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Post by Goobsausage on Jan 30, 2017 12:36:33 GMT -6
I knew that was supposed to be the sun! The update specifically mentioned the afternoon, and IGA had previously talked about the sun in an early interview when he mentioned the volcano. I only went with it being the moon because it's so big and seems to have a texture to it. That makes the odd colors work so much better. That lighting would be sureal in real life, and people are trying to see normal where it's not intended. Hmmm. This. But I would prolly remove the textured effect to the sun; it does sorta make it look like the moon. :0 That's a good suggestion. But now I'm thinking "What if the sun and the moon end up being the same thing/celestial body in Bloodstained's world and that ends up being related to the plot or gameplay somehow?"
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Post by purifyweirdshard on Jan 30, 2017 12:43:43 GMT -6
Yes, and there's also the Retro Level that we tend to overlook. Update 2Now that you have the Crystal Lens, you can see that coming up at $2.25 million is… a Retro Level! Here’s an explanation from the developers: One section of the castle will feature an area that Miriam can traverse in beautiful retro graphics. We've been referring to this section as the “8-bit Level” internally, although it may be closer to 16+ bit depending on how we mix it with the full game. While a full-blown 8-bit game doesn't fit into the game's budget, backer support will allow us to have fun with the development and create a little retro magic in our game.
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Post by Enkeria on Jan 30, 2017 12:49:18 GMT -6
Yes, and there's also the Retro Level that we tend to overlook. Update 2Now that you have the Crystal Lens, you can see that coming up at $2.25 million is… a Retro Level! Here’s an explanation from the developers: One section of the castle will feature an area that Miriam can traverse in beautiful retro graphics. We've been referring to this section as the “8-bit Level” internally, although it may be closer to 16+ bit depending on how we mix it with the full game. While a full-blown 8-bit game doesn't fit into the game's budget, backer support will allow us to have fun with the development and create a little retro magic in our game.I am a bit confused. So we get a prequal, a classic mode AND a classic retro level part of the castle in normal mode? ... Do I understand that right? If so.. Will the classic retro level in the normal mode, be a normal level in the classic mode? Criss Cross, Tomatoes Tomatos.
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Post by purifyweirdshard on Jan 30, 2017 13:00:20 GMT -6
You've got it straight. We don't know quite enough about Classic Mode to answer your last question, but if they decide to use the Retro Level assets for part of Classic Mode, I imagine they will look the same as they do in the main game. Classic is more or less a "remix" of the main game into a linear stage-based game. The Retro Level is just graphically 2D/pixelated, and I imagine similar (if not the same) in style to the prequel mini-game.
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Post by Enkeria on Jan 30, 2017 13:20:41 GMT -6
You've got it straight. We don't know quite enough about Classic Mode to answer your last question, but if they decide to use the Retro Level assets for part of Classic Mode, I imagine they will look the same as they do in the main game. Classic is more or less a "remix" of the main game into a linear stage-based game. The Retro Level is just graphically 2D/pixelated, and I imagine similar (if not the same) in style to the prequel mini-game. Mana and the devs talked about those modes a few days before the podcast interview with her, and she didn't know the answer if they would use same sprites for the prequal mini-game and the pixel 2D level. Have up until now been confused that Classic Mode would be an 16+ bit style, same as the prequal mini-game and same as that one level they say is Retro. Huh, go figure. So many games in one! Not mentioning the Boss Rush Revenge Super Turbo stuff.
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Post by BalancedHydra on Jan 30, 2017 13:32:35 GMT -6
No matter how you look at it, we're getting spoiled here. We have the Igavana, Classicvania, Roguevanaia, Pixelvania, Boss Rush even Boss Revenge. Even some of our community gets to pitch in with weapons and the likes.
I remember Hearing Ben Judd saying in a BCB episode that this is serendipity at work... and I agree.
