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Post by Goobsausage on May 14, 2016 23:34:19 GMT -6
^ After the boss battle, the corpse falls back and, if the last hit to the boss occurs when the boss is positioned within reasonably close proximity to the breakable wall, the velocity of the corpse counts as sufficient to destroy the wall and expose the secret room. And this particular method is the only way to break one of the handful or so of breakable walls within the game. Not by weapon strike, not by walk-through-wall ability or the like, only by defeating a particular boss AND landing the last hit while the boss is positioned on the screen within a given range from the wall. Both conditions must be met in a logical sense. Seems a bit restricted, sure, but it's an idea nonetheless. ...Please no, not with my idea. Restricted/missable parts of games players can miss out on forever if they don't do something right (especially in games with heavy emphasis on exploration like RPGs, Zelda games, or Igavanias) are more disgusting and vulgar to me than crawling into a dead giant boss's rectum.
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Clear
Global Moderator
[TI0] お疲れ様でした、IGA!
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Post by Clear on May 15, 2016 0:20:53 GMT -6
^ After the boss battle, the corpse falls back and, if the last hit to the boss occurs when the boss is positioned within reasonably close proximity to the breakable wall, the velocity of the corpse counts as sufficient to destroy the wall and expose the secret room. And this particular method is the only way to break one of the handful or so of breakable walls within the game. Not by weapon strike, not by walk-through-wall ability or the like, only by defeating a particular boss AND landing the last hit while the boss is positioned on the screen within a given range from the wall. Both conditions must be met in a logical sense. Seems a bit restricted, sure, but it's an idea nonetheless. ...Please no, not with my idea. Restricted/missable parts of games players can miss out on forever if they don't do something right are more disgusting and vulgar to me than crawling into a dead giant boss's rectum. Ok ok, I get what you're saying, and yeah it's going to make a rather easy-going game too rough. So then instead let's make that same wall breakable by weapon strike OR boss corpse velocity. If the wall breaks with the latter, the player will say "hey, that was cooool!!!"
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Post by Goobsausage on May 15, 2016 1:02:57 GMT -6
I appreciate the suggestion, but the idea/concept of the player finding a secret up a giant dead boss's bunghole/organic waste disposal chute in Bloodstained is something my heart is truly set on and I don't want to stray too far from my original vision. It seems like something that would look hilarious in-game. That was my 1,000th post, ladies and gentlemen! What a statement to mark it with!
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Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on May 15, 2016 20:57:24 GMT -6
Maybe in a certain area of the castle there'd be a strange little kind of monster that won't really try to attack Mirriam, and also can't be damaged by any attacks you try to use on it. However, if you position Mirriam close to the monster, and use "Winestained", it will catch the glass, drink the wine, and scamper off to another room in the same area (of the castle). When you find creature again, do the exact same thing as before and it will happily dance around the room and trigger a switch that will open up a secret room. TL;DR: Get a monster drunk, so it will reveal a secret room for you. I kinda love this. I second this idea. (After all, Miriam is going to be throwing wine-glasses.)
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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What a wonderful night to have a curse...
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Post by Astaroth on May 16, 2016 12:57:32 GMT -6
sounds like something that would work well for a monster based off aegir, gambrinus, silenus and dionysus/bacchus, or pan
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Post by demiurgos on May 16, 2016 15:04:45 GMT -6
TL;DR: Get a monster drunk, so it will reveal a secret room for you. In Vino Veritas sounds like something that would work well for a monster based off aegir, gambrinus, silenus and dionysus/bacchus, or pan Dionysos/Bacchus or any other syncretistic diety would be perfect! This idea just gets more and more intriguing.
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Zucriy Amsuna
Loyal Familiar
I want my Vorpal Spectral Blade of Doom.
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I want my Vorpal Spectral Blade of Doom.
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Post by Zucriy Amsuna on May 17, 2016 11:22:16 GMT -6
One of my favourite little things you can do in Symphony of the Night is the confession room. You sit on one of the chairs, and a ghost accompanies you--either a priest or confessor, depending on the chair. Sometimes they stab you, and sometimes they leave an item. It's a neat Easter Eggy kind of feature.
