Design Review Poll for First Topic (Finished)
Aug 16, 2015 14:49:02 GMT -6
cecil-kain, Cale, and 6 more like this
Post by XombieMike on Aug 16, 2015 14:49:02 GMT -6
Castle Design won. Please vote by following this link.
Vote on which topic's line items will become a multiple choice poll. This will prioritize what needs to get translated and communicated to the design team.
Because everything we wish to bring to the design team must be translated, it is important to minimize what we send. These ideas were born right here on the forums, and compiled from design review requests. Lets trim the fat to make this super lean, and show IGA what the fans are expecting and suggesting.
This is a compilation of all current finished design review requests. Could you imagine all of it getting translated? There is a lot of information here.
Enemies: Favorite types of enemies, overall enemy representation, composition and general enemy behavior.
Favorite Enemies:
Enemy Ideas:
Enemy Behavior:
Familiars: Ideas for familiars:
General: Various suggestions for consideration
Castle Design: Location ideas were presented for inspiration. Unique area features were listed. A room for Miriam and it's possible features were discussed.
Movement and Travel Mechanics: Techniques discussed for movement were:
Weapons: Weapon ideas
Dungon Mode: For the randomly generated castle mode of the game many good requests were made.
Animation: Most people want the game engine to handle cut scenes and others would like a combination of game engine for most things and anime for only the most important scenes.
Vote on which topic's line items will become a multiple choice poll. This will prioritize what needs to get translated and communicated to the design team.
Because everything we wish to bring to the design team must be translated, it is important to minimize what we send. These ideas were born right here on the forums, and compiled from design review requests. Lets trim the fat to make this super lean, and show IGA what the fans are expecting and suggesting.
This is a compilation of all current finished design review requests. Could you imagine all of it getting translated? There is a lot of information here.
Texts in BLUE are already under consideration/confirmed. I'll also highlight ideas that are similar. Note that some of them may not be included in the final game but are talked and planned during development. - Mana
Enemies: Favorite types of enemies, overall enemy representation, composition and general enemy behavior.
Favorite Enemies:
- Skeletons: Of all ranges of shapes, sizes, colors, behaviors and abilities - people love skeletons.
- Cling Skeleton - Runs and latches on to the player with arms, legs and rib cage, then sucks out life. Hard to get off.
- Cling Boom - Cling Skeleton but will blow up. Explosion is comparable to the amount of life it has.
- Skeleton Whipper - Has a whip and a strangely familiar stance.
- Candle Skeleton
- Crystal Skeleton- Different colors have different powers.
- Skinless Ghouls - Look weak but after you attack the slow moving body a skeleton will shake shake off it's muscles and guts to become a skeleton. Most places the skeleton will be set, but there can be an area where the skeleton that comes out is random and sometimes rare.
- Cling Skeleton - Runs and latches on to the player with arms, legs and rib cage, then sucks out life. Hard to get off.
- Classic Monsters: Bats, zombies, wolves, werewolves, floating eyes, spirits, doppleganger, Egyptian themed, etc. as normal enemies as well as variations for classic mode bosses.
- Armed & Armored Monsters: Variety of weapons and armor. Enemies that can block.
- Iconic Monsters: Angelic, Dragons, and Lovecraft horror enemies were requested for mini boss and big boss roles.
- Monster Girls: A fan-favorite sub-group of monsters. Harpies, Lamia/Nagas, Arachanes, Alura Une, Succubi, Gorgons, Witches, Demon Maids who know Kung Fu, etc.
Enemy Ideas:
- Crystal and stained glass themed enemies.
- Normal animals that have been crystal infected outside the castle.
- Most enemies should be new and from the Lesser Key.
- Put a new spin on traditional Castlevania monsters and explore the freedom of breaking away from Castlevania.
- Bismark Kappa
- Alchemy created nasty forms that defy biology. Human hybrids with; arachnid, insect, mollusk, reptile and vegetation.
- Giant Tanjelly - Enormous color-changing blob capable of ranged acid and glue attacks. Stalks and rapidly pounces on its victim. Can teleport.
