impacted the experience. But I've voiced my opinion, and that's all I can do. It's their game, not mine. If it worked for people in SOTN, I'm sure it'll be fine here.
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Post by CastleDan on Apr 11, 2016 12:41:53 GMT -6
What I can see happening with the weapon system is this, basically: The unique look/animation weapons that we're used to from games like SotN, if not found outright as "pre-made" weapons, will be in the game at the very least by way of us making them. Say, you have a standard rapier, it may or may not have a multi-hit special attack. After a while, you gather up some drops like blessed silver, wolfsbane, a hunter's journal, etc. The journal itself may contain recipes, one of which being to use your silver/wolfsbane to upgrade your rapier to the Werebane. Different weapon appearance and attack/special attack animation wise. So, I don't think we're looking at simple +atribute, +attack enhancements...doing just Lightning Rapier +3. Instead, there may be branching unique paths per weapon class depending on the items and combinations you have. The same could be done to synthesize "legendary" katana that probably shouldn't be there. A Masanune, Murasame, Muramasa? Find a good base regular katana in the castle, gather up some legendary smithing items and documents of the know-how, and near end-game you should be able to have your own mythical sword. This could also be an alternative path to getting a late (or very hard to acquire) weapon earlier, and at the time you obtain the premade version, you can break it down for components that could perhaps improve the one you have or use for something completely different. It's overall a perfect opportunity to travel down a path of crafting a legendary relic in a time/place where it being there is best explained by some incredible alchemic work. The "premade" weapons that are dropped or found could be possible with creation or completely unique, but I don't think there being item creation necessarily limits their number. So long as we're talking about named weapons with special attacks/animations, I think we're all good. I mean, I get that they could be made instead but I like the idea of hitting a secret wall and finding a unique weapon inside. I'd be kinda bummed if they killed off that aspect of the game. I would also be bummed if enemy specific drops are completely gone. I mean fighting a medusa to get a medusa type item is really cool and gives the enemies a certain level of interest to them, instead of them dropping a material or something. I think a mix of both systems would be for the best.
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Post by CastleDan on Apr 11, 2016 11:43:00 GMT -6
My only concern with something like that is do you lose the originality of a sword made to be fire if you can just apply a fire element to any sword?
I mean finding special swords with special looks was part of the fun but taking away the special weapons like that and just making it, any of these weapons can do that seems less enjoyable to me. Apparently we're capable of doing that in this game I just hope they design special unique swords and weapons within the game itself in the form of item drops or finding them. A good amount of them, I don't want it just to be due to creation.
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Post by CastleDan on Apr 11, 2016 11:24:09 GMT -6
I loved the curse status in SOTN. The funny grunt sound and the sword coming half way but stopping was a neat touch. I'm a very visual person, the more unique and cool little animations and sounds I get the happier I am with the game.
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Post by CastleDan on Apr 9, 2016 12:56:34 GMT -6
yea, I might be in the very small minority, and as it was said this is a static image. I don't think anything should change on my account since I seem to be the only one, but it definitely was one of those moments for me when it was pointed out. Totally fine though, happens to me sometimes as well. If anything, I'm glad I mentioned it so you can see it now. Its good stuff!
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Post by CastleDan on Apr 9, 2016 11:00:31 GMT -6
I don't know if I mentioned this before but Mana can you personally thank the team for the way they used the platforms here. While floating platforms aren't a HUGE deal to me and I can live with them, I absolutely LOVE that they actually included them as apart of the pillars. It helps create a more believable world you're in. The team are doing great work Haha, damn, I never even noticed the platforms. I'm actually surprised you didn't notice. I feel like they standout pretty well. Haha Either way, more of this Inti and Artplay Platforms that are actually apart of the environment are world building and great
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Post by CastleDan on Apr 8, 2016 12:16:24 GMT -6
I don't know if I mentioned this before but Mana can you personally thank the team for the way they used the platforms here. While floating platforms aren't a HUGE deal to me and I can live with them, I absolutely LOVE that they actually included them as apart of the pillars. It helps create a more believable world you're in. The team are doing great work
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Post by CastleDan on Apr 7, 2016 18:49:33 GMT -6
Doesn't need much in the form of puzzles like the previous user said puzzles like the clock puzzle in sotn, pushing boxes, and abilities to access new areas are all you need. Equipment, and abilities should be focus with progressing
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Post by CastleDan on Apr 7, 2016 11:28:54 GMT -6
Holy crap. We are on the same side for once! Nice! Haha I figured you'd be against this but I actually agree with you some simple but unique button inputs for abilities to mix things up is a good thing just don't go overboard where it jumbles everything up too much. If us mostly agreeing with something makes you uncomfortable, I'm sure I can find something to disagree with you on In all serious, I have no issue with command inputs if they are a way to increase a character's offensive moveset in a way that doesn't doesn't require a significant addition of extra buttons. Or as a way to squeeze out some extra functionality from an important weapon. I however see no value in them as something that are fun to do just for the sake of doing them (which is something I believe I saw you express in the shoutbox). I'm fine with them from a utilitarian aspect. I will also stress (though we already agree on this) that I don't want obnoxious inputs. I don't want to see something like the input for Summon Spirit or Sword Brothers or whatever ever again. The half-circle in Dark Metamorphosis wasn't what I'd call hard to do but seems needlessly elaborate for a relatively simple and oft-used technique. Quarter Circle-Back, Quarter Circle-Forward (Hadoken), Shoryukren and Half-Circle motions are fine. I DON'T want to see anything more complex than that though. Finally, as I said before, traversal techniques should be keep simple - single button simple. Stuff like back dash, forward dash, air dash, super jump, etc. shouldn't require a command input like some of them did in SOTN. I'd also like to see uniformity in inputs across scenarios. As an example, if different named weapons each have a projectile/long-range attack you could use with them - they should ALL use the same (a hadoken?) motion. Makes it easy to learn and once a new player gets skilled at doing that sort of motion, they can use it with a wide array of weapons. So yeah, overall we agree. I'm just very specific in the ways I'm ok with this being implemented and the ways I'm not ok with this being implemented. Yeah I can understand that, I liked the half-circle movement for Dark Metamorphosis but that's just me! I thought that was a fun one to pull off and I always dug the red glow and blood splash giving you health. It's one of my favorites to do. I generally agree with what you said, don't do elaborate ones, try to keep the types limited so it doesn't confuse but utilize them so we have more options.
