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Post by m0nkf15h on Dec 8, 2017 16:56:57 GMT -6
Cool!
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Post by m0nkf15h on Dec 7, 2017 14:22:49 GMT -6
you got some interesting ideas there, problem is i feel it's a little late in the day to be discussing things like this. From what i understand the meat of the game will not be altered at this point so features will not be implemented. That asside i like your ideas:
1) yes this would be a nice feature 2)Trap rooms might be interesting would give the castle an otherworldly feel maybe with a small number of annoying baddies 3)i prefer the classic respawn mechanics so when you re-enter an area, respawn all the dudes in there 4) maybe you could get rare item or achievement for doing this 100% (respawned ones you've killed would still count) 5) too hard to impliment
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Post by m0nkf15h on Dec 4, 2017 14:30:31 GMT -6
You could totally have some line from David Hayter about Metal Gears (for example if giant clock tower cogs are involved in his castle at some point) or perhaps mention there are no Snakes in his castle something like this
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Post by m0nkf15h on Dec 4, 2017 14:21:04 GMT -6
Thought of another way that Goofball could be included for your pleasure. It could be a super-secret fashion accessory like a mascot head worn over miriam (or whoever's) head with the flappy wings being comedy ears and a dangling tongue, maybe it could have a (pretty infective) trident weapon to equip.
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Post by m0nkf15h on Dec 4, 2017 10:53:59 GMT -6
Galamoth when you kill him his head could roll off as a Buer We should keep in mind though Bloodstained is an original IP so originality should be the focus, too much re-hashing of 'vania stuff could be a bad thing - sure things can be "inspired" by things we've seen in the past thats nice for the fans but it's got to feel fresh also.
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Post by m0nkf15h on Dec 4, 2017 9:28:20 GMT -6
I'm in agreement with most of your points with the exception of the one regarding the item cap, who knows if i'll need 99 of an item in order to craft something. Perhaps the Item cap should only apply to consumables like potions etc and not craftable drops because i can understand that having an abundance of healing items essentially removes any challenge from the game, it's really something only the devs can balance.
Regarding our old friend Goofball it might be fun to have him as Gebel's "pet" - because it's a useless creature Gebel would take out his frustrations on the Goofball when thing's don't go to plan (comedy violence is always funny). I can imagine Goofball getting stamped on, crushed, thrown against walls etc and always bouncing back to shape with the same derpy expression none the worse for wear and always happily orbiting Gebel whether he like's it or not.
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Post by m0nkf15h on Dec 3, 2017 12:01:50 GMT -6
Not that i wish to annoy Pure Miriam but one more word on the topic of "sexy" costumes if i may - if they're fine for Miriam can we have them for other playable characters too? would be interesting to see alternate outfits for Zangetsu if he's a playable character and it would even the playing field so to speak. Equal Opportunities for silly and sexy costumes is the way to go, stops the argument being focused around gender.
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Post by m0nkf15h on Dec 2, 2017 8:57:02 GMT -6
Regarding your points, I would like to think that "cosmetic" items will also have mechanical benefits and so occupy the same slot as regular equipment. I would hope that the game's crafting system will be robust and flexible enough to offer the player a degree of control over both Miriam's appearance and stats (for example if you don't like the look of something but you like it's stats you'll be able to find/craft something that may slightly worse stats wise but is more pleasing to the player).
On paid DLC, I'd prefer items like this to be in the game from the start but i guess if artists think of some cool outfits for characters post-release then i would not mind paying a LOW price per costume, providing of course they dont have unbalanced stats. perhaps it would be cool if DLC outfits were added to the "crafting pool" when you purchase them so rather than possessing their own stats the player determines the stats that the outfit has through their own use of the crafting system. Funny and cute items are fine because the games gotta have a sense of humour, even if its a gothic adventure it doesnt have to take itself seriously all the time. No-one is forcing the player to use comedy items. So-called "sexy" costumes are fine too as long as they stick to the low priced DLC rule - it's not something i would personally want but it's a question of player choice, again no-one is forced to use them.