- Crystal Slime- Can harden into weapons to attack with.
- Giant Corpseweed - Colossal weed sprouts lots of ugly heads that spits cursed blood and vomits large pools of poison. Vast arm-like root system reaches out from the soil to pull victims underground.
- Giant Ukoback - Huge fire bug that levitates around creating carpets and curtains of fire.
- Undead Alchemists:
- Powers; Elemental energy blast, flying bouncing energy balls, randomized demon summoning.
- New game + may grant more spells and summon harder demons.
- Merge with a summoned demon to heal or enhance it.
- Boosts enemy stats in an area until defeated.
- Heals from damage done to you by enemies it controls.
- Bestow stat curse.
- Has attack dog. When one dies the other gets stronger.
Enemy Behavior:
- Enemies that can work together and/or attack in groups.
- Proactive enemies more aware of your presence.
- Strategic placement for the predictable low AI enemies has always been good.
- Enemy that can chase you through multiple areas.
- Enemies with personality like Owl Knight and Yorick of SotN.
Familiars: Ideas for familiars:
Variety
• Variety as displayed from the Kickstarter choices.
• Variety in function. Various attacks for each familiar.
• Abilities:
o Acquiring gold/hearts by multiplying how much drops are worth or turning enemies into them.
o Influence luck and item drops.
o Stop time.
o Warp portals for short distances.
o Do something wacky like making small enemies dance.
Balance
• Each equally useful for combat with balance in abilities.
• Player can stick with their favorite.
• Different scenarios encourage using the abilities of different familiars.
Acquisition
• Through the course of the story.
• Crafting.
• Optional exploration.
Upkeep and Care
• Customize or upgrade familiars with items, crafting elements, weapons and armor.
• Innocent Devil system of Curse of Darkness was praised.
• Dedicated area for training or raising familiars.
Control
• Not just computer controlled all the time.
• Customize computer's AI for behavior on when to attack, what items to use and when.
• Second player could control. Good for kids.
• Variety as displayed from the Kickstarter choices.
• Variety in function. Various attacks for each familiar.
• Abilities:
o Acquiring gold/hearts by multiplying how much drops are worth or turning enemies into them.
o Influence luck and item drops.
o Stop time.
o Warp portals for short distances.
o Do something wacky like making small enemies dance.
Balance
• Each equally useful for combat with balance in abilities.
• Player can stick with their favorite.
• Different scenarios encourage using the abilities of different familiars.
Acquisition
• Through the course of the story.
• Crafting.
• Optional exploration.
Upkeep and Care
• Customize or upgrade familiars with items, crafting elements, weapons and armor.
• Innocent Devil system of Curse of Darkness was praised.
• Dedicated area for training or raising familiars.
Control
• Not just computer controlled all the time.
• Customize computer's AI for behavior on when to attack, what items to use and when.
• Second player could control. Good for kids.
General: Various suggestions for consideration
- Visual changes when equipping armor. Avoid mix and match problems with complete armor sets, vanity slots or option to turn off this feature.
- Button input spells/actions.
- Secret castle like inverted or otherwise.
- Different weapons of same type have different animations.
- Item storage system.
- Rare enemies encountered only once.
- Rare items that are hard to find or low drop rate.
- Underwater boss.
- Classic bosses.
- Books or journals with lore and enemy stats. Compendium for competitions to know if they have found everything.
- Curse progression meter.
- Classic menu style.
- Various creatures who inhabit the castle naturally as if they live there. Like the librarian and the ferry man. Some can be interacted with, including demons.
- Ghosts, haunted portraits.
- Other world behind mirrors.
- Player modification support on PC.
- Item shop.
- Weather effects.
- Automatic inventory sorting.
- Interaction with the background.
- Seamless loading.
- Deep item crafting mechanics.
- Potion crafting system with recipes hidden, dropped, and components gathered and purchased.
Castle Design: Location ideas were presented for inspiration. Unique area features were listed. A room for Miriam and it's possible features were discussed.