I can see this being an interesting way to enter a secret area. Just sit in a chair for a few seconds, and a bookcase opens up. Or maybe the chair descends into the floor to reveal a hidden cellar sort of place with some awesome stuff. Just sit on the chair again to return.
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neff
Loyal Familiar
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Post by neff on May 17, 2016 17:41:05 GMT -6
one of the secret rooms methods I've liked was the "guide a light beam through mirrors" trick. Although in this case since crystals are a theme we can have it be crystal prisms that split the light or make it change color!
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XombieMike
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Fifty Storms
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Post by XombieMike on May 18, 2016 7:45:18 GMT -6
one of the secret rooms methods I've liked was the "guide a light beam through mirrors" trick. Although in this case since crystals are a theme we can have it be crystal prisms that split the light or make it change color! In combination with a day and night cycle with the crystals or stained glass being tied to the art, I could see something like this in the game. I like Indiana Jones / Legend stuff like that.
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Post by LordKaiser on May 18, 2016 14:47:04 GMT -6
I like secret areas in games and of course in Castlevania. Breakable walls that reveal a hidden room or a item and puzzles that opens a room, yup they add a lot to the experience and I want to see lots of them in Bloodstained including those areas that require a certain item or ability to reach.
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Post by Ghalion on May 18, 2016 19:54:36 GMT -6
How about a place like a dog kennel or falconry or some kind of animal pen. Should you transform into said animal and act normal in it for a short wait, someone enters from a previously unrevealed door at which point you can access it.
Or a room that is hidden early in the game, that automatically unlocks later on at a triggered point without notice. When player then enters said room it looks pretty plain with an open treasure chest, attempting to dupe the player into thinking they were there already. But upon interacting with the chest it reveals to have a false bottom leading to another area.
Also. A hidden room clued by its existance via stained glass window. Early game one particularly large window depicts a fancy looking area later on in the castle that the player will not have seen by that point. In the game (until revisiting at least). But the window doesnt quite look like the real thing, and the difference is key to revealing said secret room.
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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Post by Astaroth on May 19, 2016 10:53:21 GMT -6
omg, the false bottom in the chest would make me so paranoid about keeping track of where everything is in the castle, but that level of detail and deviousness would be totally welcome as long as there are clues or riddles that lead you to a certain place or an instance that primes you for that train of thought like putting an enemy that sticks close to walls right in front of a breakable wall, or it becomes a guide dang it
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XombieMike
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Post by XombieMike on May 19, 2016 11:09:59 GMT -6
There have been several ideas I really like. Even after I draw a conclusion to the contest, I hope the ideas continue.
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Post by wabawanga on May 19, 2016 20:54:40 GMT -6
Imagine a corridor like this: With regular spaced windows, except you can see other towers and bridges in the background. One of the towers is gleaming and has a balcony with a little door. If you go to the right window, the gleaming tower lines right up with it. Now imagine the corridor is guarded by this guy: If you get this guy down to 10% health, he goes berserk and starts doing a special attack - a sweeping strike that slams you into the (background) wall. If you're next to one of the windows, he knocks you out and insta-kills you! However, if you're next to that window, the one with the tower outside, he knocks you out of the corridor window and right onto the balcony of the tower in the background! You can go inside the door and enter a secret area That's just one example. With a 2.5D game, there's lots of opportunity to do clever things to interact with the background, and hiding secret areas in them would be a sweet one.
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Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
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[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on May 20, 2016 0:23:56 GMT -6
^ wabawanga just gave me an idea. Similarly to his suggestion, I'd find it interesting if there's a secret room that only opens up if you're damaged by an enemy. (How about if your HP is reduced to 0...but instead of dying, you're taken to the secret room somehow with partially-restored HP.) Personally, I'd also find it cool (and possibly a "Guide Dang It") if there's a secret room that can only be accessed after a "What the Hell, Hero?" moment. What if, for example, you had to make Miriam actually attack Johannes or some other allied/friendly character? (Maybe use their blood to gain access to aforementioned secret rooms)
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Post by demiurgos on May 20, 2016 2:02:55 GMT -6
You could also do a play on the blood/wine theme, as has been done in antiquity by a handful of characters, or even go full on catholic and do a literal transsubstantiatio. Miriam needs to sacrifice some of her blood (or tap the vein of an ally) to get the pan-creature/demigod all joyful and willing to show her the secret "wine" cellar. That would be brutiful.
