purifyweirdshard
Administrator
Administrator
Calling from Heaven
Posts: 3,789
Staff Mini-Profile Theme: Example 2
inherit
Administrator
210
0
1
Oct 25, 2024 0:03:05 GMT -6
3,660
purifyweirdshard
Calling from Heaven
3,789
Jun 29, 2015 7:24:38 GMT -6
June 2015
purifyweirdsoul
Staff Mini-Profile Theme: Example 2
|
Post by purifyweirdshard on Aug 16, 2015 14:14:38 GMT -6
This could be appended to the current "Bloodstained Weapons" discussion, just throwing in a few bits. First, briefly, I wanted to be sure to express my enthusiasm for blessed/holy weapons and items: ...they were necessitated before by being just standard, classic vampire hunting implements, becoming amazing fantastical/Japanese interpretations thereof, but now we have demons and curses. Crosses, holy water, Bibles, etc might be seen as somewhat out of place. I think they could fit, if presented well, but there's no talk of vampires or even subweapons for them to seem as natural as they were in Castlevania. I myself own a good bit of vampire hunting accessories, using them to dress up as one for Halloween one year recently. The idea of using holy weapons to take out monsters is just awesome to me. The Belmonts' strongest weapons classically were the more Christianity-leaning ones, as it happens, which aided in my enthusiasm for them. This game, as with other recent Castlevania games, seems to trend more toward taking down foes that use occult powers with your own occult powers, as a reformed "bad guy" yourself, antihero, rebellious son/incarnation of the evil you're fighting, etc. That's all cool, but I'm hoping maybe that one of the characters is just a hunter commissioned by/from the church or something that may use relic weapons similar to what I've been talking about, or maybe holy magic similar to the Belnades. Failing that, just giving Miriam some of these things would be great, too. Even as a minimum if we're just talking about some Holy Sword/Rod type weapons. It's hard to even do much tribute to the legacy series without including some of these things, I think, but I just want to have it said so it's known that such things are at least appreciated by a few fans. History + fantasy in weapon designs, a staple for Iga already, so some ideas in that vein: "...Some of these could be starter or mid-level weapons, to fill some of the space leading up to all the mythical named weapons already submitted. ...firebrand, icebrand, thunderbrand. I really like these elemental-oriented swords, they remind one of the oldest of RPGs. In SotN, I got the Marsil, the "powerful sword of flame", which was more or less a powered up firebrand, but was a bit disappointed when I realized there wasn't the same for ice/lightning. These weapons could be swords of any type, but I suppose it would be neat if each design (or their more powered up versions) corresponded to their element, such as: Firebrand: a European sword with a flamberge style blade or Asian kris (keris). The blades of these resemble flames. I don't think there's actually been a kris weapon in Castlevania and it's actually a design used a good bit historically in Japan. Icebrand: a rapier or smallsword (Arya Stark uses one of these) for thrusting-oriented attacks. A similar sword for a wind design could be great, too, and I've seen a lot of historic designs that use foliage engravings in the hilts for rapiers and cut/thrust swords. Thunderbrand: A katana with thunder god fittings: www.google.com/search?q=raiden+koshirae&biw=1192&bih=568&source=lnms&tbm=isch&sa=X&ved=0CAYQ_AUoAWoVChMI6Z39iNSoxwIVSTk-Ch3WNg_9Next: the schiavona. These are visually very interesting and well-suited to a Castlevania game: www.google.com/search?q=antique+schiavona&biw=1192&bih=568&source=lnms&tbm=isch&sa=X&ved=0CAcQ_AUoAmoVChMItKDCzdSoxwIVSzQ-Ch1zdQ2hAs you can see, they are often described as having a skeletal hand curling around the handle, making up the basket of the guard. The pommels are shaped like cats' heads. Perhaps the sword of an undead enemy/boss that attacks with feline beasts? Perhaps something like the owl knight we remember from before. And some of you might remember that one of these actually did make it into Curse of Darkness. ...Japanese games tend to design European swords to be ridiculously large. If it has a cross guard, it's as tall and wide (or larger) than the character using it, and I'd like to see more representation of long swords and single-handed swords that are closer to normalized proportions. SotN was actually pretty good with this, even the claymore and flamberge not being too silly, but with later games and using Soma's weapons particularly, there were a lot of gaudy overhead swing weapons. And if we're having to forgo a shield to use a two-handed sword, hopefully more than a slight damage boost makes up for it. A unique kind of special attack, increased knockback, larger hitboxes without as much the sacrifice of attack speed (often the real downfall of these weapons). Big swords are cool, but I'd just like them done right...and not a foot wide and look like they weigh 40+ pounds (in reality, swords rarely were over 7-8 lbs/3.5 kg, and if they were, it was something ceremonial)."
