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Post by goldstorm07 on Jul 28, 2015 13:10:06 GMT -6
I actually suggested an 8-way double jump to IGA back on June 22. He didn't really respond to that suggestion, saying instead that development had begun by then and that nothing was set in stone. But we can be sure that the idea is at least floating in the back of his head.
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Post by CastleDan on Jul 28, 2015 15:40:02 GMT -6
Whats an 8 way double jump?
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Cale
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Post by Cale on Jul 28, 2015 16:19:37 GMT -6
My guess is when in the air your second jump can be in one of the 8 cardinal directions. Like jump up, hold down, push jump again, to speed to the ground.
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Post by crocodile on Jul 28, 2015 17:58:16 GMT -6
I see no reason to have an 8-way double jump unless you are actually going to have the weird platforming or boss encounters to justify it. I'd be more concerned about say walking/running momentum being conserved in jumps than weird 8 way double jump maneuvers.
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Galamoth
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Post by Galamoth on Jul 28, 2015 20:16:37 GMT -6
My guess is when in the air your second jump can be in one of the 8 cardinal directions. Like jump up, hold down, push jump again, to speed to the ground. I thought that, too. Like Julius' "Comet Kick".
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Post by goldstorm07 on Jul 28, 2015 21:16:55 GMT -6
Basically, if any of you have played Marvel vs Capcom, it's Magneto's double jump. The idea shows up in a few platformer games and has merit on its own, it just requires good design and planning to make its impact noticeable.
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Post by Galamoth on Jul 28, 2015 21:49:48 GMT -6
Basically, if any of you have played Marvel vs Capcom, it's Magneto's double jump. The idea shows up in a few platformer games and has merit on its own, it just requires good design and planning to make its impact noticeable. You're talking about the Air Dash, aren't you? The Double Jump function in those games only works with the 3 Up directions.
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Post by lod7 on Jul 29, 2015 2:55:37 GMT -6
I think the 8 direction jump he is talking about is a move like the plasma catapult in the recent strider game (metroidvania style) or the bash attack from ori the blind forest. When ever you use the move the character sort of suspends slowly in mid air while you aim to where ever he/she will go.
I personally would not mind this because in strider it ran on a cool down and in ori required environmental objects or enemies/projectiles to use.
Would provide good horizontal platforming sections and possibly vertical ones if you eliminate the super jump. But in terms of aesthetic design the bash attack would probably fit the gothic theme bloodstained is going for instead of the quick and sleek execution of the plasma catapult or airdash mechanics mentioned above.
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Post by Canopus on Jul 30, 2015 5:07:13 GMT -6
Wings and flight are a must for me. Doubly so if you can fight while flying, or have unique moves while airborne (dive bombing and sky dashing)! These are always awesome, and were done very, very well in Order of Ecclesia. Each character could have different colored wings, to reflect their outfit or personality, or a totally different mode of flight altogether. Mounts are always fun, but are usually solely there for aesthetics, or to traverse spikes (though maybe a healing mount where some creatures carry Miriam would be cool). High, double and triple jumping is a must; as are dive kicks and teleports.
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Post by goldstorm07 on Jul 31, 2015 12:23:03 GMT -6
I must wonder how teleporting will manifest in this game. It could be part of an attack or just a movement system, who knows.
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Post by Galamoth on Jul 31, 2015 12:34:19 GMT -6
I must wonder how teleporting will manifest in this game. It could be part of an attack or just a movement system, who knows. It could even be an Ability gained from a certain enemy who drops the necessary magi-crystals needed for Alchemy (the crafting system that we'll have in Bloodstained). I actually suggested this not too long ago in the Ideas for Enemies thread.
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Post by XombieMike on Aug 1, 2015 17:56:26 GMT -6
This thread has been submitted for design review. If any other unique and original information follows this post, please submit another design review request.
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Post by steebs on Sept 23, 2015 0:31:03 GMT -6
I've been really into this game for the past week. It takes the igavania recipe and does combos beautifully. One of the best features in this game is the ability to use a skill that, when timed correctly, let's the player "slide" through enemies and damage. I don't know if this would work well for bloodstained, as valdis story works off the idea that enemies usually take multiple hits to kill, but it's so fun when playing it. Also, a boss ranking system. E. G. Don't get hit too much, get a better rank in that category. How fast you beat the boss is another rank, and not using recovery items. These three ranks average to a final boss rank. Depending on your boss rank you get a permanent bonus to a parameter point, or more hp, or an extra skill. These are a few things I would love to see in bloodstained. What do you all think?
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gunlord500
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Post by gunlord500 on Sept 23, 2015 4:22:23 GMT -6
I got this game on Steam a while ago and played a bit of it. Good fun, I need to play more of it
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Post by qaantar on Sept 23, 2015 5:03:03 GMT -6
I stopped playing it after the second boss or so. In order to do well in the game, it was going to require more work than I was interested in putting into it ...
I liked the idea, but I had (and still have) higher priority games with which I'd rather invest my time.
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Post by XombieMike on Sept 23, 2015 6:33:34 GMT -6
steebs I merged your thread with this existing one that already covers movement mechanics like you are talking about. PM me if you need more info.
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Post by purifyweirdshard on Sept 23, 2015 6:56:03 GMT -6
I think he was talking more about Valdis Story mechanics/ranking systems in general than just movement...but regardless, I played a good bit of the game and liked it. It felt more Metroid and action platformer (i.e. Mega Man Zero) than a Castlevania game. I think the elements unique to it work better in a game centered around its almost fighting game-like combat system. Iga's games are more about weapon and spell variety, finding a favorite/strong weapon against a particular enemy and then moving on to more weapons, not so much mastery of a handful of skills in a tree, timed inputs, guarding, etc. He's gone on record before that by necessity the game is slowed down in these cases by including "hard" enemies (not hard as in difficulty, but "hard" as in a rock in your path/an armored obstacle).
I like difficult games myself and I'm definitely into fighting games, but Iga's games are something different.
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Post by XombieMike on Sept 23, 2015 7:46:13 GMT -6
Hmm. Yeah, that was pretty much the other half of that post, eh? Regardless, to keep things organized properly a game suggestion thread should focus on a single topic. Create something that is more of a specific suggestion. Imagine trying to parse these ideas in a way that needs to be translated and put in front of the design team.
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BahamutKaiser
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Post by BahamutKaiser on Sept 23, 2015 14:21:47 GMT -6
I think any movement is good so long as it interacts with the opponents attacks and the level design richly. I think the hard part is designing movements that both work with all the obstacles created and opponents for the right level of difficulty as well as scale well with the content ensuring even return visits to previous areas have interesting interactions as your mobility expands.
Let's hope for good variety and alternatives.
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