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Post by CastleDan on Apr 7, 2016 7:23:48 GMT -6
Well I'm happy how this turned out. Seems like more people are fine with them than I thought. Hopefully they include them then!
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Post by CastleDan on Apr 6, 2016 22:30:59 GMT -6
CastleDanThis is what I wanted. This is the thing that I want to see in Bloodstained Well there's a difference between combos and weapon specials/spells using button input commands. One is like Mirror of fate ( which sounded like what you wanted) the other is like symphony of the night
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Post by CastleDan on Apr 6, 2016 19:17:51 GMT -6
I don't mind "simple" motions as a way to expand the movepool and combat repertoire. I've certainly played games where having too many actions mapped on too few buttons was kind of stifling (my recent replay of MMX4 kind of made me feel this way). When I say "simple" motions though, I'm talking about stuff like Fireball or Dragon Punch motions. Stuff like Pretzel Motions or 360/720s or some of the Back and Forth and THEN X-Circle motions are obnoxious and I feel beyond the realm of most players to execute reliably. Some of Alucard's attacks in SOTN were just frustrating to execute with any consistency. I'd also hesitate to use them for traversal techniques (not that you can't do it, just be careful). Maybe it was because of finicky inputs but I found Richter's Super Jump and Air Dash in SOTN hard to pull of with consistency. It was a GODSEND when his Super Jump got mapped to a single button press in Portrait of Ruin. Same. Also I'm a little surprised I was the only one who thought animation strings would be a good idea. I think single attacks, in 2016, make combat feel really sluggish in comparison. It WORKS but it doesn't feel smooth to just slash, wait, slash, wait, slash, wait in my opinion. You're not using the word sluggish right. The number of animation strings isn't going to inherently change combat speed. Like you aren't stun locking enemies in a Castlevania game so you're going to have to be waiting/dodging anyway and since there is no 3rd dimension, you can only duck/jump/back away. You can't keep up a combat strong for a long period of time. Quick slashes actually are quite fast too - you have played some of the, say, Mega Man Zero games no? Holy crap. We are on the same side for once! Nice! Haha I figured you'd be against this but I actually agree with you some simple but unique button inputs for abilities to mix things up is a good thing just don't go overboard where it jumbles everything up too much.
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Post by CastleDan on Apr 6, 2016 13:41:05 GMT -6
I think the button inputs will be in there regardless, it was one of the features highlighted in blue, though it could be implying button inputs that make Miriam do special actions like a gravity jump type thing.. down up X or something and not necessarily weapons but i think it'd be cool for both!
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Post by CastleDan on Apr 6, 2016 12:30:55 GMT -6
The two I don't minds are where I'm at!
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Post by CastleDan on Apr 6, 2016 12:16:29 GMT -6
To be clear in case I wasn't before, I'm okay with some degree of input commands. Something like Back -> Forward -> Punch = fireball, or something, I'm cool with that. Fighting game terminology, once you start getting to 236P or 41236K then I start to be wary, and then once you start making it so you can only do moves out of certain other moves and your timing has to be exact, then I just don't want that in something that isn't a fighting game. I definitely don't disagree there. I'm not entirely asking for super complex button inputs ( though a hard one for a really special ability i think would be fine)but a little variety would be nice instead of forward attack or a bumper button. Sometimes you just feel a bit more special when you have to do a command for a really cool spell. For instance doing the command for Dark Metamorphasis just wouldn't have been as special if you just hit R1 or something.
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Post by CastleDan on Apr 6, 2016 11:54:53 GMT -6
All I want is a simple sequence of attacks, to go with the flow, it doesn't have to be complex like DMC or any fighting games out there similar to this but seperated into 2 button presses? i wanna say there was another weapon in one of the games that used the same animation progression but you only saw the second strike if you pressed the button fast enough i loved the special attacks sotn had, i think it suffered mainly because the magic system also used the same combo system and the inputs werent varied enough and sometimes used up so youd end up accidentally throwing a subweapon or firing off the wrong spell, now that magic has been moved to its own system (whether it gets its own button or is up attack) i think that having qcb/qcf/dhcf/dhcb inputs like scars posted above or weapon/magic synergies like shield rod+shield (say what you will about brokenness, i thought it was a neat idea) or dual heaven swords wouldnt be a hinderance to the overall game Luckily we won't have to worry about subweapons anymore! ;P less screw ups!
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