Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Pure Miriam
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Dec 9, 2015 2:53:52 GMT -6
All Igavania games had some sort of progression method. You have a big place to explore, but that exploration is blocked by obstacles that you can only surpsass with specific itens/relics/powers/abilities. You need to jump higher to reach higher places. You need keys to unlock doors. You need to transform into a mist to go through gates and such.
Igavania games had different aproach on that. What i want to know is what kind of progression itens you prefer, AND ALSO, ideas on progression obstacles. First, let's remember what most games had:
Relics You get magical itens that give you special abilities. Those magical itens doesn't need to be equipped and just give you that ability, that you can turn ON or OFF. A necklace that let you double jump, a lizard tail that let you slide or a magic symbol that makes a character appear on a specific place, giving you a way to go there.
Specific Abilities, tied to Miriam's powers on a contextual sense Inside your powers, there is a specific set, destined to be the progression abilities. In Aria/Dawn of Sorrow, for instance, the hero could farm souls of the monsters and use them as powers. And then, there was a specific type of soul (ability Soul) that had double jump, higher jumps, ability to swim and such. Other abilities, on other set, could also lend to that, like an attack magic that can be used to break a wall.
Itens. Keys to unlock doors. Use itens to blow up walls. Specific equipment (glasses to see at dark places, boots to walk on spiked floors).
Switches. A switch on a room that unlocks a door on another room, at another place. A boss that, when killed, colapses and breaks several rooms, revealing another area.
So, what do you prefer? Focus on only one type of progression? Mixed up several of then? And what kind of progression abilities you think Bloodstained need?
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Post by allooutrick on Dec 9, 2015 8:58:11 GMT -6
I've liked most of the abilities and progression methods of Igavanias actually and thought Order of Eclessia's version of a high jump to be a clever change of pace.
My only hope is that they don't do what Harmony of Dissonance (I think it's this game) did with breakable blocks. That being you learned to shoulder tackle them and they respawned every time you left the room. If we get an ability that lets us damage the environment to progress I would like the environment to stay damaged.
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Zechs
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Post by Zechs on Jan 5, 2016 0:18:20 GMT -6
Well... I'd like Miriam to be portrayed as a human with human feats. Walk/jump being obvious. But I'd like sprinting. Swimming Climbing. Grappling (from another thread).
I can assume grappling would be learned as well as climbing (certain obsticals anyway). But Sprint and swim should be from the get go (of course sprinting is unlike any Igavania).
But I'd like her Crystal curse to have abilities to. Like a crystal clone to allow player to control an energy body for specific purposes or something.
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Post by CastleDan on Jan 5, 2016 10:52:52 GMT -6
Honestly, I think Relics and Transformations are the most enjoyable ways to progress. However, a mixture of all the previous ways of progressing wouldn't be bad.
Keys, Relics, Items, Transformations...etc
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Post by GenericSoda on Jan 5, 2016 11:29:54 GMT -6
I guess it depends on the context. Like for items, you could discover incriminating evidence that somebody you trust is doing something sketchy to trigger a boss fight against them. It makes sense that both the player and Miriam would want to talk to that character to find out what exactly is going on.
Relics also tend to grant abilities, so mixing them together would be fine. When it comes to switches, generally I'm against them because they can be a bit vague in their effect. ("Something appeared near to the wooden bridge," anybody?) I guess it would make sense for a cutscene to trigger to show what exactly happened, like a tower that Miriam is in could show a bridge being lowered in the distance, or a trapdoor nearby could open up.
As for bosses destroying the environment to open up a new area, I quite like that. Gergoth is a really memorable battle because of how he wrecked the whole tower during his boss fight. I'd love to see some sub-basement full of really strong monsters get opened up by a golem exploding the floor or something. That being said, there should be some lead-up to it or hint that the area has another hidden section.
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Post by spideryfingers on Jan 5, 2016 18:35:37 GMT -6
Looking at how some stained glass windows can depict certain moments of history or haunting images of strange people/beings, I was wondering if, perhaps, a power like Paranoia (ability to enter mirrors) could be used to enter stained glass windows? The thought of entering such a window and fending off something like a possessed version of Virgin Mary in prismatic radiance or battling a satanic creep in inky dimness could add another edge to Bloodstained.
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