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Post by HylianMetroid96 on Sept 14, 2018 18:53:00 GMT -6
1) My first idea is about how the game starts out. The game should start not necessarily on the boat immediately, it should start with the Alchemy Guild just finishing the ritual on Miriam who is very powerful as a result. She has access to a very powerful stained glass blade similar to the Alucard Sword with other equipment like armor. She attacks and kills the monsters attacking the church area or wherever she is and upon killing the last of them, she falls into the deep sleep where she then awakens years later where the Galleon level begins and she's lost all of her powers. She of course would regain all of her equipment gradually over the course of the game.
2) This next one is just a small detail for upgrades. When you get a HP Max up or a MP Max up, the text that rolls up should be color coded to Red & Purple respectively. Also the text should look more stylish, maybe more cursive letters. Another small detail, when she gets a Max up or levels up, the crystals on her body should May be light up momentarily.
3) My last idea is possibly having Gebel as a playable character where he plays a bit more like Alucard. Using a stained glass sword much like Miriam's, turns into a bat to fly that can also use the wing smash ability(particularly having the ability to continue charging until you run out of magic), wolf or black panther transformation to sprint super fast, etc. This could be in the form of a story DLC that focuses on how Gebel turned evil and stole the summoning book or alternatively could be a "what-if" story on Miriam succumbing to Bloodstained glass curse and she turns evil with Gebel(now good) being forced to confront her.
Anyways, that's just some ideas I had. Tell me what you think.
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Post by Pure Miriam on Sept 15, 2018 4:57:47 GMT -6
My two cents about what you said:
1) I think there is a reason why we don't get to see that. Miriam's slumber seems to not be caused only by a counter-effect of the ritual, but something more. Johannes said the spell who put her to sleep was something "advanced" and "arcane". Alfred seems surprised when he saw her and he criticized Johannes for "not staying out of this". Not showing Miriam falling into slumber, nor the ritual, is a deliberate decision, for a reason.
2) That one, i agree with you.
3) Gebel plays close to Alucard on Curse of the Moon, but he does have some differences (such as throwing three magical bats instead of fireballs) but he can't play exactly like Alucard. Bloodstained is a spiritual sucessor but not a carbon copy of Castlevania. It wouldn't be good if he was too close to Alucard, i think.
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Post by HylianMetroid96 on Sept 15, 2018 9:35:03 GMT -6
Alright, I guess the story wouldn't exactly line up perfectly if they implemented my ideas. There have been people who have told me that it can't be just like Castlevania because it's trying to be it's own thing. But tbh, if that was really the case, why does Gebel play pretty much exactly like Alucard did in Castlevania 3? Hell, all the other characters play almost exactly like their counterparts Alfred plays like Sypha, Miriam plays like Trevor, etc. Trying to be original from the game it took obvious inspiration from for the sake of trying to be it's own thing seems partially untrue.
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Post by HylianMetroid96 on Sept 15, 2018 13:21:03 GMT -6
Oh, I think all platforms need custom control mapping as well.
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Post by purifyweirdshard on Sept 18, 2018 7:55:45 GMT -6
CotM is an all Inti Creates spinoff that doesn't have all that much to do with the main game or the direction of the series/its story, the decisions they made there were all pretty intentional to just be "like Castlevania 3", which I believe was a decision independent of Iga. He approved it and apparently made some changes (such as it becoming a spin-off rather than a prequel), but Inti can be credited creatively for all of that stuff, and as we know they're not involved with the main game at all at this point. Gebel's similarities to Alucard in the main game would be mostly coincidental or had already been planned.
Back when we only knew about 3 characters - Miriam, Johannes and Gebel - there was a good bit of speculation that he was one of the playable characters and sported Alucard-like abilities. Given the options within the cast, he certainly seems like the only viable candidate for that.
About #1 - yeah, they could do something like that, or make all of these events playable in a later game if they don't. I think one reason to change CotM from a prequel to spinoff was to be able to cover some things like this in later series games, or maybe some other supplemental material.
#2 - yeah, I felt like something was missing with the HP/MP up items myself. Compared to the level up animation, it's just kind of flat and unimpressive.
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Post by Zechs on Sept 18, 2018 10:48:56 GMT -6
I dunno but I think CotM could be it's own side series to the main series. Something that compliments the main and maybe even introduces certain things that will apply heavily to the upcoming game (assuming bloodstained becomes a series).