- Locations suggestions include; entrance, living quarters, ballroom, balustrade (a railing supported by balusters, especially an ornamental parapet on a balcony, bridge, or terrace), forge, treasury, caves, swamp, overgrown tower where a gigantic alora une reside, graveyard, factory, torture rooms, sacred grounds, unholy grounds, summoning grounds, watch maker factory, zoo, tower lodging flying enemies, submerged grounds, observatory, attic with a giant spider, coliseum, a waterfall, huge fountain, wine cellar, chapel, Miriam's room, stable, kitchen, trophy room, gardens, morgue, clock tower, dining hall, gateway to demon realm, library, theater, boiler room, test subject area, sacrificial chamber, exotic pet room.
- Discover things going on outside the castle while inside to add mystery. Could lead to secret access areas.
- Former alchemists transformed to crystal statues by Gebel.
- Circular stair tower where camera spins to keep you centered as you climb.
- A rotating room.
- A bell tower that changes depending on the current corruption of Miriam. The levels of the tower reflect the circles of Hell featured in Dante's Inferno.
- Secret passages for shortcuts which could replace teleport rooms.
- Secret areas accessed more by hints than randomly attacking walls.
- Miriam's Room
- Possibly quickly accessible somehow to be a save point.
- Paintings or stained glass windows showing the areas of the castle discovered before which can be used as magical windows for fast traveling to the window in that area and vice versa.
- Sleeping could affect a day and night cycle.
- Ghostly piano for changing the areas music or a sound test and soundtrack enjoyment.
- Demon enemies that can be turned to take care of the rooms or different familiars can take these roles:
- Familiar pen/stable.
- Store
- Monster data & lore
- Maid or butler
- Start out simple and can be upgraded in function and in visuals with several options for each "spot" that can be improved. Upgrades might include different styles of furniture, different sculptures/paintings, etc. or even something practical like shortcuts to different parts of the castle.
- Throne to sit on.
- Find keys to unlock connected rooms. Connected rooms may include:
- Crafting/forging room
- Armory to display weapons and trophies
- Pen for familiars
- Kitchen to make food
- Bathroom
- Tea room
- Alchemy room for Johannes
- Instead of making upgrades to her room, have two different versions that appear at different points in the castle. One that looks run down and one that looks grand. The grand room reflects Gebel's original intent while the run down version is the deteriorated remains of his original intent. The grand version would allow saving while the run down version gives customized treasure based on play style. Or the versions of the room Miriam finds could be linked to her in game decisions.
Movement and Travel Mechanics: Techniques discussed for movement were:
- Back Dash/Back Flip - A way to quickly dash away from danger.
- Forward Dash/Slide - Ideal for combat or moving through the castle and can double as attack options if given attack/invulnerability frames.
- Spot Dodge - A combat mechanic to liven up combat.
- Dive Kick - Attack at angles & improve diagonal movement.
- Dash Run - Maintain high speed on the ground with minimal button inputs.
- Dash Jump - Jump where dash momentum is conserved.
- Air Dash - The ability to change trajectory in mid air which can also serve as an attack option.
- Wall Jump - The ability to jump from wall to wall.
- Flight Dash - If flight is not fast by default, include a flight dash.
- Super Jump - For covering large vertical distances quickly.
- Hook Points - Using parts of a level to hook onto with a whip or other movement mechanic.
- Movement Cancellation - Cancel a special movement by starting another one.
Weapons: Weapon ideas
- Have shields and possible shield rods like SotN
- Unique weapon special attacks like DoS.
- For Miriam a handbag / purse that does more damage based on size and current wealth.
- The following were wanted; daggers, fist weapons, claws, axes, thorn whip, flame whip, magic wands, chakrim, flint lock guns, bombs, mines, crossbows, three section staff, kusarigama, smoke bombs, projectile reflective sheilds, pile driver, double scythes, Nebula whip from PoR, giant bladed boomerang, sword that petrifies.
- Joke Easter egg weapons like Shovel Knight's shovel, a bug catching net, and zombie arm.
- A powerful weapon with limited use before breaking.