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Post by Enkeria on Jan 30, 2017 13:36:53 GMT -6
No matter how you look at it, we're getting spoiled here. We have the Igavana, Classicvania, Roguevanaia, Pixelvania, Boss Rush even Boss Revenge. Even some of our community gets to pitch in with weapons and the likes. I remember Hearing Ben Judd saying in a BCB episode that this is serendipity at work... and I agree. Spoiled? Yes. I would be satisfied with Normal Mode, one character, and the soundtrack. The other modes and characters... Well.. DLC perhaps. I wonder which area will be 2D... The Village? (edit: as an unlockable feature) - That would be kind of a funny thing, since the village have had a whole lot of discussions about the whole aspect of art direction.
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Post by purifyweirdshard on Jan 30, 2017 13:42:57 GMT -6
You've got it straight. We don't know quite enough about Classic Mode to answer your last question, but if they decide to use the Retro Level assets for part of Classic Mode, I imagine they will look the same as they do in the main game. Classic is more or less a "remix" of the main game into a linear stage-based game. The Retro Level is just graphically 2D/pixelated, and I imagine similar (if not the same) in style to the prequel mini-game. Mana and the devs talked about those modes a few days before the podcast interview with her, and she didn't know the answer if they would use same sprites for the prequal mini-game and the pixel 2D level. Have up until now been confused that Classic Mode would be an 16+ bit style, same as the prequal mini-game and same as that one level they say is Retro. Huh, go figure. So many games in one! Not mentioning the Boss Rush Revenge Super Turbo stuff.
Yep, that's one reason I said I wanted to do something like the FAQ topic, because it's easy to lose track of all of these things.
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Post by Lestaroth on Jan 30, 2017 13:54:26 GMT -6
No matter how you look at it, we're getting spoiled here. We have the Igavana, Classicvania, Roguevanaia, Pixelvania, Boss Rush even Boss Revenge. Even some of our community gets to pitch in with weapons and the likes. I remember Hearing Ben Judd saying in a BCB episode that this is serendipity at work... and I agree. Master IGA promised he would deliver and I trust and support him fully on it. He also managed to gather quite the teams for it. Serendipity, however? It's nothing about a fortunate, unplanned discovery (unless it is about the first stages, upon discovering how passionate, excited and eager a public existed for a new metroidvania, those who eagerly played his games over the decades). I think it's all planned and much elaborated. It's just a love letter's most proper reply to all metroidvania lovers out there (and not just CSOTN and latter entries). Backer feedback is welcome and carefully studied and worked on... Not every company does that. Etc. Adamant? Ass-kissing? Fanboyism? Blinded by passion and hope? Nothing of the sort. I am just very confident and optimistic no matter what. The beginning was promising. The demo from what we saw, is well-made and there is still so much more to do until next year. We get regular detailed updates. We are really listened to. The rest for me is a bonus. I on the other hand, have witnessed the decay of many companies and some famous series or plain cultural clashes over the decades, sometimes with a complete loss of focus* and/or disrespect towards their public. It was sad to see how terrible it can get, sometimes for futile reasons. I know it will never happen here. I may be a bit of a preacher though. I don't want to be the irritable zealot kind, though. Please bear with me. Bahaha. *I do have the proper example for it.
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Post by Enkeria on Jan 30, 2017 14:06:57 GMT -6
A project so wast like this.. I wonder if Mana and Iga with the rest of the team actually dreams portions of the game. Like how you can see the sun even after taken your eyes from it after a while, burnt into the eyes.
I know, playing Diablo II for like 1-2 days, I actually saw the bottom left and right globes of red and blue, slowly drain as I were going by a car. I guess I needed more food and beverages to keep them up (or sleep perhaps?).
So yeah, THEY are working like mad, I am sure of it. They even made sure to give us updates less frequent, and if that ain't a good gesture towards the actual development.. I do not know what is!
Put also a side, the private lives, and the part where they are looking for inspiration, and what WE write here.
Oh boy, they need the full team in full force. And they are given it 200.6%!
