Pure Miriam
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Post by Pure Miriam on Apr 21, 2016 4:03:09 GMT -6
How you want familiars to work? I've been thinking on how they will be implemented on the game and considering what whe saw on the past, we have few examples on past Castlevania games i want to show out: 1) Castlevania: Symphony of the NightSOTN was the first game to introduce familiars. They were a specific type of relics and could be leveled from LV 1 to 99, getting some exp from the monsters you've killed. They gained new abilities during their levels and had some personality and special animations. 2) Castlevania: Aria of Sorrow/Dawn of Sorrow
Familiars on the Sorrow series where little more than soul powers. They changed a little when you increased the number of souls you had (on Dawn of sorrow) but nothing more than that. Most of then just used the same power over and over again. 3) Castlevania: Curse of Darkness
For me, the MOST FUN type of familiar on the whole series, since the whole game is based on that. Although Curse of Darkness is a questionable game, the game's familiars (called Innocent Devils) could change to a variety of forms, depending on crystals you harnessed by killing monsters with specific weapons and those familiars could give you new, unleveled ones so you could level more familiars on different paths. On my humble opinion, i really would love to see a familiar system close to Curse of Darkness. Each familiar being able to evolve on different kinds and paths, depending on how you feed it. The crystals motiff is already on the game too! Those feeding crystals could be found in the game, or dropped by monsters depending on how you kill then and such. And those familiars could have varying abilities. So, what is your opiniong on the familiars in Bloodstained? How could they work?
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Astaroth
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Post by Astaroth on Apr 21, 2016 8:11:10 GMT -6
Honestly id prefer the cod system, the unlock trees give you a lot of customization and you can spend a lot of time building up multiple versions of a familiar, the downside is while this gives you a lot of versions of a single familiar, it limits the range of familiars unless like cod the game is specifically built around familiars, basically youd have the choice of 28 unique familiars or 4 with 7 variants
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purifyweirdshard
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Post by purifyweirdshard on Apr 21, 2016 12:14:43 GMT -6
I think that's the clincher, how in-depth could the familiar system be? From what we know/have heard, it isn't so much of an intrinsic system mechanic as it was in CoD. It sounds more like SotN to me, so I'm expecting that, and I think I would prefer it in the context of a standard IGA sidescrolling game.
Maybe the player wants to play with Miriam alone, even at high level, as they feel like going it alone through the dark halls really best suits the experience best. If familiars are as in-depth as CoD, then the team would have naturally decided to factor them in as a mechanic intended for use to complete the game. You can't really go it alone as much at that point, if at all, depending on how "required" they are.
The best scenario for me personally would be this: Symphony style, but a bit more developed and useful. Having one with you wouldn't affect the game's difficulty much at all, but having it around could lead to other useful effects - more things like the imp/demon in SotN finding switches, spotting hidden areas, a fairy auto-using items for status effects, occasionally blocking projectiles, a platform, something to ride on.
Having varying utilities like this to suit the player's experience would be fun and meaningful while still being an optional choice to be using it at all.
edit: Ooh another thing, more opportunities like with the Sword familiar to equip it at a certain point. Maybe certain familiars could provide you with special alchemy materials? The Knight could give you wearable armor pieces? Reaper's scythe? So many possibilities.
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Pure Miriam
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Post by Pure Miriam on Apr 21, 2016 12:55:33 GMT -6
I think that's the clincher, how in-depth could the familiar system be? From what we know/have heard, it isn't so much of an intrinsic system mechanic as it was in CoD. It sounds more like SotN to me, so I'm expecting that, and I think I would prefer it in the context of a standard IGA sidescrolling game. Maybe the player wants to play with Miriam alone, even at high level, as they feel like going it alone through the dark halls really best suits the experience best. If familiars are as in-depth as CoD, then the team would have naturally decided to factor them in as a mechanic intended for use to complete the game. You can't really go it alone as much at that point, if at all, depending on how "required" they are. The best scenario for me personally would be this: Symphony style, but a bit more developed and useful. Having one with you wouldn't affect the game's difficulty much at all, but having it around could lead to other useful effects - more things like the imp/demon in SotN finding switches, spotting hidden areas, a fairy auto-using items for status effects, occasionally blocking projectiles, a platform, something to ride on. Having varying utilities like this to suit the player's experience would be fun and meaningful while still being an optional choice to be using it at all. edit: Ooh another thing, more opportunities like with the Sword familiar to equip it at a certain point. Maybe certain familiars could provide you with special alchemy materials? The Knight could give you wearable armor pieces? Reaper's scythe? So many possibilities. You kinda convinced me. Curse of Darkness was focused on that. You are right on this one.
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Post by saberwolf94 on Apr 21, 2016 13:27:03 GMT -6
It most likely won't be like Curse of Darkness because familiars were the root of that game however I do believe that ignoring logic it's definitely the coolest and funnest way to run them. I would make some changes though as in stats to be more fixed since it was annoying when the parents were going to be for the most part weaker than the offsprings most of the time. It should have been always about the tree of evolution since I alway felt I had to train another ID again since he was going to be better. Am a perfectionist like that, it isn't like you really needed to bother anyway.
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