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Aug 16, 2015 14:23:27 GMT -6
Thread: Clock SystemsSummary: The topic of discussion was about time in Bloodstained, especially in the context of a night and day system: if it would be a good fit for Bloodstained and how it might materialize within the context of this game. General consensus was as follows: • People were strongly in favor of a day and night system • People are hesitant to tie it directly to the actual game clock. For example, it can be difficult to play during the day due to one’s job. • A 14 minute day/night cycle was suggested though many feel it should be longer • Day/night may represent itself aesthetically (sun or moonlight shining through a window, different objects are lit at different times, etc.) o If a section of the castle aims for a specific mood/design rationale that day/night may interfere with, mood/design should be preserved above all else • Day/night may represent itself mechanically (enemy behavior or power may change, items and equipment may change in nature, etc.) • Day/night may tie into castle exploration (Ex: shining light available only during specific times may reveal secret rooms & passages). o However that probably should be for passages and rooms of the castle that you must explore to complete the game o It is best for regions of the castle you can choose to explore or tied to the better/best endings of the game rather than the default • A few suggested that a few minor events could be tied to “special days” (holidays or your birthday) With the exception of what I have just quoted, I have submitted everything from this point up. crocodile I see you aren't really using the lists button to make your lists. Why not? If you write them in preview mode instead of BBCode mode it is much easier. When I tried using the List feature a while back it felt a bit awkward. I feel its easier to just write in Word and then copy & paste. If it makes a big difference I can try List again. Does it make a big difference? Oh I also slightly edited that Clock Systems post so just be sure to catch that before you submit anything.
|
|
XombieMike
Administrator
Fifty Storms
Posts: 4,009
inherit
Administrator
236
0
1
Nov 20, 2024 4:46:31 GMT -6
4,236
XombieMike
4,009
Jul 8, 2015 7:10:22 GMT -6
July 2015
xombiemike
|
Post by XombieMike on Aug 16, 2015 15:02:11 GMT -6
crocodile Yes, using BBCode lists does help out a lot with how these things get transferred to the design review requests. Once you get used to working with them in preview mode they are easy. Even sub-lists are easy. For some reason when I use backspace in sub-lists to delete the first bullet point it makes my browser go back a page and lose what I was working on. Lucky for me I usually copy everything to my clipboard often to prepare for stuff like that. I post things as (draft) in the subject and continually save it until it's ready then I remove (draft) from the subject line. This way I can save progress as I work and don't feel too rushed.
|
|
purifyweirdshard
Administrator
Administrator
Calling from Heaven
Posts: 3,789
Staff Mini-Profile Theme: Example 2
inherit
Administrator
210
0
1
Oct 25, 2024 0:03:05 GMT -6
3,660
purifyweirdshard
Calling from Heaven
3,789
Jun 29, 2015 7:24:38 GMT -6
June 2015
purifyweirdsoul
Staff Mini-Profile Theme: Example 2
|
Post by purifyweirdshard on Aug 20, 2015 7:25:36 GMT -6
Thread: Even the greatest masterpieces...This thread touches on systems of Igavania games such as candles, hearts, shops, the pacing of gameplay, healing and difficulty. As an aside, as is said by me later in the thread, if we are not getting "hearts" themselves, whatever they end up being, it won't be the same if there's not something falling with a floating leaf's trajectory after we hit candles. That's one of those little aesthetic touches that really made the games special. cecil-kain on the shifts in the importance of candles and the changes in drop patterns: ...It all started back in 2003 with Aria of Sorrow… This masterpiece abandoned traditional Subweapons in favor of the Tactical Soul System. Subweapon ammo was no longer needed, so hearts became magic points to fuel Bullet, Ability, and Guardian Souls. This transition from subweapons to magic systems had a lasting impact on the series —including a few unintended consequences… Without subweapons to drop, candles lost their strategic value. And even when subweapons returned for Portrait of Ruin and Harmony of Despair, they returned as collectible equipment instead of tradable powerups. But I digress, that’s a separate complaint… Without subweapons, the only candle drops left were the small hearts, large hearts, and various amounts of money. Since the Tactical Soul System was a magic system, it was only natural to make heart drops a higher priority than money drops. But instead of each candle dropping a consistent predetermined reward, all candles were rigged to drop small hearts until max out. Then (once the magic meter was full) candles would begin dropping random amounts of money. And therein lies the problem. In order to collect money from candles, players are forced to STOP using their magic and grind. Do you remember what it was like saving up for that Soul Eater Ring? Yessir, that’s exactly what I’m talking