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Post by Lestaroth on Jan 30, 2017 14:16:14 GMT -6
A project so wast like this.. I wonder if Mana and Iga with the rest of the team actually dreams portions of the game. Like how you can see the sun even after taken your eyes from it after a while, burnt into the eyes. I know, playing Diablo II for like 1-2 days, I actually saw the bottom left and right globes of red and blue, slowly drain as I were going by a car. I guess I needed more food and beverages to keep them up (or sleep perhaps?). So yeah, THEY are working like mad, I am sure of it. They even made sure to give us updates less frequent, and if that ain't a good gesture towards the actual development.. I do not know what is! Put also a side, the private lives, and the part where they are looking for inspiration, and what WE write here. Oh boy, they need the full team in full force. And they are given it 200.6%! Persistence of vision? Nah, that is not healthy, it's a sign of overdoing it. A burnout is a real danger. I'm sure they have a strict, proper lifestyle for it. They're professionals after all. Dedication is where it's at. "He who wish to travel far take care of his mount". P.S.: Got the reference. It would almost make me want to grab my PSP and launch you know what for this. Almost.
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Post by Moo on Jan 31, 2017 12:54:20 GMT -6
I appreciate taking the time to respond to the comments/feedback provided by backers. Unfortunately, it appears any concerns we may have had in regard to the visual style are too late. The environmental textures look grainy and less painterly than I was led to believe through the provided concept art at the time of the kickstarter, which is all we had to go on. To put it bluntly, if I had known it would look like this, I would not have backed the project. Moo, criticisms such as yours are important for us to hear. It sucks when someone "calls your baby ugly", so I understand some of the reactions from being so blunt can stir up. You felt it was important enough to share your opinion with us though, and I can appreciate that. Please tell me this, though: What were the reasons you backed Bloodstained? Also, would you mind telling us how much money you pledged? Art is subjective and not everyone appreciates the same things, so it isn't so much saying it's ugly just not what I had anticipated, and not what I would have supported. I backed Bloodstained because I saw it as a revival of classic gameplay and visuals that fell out of favor following the SNES/PSX era. For the past two decades, 3D games have dominated the gaming landscape, with most 2D games relegated to handheld devices. After 2010, indie developers began to fill the neglected niches, and I viewed Bloodstained as the pursuit of a classic sidescrolling metroidvania gameplay with the audiovisuals that contemporary machines can produce/handle. The concept art appeared to be what I would be interested in, a stylized appearance without the attempts at photorealism that push games into the uncanny valley. Ori and the Blind Forest handled this very well, and I was thinking Bloodstained would be able to pull it off as well. Ori wasn't perfect, but I would consider them to be the measuring post of contemporary 2.5D games, and from what is available so far, I am not holding my breath for Bloodstained. I pledged $28 for the digital copy of the game. The pillars of their designs are in place, and the materials are ~80% complete. The photorealistic environmental textures are throughout the work. they have also opted to use 3D models throughout, which could be fine, but it is difficult for them to look as visually appealing as 2D layers. 3D models have never appealed to me as much as what can be accomplished in 2D, and while 3D models have come a long way, they have still lagged behind 2D assets. Using 3D meshes and models do have distinct advantages, especially when it comes to character animations, and can be integrated well into 2.5D when using an orthographic camera. Without an orthographic camera, the perspective of platforms varies as the character moves, and highlights the models rigid low poly shapes that, in many instances such as this, contrast with the level of detail in the textures. Could they still change to an orthographic camera, and change the textures on the objects, in an effort to make them more stylized and less photorealistic? It is possible, but at 80% in, I don't expect them to scrap the design pillars that led them to the style of textures they consistently applied to the environmental models/backgrounds; and having not used the UE4 engine myself, I don't know how much of a hassle it would be to shift the camera to orthographic and still get parallax scrolling of the backgrounds of various depths that they have already blocked in without that style of camera in mind. I know you/everyone here has seen the concept art, but just for readily available access- assets.vg247.com/current//2015/05/bloodstained_ritual_of_the_night_concept_1.jpgThe painterly style is clear in the background and enemies, while Miriam herself is much more crisp, as you said 'illustrative/cartoony'. And even that would have been fine, if done consistently. cgcookie.com/exercise/exercise-18-painterly-style/ this is what I am generally referring to when I said painterly, it is digital art that doesn't hide the brush strokes, doesn't rely on heavy line work to define the shapes, and doesn't try to push in as much detail as possible. I am aware that it was concept art, and subject to change, but it was all we had to go on, and I had hoped that they would continue forward with the more stylized approach, but they have instead chosen a different path. I don't expect them to change their direction in response to my uncanny valley concerns, but the alternative is to not provide any feedback (/insight?) and just accept whatever they end up producing. TLDR: Excessive level of detail on textures pushes the visuals into the uncanny valley, orthographic camera may have helped with the character-depth objects not looking as awkward, but may be too late to implement a satisfactory solution, given the 80% level of completion of the environments. Warm regards, Moo
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Post by Galamoth on Jan 31, 2017 13:20:28 GMT -6
@moo They didn't choose a "different" approach, as if this was decided in the middle of development.
