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Post by CastleDan on Jun 8, 2017 8:02:26 GMT -6
Each one has it's own thing and preference for what they wanna see in Bloodstained, i think.For me, what interests me more about this new Demo, are the new powers, AKA, Shards. Of course, i want to see the scenario, what they improved, the weapons, the enemies and such. But, at all Igavanias, the thing that i always wanted to see more was the game's powers. I always had a thing for magic overall. Can't wait! I'm dying to know how Castle Entrance finished up looking. The castle walls and pillars, killing enemies while listening to this (that is almost confirmed to be Castle Entrance music): Luxurious Overture Yup, that's why I'm pumped to see the castle. The layout and design has always been my most important aspect for me. If you walk around a poorly designed location it can drain the atmosphere and enjoyment of exploring. The boat gets a pass because it's a boat but it'll be interesting to see how the castle entrance area looks ( in more depth )
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Post by purifyweirdshard on Jun 8, 2017 8:26:01 GMT -6
Also if any of you guys want that awesome Bloodstained BitSummit shirt you will be able to buy it soon acording to Dan from Fangamer. I thought Fangamer shirts were going to be generic, disappointing and not worth your time though. Glad to see the turnaround. I was trying to tell you guys, they do great work.
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Post by Pure Miriam on Jun 8, 2017 9:05:38 GMT -6
I hope they focus more on the whip, i know alot of people voted for the sword but the whip is what made castlevania, also you have alot more gameplay mechanics with a whip, like slinging over gaps etc, a sword is just a sword. So i hope the demo focus on that particulair weapon this time. Also starting in a burning village would be cool. Having equal end-tier weapons like sword, whip, shoes etc. would be the best, in that way everyone could go through the game and meet the endboss with whatever they feel are the most fun weapon to use. In the real world however, the developers might have issues with the balancing. There are in most games always one good range and one good or even better close-range weapon, and it is very rare to find a few items that are equal as a high-end-tier weapons. About swinging with a whip, I am all for it. I do however see this feature being brought back with the shard-system, and not weapon system. While Castlevania had your heroes dual only with a whip, this was less of an hassle. With a similar feature but with the latest version of magic / subweapon-usage in Bloodstained, I hope to see different ways to cross over obsticles within the game by giving us options. For example, swing over with energy or dash in a straight line towards the area. Perhaps even use some type of teleportation in mid-air? If enemies however only are weak towards, let say.. a whip, then the battle and that room will be exlusive to whip-usage up until the defeat of that enemy (or boss). After that, there shouldn't be a thing that locks you into using the whip. Also worth mentioning. There is a swordwhip, which makes both sides happy. Now, if only we can find a macehammeraxe, dynamiteshurikens and gununchakus in the game so the rest of the gang is happy, it would be a blast! A bit OT, but regarding to the high tier weapons, I hope that every "final" weapon of various categories is worth using. I do not necessarily mean that I want them all to be equal, but about on par in terms of usefulness. A knife with special abilities for ultra-quick and special attacks, for example, things like that. Maybe playing with elements and don't make it so that holy attribute>>>>>everything else. In regards of the update, I would surely like a bit of new content to quench the thirst and the long wait. Can't honestly wait for the demo.
About weapons, since you two commented about it, i want to share a small brainstorm here, that also includes something interesting i notice, regarding the weapon types and what i hope for them. CONFUSION ABOUT WEAPON TYPES: AXES or THROWING SWORDS?
Considering the Old Demo Menu, Bloodstained: Ritual of the Night will have 11 weapon types, as follows: Swords, Throwing Swords, Daggers, Rapiers, Great Swords, Katanas, Spears, Maces, Footwear, Whips and Guns. However, backers that have the right to create weapons, received their weapon types, based on animation movement, like this: 1.) Kick (Shoes) 2.) Single Handed Slash (Single Handed Swords, Maces) 3.) Single Handed Pierce (Knives, Rapiers) 4.) Two Handed Slash (Great Swords, Axes) 5.) Upward Diagonal Slash (Katana) 6.) Two Handed Pierce (Two Handed Spears) 7.) Whipping (Whips) 8.) Shooting (Guns) : Consumable bullets Now, that is interesting. Both information has 11 weapon types. But Axes are only for backers and "Throwing Swords" are only at the Demo Menu. Considering the backers weapons are something much more recent than the Demo, i'm going to consider that "Throwing Swords" was dropped in favor of Axes. WEAPON TYPES DIFFERENCES
This is not even a suggestion, since i don't know if at that stage of the game, they would be able to change that or not, but either way, i just wanted to point out how they COULD make the whole weapon thing. Overall, in most games with RPG elements, equipments have "tiers". So, you have, like, the newbie tier, with the weakest weapons and then you keep going up until the best of them. I think it would be fun if most weapons types (it doesn't need to be all of them) could have at least one representative at each tier, and each weapon having a ultimate form, as people commented. Even so, they can't have all the same stats, so, it is fun if each type had it's own pros and cons. Like, daggers are weaker than other types at the same tier, but they are the fastest weapons, so, you can land several hits. Whips have a high range. Guns have higher critical chances and so on. CastleDan In order of "most hyped", i think i am for powers and game design / layout.
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Post by estebant on Jun 8, 2017 9:12:20 GMT -6
I have a terrible memory. Can somebody remind me if secondary attacks for weapons have been confirmed or not? If so I hope the demo has it implemented.
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Post by Scars Unseen on Jun 8, 2017 11:49:18 GMT -6
For ease of reference, I am going start calling the DICO technical director "Dullahan."
So, not a bad update today. Kind of subtly showcasing changes in the game during that interview. I was kind of surprised that UE4 wasn't commonly used in Japan, but I guess I shouldn't be. Hopefully that won't be an issue.
So... I'm going to reserve judgement until we get the new demo, but I still find myself wishing that they were using a more aggressive shader for the environments. I'm just really not a huge fan of tying obvious 3D presentation to a 2D perspective. But, like I said, I'll wait until the demo to really get into that. I do agree with some others that the added color is a welcome change.
Beyond that, I think I'd just like to say that that fan art of Gebel is pretty fantastic. There have been some good contributions before, but that one just really stands out in my mind. Great job, pandanoi!
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