purifyweirdshard
Administrator
Administrator
Calling from Heaven
Posts: 3,789
Staff Mini-Profile Theme: Example 2
inherit
Administrator
210
0
1
Nov 22, 2024 16:16:48 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 Feb 17, 2016 8:27:14 GMT -6
Sounds good to me, Mana. I think the visibility of actual social media is a good way to go, maybe even a tumblr or actual blog that could be linked and a part of the official site (been a while since I've heard anything about that)?
As far as topics to cover, I'd like to see "UI and Menus", "In-game map ideas and features" (though I myself and fine with standard old blue/white Super Metroid), and bulleted points under a broad "character appearance" heading (which would include: "armor models" thread, "Idle poses and animations" thread and kind of an aggregate of the various related ideas proposed, such as ribbons being the new Alucard "cape" as far as customization, visible crystalization spread on Miriam as the game progresses/events occur, etc. I'm down to do these things myself, but it might take me a while before I have time to fairly represent everything.
Mirroring what croc was saying earlier...should we go back and bullet-point posts here that are not already presented in that way, or is that not necessary since they may be chronicled that way elsewhere?
Lastly, there are polls to consider too, like with the cutscenes. A tally or general idea of the results should be noted if there was sufficient activity in a poll.
|
|
ReySol
Master of the Solar Eclipse
Ancient Legion
[TI0]
Posts: 350
inherit
Master of the Solar Eclipse
11
0
Jul 2, 2024 13:03:13 GMT -6
315
ReySol
[TI0]
350
May 28, 2015 11:06:46 GMT -6
May 2015
mark
|
Post by ReySol on Feb 17, 2016 11:40:10 GMT -6
I can`t wait to know any detail or hint about the development of the game. It is very exciting, just the fact that this game is being made. I am looking forward to the big monthly update, to the next podcast (when is it planned?) and all the little things Mana can tell us. Some of the things may be changed or discarded later in the development, but still, all this is part of the development of the game. I cannot wait to hear more music for the game. I also wish to know if the development of the mini game has started..there are so many things It is good IGA is back, ahhh, makes me crazy happy! I am so excited, I forgot to reply to Mana..I think any way of releasing the information is great. For us here, obviously the forum is a great place. For the wider audience - facebook, twitter and tumblr would be good (although I don`t use facebook and I don`t like it, haha..), with links to the forum where the topic will be discussed. The first post of the thread on the forum would be the same as tumblr / facebook / twitter (shorter). That way we can see posts and discuss when you write them, while the wider group of people would see this on social networks with links to come to discuss here.
|
|
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 17, 2016 13:01:55 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. No problem! Regarding items - as in what sort of disposable items we would like to see? I think we touched upon drops and farming a bit in some other topics as you said before but we can certainly discuss that among ourselves in more detail. Did you mean anything else by game balance? I don't think there is any expectation that all the suggestions and preferences mentioned here by us (the community) will make it into the game. While of course the more that have a positive influence on development the better, I think we all expect some number of them to be rejected/ignored because either they are unfeasible or because IGA just straight up thinks some number of them are bad ideas. I think just being heard is something we really appreciate. Depending on what you are able to say, we would definitely be interested in hearing what has already been confirmed as in as well as what has already been definitively taken off the table from the things we've already mentioned. Is your question here "how much do people want to know about the game before they actually get to play it?"?. That's going to depend on each individual person with regards to what they want to see before release and what they don't. Honestly, if someone wants to go into the actual game as fresh as possible, the only way to do that is to not follow the development at all (but that means they also forfeit any ability to offer feedback). If someone is on here or closely following the Kickstarter updates, they're just going to have to deal with seeing stuff - that's on them not you. My Personal Opinion: - With regards to the narrative, I think knowing all the major actors (except maybe the FINAL BOSS) as well as the 2 other playable characters aside from Miriam is important but I don't think further details are required. As an example, with Aria/Dawn of Sorrow's Julius Mode, I think revealing something like that before release would be something you'd have to/should do were those games crowdfunded projects. However, you wouldn't have to reveal the narrative reasons behind it (Soma becomes Dracula so Julius fulfills his promise to Soma to kill him). You might talk about why those other characters were chosen from a mechanical standpoint ("they represent this playstyle which we wanted to include in the game") and if the choice of playable characters is something you want backer feedback on, rather than be left entirely to the narrative, you have to be transparent about this sooner rather than later. Overall though, narrative and story details are something you can and should keep close to your chest. More so than other aspects of the game.
