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Post by m0nkf15h on Sept 9, 2016 6:09:56 GMT -6
They Might Be Giants- Experimental Film I like it mostly because it was animated by the creators of Homestar Runner and heavily features their characters. That whole site played a big role in shaping my sense of humor. It's like comfort food for me. Fittingly the band "They might be Giants" got their band name from the title of an experimental film - about a delusional man who believes that he's Sherlock Holmes and that his psychotherapist is Dr Watson.
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Post by m0nkf15h on Aug 31, 2016 14:06:36 GMT -6
It would be a nice touch if the user could change the appearance of the prequel section with a button push, (toggling between 8-bit and 16-bit palettes) as in the game L'abbaye des Mortes:-
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Post by m0nkf15h on Aug 27, 2016 12:53:06 GMT -6
I'm not too sure about the addiction/dependency mechanic that Clear mentioned but i do think the idea of food and different food combinations giving (temporary) stat buffs and debuffs is an interesting one, it could add more depth to cooking and food in the game beyond them being a variation on the potion. Dont get me wrong food could be used to heal too it could just have other affects aswell (not always good). Perhaps some foods restore a lot of health but also give a temporary debuff to some core stats, maybe some could heal a smaller amount but give a buff to multiple stats and so on, there are a lot of possibilities. Perhaps certain food combinations give Miriam a stomach ache and so slowly drain health for short time but also have other affects, so much could be done with a system like this on top of having health and Mana potions.
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Post by m0nkf15h on Aug 21, 2016 16:04:48 GMT -6
yeah that would be the cook book... Ohhh...ouch. The salt! I think that there should be a crafting list, as well as a cookbook. That way everyone is happy. My point is do they really need to be separate menus? Crafting systems in game should be as streamlined as possible for ease of programming and ease of use. I realise that you dont want to be scrolling through a big list of components to find your food items but you could just have it be tabular from the same menu screen so you have one tab for weapon components and a second tab for consumable items meaning you can do any kind of combining from the same menu screen. When you first mentioned the whole cookbook idea i was under the impression that it was an equip-able accessory that would somehow have to be "used" in order to combine ingredients - if this is what you intend, then it seems clunky to me when it could be integrated into the standard menu screen. On the subject of the food i was thinking as we've seen in the demo potions do an effective job of healing so perhaps food could be used mostly to add/remove status effects and give temporary buffs/debuffs to the core stats eg. temporary +1 to Str for x amount of time. With different foods and combinations having various different effects both good and bad.
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Post by m0nkf15h on Aug 20, 2016 18:43:24 GMT -6
Why have a cookbook when you can just combine food items in the menu screen/crafting menu?
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Post by m0nkf15h on Aug 20, 2016 18:33:24 GMT -6
I dont think the game needs a hunger based system in it. If food exists it should be there just as a restorative item or maybe to cure/give status effects, not to fill some arbitrary bar. Does conventional time even pass inside Gebel's castle given that it's a gateway to the infernal dimension? I'm down with the idea of combining foods to produce various dishes that can restore more or have a different affect but not a "survival" aspect.
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Post by m0nkf15h on Aug 17, 2016 11:24:16 GMT -6
My main/only thought on the matter is that I would like all playable characters to have a use for money. Normally, coins/bags drop for all characters in Igavania games, but only the main story playable character actually uses it. The issue with that is that the items would be balanced for Miriam's playstyle so it would mean compromising variety in terms of the feel of each character if they all used the same pool of items. Unless of course you're suggesting that certain items can only be used by specific characters - that's an interesting thought. Perhaps if Miriam were to buy an item or weapon she cant use she could break it into its component parts and craft something she can use with pieces of it. The only problem I see with this approach that i can see is that it would require a much larger item pool.
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Post by m0nkf15h on Aug 15, 2016 17:34:08 GMT -6
The weapon animations seem nice and fluid to me, and i'm pleased to hear that guns will be included.
