Post by Enkeria on Feb 7, 2018 12:06:06 GMT -6
I wrote this on Discord, and made a copy out of it for discussion. I tagged Angel-Corlux and will edit this post, unless he choose to answer here, if he have anything to say about this subject.
Will environments be interactive in nature, not when you interact with them, but rather, when you interact around them?
Example: A carpet / rug is laying nicely in the background. Close. You now have killed an enemy. There is blood "everywhere".
Interactive 1: Bloodsplatter on the floor, and even on the carpet or wall etc. (wall = confirmed!)
Interactive 2: how about the carpet / rug have moved a bit, due to some turmoil around this area?
Other example: You have a table and a chair close by, on the carpet / rug. Could they, break.. Fall down?
As I said, not by you trying to break them, but rather you dealt heavy attack, and that range (when hit on an enemy or wall) registered, it also changed the background?
We do have bloodsplatter, that is a skin / filter. But how about.. The ceiling is kinda breaking when we do a hammer attack to the ground, like the whole room is crumbling? Or lights in the background goes dark due to heavy wind from that door you opened? etc.
End of quote.
To clearify: In IGAvanias, you can sometimes destroy furnitures, this by just slashing or swinging your weapon in the air, close to it, or in front of it.
I do NOT mean this.
I mean, if you are actually doing something in the forground, like just moving a small object, will the background change in some way? Interactions are usually something you enjoy doing close by, like an action! Almost never far off, mostly because this never makes the game any more interesting that it already is. An example would be you strike a pillar, and it falls - making a ramp for you to reach further up and get pass that area / obsticle.
If we would make it so you actually push that pillar so it becomes a domino-effect, and you can see other pillars further and further away from our forground falling over, then this is more into what I am thinking about. While this kind of "feature" wouldn't make the game any different (more than needing more time to fix these things) I just wonder about lesser things. Like. If you wear a Witch hat in an area, will all the flames in this area shine green instead of natural fire-brimstone-yellow? Even if they are way waaaay in the background?
Discuss!
Angel response:
Yeah Enk very interesting ideas and questions
While there is definitely a large focus on making the levels, environments and backgrounds feel alive, the kind of interactivity you're talking about is something more akin to the Frostbite engine in the Battlefield games
I would say you can partly be satisfied because there are lots of things "like that" even though a particular system that sets up that kind of random and spontaneous interaction isn't in place beyond the rules of the game, and things you can do. So like breaking props, triggering events, interacting with environments etc.
But I can't use a great hammer on an enemy and procedurally crack the ground or anything. Maybe in Bloodstained 2 you'd need a relatively large system built specifically around that and then determine/set what is and isn't destructible etc.
and a bunch of other things too that I can't think of, I'm not a dev after all lol
If any idea will come up during or after Bloodstained (1), maybe its something for the future. :smiley: I think somethings are easier to do, and will actually have some kind of function. So there is no need to do things just for it being cool (even though IGA would love to have it in the game just because it is cool).
Thanks for response. I will share this. Thank youhoo
Yeah you can definitely consider that as normal thing that happens in reference to Iga having and getting ideas for things to do in the future.
Alucard made water red, will Angels cry for the sake of Miriam? Like.. A statue
Hah, no comment.
Will environments be interactive in nature, not when you interact with them, but rather, when you interact around them?
Example: A carpet / rug is laying nicely in the background. Close. You now have killed an enemy. There is blood "everywhere".
Interactive 1: Bloodsplatter on the floor, and even on the carpet or wall etc. (wall = confirmed!)
Interactive 2: how about the carpet / rug have moved a bit, due to some turmoil around this area?
Other example: You have a table and a chair close by, on the carpet / rug. Could they, break.. Fall down?
As I said, not by you trying to break them, but rather you dealt heavy attack, and that range (when hit on an enemy or wall) registered, it also changed the background?
We do have bloodsplatter, that is a skin / filter. But how about.. The ceiling is kinda breaking when we do a hammer attack to the ground, like the whole room is crumbling? Or lights in the background goes dark due to heavy wind from that door you opened? etc.
End of quote.
To clearify: In IGAvanias, you can sometimes destroy furnitures, this by just slashing or swinging your weapon in the air, close to it, or in front of it.
I do NOT mean this.
I mean, if you are actually doing something in the forground, like just moving a small object, will the background change in some way? Interactions are usually something you enjoy doing close by, like an action! Almost never far off, mostly because this never makes the game any more interesting that it already is. An example would be you strike a pillar, and it falls - making a ramp for you to reach further up and get pass that area / obsticle.
If we would make it so you actually push that pillar so it becomes a domino-effect, and you can see other pillars further and further away from our forground falling over, then this is more into what I am thinking about. While this kind of "feature" wouldn't make the game any different (more than needing more time to fix these things) I just wonder about lesser things. Like. If you wear a Witch hat in an area, will all the flames in this area shine green instead of natural fire-brimstone-yellow? Even if they are way waaaay in the background?
Discuss!
Angel response:
Yeah Enk very interesting ideas and questions
While there is definitely a large focus on making the levels, environments and backgrounds feel alive, the kind of interactivity you're talking about is something more akin to the Frostbite engine in the Battlefield games
I would say you can partly be satisfied because there are lots of things "like that" even though a particular system that sets up that kind of random and spontaneous interaction isn't in place beyond the rules of the game, and things you can do. So like breaking props, triggering events, interacting with environments etc.
But I can't use a great hammer on an enemy and procedurally crack the ground or anything. Maybe in Bloodstained 2 you'd need a relatively large system built specifically around that and then determine/set what is and isn't destructible etc.
and a bunch of other things too that I can't think of, I'm not a dev after all lol
If any idea will come up during or after Bloodstained (1), maybe its something for the future. :smiley: I think somethings are easier to do, and will actually have some kind of function. So there is no need to do things just for it being cool (even though IGA would love to have it in the game just because it is cool).
Thanks for response. I will share this. Thank youhoo
Yeah you can definitely consider that as normal thing that happens in reference to Iga having and getting ideas for things to do in the future.
Alucard made water red, will Angels cry for the sake of Miriam? Like.. A statue
Hah, no comment.