- There are certainly specific narrative tropes/devices I'm expecting to be hit (either because I want them to be hit or because I've consumed enough similar media to know what to expect with these kinds of settings regardless if I like those things or not ). I think those "common" tropes/devices are are less valuable to guard whereas ways the narrative may seek to make itself truly unique (or at least uncommon) are best served hidden until release. Also, it goes without saying that if there is something like a Mirror/Inverted Castle, Castle on the Moon, etc. in the game, that' something you absolutely don't want to give away before release.
- For things like Weapons, Equipment and Items, you probably want to reveal all the types before release but only a few/some examples of each type. Weapons, Equipment and Items made by backers (Runic Forging backer tier) are typically revealed before release given what I've seen other kickstarters do so I think you should do the same. That would obviously be pretty close to release though.
- Monsters and Bosses are similar to Weapons, Equipment and Items in that you want to reveal some of them (a good number of them to be honest) but not all of them - especially ones you are likely to find near the end game. I'd focus on ones that are likely to draw a lot of attention or get a lot of hype. The types of monsters that players/backers would really be hoping to or expecting to see in a game like this. Ones that could potentially be fan favorites or staples of the franchise if we get more games in the series.
- Basic Game Mechanics should definitely be shown in detail before release. Like how exactly the crafting/shard system (with some examples) works is something you'd need to go over in detail.
- Rooms/Areas in the Castle is something you are going to want to handle similar to Weapons et al. Show some of them (a good number probably) but not all of them. The more unique and unexpected the type of room/area is, the less I'd feel inclined to share it before release and the more expected the type of room/area is the more inclined I would be to share it before release. Also the closer to the beginning/midpoint of the game, the more you should show them off and the closer to the end-game specific rooms and areas are, the less of them you should show off (if at all).
- With regards to Traversal Mechanics I repeat the above: the more unique and unexpected it is, the less I'd feel inclined to share it before release and the more expected it is, the more inclined I would be to share it before release. Stuff like double/wall jumps, etc. are not something you should hide.
- Overall, expectations are different for crowdfunded games vs. games done through standard publisher models. I'm not sure how much experience you have within this model (and of course IGA likely has very little) but in summation I would say you don't have to show all your cards and you almost certainly don't want to but you're going to have to be way more transparent and reveal a lot more about the game before release than you would otherwise. Backers will always be hungry, always asking questions, always interested in seeing progress and will be invested enough to look for anything. As an example, several other crowdfunded projects I've followed/am currently following straight up stream themselves doing art or programming for the game. They tend to hide story details but otherwise you could pretty much see everything and talking straight with the developers was/is common and encouraged. This is not really possible here due to the language barrier but just something to keep in my with regards to what other crowdfunded projects have done/are currently doing.
- TLDR: Keep the narrative closely guarded but all the major players and playable characters should be revealed long before release. Otherwise, when in doubt about whether to show off an aspect of the game or reveal something, you probably should do so and do so liberally but with a preference towards material near the beginning or middle of the game rather than the end and a preference towards material that plays into our expectations and/or can build hype and away from material that may subvert our expectations (but in a good way). Again, those who are anal about spoilers kind of forfeit that right if they stay active on the forums or up to date with the KS updates.