about. No fun with magic. No extra experience points. And no rare drops. Just the most mundane routine —slash candles, collect money, exit room, slash candles, collect money, exit room, lather, rinse, repeat…. This issue had an impact on shop economics as well. But why bother having a shop if you’re only getting enough money to buy a few potions between boss battles? Why bother having a shop that’s over-stocked with C List equipment you can find elsewhere in the Castle? If I have to grind like hell to get money, the shop should be offering a lot more exclusive must-have items, weapons, armor, accessories, and relics. But then again, more exclusives would require more money and more grinding… So let’s get back to the candle drop system. Igarashi has said that Bloodstained will have candle-slashing gameplay, but we don’t know about the drops yet. For the sake of discussion, let’s assume the candles continue dropping hearts and money. Nothing is finalized, but Igarashi currently favors magic over subweapons, so hearts would continue fueling the magic meter. In my opinion, we should return to the classic system, where each candle drops a consistent predetermined reward. These drops should offer a healthy balance of hearts and money throughout the entire game. But why stop there when we can have the best of both worlds? Why not create special accessories to manipulate the system? Myself, more on the decline of the importance of candles in general: Very good point. I had felt myself in playing the Igavania games (and including SotN) that candles had lost their importance. In some of the games, you could even just outright do without them. Symphony had subweapons, yes, and they affected your gameplay...but only very early on. Beyond the first few areas of the game, you're likely just letting your hearts sit at max and using your much stronger main weapons, weapon-specific special attacks or spells, all of which used MP, independent in that game of the heart counter. Mid to late game especially, we all found ourselves running around with maxed heart meters. There were even heart max up powerups, heart refresh, an accessory to strengthen a subweapon (the cross, which still wasn't really worth it)... So, I think the candle problem goes back farther than Aria. Hearts being magic points -is- a good choice, in lieu of there being meaningful subweapons. When your MP meter is maxed, though, I don't think it should affect candle drops, they should indeed be set. To add further use and strengthen candles once again to something close to the level of classicvania, I'm thinking there could be spell augments/power ups or alchemic components that would in some way give a passive boost to elemental damage types, alter the level of the curse either way to increase/decrease stats, etc. I'm also a fan of the rosary, I have a necklace that looks just like the NES one. Candles being strong would be good for multiple reasons, not the least of which being how Iga can show he's not just piecing together familiar mechanics for nostalgic effect. It was then said by others that they felt that money/shops weren't of great importance anyway, so it wasn't much of an issue, but that in itself could be seen as a problem. Then, the thread diverged into something off-topic, and then back again. The magical throne skill was brought up by Galamoth, and that how it would likely recharge Miriam's "MP". Thoughts on that: I imagine the throne will be a supplemental or occasional type thing, some kind of limited use special move and maybe not the primary means of restoring mana/MP. I think it's safe to assume that candles will at least be a source of money drops...probably one or more other categories of items. Maybe sometimes materials that the sconces themselves are made of to use in transmutation recipes? Then, the focus shifts more to the use of menus in order to conume items/how item consumption is handled: Now that the candle drop discussion has died down, it's time to talk about my Kryptonite. I know some fans will disagree, but I HATE using curative items in real time. In my opinion, this is the single biggest flaw in Symphony of the Night. Let's suppose you're losing a boss battle, you don't have the Magic Points for Soul Steal, and you desperately need to recover your Hit Points before you die... A minimum of 8 button clicks are required to go into the menu, equip an item, exit the menu, and use the potion in real time. And if you survive the 2 precious seconds it takes Alucard to recover those Hit Points, you still need to go back into the menu and re-equip your weapon before taking damage --7 more button clicks (presuming you re-equip the same weapon you started with). That's a minimum total of 15 button clicks to use a potion with a 2 second response time and a significant risk of death. Thank God for Circle of the Moon! I LOVE using potions from the safety of my menu screen! But then we have Lament's Real Time Window system... Good God, what terrible terrible idea... Am I alone in my disgust for real time item management? Let's talk it over... Arcueid pointed out how eating peanuts were a neat, charming aspect of SotN. It was felt that eating food by popping it on-screen was a nice touch by others, however: The food items were more of