Bloodstained will be a stylish game, we've seen that from the stages and the bosses so there's nothing wrong with slightly over-designed weapons - if anything i feel that this approach fits better into bloodstained's world than aiming for something realistic. On the question of Daggers & Knives, i think that if a player likes the style of a particular weapon they should be allowed to keep using that weapon type without feeling held back, although perhaps the onus should be on the player to make their current knife better (through crafting) if they want to keep using it. It's usual for a sword to do more damage than a knife but some kind of Magical Daggers with horrible effects would fit quite well into the world so it wouldn't be out of the question to find a high tier weapon of this type or maybe even several variations.
Elemental Weapon types could be found throughout the castle but it should be rare i think, maybe rarity would depend on the strength of the elemental damage. What i think would be really quite interesting is if you find an uncommon elemental weapon you could break it up and craft its properties into the weapons you already use. This would solve the issue of having to have an variant of each weapon type for each element. It would also be nice if elemental weapons had effects other than just doing damage of that type so i would expect fire to burn and maybe have a chance to set enemy alight, ice could slow and lightening could paralyze. I think it would be very interesting to have status effects imbued to weapons (maybe using alchemy?) but regarding the argument that this would maybe lead to other weapons being less interesting doesn't hold up in my view. All you have to do is give the player the framework to do so and it becomes THEM who make the interesting weapons variants not the developer. Having said this maybe status effects and elemental attacks should be present in shard abilities too not just weapons.
The"Sword vs Whip" question was i think really more to decide Miriam's character rather than to reflect anything mechanical regarding the strength of the weapons, and the question was asked when it was to give the artists a clue as to what direction to go in in terms of her character design/feel, that and it was a bit of fun for the backers. It's good that she's proficient with blades it makes her different from let's say anyone called Belmont.
On heavy weapons (Lances/Great Ax etc.) It would be interesting to see Miriam struggle with a Heavy Lance or something struggling to lift and then bringing it down heavily for big attack, i'd like to see this because her frame is quite slight and heavy weapons should prove difficult to use for her but with damage levels that compensate for this, when she's not swinging a heavy weapon it should be very defensive (big enough for her to hide behind, block even heavy attacks). Its fun to have variation in weapon swing, it's one aspect that makes different play-styles possible. Maybe the swing speed of heavy weapon could be tied to her STR stat instead of that governing the weapons damage or perhaps theres a Shard that can be gained (Oni Strength?) that could make using heavy weapons easier for her. Maybe it would be fun for her to have similar difficulties with gun recoil.
You can see the Rat's Shard is jutting from it's skull so it has one, would be quite interesting as a low level familiar maybe it can go around the screen biting things not doing any real damage but having a small % chance to poison enemies, unless they are immune.
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Post by m0nkf15h on Dec 1, 2017 11:35:31 GMT -6
The weapons look great and the hairstyles/outfits are really nice and i'm glad they are in there. Variety in appearance and customisation options are a wonderful way of keeping the player invested in the game. I really wish that we could be given some assurances that the same variety we see with Miriam will be present in enemy death animations. (i know i keep saying this but it's what keeps me playing this kind of game - it's as important as player appearence). Oh yeah the Rat looks gross by the way - nice job it's genuinely creepy.
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Post by m0nkf15h on Nov 29, 2017 13:17:37 GMT -6
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Post by m0nkf15h on Nov 2, 2017 5:35:18 GMT -6
Looks pretty good as far as i can see. Generally the graphics are nice and i like the new music, one thing bothers me a little though - enemies just seem to fade-to-red and disappear, i'd really love to see some traditional unique death animations for different enemy types (things exploding in a shower of blood or bursting into flame etc.) instead of just fading away. Yes i know i've said this before but i think it's an important detail that helps keep the combat feeling fresh.
