kamuiarikado
Loyal Familiar
[TI0] Elitist Gatekeeper
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Post by kamuiarikado on Mar 7, 2020 11:55:45 GMT -6
R.I.P. Roguelike mode and hello Randomizer mode. And nothing of value was lost... just kidding!
I have some interesting ideas for the randomizer mode that don't require to modify the castle layout, create new assets, or make big adjustments to the game: Here are my ideas for the randomizer mode: - Permadeath. [Unchanged, enable permadeath] (If enabled, if you die, you will start from the beginning, also you cannot save in save rooms). - Start in a random location. [Unchanged, random location] (except boss and special rooms like save/warp rooms, etc) - Start with a random weapon. [Unchanged, random weapon] - Start with random equipment. [Unchanged, random equipment] (If enabled, you can get 1 random headgear, armor, scarf or accesory) - Start with a random shard. [Unchanged, random shard] - Start with random stats. [Unchanged, random stats] - Randomize enemy and boss stats. [Unchanged, random enemy and boss stats] - Randomize enemy locations. [Unchanged, random enemy locations] (Except bosses) - Disable healing in save rooms. [Unchanged, no healing in save rooms] - Disable enemy item drops. [Unchanged, no enemy item drops] (Except key items) - Disable enemy shard drops. [Unchanged, no enemy shard drops] (Except movement shards) What other ideas do you have to make the randomizer mode fun and addictive?
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Yän
Herald of the Moon
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Post by Yän on Mar 11, 2020 14:27:20 GMT -6
Shuffling around the rooms in each area to some degree would be awesome. It would even be a cool feature if the map makes less sense as a result. Shuffling area connections would be very cool too. Just something to make exploration more interesting and fresh again...
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gunlord500
Global Moderator
Hyped for Bloodstained 2!
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Post by gunlord500 on Mar 13, 2020 20:59:07 GMT -6
R.I.P. Roguelike mode and hello Randomizer mode. And nothing of value was lost... just kidding!
I have some interesting ideas for the randomizer mode that don't require to modify the castle layout, create new assets, or make big adjustments to the game: Here are my ideas for the randomizer mode: - Permadeath. [Unchanged, enable permadeath] (If enabled, if you die, you will start from the beginning, also you cannot save in save rooms). - Start in a random location. [Unchanged, random location] (except boss and special rooms like save/warp rooms, etc) - Start with a random weapon. [Unchanged, random weapon] - Start with random equipment. [Unchanged, random equipment] (If enabled, you can get 1 random headgear, armor, scarf or accesory) - Start with a random shard. [Unchanged, random shard] - Start with random stats. [Unchanged, random stats] - Randomize enemy and boss stats. [Unchanged, random enemy and boss stats] - Randomize enemy locations. [Unchanged, random enemy locations] (Except bosses) - Disable healing in save rooms. [Unchanged, no healing in save rooms] - Disable enemy item drops. [Unchanged, no enemy item drops] (Except key items) - Disable enemy shard drops. [Unchanged, no enemy shard drops] (Except movement shards) What other ideas do you have to make the randomizer mode fun and addictive? I think not being able to save at all might be a little harsh, in roguelikes you can save, your save file just gets deleted if you die. Unless you're speedrunning, this game can take more than 24 hours to find everything.
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Post by Celestia on Mar 17, 2020 2:51:59 GMT -6
These are great ideas. I do think randomization on the enemies themselves, and their stats including their speed and maybe a variable that makes them behave differently could be a fun time. Room randomization to some degree would be spectacular, I'm sure it could be re-coded. To my understanding however, it's just one person doing the vast amount of coding required for all of this post-launch DLC making this a near-impossible task to tackle within a time frame deemed acceptable. Still, I would've been fine with waiting years if need be. I digress, I'm beyond words upset to see no Roguelike mode as depending on how it's implemented-- can add literal years of enjoyable replay value for those who enjoy those sort of systems. I for one, adore them. Randomization mode does offer a ray of hope, and one game-- a roguelike (well, roguelike/rhythm dungeon crawler) game that does this decently well is Crypt of the Necrodancer. Hoping that this will work to something of that effect ideally. That's where I thought of the idea of modifiers such as speed of enemies and other variables in addition to the basic stats. Still hoping for all the best, and Randomizer mode should at least add permanent replay value for those who want to revisit Bloodstained-- be it frequent or occasional. It may not be the degree of quality in replay value and variability that Roguelike mode would've offered, however I'm just happy to be getting something in the same vein. Hopefully they do build upon what they already have and implement these suggestions.