a novelty and collectible than something necessary for gameplay. If you had to use a significant amount of food for HP in SotN, man...the issue is probably more you're not fighting whatever you're up against very well at all. If you didn't have MP for Soul Steal, that must mean you already did it once/multiple times because there's not much else worthwhile to use MP on during a boss fight, so... Yeah, I liked how the food and whatnot was, but mostly because yeah, it wasn't something I actually needed for gameplay. In the later DS games, I did use food for HP a lot more often because I needed to. edit: This goes back to a core aspect of SotN. Objectively, immediate HP recovery in a game would be ideal...but if you're rarely in danger and have multiple other ways to heal yourself (including save points), then the mechanics of that one health recovery category can be whatever. A lot of things are relative to SotN's difficulty, like familiar usefulness. Some of them are decent, and can do things at least, but they're also entirely unnecessary. It's not that they should be stronger, per se. It's just the nature of the game, a lot of cool/neat extras are just kinda there. Along these lines, XombieMike mentions the design choice of limiting curative items: cecil-kain once mentioned how reducing the maximum curative items from 99 to something like 9 or 10 would be good. I completely agree with this, as I think it would help the game designers better know what to expect from a player's inventory as they are going through an area or fighting a boss. Difficulty could be more predictable that way. Any curative items over the max limit when found would automatically heal you. When it comes to food animations, I agree their variation and visual aesthetics add to the experience. Having to access them in an inefficient way through menus and equipping them to your hands only to have to re-equip your weapons is pretty pace breaking though. Surely there is a better way to get the benefit of curative item animations with a more accessible setup. What does everyone think about limiting the item max for curative items? Reception was more or less positive to this, including myself, and Galamoth noted that he prefers MP-consumption methods of healing opposed to items. I agree with that as well. crocodile on healing items and difficulty: The thing is, unless you force healing items on the player, the game designer can't assume the player has any. You have to choose to buy potions and you have to choose to pick up wall meat or enemy drops that heal. So in any encounter or scenario, you could have anywhere from the max # of healing items to absolutely zero. If you're going to let the number of healing items influence design, the only sensible thing is to design as if the player has no healing items and just let said items be a way for the player to make the game easier for themselves if they wish or need to. As you've pointed out, the bosses are already designed that way - I'd assume the rest of the game to follow. On another note, what would it even mean for the sake of difficulty scaling if the game assumed you always had 10 but no more than 10 potions? Enemies hit less hard/are dumber than they would be if you could have 99 potions? Also do we mean "10 item limit" to mean you could have 10 potions, 10 mid potions, 10 hyper potions, etc. or just 10 "potions" of any type? There's also the fact that if you've got a large stockpile of healing items I would assume that is because A) you're buying so many because you need them and a low limit is only a time waster (multiple trips back to the shop or repeated farming even if its not super long each time) or B) you're so good or the game so easy you never need to use them. Either way, I'm not seeing how a low limit encourages better game design in a way a high/no limit wouldn't. Even with a lower limit, its not a variable you can control for. The thread closes with @jeffcross and JoJo discussing aspects of farming. The potential issue of unintentionally over-leveling while grinding for items was mentioned, which can be mitigated in a number of ways, but an item that drops EXP growth in favor of a luck/drop rate increase was discussed. Finally, teleportation was mentioned, and @jeffcross ponders if we would be able to create our own warp points. JoJo had been thinking of this as well. I personally think it could be fine, if not abusable and limited in some way. In closing, however, I just want to stress the passion felt for the importance of candles earlier. And as for healing items, I'd like to throw in now that immediately-consumed wall meat is definitely always welcome as well. Good day!
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Aug 23, 2015 17:02:14 GMT -6
Yeah I had looked at that thread and wanted to write it up but boy was it hard even ignoring the massive derails that happened within. I felt a bit awkward because the conversation about candles and candle drops really depend on how the magic/sub-weapon system in Bloodstained will work. This is a way in which Bloodstained could really differentiate itself from Castlevania so I'm hesitant to make suggestions with so little information on how these systems will play out right now. Those are my current personal feelings.