Aside from the forum here, the Kickstarter Updates are probably the best way to dispense this sort of information. Or perhaps even a development blog (though that's probably redundant with the Kickstater page). Twitter is only really good for pointing people towards said updates (unless you are only revealing tiny bits of info at a time once per day/week/whenever). I'm not a huge fan of the formatting of Facebook with regards to these things but that might just be me personally. Do you mean you have new information about these subjects you would be willing and have permission to share? If so, yeah, we'd all be super interested in learning more about ALL these things <3
|
|
purifyweirdshard
Administrator
Administrator
Calling from Heaven
Posts: 3,789
Staff Mini-Profile Theme: Example 2
inherit
Administrator
210
0
1
Nov 22, 2024 16:16:48 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 Feb 17, 2016 13:19:36 GMT -6
I'll add, I'm one of these people that's anal about spoilers, but the course we've set so far has been spot-on. I'm too excited about the project (and want to contribute feedback, as croc said) to not consume information on it, though. If we keep things as general and not too specific as they have been, I think we'll all be good. Graphics, features, gameplay elements, etc - that's all great.
I mostly agree with the guidelines above, leaning a smidge more toward the mystery of discovery. I don't need to see very much of the areas of the game, just enough to have an idea of what the overall visuals will be.
|
|
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 22:19:31 GMT -6
Aside from the forum here, the Kickstarter Updates are probably the best way to dispense this sort of information. Or perhaps even a development blog (though that's probably redundant with the Kickstater page). Twitter is only really good for pointing people towards said updates (unless you are only revealing tiny bits of info at a time once per day/week/whenever). I'm not a huge fan of the formatting of Facebook with regards to these things but that might just be me personally. Kickstarter Updates are once a month with a summarized version of the month's progress (more of an actual reveal). Just like you said, Twitter sounds like the most appropriate place for these kind of updates. To a certain extent, I do have permission to share couple of new information. Any large updates or visual samples will be kept for Kickstarter Updates. Lets take this month for example; we don't know what to expect for the next KS Updates - it could be animation, weapon designs, traversal mechanics, etc. I can share bits of information before the update to give an idea. But this was just a plan/thought so I could always do what I've been doing - reading through forum posts, occasionally pop my head in relevant topics, and tell IGA what's happening on the forums. Also, thanks for the detailed personal input! It gave me a general idea how crowdfunded games flow in terms of release timings and materials. I'll add, I'm one of these people that's anal about spoilers, but the course we've set so far has been spot-on. I'm too excited about the project (and want to contribute feedback, as croc said) to not consume information on it, though. If we keep things as general and not too specific as they have been, I think we'll all be good. Graphics, features, gameplay elements, etc - that's all great. I mostly agree with the guidelines above, leaning a smidge more toward the mystery of discovery. I don't need to see very much of the areas of the game, just enough to have an idea of what the overall visuals will be. Sounds fair enough
|
|
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 Feb 17, 2016 22:31:37 GMT -6
definitely love info on all the crunchy bits but anything having to do with story, key items, or confirming areas that get further into the game than maybe the entrance hall or second area id want keep under wraps to both keep the spoilers to a minimum and to keep the exploration as close to "aw cool a new area, i wonder whats in here, ooh whats that in the background" as possible
i know itd be a pain to do devwise and some people wont get why its being done that way, but keeping to small mockup/mashup areas that wont actually be in the game to show off the crunchy stuff instead of showing off actual areas of the game could be a really good way to keep the spirit of discovery as pure as feasibly possible, but i also do know that the team needs varied areas early on to test out the shaders, lighting, physics, etc to know how best to tweak it to fit the overall game, so however its actually done i leave completely up to yall to decide
|
|
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 17, 2016 23:36:27 GMT -6