- Visual representation of a good or bad damage. A weapon that is strong against a particular enemy due to it's weakeness makes the target flashed red and if it is a bad weapon to use against that enemy, the target flashes blue.
- Legendary weapons:Axe:
Axe of Perun: The axe wielded by the Slavic god of thunder and lightning, Perun. Game idea- Thrown weapon that returns to the user's current position (unlike the Holy Cross). Lightning element. Special input (costs MP): Throw faster and deal more damage. A crack of thunder is heard when special input is used.
Hammer of Hephaestus: The hammer of the Greek smith-god Hephaestus which was used to make the Greek gods weapons. Game idea- Large overhead hammer. Fire element (maybe). Enemies occasionally drop extra crafting materials. Special input (costs MP): Swing faster and release a small burst of flame when striking. The flame deals fire damage in a small area.
Daggers:
Carnwennan: The dagger of King Arthur in the Welsh Arthurian legends. It is sometimes attributed with the magical power to shroud its user in shadow. Game idea- Dagger. Holy element. Special input (costs MP): Shroud the user in shadow while teleporting them forward a short distance, dealing low damage to any enemies you pass through.
Setan Kober: "Devil of the grave". Near its completion when the empu tried to infuse the kris with spiritual power, he was disturbed by a crying demon from the graveyard. As a result, although powerful, the kris had a temperamental evil nature that caused the wielder to be overly ambitious and impatient. Game idea- Dagger. Dark element. High ATK compared to other weapons of similar "level", but lowers DEF. Special input (costs MP): Normal attack, but inceases ATK and SPD for a short time while decreasing DEF. A red aura is present when this effect is active.
Taming Sari: Translated as “flower shield,” Taming Sari was the fabled weapon of the legendary Melakan warrior Hang Tuah. Taming Sari was unique in that it did not have a sheath, as Hang Tuah considered his enemy’s body to be the only appropriate sheath. Game idea- Dagger. Low chance (5%?) of ignoring damage when being hit. Special input (costs MP): Throw the dagger at an enemy. It returns to the user after striking.
Hammers/Maces/Flails:
Club of Dagda: This magic club was supposed to be able to kill nine men with one blow; but with the handle he could return the slain to life.
Mjölnir: Self explanatory. Game idea- Mace. Earth or Holy element. 25% Chance of crit on hit. Low chance to revive wielder on death (5-10%)Special input (costs MP): Normal attack, restore a small amount of health to the user.
Sharur: "Smasher of thousands". An enchanted talking mace. Not only could Sharur talk, it was also sentient, offering the god advice on powerful enemies, gathering information wherever it could. Game idea-Mace. Increases INT. Can be used as a familiar OR a weapon, but not both at the same time. Special input (costs a large amount of MP): Summon a large winged lion that will attack enemies for three seconds, attacking once per second. As a familiar: Appears as a small flying winged lion that swipes at enemies. Provides a passive boost to INT.
Polearms/Spears:
Amenonuhoko: Shinto's genesis gods Izanagi and Izanami were responsible for creating the first land. To help them do this, they were given a spear decorated with jewels, named Ame-no (heavenly) nu-hoko (jewelled spear).
Cronus' Scythe: Cronus castrated his father Uranus using an Adamant sickle given to him by his mother Gaea. Game idea- A sickle made of stone. Earth element (maybe). Special input (costs a large amount of MP): Slows down time for five seconds. Does not work on some enemies.
Death's Scythe: A large scythe appearing in the hands of the Grim Reaper. This stems mainly from the Christian Biblical belief of death as a "harvester of souls".
Gáe Bulg: Fashioned from the bone of a sea monster. When Gae Bulg pierced a man’s body, these barbs would open up, making the spear nearly impossible to remove without killing the victim.