With regards to food/item usage, I think the best way to distill general consensus is that though there was appreciation for the visual effects using items in SOTN provided, I think most preferred how the item usage system worked in later Igavanias with a quick selection of the item from the menu and a quick recovery. In difficult circumstances where item usage is key, doing stuff like flipping peanuts seems like a good way to get killed. As already said, a lot of these systems are dependent on overall game difficulty and how one goes about healing. I feel like most would agree that one of the few weaknesses of SOTN was how easy it was so I think most would be in favor of a base difficulty that would be better suited to the quick item usage seen in later Igavanias.
With regards to expendable items, I restate my position that has already been quoted: limiting them doesn't actually achieve the design goals set forth (higher difficulty) in a way that's fun or in the spirit of a Metroid/CV/Igavania game. Limiting items in a game like the classic Resident Evils make sense as a way of making your character weak relative to their environment in a constricting way - that's a key element of the horror genre. Though Igavanias have had a horror backdrop, they've never been horror games. The whole point of the Igavania is the sense of empowerment you get at you proceed through the game and gain items/levels. You start weak and eventually become a badass whereas in most true horror you start and remain weak and if you actually succeed its only ever by the skin of your teeth.
With regards to item and EXP farming I think those points were covered in other reviews (i.e. ways to manipulate drops, etc.). Finally with regards to warp points, I think allowing more deliberate placement per the design choices of the developers would be preferred over letting us make custom ones as the positions of warp points has always influenced castle/map design in past Igavanias and I expect that to be the same here. I would add that IF Miriam does end up having her own room, being able to quick teleport back to there from anywhere might be helpful.
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Aug 23, 2015 19:19:34 GMT -6
XombieMike I would add a link to the Unique ways to platform(Whip swinging/Magnes points/etc.) thread in the Review Request covering Traversal Mechanics. The topic covers something already mentioned in the bullet points of that review but having developer eyes on that thread as well as the original Traversal Mechanics thread would probably be a good idea and I think further demonstrates the demand for something like that. If not already covered by the Traversal Mechanics review, I'd also add - Ability to move and attack at the same time, especially while grounded, with at least some if not all weapons (See Maria from Rondo of Blood)
- Ability to attack in eight directions with at least some if not all weapons (See Super Castlevania IV)
- The more Classic Mode is like Super Castlevania IV in terms of movement the better (with modern design sensibilities in place of course & the ability to jump from stairs)
Now that I think about it, I don't think a topic dedicated to Classic Mode and the Classic Castlevania has been done yet. I should fix that.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Aug 30, 2015 8:04:04 GMT -6
What about animations?
Or weapon discussion?
( tooting my horn on the first one) realize there wasn't many opinions in that first topic but animations were a huge part on what made SOTN so special
|
|
XombieMike
Administrator
Fifty Storms
Posts: 4,009
inherit
Administrator
236
0
1
Nov 20, 2024 4:46:31 GMT -6
4,236
XombieMike
4,009
Jul 8, 2015 7:10:22 GMT -6
July 2015
xombiemike
|
Post by XombieMike on Aug 30, 2015 13:47:45 GMT -6
What about animations? Or weapon discussion? ( tooting my horn on the first one) realize there wasn't many opinions in that first topic but animations were a huge part on what made SOTN so special Both topics have already been submitted. Please find the threads dedicated to those conversations and continue the discussion. If enough original progress is made that includes things that would be a good addition to the submission to Team IGA, resubmit the conversation by following the instructions in the first post of this thread.
|
|
Dvv
New Blood
Posts: 52
inherit
665
0
Jul 31, 2018 15:10:42 GMT -6
29
Dvv
52
Aug 20, 2015 9:34:56 GMT -6
August 2015
dvv
|
Post by Dvv on Aug 30, 2015 19:21:53 GMT -6
XombieMike I would add a link to the Unique ways to platform(Whip swinging/Magnes points/etc.) thread in the Review Request covering Traversal Mechanics. The topic covers something already mentioned in the bullet points of that review but having developer eyes on that thread as well as the original Traversal Mechanics thread would probably be a good idea and I think further demonstrates the demand for something like that. If not already covered by the Traversal Mechanics review, I'd also add - Ability to move and attack at the same time, especially while grounded, with at least some if not all weapons (See Maria from Rondo of Blood)
- Ability to attack in eight directions with at least some if not all weapons (See Super Castlevania IV)
- The more Classic Mode is like Super Castlevania IV in terms of movement the better (with modern design sensibilities in place of course & the ability to jump from stairs)
Now that I think about it, I don't think a topic dedicated to Classic Mode and the Classic Castlevania has been done yet. I should fix that. Surprised to see someone suggesting my thread! Quite glad about that. As for your suggestion I'd have to agree partially with eight directional attacking and moving while attacking. Those shouldn't happen with all weapons but definitely should be some specific weapon types.
|
|
inherit
7
0
Jun 28, 2019 21:35:13 GMT -6
1,291
CastleDan
1,514
May 28, 2015 9:50:13 GMT -6
May 2015
castledan
|
Post by CastleDan on Nov 24, 2015 11:51:04 GMT -6
Did anyone mention shields should be in the game? I miss dem shields.
|
|
Astaroth
Fifty Storms
What a wonderful night to have a curse...