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Post by m0nkf15h on Aug 15, 2016 11:53:41 GMT -6
crocodile does make an interesting point about shops possibly being largely redundant unless they sell something "good". Also its possible that if potions are readily available from the shop then it could possibly break the difficulty curve of the game - unless of course the shop only stocks small quantities of consumables, which is a possible solution to this problem. Reconsidering things i think that its largely okay for the shop to stock good equipment as long as its massively overpriced, as this would still incentivise the player to craft items instead. Maybe have a few items that are only available in shops again at a high price. The most important thing is that the shop is relevant to the player and also that it does not break the difficulty curve or render the crafting system useless, its a difficult balancing act for the devs. I have to disagree with crocodile re: Johannes though. i think he'd be quite interesting to play as considering that he has no obvious weapons, he has a book that suggests that he is knowledgeable so maybe he can assist with forging. Given his close relationship with Miriam (and Gebel) though i dont think that he would want to sell her items, that just does not fit to me - he's better suited as a guiding hand on her quest.
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Post by m0nkf15h on Aug 15, 2016 11:15:00 GMT -6
The only problem i see on Vepar is that it's too easy, even for a first boss. The creature is huge and menacing and you beat it too easily. O hope it returns for you to fight it again later. But i like Vepar's looks, appearance and colors and see absolutely no problem with those things. But...that's me I would not worry about Vepar's lack of challenge, i'm sure it will be beefed up for the release version. The Demo fuctions simply as a taste of whats to come, difficulty curves will all be to a standard that we expect - if they are not a lot of people will be annoyed.
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Post by m0nkf15h on Aug 14, 2016 16:58:51 GMT -6
1) I think that the shopkeep should be a demon who feels at home in the castle environment (money is said to be the root of all evil after all). This would make more sense than having Johannes (or whoever) suddenly show up for no reason.
2) Shops should sell consumables and very basic weapons and possibly VERY basic crafting materials(Materials would be overpriced to discourage the shopper).
3) Shops could be empty rooms spread throughout the castle with a device in the wall (gargoyle or demon head etc) which would activate when you place a shop-token (collected from uncommon drops) in the mouth and summon the demon shopkeep. This would mean that you would have to think carefully about using shop rooms and when to farm for items.
4) Occasionally they could have a SPECIAL item for sale such as magical equipment with some cool effect but this would be a rare occurrence. This way would encourage the player to experiment with crafting, even more-so if the player was rewarded for buying such equipment, dismantling it and trying to reforge it into newer items.
5) This item would only be available for the maximum amount of gold you can have in the game ($99,999,999?) and could be something like a rare artifact that allows you to summon all familiars at once and allows their abilities to synergise.
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Post by m0nkf15h on Aug 8, 2016 10:10:10 GMT -6
While the design is cool its also light hearted, not everything has to be serious. IGA has always had a sense of humour so maybe there is space in Bloodstained for BKIII. Perhaps he's just a joke though, we will have to see. I think it would be easily possible to make the chain-gun arm less modern (kinda steampunk style to better fit in with the setting) - might be Gebel's way of using technology against those that have forsaken the Alchemists in favour of modern ways. Was thinking BKIII could be a statue in the castle gardens or something (but with metal gun arm) and you have to use find an item that will animate him and come back later to use it. I like the idea of the Kappa being the vulnerable point on him because thats kind of awkward to hit. When he dies he could drop the "broken chain-gun" which would be difficult to repair using very rare items from the crafting menu - maybe when repaired it could even use Miriam's mana bar as ammo-clip to stop it being too game-breaking. OK maybe I just like the idea of Miriam shredding demons in half with bullets, she would be a total baddass. Would be a fun juxtaposition with her being so elegant and lady-like (I'm also getting memories of that movie Machine-girl).
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Post by m0nkf15h on Jul 26, 2016 12:14:52 GMT -6
If IGA wants to do some bonus content thats fine like maybe a separate area from the castle that's fine, if he feels he wants to do an inverted version castle thats also fine but I would not want the prospect of an "inverted" castle to limit design choice when it comes to designing Gebel's castle in the first place.
I think rather than doing an inverted version of the castle he could do an infernal version of the castle, with Gebel's castle full of monsters actually being a pale reflection of the castle in which they originally existed. You could also have it so that enemies in the underworld are a LOT stronger. As well as new variants on familiar enemies you could discover monsters that Gebel wasn't powerful enough to summon.
This seems like a good idea to me because the concept means you're not constrained to mirroring or flipping the whole thing but it leaves open the possibility of reversing and flipping whole areas or even creating new ones (as spacial dimensions are flexible on another plain of existence).