Aside from the forum here, the Kickstarter Updates are probably the best way to dispense this sort of information. Or perhaps even a development blog (though that's probably redundant with the Kickstater page). Twitter is only really good for pointing people towards said updates (unless you are only revealing tiny bits of info at a time once per day/week/whenever). I'm not a huge fan of the formatting of Facebook with regards to these things but that might just be me personally. Kickstarter Updates are once a month with a summarized version of the month's progress (more of an actual reveal). Just like you said, Twitter sounds like the most appropriate place for these kind of updates. To a certain extent, I do have permission to share couple of new information. Any large updates or visual samples will be kept for Kickstarter Updates. Lets take this month for example; we don't know what to expect for the next KS Updates - it could be animation, weapon designs, traversal mechanics, etc. I can share bits of information before the update to give an idea. But this was just a plan/thought so I could always do what I've been doing - reading through forum posts, occasionally pop my head in relevant topics, and tell IGA what's happening on the forums. Also, thanks for the detailed personal input! It gave me a general idea how crowdfunded games flow in terms of release timings and materials. I must have misconstrued how robust the nature of the material you wanted to reveal was (or at least drip feed). Yeah if 140 characters + a picture can get the point across than that's fine. I was thinking you perhaps wanted to write a short paragraph or two per subject. You might as well use that Sword & Whip Twitter account for something - I thought it was very under-utilized during the campaign and afterwards. Oh, and as an addition to what I said earlier, you want to treat Backer created enemies (Hounds of Hell and Demon Summoner backer tiers) the same as Backer created Weapons - you don't have to reveal where they are in the castle per say but you should absolutely reveal them in detail before launch and credit their respective backers. See an example with what the Shantae and Shovel Knight campaigns did. definitely love info on all the crunchy bits but anything having to do with story, key items, or confirming areas that get further into the game than maybe the entrance hall or second area id want keep under wraps to both keep the spoilers to a minimum and to keep the exploration as close to "aw cool a new area, i wonder whats in here, ooh whats that in the background" as possible i know itd be a pain to do devwise and some people wont get why its being done that way, but keeping to small mockup/mashup areas that wont actually be in the game to show off the crunchy stuff instead of showing off actual areas of the game could be a really good way to keep the spirit of discovery as pure as feasibly possible, but i also do know that the team needs varied areas early on to test out the shaders, lighting, physics, etc to know how best to tweak it to fit the overall game, so however its actually done i leave completely up to yall to decide Being deliberately obtuse, especially via dummy assets, to obscure information I don't think is particularly valuable. As an example, confirming that there is a Clock Tower section in the game is not a spoiler. Like 90% of all Classicvania/Igavania games have a Clock Tower section. That's something that plays into player expectations and could be used to hype people prior to release but its not going to surprise anyone when they are actually playing the game. That is to say I feel you'll generate more net joy by saying "Hey guys we delivered on one of the things you expected to be in this game - doesn't it look sweet!" than having players who are following the game closely to go upon release "Oh that thing that I expected to be here is here. Neat." Plus isn't there going to be a playable Beta at some point? It's going to be a pretty wimpy Beta if its not even going to let you leave the Entrance zone and you're going to be stretching for content reveals if you handicap yourself to never reveal more about the game zones than what might be in the Beta
|
|
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 Feb 21, 2016 22:35:48 GMT -6
Yes mana share whatever you can Or listen to what everyone else said as they had more detailed responses than I.....I'm starved for info compared to most I really like your journal thread idea though and would love to see it. For people like myself that would enjoy any info we can get. Maybe information that might not be interesting enough to be talked about in detail on the Kickstarter but you feel could be interesting on the forum. Basically what the team has been working on or things they're trying out. General stuff that might be too broad for the Kickstarter updates.