Posts: 1,213
inherit
57
0
Jan 4, 2022 11:47:39 GMT -6
1,368
Astaroth
What a wonderful night to have a curse...
1,213
Jun 10, 2015 20:22:05 GMT -6
June 2015
astaroth
|
Post by Astaroth on Jan 3, 2016 21:31:21 GMT -6
bloodstainedfanforums.com/thread/758/stance-on-nuditybunch of good stuff in here, but an interesting point came up with streaming/younger gamers, and i think this is a good way to keep any edits both inhouse during production and minimize the effort to implement it if needed actually, just thought of a way to do that fairly easily, have an alpha flag on the coverup objects so when you set pg it shows up, dont have to make 2 different versions and youre less likely to end up with odd censoring since itll have been built at the time the model was made and not hastily slapped on like snes era editing crocodile i dont think it will, and my personal opinion is it should never matter and people need to get over their hangups about nudity and dissociate it from sex, but thats not happening anytime soon, im mainly offering a suggestion that would keep such editing if it was ever necessary out of the localization phase where most censoring usually takes place and in the design phase when the actual artist is working on the model to help preserve their control over what is done to it
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jan 3, 2016 21:51:28 GMT -6
None of the Igavanias have had content that would make LPs or streaming problematic in the past. It really confuses me that some people on this board seriously expect/think that could change. Y'all are weird
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jan 22, 2016 19:45:20 GMT -6
Thread: Nightmare Difficulty ModeSummary: The community is comprised of many long time Castlevania players. Pooling our experiences with previous hard modes and our preferences, we discussed which elements of the game could be made more difficult in ways that would be both fair and fun. What should be included and what should be avoided? The answers we generally agreed upon: - Changing Enemy Placement - introducing more difficult enemies earlier than normal and in new places
- Brand New Enemies - even a few new foes would provide for a pleasant surprise
- New Enemy AI - new moves, techniques and behaviors from the common enemies
- Remixed Boss Fights - new moves, techniques and behaviors from the Bosses
- Slightly Remixed Castle Layout - New traps, hazards and surprises (see some of the recent Gunvolt additions for a decent example but don't go overboard)
- Damage Modifiers - Enemies/Bosses can deal & take more damage but don't take it to extremes (Bosses that now have 10x HP and take forever to kill are NOT fun)
- New Items and Weapons - another incentive/reward to play this mode and also offer aid in overcoming the new challenges. Maybe only the best weapons/items can be found in this difficulty setting?
- A Better Drop Rate - make it easier to acquire drops without having to farm and potentially over-level
- Optional Level/Ability Caps - an option to change the max level of the game or abilities you can use to modify challenge. Lvl 1, 25 and 50 caps? No Magic rule? As an aside, a 255 level cap would also be interesting as a reward for completing one of the more difficult level caps.
- Story Content - avoid locking critical story content exclusively to this mode since more casual players may miss it (allow them to find it here OR in Normal Mode/New Game+)
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Jan 23, 2016 1:00:45 GMT -6
Thread: Should Shields Return?Summary: The wide range of useful weapons that have been at your disposal in Igavania games has always been a large part of their appeal. However, shields were one weapon class, which saw its introduction in SOTN, that fell by the way side as we moved through the Igavania games. Most of us are interested in seeing shields return. However, while a few of us were ok with their implementation in SOTN, most found them overall to be useless in that game without the Shield Rod - they were often worse than additional offensive options or just evading attacks and they didn't protect you all that well. As such, we thought of ways they could and need to be improved: - Long Range Combat - Use them as a discus weapon you can throw and retrieve ala the Shield Boomerang in the Mega Man Zero series or as Captain America often does
- Close Range Combat - Use them to perform dashes and strikes at close range. This is also something Captain America tends to do.