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Post by m0nkf15h on Mar 31, 2017 14:35:03 GMT -6
I always thought that the ways that enemy's died in the Castlevania games was fun, how each monster would die in its own way would add an extra bit of character to them. In a similar way I'm hoping that characters will burst into flames, dissolve or explode in Bloodstained, to add that extra level of interest to the character design - something that we didn't see too much of in the demo.
Should something like this be included in Bloodstained? and what are your thoughts on death animations in-game.
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Post by m0nkf15h on Mar 19, 2017 15:04:10 GMT -6
^ fix'd but it's probably old news by now, long story short Bloodstained seems to be confirmed for the Switch
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Post by m0nkf15h on Mar 9, 2017 6:18:24 GMT -6
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Post by m0nkf15h on Feb 12, 2017 7:59:51 GMT -6
I am getting a bit faster aren't I? Editing out the things that make me sound less smart probably helps how I come across. If I could do this professionally I probably would. This episode was pretty much a commercial for Chasm, but I didn't get paid or anything. So, with episodes like this and the Axiom Verge one where I'm talking to indi developers in the genre, am I staying too far from Bloodstained or does this provide the community with interesting insight in the indi game industry that is relevant to our game? Personally Chasm does not interest me but perhaps it will interest others in the community so on that basis i have no objection to the discussion of it (or other games) but i do feel the majority of the podcast's content should be Bloodstained-based. I understand that info on BS isnt always available so a certain amount of "filler" content is to be expected i guess.
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Post by m0nkf15h on Feb 12, 2017 7:35:49 GMT -6
The interview was interesting, leaves me wondering what songs would be in the concert performance.
Regarding the monsters:
I like the harpy design its nice and original, i do feel though Aello could benefit from some traditionally more female features as this is the norm for depictions of harpies - i dont mean just stick some breasts on it though as this i think is an all-too-human feature and is very overplayed, instead i would suggest more shapely muscular powerful legs to make Aello seem both more feminine and more dangerous. Having said this i love the animation on this one.
Gieremund's design is good solid traditional enemy type. It's somehow manages to look emaciated and strong at the same time. Fur only seems to grow on the tail which is pretty strange, i wonder how it would look with the fur stripped away... The other odd thing i noticed is that the tongue seems to attach to the roof of the mouth rather than the back of the throat -personally i find this super-creepy it's a nice touch to differentiate Gieremund from any normal wolf.
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Post by m0nkf15h on Dec 12, 2016 15:33:40 GMT -6
IGA himself said that difficulty curve in Igavainia games is the way it is because he wants new players to be able to pick-up-and-play the games easily but die-hard fans always want things to be more difficult so for them he adds new game mechanics and features.
I think we'll do well with Bloodstained though because Nightmare Difficulty stretch goal was funded, this is where i think we'll find the real challenge in the game. In regards to how it will be different from the main game only IGA and his team knows but i know they are commited to making it the best that it can be. I expect big things and, at the very least, blistered thumbs.
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Post by m0nkf15h on Dec 2, 2016 13:00:56 GMT -6
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Post by m0nkf15h on Nov 25, 2016 14:43:41 GMT -6
dareka that is interesting conjecture, it might not be exactly how things happened but it certainly gives food for thought. The way you jump from 3.4 to 3.7 is also intriguing, something you choose not to post?
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Post by m0nkf15h on Nov 23, 2016 18:36:52 GMT -6
What is the air speed velocity of an unladen swallow? African or European swallow? ....but yeah, i still trust IGA to deliver and I'm sure he knows what he's doing. Still i can't help wondering if all this changing/growing the dev team is going to mean that certain stretch goals will not be met, I'm sure everyone will do their best to ensure a high quality product but additional people come with an additional cost. Would be interesting to see a diagram of which teams are working on which elements, i must admit i'm getting slightly confused as to who's-who and what they do, at the moment i'm not exactly reassured.
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