|
|
Dengojin
Wild Rose
Global Moderator
Posts: 212
inherit
Wild Rose
1004
0
1
Nov 14, 2021 16:54:54 GMT -6
271
Dengojin
212
Jan 4, 2016 6:20:17 GMT -6
January 2016
dengojin
|
Post by Dengojin on Apr 3, 2016 18:21:54 GMT -6
after watching the recent update, I would like to suggest if they add a shadow to Miriam when she walks. you know the transparent purple shadows that follows the character when she walk
|
|
Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
inherit
Ancient Legion
195
0
Aug 19, 2023 8:35:43 GMT -6
2,620
Galamoth
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
3,402
Jun 24, 2015 13:36:33 GMT -6
June 2015
galamoth
|
Post by Galamoth on Apr 3, 2016 20:20:55 GMT -6
after watching the recent update, I would like to suggest if they add a shadow to Miriam when she walks. you know the transparent purple shadows that follows the character when she walk You mean "after-images"? (like in SotN, HoD, and DoS)
|
|
Dengojin
Wild Rose
Global Moderator
Posts: 212
inherit
Wild Rose
1004
0
1
Nov 14, 2021 16:54:54 GMT -6
271
Dengojin
212
Jan 4, 2016 6:20:17 GMT -6
January 2016
dengojin
|
Post by Dengojin on Apr 3, 2016 20:22:12 GMT -6
after watching the recent update, I would like to suggest if they add a shadow to Miriam when she walks. you know the transparent purple shadows that follows the character when she walk You mean "after-images"? (like in SotN, HoD, and DoS) Yeah this!
|
|
Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
inherit
Ancient Legion
195
0
Aug 19, 2023 8:35:43 GMT -6
2,620
Galamoth
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
3,402
Jun 24, 2015 13:36:33 GMT -6
June 2015
galamoth
|
Post by Galamoth on Apr 4, 2016 8:06:07 GMT -6
You mean "after-images"? (like in SotN, HoD, and DoS) Yeah this! Sure! It'd be very cool to see monochrome after-images following in Miriam's wake, in addition to the "rose petals" occasionally flying off her back. Probably with dashing/back-dashing? (Or with certain equip-able items?)
|
|
Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
inherit
Ancient Legion
195
0
Aug 19, 2023 8:35:43 GMT -6
2,620
Galamoth
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
3,402
Jun 24, 2015 13:36:33 GMT -6
June 2015
galamoth
|
Post by Galamoth on Jun 15, 2016 9:40:57 GMT -6
XombieMike How about bringing Michael "Garoad" Kelly's music to IGA & co.'s attention? It's not a guarantee that some (if not all) of his relevant fan-made music pieces will be used in Bloodstained, but this is some amazing quality music right here. (Nostalgia factor included, perhaps? This music does remind me of past Castlevania games.)
|
|
purifyweirdshard
Administrator
Administrator
Calling from Heaven
Posts: 3,789
Staff Mini-Profile Theme: Example 2
inherit
Administrator
210
0
1
Nov 22, 2024 16:16:48 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 Oct 5, 2016 8:07:10 GMT -6
Thread: Special Attacks and Inputs
Summary: This thread compiled feedback regarding input commands for special moves. This is confirmed as being a system in Bloodstained now. A poll was attached and more technical opinions were collected. All in all, long before confirmation, almost all fans here were excited for their return or at least did not mind them.
Inputs input!:
- With 100 votes by 78 respondents over about 6 months, we have an opinion of 84% in favor of the return of special attacks with at least quarter circle or "back to forward" complexity
- Of those that do not mind directional input special attacks, a bit over a third of votes for specials were in favor also of more difficult motions such as half circles. Less favor was given to more complicated inputs such as "pretzel" (Geese's Raging Storm) motions or other irregular fighting game motions
- A main issue with the difficulty of motions in SotN is likely from how the input interpreter was coded in-game rather than so much the actual motions themselves, as noted by speedrunners such as mecharichter and romscout during streams and marathons. It is felt that how the inputs were handled were one main reason some players from before did not like input commands, and that experience may inform votes here as well. One approach would be to improve the buffer for inputs in regards to leniency, but also that the game can read your inputs well and clearly
- It will be important to not overlap too much with other actions to interfere with platforming and dodging that could hamper the experience. Mind given to control overlap, input priority, and the aforementioned input interpreter concerns could alleviate this issue greatly
- It was felt that some degree of natural correlation and intuitiveness between the attack's action and what its input is would be favorable
