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Post by Masquerade on Mar 23, 2018 17:43:10 GMT -6
Hello everyone it’s nice to be a part of the Bloodstained community. I’m pretty late to the game’s development so to speak as a slacker backer but I’ve been doing a lot of research, listening to a lot of interviews and discussing things with different users on discord.
ALL THAT BEING SAID.
I’m using development update 10 as a base reference cause to this day it’s the best overall look we’ve gotten into most parts of the game’s fundamental mechanics. If you’ll notice when Miriam changes rooms, it’s just a quick cutoff. Like you’re pressing start or A/B during a cutscene you’ve already watched. I cross referenced SotN, Samus Returns and of course development update 10 and notice that SotN did the same exact thing in the final game, but I mean....come on that’s just around 20 years ago.
In Samus Returns, Mercury Steam did a pretty good job of making just subtle enough of a smooth dimming transition into the next room where it felt like, even though it went dark as well, you weren’t just getting cut off. More like you were walking, figurately speaking, under a dark shadow into the next area. However, the two games are NOT the same even though they are the same genre. Different engine and a major graphical difference.
It would be a bit weird, but just as a dumb little idea...just something to throw out there.
Like whatever direction Miriam is going to the next room, maybe like the bloodstained logo and some kind of screen sized effect on either side of it goes the opposite direction to load the next room? Hard to explain but oh well.
Anyone else kind of feel where I’m getting at? It’s really kind of dumb to bring up I know, but I personally believe that’s one of those little minute details that would set the game apart from the rest.
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Astaroth
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Post by Astaroth on Mar 23, 2018 18:49:59 GMT -6
well my question would be more is the transition effect a purely aesthetic choice, or is it to hide loading? if its aesthetic then as a dev you have to ask why do i need this extra transition between rooms, what does it add to the experience? if its to hide loading objects then you have to work on it from a position of whats acceptable load time and adjust the transition to fit, and even then how do you handle enemies that spawn from the sides of the screen during a transition or are fast enough that they can hit you during a room transition (metroid 1 is a perfect example of this)
now with those 2 approaches keep in mind some people will have to see a screen transition many times a minute if theyre farming a certain item/shard/soul from an enemy by standing in a doorway, or they got that hyperspeed thing and so will move through rooms in a few seconds, or theyre lost and hit a room they max NOPE out of, or theyre speedrunning and are abusing some screen transition boundary like any% R*phlegm*ichter
so theres a couple different approaches to the idea of moving between rooms, and there is an announcement coming soon about an alpha demo date, so im curious what they have so far and see how it looks and somewhat more importantly plays
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fatihG
Devil Forgemaster
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Post by fatihG on Mar 23, 2018 19:42:43 GMT -6
I'd like to see the game be more snappy, thus have a quick cut, like every other igavania, instead of a transition.
If you add transition effects the player will need to wait trough each transition. Multiple that by thousands of rooms, multiplied by ''farming'' entering and exiting rooms etc. it will quickly ramp up.
Sometimes with a game, youve got to get rid of pretty visual in favour of gameplay.
Imagine that every animation, for example, would need a transition animation. That would mean that the game gets allot less responsive, as the game needs to play the transition animation first, when you hit the attack button, before the attack happens on screen. Or if you are in the middle of an attack, and you want to backdash to avoid getting hit. You'd need to wait for the attack to finish first before you can backdash.
The player will experience that as input lag instead of it making sense, realistically.
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Post by Masquerade on Mar 23, 2018 20:03:31 GMT -6
Thanks for the input guys these are all great points. But fatihg, just to make sure I’m understanding you right, are you saying that having transition FX in such a sizable game as this would essentially eliminate dash cancels and things of that nature or were you just using that as an example?
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fatihG
Devil Forgemaster
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Post by fatihG on Mar 23, 2018 20:20:18 GMT -6
Just using that as an example to illustrate my 'gameplay over visuals' point.
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