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Post by qaantar on Jan 21, 2016 15:36:45 GMT -6
Given the progression from the first round of shaders to the present round of shaders, I have a feeling that the team can take peoples' concerns about the shaders and come up with a final iteration.
In other words, it may not come down these choices, but yet another round of tweaking, based on the comments.
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Post by ohoni on Jan 21, 2016 17:35:24 GMT -6
I would make a recommendation for future pictures like this, if you take a screenshot that's bigger than the playable area, then draw in a box around the intended playable area, so that players have some idea what to expect. To me, the wide shot looks too "dimensional," like it had too much depth for a game that is 2D in gameplay, but perhaps if you only get the middle of that area it would not be so bad.
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Post by XombieMike on Jan 21, 2016 19:04:37 GMT -6
Resolution has suffered, but this transition might help decide which background you like better.
Warning... right clicking that video and choosing "loop" may leach hours away.
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cecil-kain
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Post by cecil-kain on Jan 21, 2016 19:23:40 GMT -6
One thing I regret about the last poll was that even though I liked my votes and feedback if I had waited a little longer to vote I would have been able to include some more things that came from our conversations with each other. Once you vote it's locked in. I'd like to encourage people to hold off for at least a day or two. 24 hours later I still can't decide. I really feel like something's missing. It's too bad they didn't have time for Shader #4. Anyway... I understand why everyone loves Shader #3 on Miriam, but it REALLY loses impact at a distance. Hmmmm....
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Post by xs8b on Jan 21, 2016 19:25:18 GMT -6
I'm sure we will see that stuff eventually. These pictures have always been about shaders, not perspective or game play. Yes, but perhaps a video or animation would give better perspective on the shaders.
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xCROOKEDx
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Post by xCROOKEDx on Jan 21, 2016 19:48:47 GMT -6
C3B3 I feel like I should be saying that like FLCL. =p
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Post by XombieMike on Jan 21, 2016 20:05:56 GMT -6
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Post by CastleDan on Jan 21, 2016 20:20:01 GMT -6
I really love the look of those pillars, very good detail. You can even see like a blood crusted look at the bottom of them in the actual pic. It also looks like a circular structure with blood in it to the right of the screen that's cut off. ( I could be wrong) Anyways, for the first comparison 3 is definitely better to me. The Stairs being a bit brighter is the only thing I'm not crazy about in 3....but I still like 3 overall.
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Post by Valtiel on Jan 21, 2016 21:07:14 GMT -6
Yeah, I'm definitely liking shader 3 the most. Both of them look fantastic but 3's colors seem richer and it just "pops" more. The dev team really did a fantastic job with this.
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Scuttlest
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Post by Scuttlest on Jan 21, 2016 21:56:41 GMT -6
I'm actually really liking the scarf she got. Looking forward to seeing how it moves in her all animations in the game.
As for the shaders, for the character shader, definitely 3. Background is harder to decide. Background 3 certainly is more eyecatching, but there's some stuff about Background 1 that I like.
I don't have much experience in art and such, so verbalizing why I'd like one shader over the other would be tricky for me. So all I'll say is that, for character: most definitely shader 3. For background: I feel a little conflicted, but just slightly favoring shader 3.
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Post by Scars Unseen on Jan 21, 2016 23:50:43 GMT -6
Okay, so the primary complaints about Shader 3 seem to be that the thick ink lines make Miriam stand out too much from her background, and that a lot of the effect is lost the further you scale out(though I'd say that's far more true of Shader 1). So why not scale the effect? The closer you zoom, the thinner the lines appear, and the further you zoom, the more contrast the shading takes on. This would allow her to blend in with the environment more plausibly when up close and give her the distinct appearance needed at gameplay distance.
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Post by XombieMike on Jan 22, 2016 0:09:49 GMT -6
That's actually a pretty big deal and may change how I end up voting. Thanks for the heads up. I really wish there was a screenshot at the intended normal gameplay zoom though. Just so I didn't have to "imagine" it We should take a previous IGAVANIA and try to crop the newer picture to fit the sense of scale of the example we use. Maybe that'll be a better sense of it?
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thrashinuva
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Post by thrashinuva on Jan 22, 2016 0:13:01 GMT -6
Now that comparison just gets me wondering what the UI is going to look like.
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Post by Akatsuki belmont on Jan 22, 2016 2:13:41 GMT -6
Thanks XombieMike! Yup background 3 looks awesome It kind of gives that magical feeling when you look at it.
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purifyweirdshard
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Post by purifyweirdshard on Jan 22, 2016 2:26:56 GMT -6
Now that comparison just gets me wondering what the UI is going to look like. It just so happens we have that discussed in the Game Feature Suggestions forum! I'm a fan of bars and graphical icons, myself. Not as much numbers, but the way SotN does it was okay. See here: bloodstainedfanforums.com/post/19713/thread
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Post by Kaius on Jan 22, 2016 4:45:13 GMT -6
Thanks for the transition and the close-up comparison Mike ! Now, this comfort my choice, background #3 definitly. Nevertheless, it's hard to pick one when it comes to the stairs. I like the colors on B3 but stairs look too bright IMO, I slightly prefer the 1# stairs though I think they are just a little bit too dark.
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Hyrist
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Post by Hyrist on Jan 22, 2016 6:09:21 GMT -6
I think we're past the point where we can effectively make judgments on these shaders based off of stills. I'd say they're in the best possible range to be making conclusions. But really, while we can select our prefrences off of close-ups and stills. We won't be doing close up, still shots that frequently. We'll be seeing the game in motion, looking for audio and visual ques for enemy attacks and secrets.
That may not translate well into something that simply looks pretty in a screen-cap.
So, my next big request/hope is to see these graphics in motion, so I can really see how this looks, rather than imagine it.
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Post by Scars Unseen on Jan 22, 2016 6:24:44 GMT -6
I think we're past the point where we can effectively make judgments on these shaders based off of stills. I'd say they're in the best possible range to be making conclusions. But really, while we can select our prefrences off of close-ups and stills. We won't be doing close up, still shots that frequently. We'll be seeing the game in motion, looking for audio and visual ques for enemy attacks and secrets. That may not translate well into something that simply looks pretty in a screen-cap. So, my next big request/hope is to see these graphics in motion, so I can really see how this looks, rather than imagine it. My request on the survey for the next preview was for running and attack animations.
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Post by Jango on Jan 22, 2016 6:40:00 GMT -6
The more I look at the toon shader the less I like it. It really blows everything out and undoes a lot of the lighting work the devs have put in. Everything just looks over-exposed with the toon shader.
Also, that comparison pic of Symphony of Night makes me wish Miriam's colors were less saturated and more like the concept art. The toon shader really pushes the saturation, giving Miriam a wierd psychedelic, neon look. Really not a fan.
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Post by Scars Unseen on Jan 22, 2016 6:52:40 GMT -6
The more I look at the toon shader the less I like it. It really blows everything out and undoes a lot of the lighting work the devs have put in. Everything just looks over-exposed with the toon shader. Also, that comparison pic of Symphony of Night makes me wish Miriam's colors were less saturated and more like the concept art. The toon shader really pushes the saturation, giving Miriam a wierd psychedelic, neon look. Really not a fan. I posted a recolor I did yesterday where I tried to match it up more in line with the concept art. I think if you take that and thin out the ink lines a little, you'd come pretty close, or at least as close as you can with a 3D model:
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