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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Post by Astaroth on May 20, 2016 9:35:49 GMT -6
Imagine a corridor like this: With regular spaced windows, except you can see other towers and bridges in the background. One of the towers is gleaming and has a balcony with a little door. If you go to the right window, the gleaming tower lines right up with it. Now imagine the corridor is guarded by this guy: If you get this guy down to 10% health, he goes berserk and starts doing a special attack - a sweeping strike that slams you into the (background) wall. If you're next to one of the windows, he knocks you out and insta-kills you! However, if you're next to that window, the one with the tower outside, he knocks you out of the corridor window and right onto the balcony of the tower in the background! You can go inside the door and enter a secret area That's just one example. With a 2.5D game, there's lots of opportunity to do clever things to interact with the background, and hiding secret areas in them would be a sweet one. that would be perfect with one caveat, you would need somewhere in the castle to have a similar situation where an enemy can knock you into the back wall in a 'safe' manner so you know such attacks exist, like inside a rotating tower where if the guard knocks you back you go down a couple flights and have to fight your way back up this primes you for the realisation this enemy can do the same thing, only in a much more dangerous fashion with the addition of the windows, and once the danger has been established you throw the oddity into the mix to keep players thinking about the combat and their surroundings or could be done in a more classicvania fashion with secret branching paths since the presence of death pits informs the player to be wary of their surroundings since any attack could knock them into one, but the 'punt for distance' death animation coupled with the oddity of there being something potentially different about that spot could get the player weighing how many lives theyre willing to spend on a possible secret vs noting it and continuing on the path they know also the attacking johannes thing isnt really a guide dang it because at some point during a playthrough people will hit the wrong button or be too early or far away for the talk prompt to show up, and end up attacking instead of talking, or attack an npc cause its there >P
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Post by wabawanga on May 20, 2016 10:56:58 GMT -6
This is kind of pie-in-the-sky, but it would be amazing if no two secrets were accessed the same way. Then have the obvious ones (like attacking a wall to reveal a passage) early in the game to get get them out of the way. The reason is that it would save OCD completionists like myself from the tedium of attacking every wall and trying every spell and item in every room.
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XombieMike
Administrator
Fifty Storms
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Post by XombieMike on May 24, 2016 20:51:00 GMT -6
qaantar Musical puzzles sounds good. Astaroth References to real world books and only solving the puzzle by research sounds epic. purifyweirdshard Clues in the prequel game that carry over as ways to find secrets sounds brilliant. Maybe in a certain area of the castle there'd be a strange little kind of monster that won't really try to attack Mirriam, and also can't be damaged by any attacks you try to use on it. However, if you position Mirriam close to the monster, and use "Winestained", it will catch the glass, drink the wine, and scamper off to another room in the same area (of the castle). When you find creature again, do the exact same thing as before and it will happily dance around the room and trigger a switch that will open up a secret room. TL;DR: Get a monster drunk, so it will reveal a secret room for you. This idea is simple, cute and very Curry the Kid style. I might make it to where you could kill it and it would respawn by coming back, but it wouldn't attack. If this had a picture to go along with it, I would like this idea even more. The using light and crystals to open a secret sounds very much like my kind of style. Nice neff. I think ghaleon had a very remarkable idea with the revisited room chest that looks like it was already accessed, but leads to a secret area. That's very original.
Alright, that's seven of my favorites and the thread has died down. Everyone has had a fair chance, now lets see if I can pick a favorite. (Long pause... This is hard. I'm about 10 minutes into trying to pick and I'm considering making it a poll. Nah, I shouldn't do that... Hmm.) OK, I've got it. I think Ryngar Acia's idea makes the castle feel like a lived in place with some character to it's denizens. It makes the game feel more like a real place, and hearkens back to secrets like the Mothman and Yetti. Good job! It wasn't easy for me to pick out of so many great posts. Everyone, keep giving suggestions if you have them!
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Post by CastleDan on May 25, 2016 10:14:54 GMT -6
I believe I heard someone say Plant 42..| I love me some referencing of Resident Evil. A fun fact: Ippo who is working on Bloodstained did the sound design of Resident Evil 1. Which makes me very happy.
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