As i said earlier in this thread I'd be happy if Gebel's Castle is the only one but i'll be pleasantly suprised if its not - just as long as castle(s) are well crafted.
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Post by m0nkf15h on Jul 23, 2016 13:23:14 GMT -6
What about a younger fan who cant back a project on his/her own and when asked, his/her parents refused? That person will NEVER be able to get the content and there was nothing they could do about it. What about a fan who's been going through a hard time regarding their finances and could not commit to the project because of that? That sort of thing is character building, this hypothetical young fan should just suck it up and hope that one of his friends pledged $60 and opted for the GOG DRM free version (not for someone to go "there there dry your eyes have this extra content later down the line, and a biscuit and some warm milk"). As i've said before i think that putting himself in the game was a hard thing for IGA to do simply because he's to modest to want that. What he did is bow to fan pressure and consented for an IGA-Boss to be included in the $60+ tier Special Edition of the game - i really dont think he'd want it to be more widespread than that, he's just not that vain. In my view its a totally different thing from pre order culture because it comes down to wether you trust the person at the head of the project to do it right and the extra content is a reward for our trust and faith, he's just saying thank you for support when he needed it - i get the feeling he was overwhelmed by the level support he received for this and was not expecting it.
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Post by m0nkf15h on Jul 23, 2016 6:19:35 GMT -6
I think its right that as we have the ($60) backers edition we should get a little something extra (that and i think IGA is too modest to put himself in the regular version of the game). As for what the boss is going to be like i have no clue but i'm sure he'll confound our expectations with his usual creativity. Whatever the boss turns out like i'm sure it will have a sense of humour. BloodyTears92 your friend is just WRONG (it's the opposite of a dick move). All the boss represents is just a little extra content for us at the end of the game when we've finished the rest of the game (assuming we can locate the boss), yes i'm sure the weapon he drops will be OP but the point is we'll have killed everything the hard way by the time we acquire the weapon. If your friend wanted the extra weapon he should have shown faith in the project and backed. The extra boss is our reward for having faith in IGA so no it should not be available for all as DLC.
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Post by m0nkf15h on Jul 23, 2016 5:39:52 GMT -6
Nice work so far; i like your character models, seems like it has the makings of a pretty fun game. One thing i did notice on your crafting menu, probably not the best choice of font, the colour and style make it kind of hard to read. Perhaps a simpler font would work better, crafting system itself seems cool though. (guessing you acquire essence through kills and raw materials though exploration)
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Post by m0nkf15h on Jul 22, 2016 3:45:41 GMT -6
Given the proposed size of the castle i think its a real possibility that you're gonna run out of easily distinguishable colours (was it the maroon area or the burgundy area i was heading for?) pretty quickly. It also has a tendency to look really busy and distracting so as genemag says desaturated palette if you're gonna implement this(which would limit your colour options even further). I'd really want this to be an optional feature either toggled from map screen as i said in previous post or enabled/disabled from options menu, dont force it on people.
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Post by m0nkf15h on Jul 21, 2016 15:12:14 GMT -6
Personally i'd find that colour coded map confusing. When i look at the map from Aria of Sorrow for example, my eye is instantly drawn to where i am and then i can look and plan my route to get to where i need to be.
When i see your coloured map my eye is drawn to the different coloured areas first and i wouldn't be able to tell where i am on that as quickly as with the traditional "vainia-style map". Interesting idea yes, but it does not work for me. Perhaps you could have the colour overlay as an option that you can turn on and off.
EDIT: Maybe you could toggle the coloured overlay on/off by pressing and holding a button on the map screen - eg. the map is blue till you hold (RT), then the colours are overlayed until the button is released.
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Post by m0nkf15h on Jul 14, 2016 7:00:52 GMT -6
Slightly off topic i know but are we gonna get the choice in options menu for japanese w/ subtitle, or is it only english language version that will be available to us westerners?
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Post by m0nkf15h on Jul 14, 2016 6:08:37 GMT -6
If Death is to feature (under any name) then it should feel natural that he's there or there should story reasons for his presence. I'm not sure he fits as well into a story based around alchemy but if IGA has a vision for him in the game i'd be happy to see his return - just as long as he does not feel crowbarred in for the sake of having him. I think the narrative will govern whether he features or not and that is the way it should be.
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