Astaroth
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Post by Astaroth on Mar 5, 2016 10:46:54 GMT -6
exactly, and depending on how the castle is visualized in a 3d layout while being mapped, you could have 'secret passages' honeycombing the whole thing to serve as loading zones or transitions or even as this games warps to go from disparate areas to bring the whole together and make it seem like youre travelling from wing to wing seamlessly
for instance, you travel through the gallery of armors from one of my previous ideas and fight a large demon that when it crashes through the wall collapses the obvious path to another area, and once you beat it and are surveying the damage theres a heavily cracked section of floor that whips miriams ribbons around due to wind flowing through, giving you 2 hints that there is something there, you hit the floor and it breaks, opening up a long-sealed passage that could take you to any number of places elsewhere in the castle ^_^
and perhaps later on in the game you find a weapon/spell/relic/whatever that clears a cave in blocking your path, if you took good notes or remember the previous time you encountered this you could then travel back and clear the gallery debris at some point to open another area or reopen a 'shortcut' between 2 areas, or even reveal a heavily damaged room with a cool item
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Nezuto
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Post by Nezuto on Mar 5, 2016 11:58:43 GMT -6
A little off topic-ish....I think, but isn't the game going to have randomized castle layout or a mode for such? I don't see, aside from budget/dev time, why a good portion of our ideas wouldn't be considered or added, since no playthrough would be the same and you'd be approaching the castle differently, each time. Sometimes, areas could pop up that didn't even exist in your initial playthrough. Just an idea, like that Donut Knight suggestion.
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Post by crocodile on Mar 5, 2016 12:07:55 GMT -6
A little off topic-ish....I think, but isn't the game going to have randomized castle layout or a mode for such? I don't see, aside from budget/dev time, why a good portion of our ideas wouldn't be considered or added, since no playthrough would be the same and you'd be approaching the castle differently, each time. Sometimes, areas could pop up that didn't even exist in your initial playthrough. Just an idea, like that Donut Knight suggestion. The Rogue-like Mode (with randomized layouts) is a completely separate from the main game. That will have a static, planned-out, intentionally designed castle.
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Post by dragonkd on Mar 5, 2016 12:12:05 GMT -6
idk I anyone has said anything about it yet, but we do NEED some areas that are a grind. think o the chapel from sotn. LARGE areas with Few ways to heal in between. endurance, I suppose. the funny part is... this happens. those moments in por when you donthave enough money for potions on your first runs through the game. I don't believe in grinding as an option to just make the game easier, it should be used sparingly, or after the majority of the game is complete to get items. oddly I will bring por up again, as long as you don't get rid of items that only spawn once, you can get them all just by filling out the castle/ enemy compendium. I would like to see this kind of orginazation in blood stained as well
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purifyweirdshard
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Post by purifyweirdshard on Mar 5, 2016 14:15:58 GMT -6
Somebody should hire Astaroth for the design team. So many of her ideas are great. With the amount of insight and technical knowledge the brings with the posts, I can't imagine she's not already working in the industry somehow lol
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thrashinuva
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Post by thrashinuva on Mar 5, 2016 15:54:37 GMT -6
A little off topic-ish....I think, but isn't the game going to have randomized castle layout or a mode for such? I don't see, aside from budget/dev time, why a good portion of our ideas wouldn't be considered or added, since no playthrough would be the same and you'd be approaching the castle differently, each time. Sometimes, areas could pop up that didn't even exist in your initial playthrough. Just an idea, like that Donut Knight suggestion. Of course they could implement virtually everything, but that would take a lot of time and money. I think it's best to look at this from the standpoint of whatever is elected to be used, will be used, and will be seen by the player. To that effect, what is likely to give every player the feel they're aiming for? What is unnecessary and what would go against it? Of course, that's only from the standpoint of polls. The actual ending result will be whatever the devs decide.
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Astaroth
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Post by Astaroth on Mar 5, 2016 19:08:22 GMT -6
i wish, never managed to get hired on because im neither a programmer or a badass artist, and many gaming companies look for those first (plus i got out of college right as the economy crashed, grr >.<), did try my hand at creating a mobile game company with an author but that never got off the ground cause you can only get so far without a programmer, im just someone who has a degree in game design and has played a shitton of games all my life, would be pretty epic to get to work with iga though ;>.>
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Post by GenericSoda on Mar 5, 2016 19:54:38 GMT -6
some of these areas could work really well together as sort of sub areas of a larger area, like you enter what looks like a zoo, with a building that houses the exotic pets, and after exploring a bit you find a staircase down into a test subject area, all along you face enemies that start out normalish but progress to things like chimera or cockatrice, and then you get to the abominations where the devs just go nuts with random body parts, culminating with a mini/boss fight against this thing that randomly reconfigures itself to attack with different limbs and spews various secretions that inflict status effects Yeah this. The Dance Hall in Aria of Sorrow sort of doubled as a basement area, with constructed catacombs beneath it. I feel like not every one of the areas needs to be included as its own separate level, but if they sort of bleed together into a coherent stream it would work out for the best.
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flaviog
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Post by flaviog on Mar 6, 2016 0:18:36 GMT -6
flaviog, the clock tower is one of several areas that were already highlighted in blue from the previous topic, i.e. the team is already working on (or just looking at the possibility of) its inclusion. Actually these are in the first post here, too, under XombieMike's first bullet. Entrance, caves, large fountain, etc etc. Dan: that's good to hear...I imagine having cleared up some things like that will alleviate some of these concerns. I think the castle design feedback is comparatively massive when looking at most of the other topics we'll be voting on, too, so subsequent threads like this won't seem to be as much to take in all at once. Everything from here on looks smaller to me. Thanks for filling me in.