- Trying out different input motions to find a weapon's "hidden" attack/trying to find spells in SotN after acquiring something new was a great joy for many players and some of our most memorable moments
- A concession I had considered, as a means of simplifying motions for those that would rather not have to use them, the game could have in it an equipable accessory (or shard) that allows direction + button for these attacks, at the cost of using an accessory/shard slot. It would have utility for those that can do the motions as is, too, though, as it could allow grounded actions to be done in the air for new attack/mobility options (i.e. SotN attacks as an example, forward + R1 could perform a mid-air Alucard Sword special, or a mid-air Hellfire teleport for additional jump distance and invincibility)
- A couple of players expressed concern as to the need/gameplay practicality of motions. This should probably be balanced against a "fun factor"/the sake of IGAvania variety and discovery, and perhaps somehow upgradeable for player preference. For relevance, a personal idea if this "different" category of attacks needs a spot to fill in the narrative, some of these actions could be the attacks mentioned early on in the Kickstarter, such as "Voltic Chain" which was specifically described as "not a demonic ability". These seemed to me to originate directly from Miriam/her back crystal itself rather than external demonic abilities, and most were crystal or glass-like in origin (the wine glass, throne, chains) - could this mean she produces a crystalline substance to a degree, as also would be evidenced by concept art of stained glass-appearing weapons? Could this Iceman-like production be related to crafting then, as well? (narrative relation/plausibility)
As far as tone and further succinct touches, I will defer that to Mana 's discretion. Don't hesitate to ask me/us if something is confusing if you decide to forward these things, Mana!
|
|
Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
inherit
Ancient Legion
195
0
Aug 19, 2023 8:35:43 GMT -6
2,620
Galamoth
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
3,402
Jun 24, 2015 13:36:33 GMT -6
June 2015
galamoth
|
Post by Galamoth on Apr 12, 2017 9:34:25 GMT -6
Thread: No Bloodstained name in Japanese? by qaantar I've been wanting to ask Mana about what they've decided for the Japanese title of Bloodstained: Ritual of the Night. Mana Have you, IGA, or anyone else on the development team given any thought to what Bloodstained will be called for its release in Japan? Will it simply be the same as the English name, but in Katakana? I had the silly idea to come up with a full Kanji title for Bloodstained, though it's not a direct translation. XombieMike qaantar Alrighty. I'll make a slight alteration, with Gebel's correct spelling in Katakana. 悪要塞ジーベル: 結晶の錬金Yep, I actually meant for it to translate to " Evil Fortress Gebel: Song of Crystal". Lame, I know. EDIT: Should it be "Alchemy of Crystal" instead ("結晶の錬金")? ...Meh, probably a bit more clever than that. I am by no means fluent in Japanese, and had to rely on Google Translator. I'd like your honest opinion on this. Is "Evil Fortress Gebel" a little too close-for-comfort to the Japanese name of Konami's Castlevania ("Demon Castle Dracula") series? Do you like it? In another somewhat-unrelated thread, Nobutron had this to say: I was thinking about this earlier today. So, hear me out guys. So the main enemies in the game are based on the 72 demons of the Ars Goetia, and the way they're often referred to in Japanese (Majin) can be alternatively translated from meaning "Demon God" to "Demon Pillar", which several media in Japan have made use of, like Fate/Grand Order and Highschool DxD. Maybe something like "Demon God Fortress" instead, if it's true that Ars Goetia demons are called "Majin" in Japanese media.
|
|
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 Apr 12, 2017 13:40:31 GMT -6
Galamoth : What would be the point in having a separate/different name for the game in Japanese vs. English? Or even keeping the name but translating it into a Japanese alphabet? This isn't a game that was developed in the Japanese market with eyes towards exportation only after completion like the original Castlevania 30+ years ago. This is a game borne out of the international, primarily English speaking, gaming market. It's not like the Japanese aren't used to buying games with English names either. Obviously this isn't my call to make but I see no benefit in having different names across regions for this game. Being consistent can only help with marketing for this brand new IP. No need for people to potentially second guess things or have names get lost in translation.