EDIT: --Suggestions--
-Volume of enemies - How many of them spawn & how condensed spawns are in rooms.
-Boss room frequency. -Boss difficulty floor and roof - Limitations of their health, damage parameters, etc. -Enemy difficulty floor and roof - Same as the above for regular enemies. -Global speed modifier - Speed of enemies and bosses - Could be stable or vary from room to room, or enemy to enemy.
-Randomized weapon stats/attributes if this is at all possible - More optional. -Room hazards - Things like extra spikes and hazards added randomly, or maybe wind such as the kind that was in Curse of the Moon in the ship stage.
-Enemy size randomizer, if... it doesn't require new assets. -Enemy variables - Global code that gives some enemies one passive trait which makes them more difficult/different to deal with. --Making them regenerate health upon hitting you or giving them regen outright.
--Making them go "Phase" in and out of invisibility temporarily, like Bitterflies.
--Making them immune to a random attribute and/or weak to another. --Demiboss enemies with a special glow and significantly higher stats. Room is LOCKED until you beat it! Saved my favourite suggestion for last.
Those are some examples I can think of. I guess most of them require assets though. My idea was for the variables to be coded so that they can globally apply to any enemy/boss for extra randomization.
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Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
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Post by Enkeria on Mar 31, 2020 17:28:14 GMT -6
bloodstainedfanforums.com/thread/1502/enkerias-wishlist < If they have same rooms / templates ready, how about mirror some to make even more out of it. Have a room with chests, similar to what we saw in the nintendo: Kid Icarus, game, you get a reward if you picked them in right order. Make some enemies trigger other enemies, or upon killing, make them have a 2nd phase or spawn in minor enemies / or become cut in half. etc. My old link have plenty of ideas.
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Post by Polyedra on Jan 30, 2021 2:32:48 GMT -6
Select skills and equipment at start optionI want to be able to select items and skills I want to start with. Everything and anything I want to select, maybe even level for the skills. Perhaps my own level too, and coin. * Select starting equipment and skills. Prefered items and skillsI want to be able to set this so that the game will put such items earlier in the run. Like perhaps I want to play with whips this round so I select whips to be earlier in the game. More importantly, perhaps I want to get something like invert earlier; and so on. Also, perhaps, alter the droprates for specific items I select. Random spawn; ie: location, power level, quantity, traitsRandom enemy location would be an interesting choice to make, and perhaps random attacks also? Idk if that would work ofc. But like, maybe a heretical knight is poisonous this round and they immune to a damage type. * Random enemy location and random traits for enemies. *Random DENSITY! Like I wanna come into a room knowing NOTHING! Like it can be ten knights in a cramped space.. stuff like that, so some rooms can be really difficult and others nothing in them even. *Random champions, like bigger and better versions of the mob, AND: Minibosses, like the black dragon. They should be beefier than the regular mob.. Idea is that they'd spawn randomly in a room ( suitable for a mob of this type, like the dragon needs room to not bug out I imagine) and it's a miniboss that is blocking passage for this room, AND it can have champions and regular mobs in it too.. so the fight could be gruesome if you're not equipped. Settings for even tougher enemies than hard.Tougher enemies and more damaging attack selection. Faster enemies, more aggressive. This can, of course, be moderated by myself but it would be cool with something here. I'd like resistances to become a serious thing in nightmare. Like mobs being immune to one or several types of damage forces me to keep several weapons and spells at the ready, and if I can't deal with a monster I have to just move on then. Random questsI want both quest rewards and quest item to be random. Same with what mobs I need to kill and how many. Those me and a friend been talking about. Biggest item would be minibosses blocking pathways, that I find very interesting. And also champions. Something lacking in this game is bosses. The big ones are good, but I want MOAR! One way of doing that is of course minibosses.. which, in the randomizer context, would be excellent for mixing things up.
Demiboss enemies with a special glow and significantly higher stats. Room is LOCKED until you beat it! Saved my favourite suggestion for last.
Man, we share this idea! That would be SUPER!!! plz add.
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