- Absorb and Reflect - Use them to absorb, reflect or parry (perhaps in tandem with a directional or button command) enemy attacks & projectiles
- Increased Defensive Utility - Depending on the shield, the ability to actually block melee attacks, large projectiles, some boss attacks, etc. is needed. In SOTN they were useless against too many types of attacks.
- Wide Range of Properties - Elemental resistances, different sizes, magic barriers that allow blocking in multiple directions at once, etc. - there are several ways to increase the utility of shields.
- Upgradeable - The crafting system can provide an opportunity to change or amend shield properties.
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Feb 14, 2016 16:47:07 GMT -6
Thread: Classic Mode: (Realistic) Hopes, Dreams and DesiresSummary: We all came to support Bloodstained because we were huge fans of "Igavanias" and the gameplay they represent. Nonetheless, many here are also fans of the Classic Castlevania gameplay. Overall, most were big fans of Castlevania III: Dracula's Curse and Rondo of Blood with a strong appreciation for the quality of life improvements Super Castlevania IV brought. Castlevania: The Adventure Rebirth was also a poplar title. Each of these games, as well as other Classic Castlevania titles, all had their strong points we would like to see brought to Bloodstained's Classic Mode: - Three Playable Characters - Our assumption is that all three confirmed playable characters will be usable in every mode with their unique attributes/weapons/abilities. We hope this assumption is correct <3
- Character Swap - Some liked the character swap mechanic of Castlevania III: Dracula's Curse or Julius Mode in Dawn of Sorrow but that isn't a majority opinion. Choosing your character at the very beginning of the game or inbetween stages (ala Rondo of Blood) is also fine and probably simpler.
- Weapon and Jump Control - Many REALLY loved the degree of control you had over your jump and your whip (8 way attack) in Super Castlevania IV. As such, our preference is a classic game with a good, controllable jump and weapons that can strike in multiple directions. However, we are also aware of how that must fundamentally change level and enemy design. So if the type of classic game you really want to make requires a more "traditional" jump or weapon abilities that's ok too.
- Branching Paths - We liked the branching pathways and alternate stages that Rondo of Blood offered though we understand that may not be on the table since the Kickstarter described Classic Mode as having six set stages. If there are no alternate stages, we at least hope each stage will have multiple pathways you can play through.
- Stairs - Stairs are of course expected - hopefully you can interact with them well such as the ability to attack from stairs, the ability to jump onto and off of stairs easily, etc.
- Upgradeable Weapons - Multiple Classic Castlevanias have had the ability to upgrade your weapon by collecting power ups in a level. We hope this feature returns with some cool, new, nifty power-ups.
- Mini-Bosses - Mini-Bosses are cool so if possible we'd like to see them in addition to regular bosses.
- Sub-Weapons and Item Crashes - Sub-Weapons seem to have been deconfirmed for the main game but every Classic Castlevania has sub-weapons so the expectation is that something similar (though it doesn't have to be exactly a Sub-Weapon system) will be at least present in Classic Mode. Many were fans of item crashes so something similar in Bloodstained would be cool too.
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Feb 14, 2016 16:48:27 GMT -6
Thread: Speed Run Mode: (Realistic) Hopes, Dreams and DesiresSummary: Many in the community are avid speedrunners or are fans of watching speedruns. From our experiences, we were able to pool together all the aspects of a Speed Run Mode we thought would make speedruns both more fun to practice and/or more fun to spectate. We recognize some ideas are more viable than others but we have faith given Inticreates prior experiences with Speed Run modes that they can parse out what can and can't be done. - Trimmed Narrative - Cutscenes and NPC dialogue are super easy to skip and/or (preferably) removed entirely
- Control Input Display - Displacing controller inputs on screen can be useful for those trying to perfect button inputs for attacks and movement techniques.
- On-Screen Timer & Leaderboards - Standard features that are likely already confirmed but it doesn't hurt to mention them. The timer should never stop even if the game is paused or a status screen is brought up.
- Segmented Timer - An example (look to the left) can be seen here. The timer would take note of major milestones (called "splits") in the game and display when each event took place and how much better or worse that time is from previous attempts. It's a way for speedrunners to compare runs to each other portion by portion and look for ways to improve particular sections of the run. Traditionally, where these splits are assigned are usually decided by the speedrunner depending on the type of speedrun they are doing. For simplicity's sake, setting the splits here at each major boss is probably the best thing to do.
- Ghosts - Similar to the ghosting feature seen in many racing games, having a previous run of yourself (or a friend potentially shared online) to play against and compare may offer avenues for self improvement or a fun way to race asynchronously.