|
|
Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
inherit
Ancient Legion
195
0
Aug 19, 2023 8:35:43 GMT -6
2,620
Galamoth
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
3,402
Jun 24, 2015 13:36:33 GMT -6
June 2015
galamoth
|
Post by Galamoth on Apr 12, 2017 14:49:10 GMT -6
Galamoth : What would be the point in having a separate/different name for the game in Japanese vs. English? Or even keeping the name but translating it into a Japanese alphabet? This isn't a game that was developed in the Japanese market with eyes towards exportation only after completion like the original Castlevania 30+ years ago. This is a game borne out of the international, primarily English speaking, gaming market. It's not like the Japanese aren't used to buying games with English names either. Obviously this isn't my call to make but I see no benefit in having different names across regions for this game. Being consistent can only help with marketing for this brand new IP. No need for people to potentially second guess things or have names get lost in translation. You do have a point there. The fewer people from Japan who actually helped back the Kickstarter campaign probably wouldn't be expecting any brand name other than "Bloodstained" in Katakana.
|
|
inherit
1938
0
Jan 18, 2023 22:10:40 GMT -6
0
aqofficial
7
Aug 16, 2017 1:36:29 GMT -6
August 2017
aqofficial
|
Post by aqofficial on Aug 20, 2017 6:05:12 GMT -6
I know it's been brought up before, but do we have a definitive answer on whether or not Miriam will have a unique double jump animation like Soma Cruz' flip or Alucard's wings? I love their first move lunge and gradual stylistic direction changes, but I absolutely adore double jump animations that almost provide a semblance of understanding that a double jump is special and cannot be done by normal humans... thus it has to be magical! I bring this up because it didn't seem to be in the latest gameplay trailer.
Speaking of the trailer, many showed concern over the lighting changes that may make the backgrounds more realistic but less colorful (even gothic games can have some color). For me it's difficult to say as each area has some charm, but it does seem that in general people seem to want the game to look less like the Rondo of Blood remake on Dracula X Chronicles and perhaps more like a cell shaded style like Hard Corps Uprising.
Also maybe I'm in the minority on this, but I find that seeing exactly what giant weapons like spears, big swords and hammers look like as you use them to be rather dull (especially if they're slow, which a different pet peeve). I notice this a lot in the weapon selection from Harmony of Despair, (the online game) but my recollection of the most fun weapons to use in Castlevanias or any 2D action games are quick light flashes for swords, magical effects on subweapons, and whips that flashed colors to make them glow. To me that's like a cornerstone of the best classic Japanese action games, weapons that looked cool and felt satisfying to use because they spread out a bit exaggerated with a good size hit box to take down enemies so you'd feel confident going into battle!
|
|
Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
Posts: 1,908
inherit
Silver in the Dark
1757
0
Oct 27, 2024 12:45:42 GMT -6
1,287
Enkeria
Amzeer - Aurora of Rebirth
1,908
Nov 28, 2016 17:56:45 GMT -6
November 2016
enkeria
|
Post by Enkeria on Aug 20, 2017 6:59:18 GMT -6
I know it's been brought up before, but do we have a definitive answer on whether or not Miriam will have a unique double jump animation like Soma Cruz' flip or Alucard's wings? From Mana, our Community Manager / Translator in between Artplay and the forums, she said: "The jump animation is not finished yet" upon asking about the double jump a few hours after the E3 2017. There is a somewhat confirmation that there are MANY animations we have yet to see and surprises along the way, abilities and skills included.
|
|
inherit
1994
0
Oct 12, 2019 18:02:57 GMT -6
14
Monomona
52
Sept 20, 2017 7:13:30 GMT -6
September 2017
bluegman
|
Post by Monomona on Oct 18, 2018 6:52:54 GMT -6
Saw this above but please try to make costumes, equipment etc. show up in cut scenes, I don't know why but it really annoys me when games don't do this It just feels lazy. I don't know much about 3D animation or in game animation but I believe it isn't to difficult, I've only ever done 2D things, but I don't think it should be to challenging.
|
|