Green Dragon Crescent Blade: A giant of a man, Guan Yu asked his blacksmiths to make a polearm that combined the chopping power of a saber with the length of a spear. Believed to weigh as much as 45 kilograms (100 lb), no normal human would have been able to use it effectively. Game idea- Spear (polearm). High ATK, but attacks slowly. Special input (costs a medium amount of MP): Attacks faster, and has extended range. An image of Guan Yu appears alongside Miriam when she uses this attack, and Guan Yu attacks at the same time she does. His spear looks identical to this one but is larger in size (just as he is larger than Miriam), which accounts for the extended range. This is treated as one attack, so enemies cannot be hit by both blades during the special input attack.
Gungnir: The spear of the god Odin. Made from the wood of the world tree Yggdrasil.
Kongō: A trident-shaped staff which emits a bright light in the darkness, and grants wisdom and insight.
Lance of Longinus: The lance that pierced the side of Jesus as he hung on the cross.
Gáe Dearg: Crimson Rose of Exorcism, one of two spears wielded by Diarmuid Ua Duibhne, son of Donn and one of the Fianna in the Fenian Cycle of Irish mythology, is a two meter long spear that renders magical enhancements and projections useless by severing all ties with prana.
Gáe Buidhe: Yellow Rose of Mortality, one of two spears wielded by Diarmuid Ua Duibhne, son of Donn and one of the Fianna in the Fenian Cycle of Irish mythology is a cursed spear 1.4 meters long that inflicts wounds that cannot be healed naturally or with magecraft.
Ranged:
Gandiva: The divine bow was said to be able to defeat 10,000 warriors at once and was only held in the hands of heroes. Game idea- Bow. Fires glowing arrows that pierce through foes. Special input (costs MP): After a short pause, fires a giant glowing arrow that pierces through foes.
Ichaival: A bow possessed by Odin. Another source said it was came from Ydalir, the home of the god Ullr. It possessed the power of each pull of just one arrow, it will release ten arrows. Game idea- Bow. Fires multiple low ATK arrows with each attack. Special input (costs a medium amount of MP): Fires a stream of low ATK arrows. You may move while using this.
Shields:
Aegis: Perseus used this shield to look at Medusa's reflection so he wouldn't be turned to stone. After killing Medusa, Perseus returned the shield and Medusa's head to Athena, who fastened it to the shield so that any of her enemies would be turned to stone. Game idea- Shield. Immune to petrification. Special input (costs MP): Petrify enemies in front of the user (medium distance). Does no damage, and does not work on some enemies.
Priwen: The shield of King Arthur.
Rho Aias/Aius: The shield used by Aias/Ajax, and the only shield capable of stopping the javelin of the great hero Hector. It was a bronze shield covered in seven layers of oxhide, which the javelin, having never before been blocked during the Trojan War, pierced to the seventh layer before stopping.
Staves:
Caduceus: The staff carried by Hermes or Mercury. Game idea- Staff. Gold drops are occasionally increased (not listed in description). Special input (costs a low amount of MP): Fires a damaging ray that may put enemies to sleep. Sleep lasts a short while and is cancelled if damage is taken. Sleep does not work on some enemies.
Rod of Asclepius: A serpent-entwined rod wielded by the Greek god Asclepius, a deity associated with healing and medicine. Game idea- Staff. Deals 1 DMG if used to attack. Special input (costs MP): Heal the user and purge harmful status effects.
Ruyi Jingu Bang: Magical staff wielded by the immortal monkey Sun Wukong.Spear (no pointy end). Hits twice in a straight line and has long reach. It takes slightly longer to attack than most spears. The weapon grows when you attack, hitting once while reaching half length, pausing very briefly, then extending for the second hit past that range. Special input (costs MP): Attack faster and increase range. Hits three times during this attack, extending twice, with the max range being 1.5x the normal range.
Swords:
Claidheamh Soluis: "Sword of Light".
Durendal: The sword is said to contain within its golden hilt one tooth of Saint Peter, blood of Saint Basil, hair of Saint Denis, and a piece of the raiment of the Blessed Virgin Mary, and to be the sharpest sword in all existence.
Dyrnwyn: "When drawn by a worthy or well-born man, the entire blade would blaze with fire." Game idea- Sword. Fire element. Special input (costs MP): Release a burst of fire when attacking.