3D (technically 2.5D) was the team's intention from the very start.
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Post by Moo on Jan 31, 2017 13:28:49 GMT -6
Yes, 2.5D was the direction from the start. The textures and visual style, however, were not immediately depicted as it currently is.
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Post by Galamoth on Jan 31, 2017 14:04:13 GMT -6
I doubt that most people who backed this game actually expected the visuals to look exactly like the concept art.
That's deliberately setting yourself up for disappointment. Especially since it was made very clear on Day One that the visuals wouldn't look like the concept art (It's just a mock-up).
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Post by Lestaroth on Jan 31, 2017 14:14:51 GMT -6
A prototype/demo is more precise to grasp the artistic direction, mechanics and so on. Nothing is final until it goes gold, though.
As for myself, I got tired of 3D games (esp' when it comes to controls) and something different than pixels is fine, if it's not glitchy or causes slowdown. 2.5D is perfect for me... as long as parallax, dynamics and lighting are satisfactory enough. I would favor stability, playability, plot, general ambience, music, then graphics, in that order (as long as nothing is broken and ruins the rest).
Sincerely, just try the final version when it is available. Plenty of time left. Just trust it a little.
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Post by XombieMike on Jan 31, 2017 14:16:36 GMT -6
That's one of the most well explained and respectful opinions I've read in a long time. The only condolence I can off you, Moo is that there will be a mini game that will have sprites based graphics and your pledge covers that. Thank you for sharing with us. It would be nice to keep you around. I'm sorry the art style disappointed you. Maybe you will find more reasons to enjoy it should you decide to give it a chance.
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Post by Moo on Jan 31, 2017 16:35:51 GMT -6
Thanks for the kind words. I have studied design for about 5 years, and using 3D assets in 2D/2.5D games is something of a passion of mine. In case it is of interest, here are a couple GDC presentations on the topic that I particularly enjoyed-
I suggest viewing GDC talks at 2x speed.
I suspect the devs already know of these things, and if they weren't too keen to listen to someone like Thomas Happ, I can't see my feedback having an impact.
Best, Moo
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Post by Scars Unseen on Jan 31, 2017 17:35:24 GMT -6
I doubt that most people who backed this game actually expected the visuals to look exactly like the concept art. That's deliberately setting yourself up for disappointment. Especially since it was made very clear on Day One that the visuals wouldn't look like the concept art (It's just a mock-up). Actually, there was a lot of speculation early on that IGA might adopt a technique similar to that used by Arc System Works in Guilty Gear Xrd. Had he chosen to do so, it would have been entirely possible to duplicate the concept art pretty much perfectly. I still think they could get closer than they are now simply by getting rid of dynamic lighting and shadows, and by using a similar shader for the background that is used for Miriam herself. The same art style with bolder shading and without the dynamic lighting to advertise the 3D nature of the objects and actors would look just as gritty while being closer to the 2D side of 2.5D in appearance. It would end up looking like a higher detail version of SotN or Rondo of Blood.
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Post by Enkeria on Jan 31, 2017 18:30:07 GMT -6
I like how Miriam have a blue shade around her in that concept picture. I wonder if we are going to see her pulse such energy later on. That would make her stick out. Very much what Pure Miriam have said for a while now. With that in mind, perhaps we get a bit closer to that concept art.
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