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Post by HylianMetroid96 on Sept 29, 2018 11:26:50 GMT -6
Something else I think should be added is that each boss should end up giving you either an HP or MP max up upon defeating them in addition to getting a shard from them. It could even have an animation of it forming, have those red sparkling lights(Or make them Blue or purple doesn't really matter) come out of the corners of the screen and combine into the max up like in Symphony of the Night. I think it'd make for a really cool effect, especially in 3D.
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Post by HylianMetroid96 on Sept 29, 2018 11:32:51 GMT -6
The purple flame torches should have variety depending on the area of the castle itself, like your standard Purple flame candelabras, the hanging torches you'd see in the ship area, wooden torches in underground areas such as the rat-infested area under the town, statues in the background that hold purple flames in their hands which extinguish upon you hitting them, etc. I just think that'd be a really nice touch.
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Post by HylianMetroid96 on Sept 29, 2018 11:45:44 GMT -6
The whip animation should be the standard horizontal whip animation from previous Castlevania games, screw realism. The standard attack from the whip should be horizontal, holding the attack button should let you dangle the whip like the Belmonts. However, the whip should also have a special directional attack that effectively replaces whatever directional shard power you have equipped at the time where it functions like Simon's any direction whip move from Castlevania 4.
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Post by HylianMetroid96 on Sept 29, 2018 12:45:56 GMT -6
Cooked meals should have temporary bonus effects like eating spicy curry will make all of your attacks Flame-attribute for a limited time and make all of your already flame attribute attacks deal more damage. Other effects as well like occasionally evading all damage, invincibility, giving a temporary increase in the HP or MP bars like in Zelda Breath of the Wild, etc. I think meals having these effects ultimately will encourage players to want to make them more as opposed to just having the one-time stat increase.
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Post by HylianMetroid96 on Sept 29, 2018 22:34:40 GMT -6
When Miriam's Magic bar refills completely, Miriam should get a purple outline around her similar to Alucard in SOTN. Either that or some other kind of visual signifier effect that it's full. Not necessary but just a neat thing imo.
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Post by Pure Miriam on Oct 1, 2018 5:07:29 GMT -6
ABout the HP and MP max up, although i like how it is now, i think it could be better visually, yes. Not exactly like Symphony of the Night, but it would be good.
The purple flames, i think they are like that to differenciate them of the others, to make them stand out. I think no one knows this, but i personally dislike the idea of breaking candles to find items in Bloodstained because that is TOO CLOSE to Castlevania. It would be better if we had breakable "stuff", such as candles, boxes, crystals and other objects that would respawn each time you enter in the room to pick up items. But that will not change now. I agree to you that the game should have different candles, but i also think that is already too much to change now.
I completely disagree with you on Whip animation, for the reasons i already stated above. Not only due to realism, but SPECIALLY to not make it too close to Castlevania.
I also proposed that food need to have another function, since after eating it for the first time, they are useless. I proposed temporary buffs, like some potions did in Symphony of the Night.
I also agree with the purple outline or some other kind of effect when her MP is full.
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Post by Enkeria on Oct 27, 2018 10:49:47 GMT -6
1. Could be an intro if so, but seems to be a secret and something for a game later on to take place at.
2. Seems more like a request then an idea. This can be changed during the course of the development. I made a comparison video how long text appears when she is leveled up however, and BLoodstained take a lot more frames to show this than Symphony of the Night and Portraits of Ruin for example.
3. Gebel playable is a maybe. I want Zangetsu and Dominique, since I believe their story can fit easier. It would feel very odd for Gebel to meet himself during the main game for example, since he "seems" to be the "big bad". And if he is a boss, you can still play him in Boss Revenge Mode.
When it comes to Zangetsu and Dominique, the story can just cut some of it, I mean Maria can handle the shop without Dominique, and Zangetsu could start at the Galleon Minerva too without issue, Miriam being in Coma. She can come back later in the same room we meet Zangetsu, and just have some other dialogue if even needed.
Miriam could also be a doppelganger all together and not the real deal when you play the other two.
My biggest reason also to think these two will be playable is because all three; Miriam, Zangetsu & Dominique all have 3 things that leaves a trail when they are moving. Miriam with a scarf, Zangetsu's cape / suit, and Dominique with long hair.
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