Excalibur: Legendary sword of King Arthur.
Fragarach: Known as 'The Answerer' or 'The Retaliator', was the sword of Manannan mac Lir and later, Lugh Lamfada. It was said to place the wind at the user's command and could cut through any shield or wall, and had a piercing wound from which no man could recover. Game idea- Sword. Wind element. Special input (costs MP): Fire a burst of wind that cuts through enemies and passes through walls and barriers.
Gan Jiang and Mo Ye: A pair of swords forged with human qi. Game idea- Two swords with mediocre stats that receive a great boost in performance when paired together. Special input (costs MP): Gian Jiang: Fires a screaming head (dark element). Mo Ye: Release a short burst of fire when attacking (a woman's scream is heard when using this). Both swords equipped: Fire three screaming skulls and a burst of flame (flame burst is short range, skulls go diagonal up, straight, and diagonal down and are medium to long range, dealing dark damage).
Gram: The sword that Sigurd used to kill the dragon Fafnir.
Harpe: The sword used by Perseus to decapitate Medusa.
Hrunting: Beowulf’s sword.
Joyeuse: Some legends claim Joyeuse was forged to contain the Lance of Longinus within its pommel. "by his side hung Joyeuse, and never was there a sword to match it; its colour changed thirty times a day."
Kladenets: Russian - "self-swinging sword". A magic sword in numerous Russian fairytales. Game idea- Sword. Releases a spray of blood from certain enemies. Special input (costs MP): Miriam releases the sword and it swings itself thrice at enemies in close range, hitting three times max. A serpent's hiss is heard when using this.
Kusanagi-no-Tsurugi: Found in the body of an eight-headed serpent killed by the god of storms and seas. It’s part of the Imperial Regalia of Japan, icons of the ancient imperial family’s descent from the sun goddess––the symbols of their divine right to rule. Game idea- Sword. Wind element. Releases a blade of wind with every attack that travels a short distance while the sword is swung, giving this weapon range comparable to most spear weapons. Special input (costs MP, variable cost): Hold to charge, release to swing weapon. Cannot move while charging. Number of hits and range increases with time charged, though sword is only swung once. Will flash and chime when charged to max. Hits once, twice, thrice, or four times depending on charge, with the fourth hit doing 1.5x DMG.
Masamune: In contrast to Muramasa’s cursed swords are the blades of legendary priest and swordsmith Masamune. Legend has it that Masamune and Muramasa held a competition to decide the superior smith by placing their blades in a stream. While Muramasa’s cut everything it touched, Masamune’s refused to cut anything undeserving, even the air.
Muramasa: Imbued with a bloodthirsty spirit that—if not sated with battle—would drive the wielder to murder or suicide.
Shamshir-e Zomorrodnegār: "The witch mother of a hideous horned demon called Fulad-zereh used a charm to make his body invulnerable to all weapons except this specific sword. Shamshir-e Zomorrodnegār originally belonged to King Solomon, and was carefully guarded by Fulad-zereh, not only because it was a valuable weapon, and indeed the only weapon that could harm the demon, but also because wearing it was a charm against magic. A wound inflicted by this sword could only be treated by a special potion made from a number of ingredients, including Fulad-zereh's brains." (I think it fits with the game's theme) Game idea- Sword. High ATK. Increases elemental DEF. Pierces guard skills (sorry Final Guard ;P). Special input (costs a large amount of MP): Fires a green shockwave that travels along the ground for a short to medium distance. NOTE: Is overpowered, and is hard to obtain, requiring several rare crafting materials. Very late game item.
Skofnung: Renowned for supernatural sharpness and hardness, as well as for being imbued with the spirits of the king's 12 faithful berserker bodyguards. Game idea- Sword. Drains the wielder's MP over time if the wielder is female. High ATK. Special input (costs a medium amount of MP): Summons a random berserker that roars and attacks twice. Berserkers come in four varities, each with a different weapon and attack pattern. NOTE: "According to Eid of Ás in chapter 57 of the Laxdœla saga, the sword is not to be drawn in the presence of women".