- Toggle -All the above display features should be able to be easily toggled on or off at the start or during a run.
- Suspend Feature - Not a requirement but a save-state feature (even a temporary one) can be useful to help avoid runs going bad
- Video Sharing - A way to facilitate video sharing of speedruns or partial speedruns via a video upload service such as Youtube
- Classic or Igavania - Make sure the SpeedRun Mode can be used in either the main game or the Classic Mode.
- Online Race - As long as it isn't too resource intensive or hard to implement an official race mode would be appreciated since speedrunning races are so common. The Online Challenge Mode stretch goal (@ $4 Million) seems to cover part of this but this would be through the entire castle (or Classic Mode) rather than special stages. As with normal speedrun races, the players shouldn't be able to interact with each other.
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Feb 16, 2016 23:15:10 GMT -6
So XombieMike , what's the total outlook on the reviews we've written so far? If I've counted correctly, we have content written on the subject of - Cutscenes*
- Traversal Mechanics
- Castle Design and Layout*
o Subsection on Miriam's Room*
- Weapons*
o Subsection on Shields
- Enemy Concepts and Behavior
- Familiars
- Clock Systems
- "Features you's like to See"**
- "Rogue-Like Dungeon Mode"**
- Nightmare Difficulty Mode
- Classic Mode
- Speed Run Mode
Am I missing anything? The topics I marked with a * have a long form post in this topic but we have no idea what the condensed format of these look like since I recall you wrote them but kept them on another page/topic. Is there anyway you can share those just so we (community at large) all know exactly what those summaries look like? The topics I marked with a ** don't even have a long form post in here so I have no idea what consensus was drawn from those threads and thus what is being put forth as our collective opinion. Did you write a condensed format for those threads? If not is that something I should do? I also post this question to everyone at large - is there any pressing topic people feel should be either discussed or has been discussed enough to be worth writing up? I think the Costume thread has had a lot of discussion though I'm not in a super rush to write it up since it's likely one of the last things the dev team will get to (I can still do it now if people want that though). Of course I expect all these conversations to evolve as we learn more about the game - overall I think the earlier this stuff is worked out probably the better.
|
|
XombieMike
Administrator
Fifty Storms
Posts: 4,009
inherit
Administrator
236
0
1
Nov 20, 2024 4:46:31 GMT -6
4,236
XombieMike
4,009
Jul 8, 2015 7:10:22 GMT -6
July 2015
xombiemike
|
Post by XombieMike on Feb 16, 2016 23:22:58 GMT -6
I would rather let Mana reply, as her involvement with the design review requests are what really matter.
|
|
inherit
205
0
1
Oct 16, 2019 18:36:27 GMT -6
1,635
crocodile
1,088
Jun 27, 2015 16:51:30 GMT -6
June 2015
crocodile
|
Post by crocodile on Feb 16, 2016 23:35:05 GMT -6
I would rather let Mana reply, as her involvement with the design review requests are what really matter. Completely fair. Timing matters as well (i.e. a collective opinion on something being worked on now/soon is more valuable in the short term than something that won't be worked on for X months).
|
|
Mana
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
1058
0
1
Jun 26, 2024 1:01:34 GMT -6
1,055
Mana
[TI0]
222
Jan 17, 2016 23:09:28 GMT -6
January 2016
vusc
Staff Mini-Profile Theme: Castle
|
Post by Mana on Feb 17, 2016 3:58:26 GMT -6
These are great, it saves me a lot of time! Thank you! As far as I can see, I don't see any main points missing. Maybe I would include items and game balance/farming that were mentioned above.
When the timing is right, I will mention these requests to the team. Actually, there are couple of points mentioned here that are already confirmed as well as features that are never going to be included (unfortunately), As a community manager, I want to ask everyone's suggestion/request on how I should interact and release new information. Currently, I've only posted new information that are absolutely confirmed with permission. I'm the type of person who wants to know the latest information but there are some people who wants to save the surprise until the release.
I'm planning to make a journal thread where I post my daily loot of information at ArtPlay. I was hoping to do this through Twitter or Facebook but I haven't got around its official accounts.There are a lot of confidential materials so I won't go into details, but it wouldn't hurt to share through broad topics (maybe give few hints here and there). It would be a good conversation starter. I think this would be a good way to connect and know exactly what the team is currently working on.
Here are couple of new information I have:
Traversal Mechanics Animation (attack motions) Weapons Shields Rooms/Areas Enemies motion/designs
|
|