Tyrfing: "The dwarves made the sword, and it shone and gleamed like fire. However, in revenge they cursed it so that it would kill a man every time it was drawn and that it would be the cause of three great evils."
Vajra: ("Vjaya", "Thunderbrand", or "Indra's Light") Sword of lightning.
Valmanway: Wind attribute sword.
Whips:
Scourge of Christ: The cat-o-nine tails / flagrum that was used to flog Christ before the crucifixion. - Magical Tomes:Alraune: German novel which may have inspired the "Alura Une" enemy in the Castlevania games.
Element = Plant (This was an actual elemental attribute in Castlevania: Circle of the Moon, separate from Earth.)
Epic of Gilgamesh: Adventures of the ancient Hero-King of Uruk and his wild sidekick, Enkidu.)
Element: Thunder/Lightning
The Odyssey: The tale of Odysseus' decade-long and perilous journey back to his home.
Element: Water
Romance of the Three Kingdoms: The 2nd of the Four Great Classical Novels of China. A fictional twist on the events of the Three Kingdoms period of ancient Chinese history, following the fall of the Han Dynasty, and featuring the perspectives of many different famous generals of that time.
Element: Earth
Journey to the West: The 3rd of the Four Great Classical Novels of China. A Ming Dynasty novel, and popularly known in Europe under the title "Monkey". It is a tale of a monk who travels west to India under orders from Buddha alongside four companions, including the mischievous Monkey King himself: Sun Wukong.
Element: Wind
Hamlet: A classic Shakespearean tragedy adapted into booklet form, featuring the eponymous Prince Hamlet of Denmark who vows revenge against his treacherous uncle Claudius.
Element: Poison
Macbeth: Considered to be one of Shakespeare's darkest tragedy plays. The tale of a brave Scottish general who falls from grace. The general and his friend are told their destiny in a cryptic manner by three witches...and the former spirals to the depths of guilt, paranoia, and madness.
Element: Curse (It could drastically slow an enemy's movement, prevent them from attacking, or drain their MP.)
Beowulf: A Scandinavian epic of a hero who became King of the Geats. He defeats three great foes, but is mortally wounded in his battle with the third: a Dragon.
Element: Fire
Apprentice's Guide to Alchemy: A gift to Miriam from Johannes. It is a helpful guide to basic alchemical recipes, but also doubles as a nifty magical weapon.
Element: Non-Elemental or Crystal
Philosopher's Stone: A compendium of notes and studies collected from various alchemists detailing their efforts toward this Magnum Opus, or "great work". If you read further, you'll find some of the information disturbing, involving dark rituals of human and animal sacrifice made in the attempt to create this coveted object. As you reach the end of the book, the "notes" become more like the ravings of immortality-obsessed madmen.
Element: Dark
Dungon Mode: For the randomly generated castle mode of the game many good requests were made.
- Optional collectible items in the main game might add up to unlock specific dungeon runs that get more challenging with the more items you find.
- Items in the randomized dungeons might have interesting lore about the setting that the main game does not feature.
- Randomized dungeons generated could be tied to a real world calendar with holiday themed content.
- Modified versions of the bosses to increase challenge.
- Designer mode that let's players build a dungeon to share.
- Share a castle without having to beat it first."It mentioned being able to share random seeds with other people after you beat it. I hope that you don't have to beat it first. It would be cool to be able to share the seeds of a dungeon that someone CAN'T beat, and challenge other players 'I can't beat it, can you'? and hopefully eventually find a seed that many people on the internet can't beat, but want the glory of being the first to do so."
Animation: Most people want the game engine to handle cut scenes and others would like a combination of game engine for most things and anime for only the most important scenes.
- There were no votes for pre-rendered animation alone.
- Equipped items and clothing should appear the same in a cut scene as during game play.
- Some felt that any switch from game engine real time rendering to anything else would break immersion.
- If anime was chosen, the art style must match the look of game play or Natsume-san's art.
- Using game engine shaders to make the 3D appear 2D for cut scenes was suggested.
- Short conversations should remain within the game engine rendering.