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Post by CastleDan on Mar 6, 2016 0:44:49 GMT -6
I wish a library like that from SotN or even OoE was there as an option ;-; I feel it could open a lot of possibilities to interact with the background if that option was added to the game as well. It's not listed because apparently they're already considering that as a location.
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Post by LordKaiser on Mar 6, 2016 20:36:05 GMT -6
Add the animation thread's ideas to it. "Death animations and other types of animations"
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purifyweirdshard
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Post by purifyweirdshard on Mar 7, 2016 8:13:25 GMT -6
Wow, nice. As of right now, 85 users have put forward 1661 votes. Looks like this is working out well. Hope more people come and find it...thinking I may mention it in the KS comments? edit: Someone beat me to it
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Post by CastleDan on Mar 7, 2016 12:04:09 GMT -6
Glad a lot of people are picking interaction with the background. While it might need further explanation to Artplay as to what it actually means, any added form of interaction that makes the environment even more of a character is a good idea.
Now if only some of the cooler stage ideas got higher up in the polls.
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dragonkd
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Post by dragonkd on Mar 7, 2016 12:14:23 GMT -6
you know, the funny thing about all of this is that I just want to see some awesome familiars. the stables, exotic pet, and familiar rooms... I wouldn't need to vote on them if I already knew we would have some great familiars/variety. in this case, I want to see some wolves, dragons/wyverns, fire elementals etc, but not only would they grow as you leveled them up, some of them would make great mounts. think of alucard trucking through a hallway on a warg for example.
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Vampire
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Post by Vampire on Mar 7, 2016 18:05:49 GMT -6
while I would love to have areas similar to symphony of the night,I still would like to have many areas that are fresh new experiences,I don't wanna be exactly playing symphony of the night 2 and treading the same castle over,I just hear us talking about a lot of the same areas we have seen already and would like to see some new fresh ideas like...hm,Maybe a tower of ghosts and Owls and haunting visions,or you know what would be cool?A bloody hospital with demon nurses and mad doctors and of course some ill-fated patients that could not save
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thrashinuva
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Post by thrashinuva on Mar 7, 2016 18:39:41 GMT -6
I agree that I don't want SotN 2, but I do want the same level of quality, and just as much emphasis put on the level design, characters, lore, and dark tones.
Bloodstained has a remarkable position in that it doesn't have to focus on Vampires at all, and so I'd like for it to explore different avenues, while still retaining that gothic feel.
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Post by GenericSoda on Mar 7, 2016 19:43:11 GMT -6
I think the main thing I'd like the devs to take away from this thread isn't just the levels in the polls, but more the posts being made. I absolutely think the best thing to keep in mind would be connecting level ideas together (mixing an underground waterway with the basement and add in a wine cellar in a room or two, or mixing an observatory with the library), and having interactive elements in the levels. On the topic of level design, one poll idea I feel is underappreciated is the "unique rooms" option. There's one area in the Arena of AoS where you ascend, and it gets reused for the Chaotic Realm except in reverse, so the focus is on descending. It has an amazing twisting layout that really forces you to think about which Souls to use going through it on both occasions because of how you're made to approach it each time. The enemy placement is really great and surprising as well, which only adds to it. I think it's integral to have stellar enemy placement combined with unorthodox level layout, especially later in the game. There's a bit in OoE ( about 22:30 here) where you get a couple of Tin Men thrown at you in a very tight space so it's tough to avoid them, and trying to fight against them is rough because of the way the tables are placed. You're also required to go through it to progress, and it's before you get the Volaticus glyph so you can't just cheese it with Torpor. There's clearly a lot of thought put into this very simple area. Additionally, it's tough going back through this room because of the gauntlet of enemies standing between you and the Cerberus glyph afterward. As a final note, I feel like OoE balanced potion cost vs potency really well, so this area feels like a trial both against a bunch of strong enemies and your wallet. I really want Bloodstained to have a bunch of rooms like the two I mentioned, but they should be used somewhat sparingly until the late game so the difficulty doesn't get crushing.
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Post by CastleDan on Mar 7, 2016 19:49:39 GMT -6
I agree that I don't want SotN 2, but I do want the same level of quality, and just as much emphasis put on the level design, characters, lore, and dark tones. Bloodstained has a remarkable position in that it doesn't have to focus on Vampires at all, and so I'd like for it to explore different avenues, while still retaining that gothic feel. That's my sentiment as well. I don't want SotN 2 but I want the things that made that game so special. Essentially the quality of it. It's like having a favorite band of yours and you love their first two albums and you feel like they never hit that peak again. People are quick to say, stop expecting them to just repeat what they've done before but that just isn't it. It's not that anyone wants a repeat they just want that quality again. That's not to say the other games aren't quality, they are, but I still don't think the game has been truly matched. Having said that there are LOADS of levels in this list that would be brand new for the 2.5d experience. Ballroom, Theater, Sacrificial chamber, Observatory ...etc. Vote for them people!
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XombieMike
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Post by XombieMike on Mar 7, 2016 19:50:42 GMT -6
While looking up other things, I came across this in the Ask IGA AMA:
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Post by CastleDan on Mar 7, 2016 20:04:56 GMT -6
While looking up other things, I came across this in the Ask IGA AMA: Yeah, I remembered that quote the other day. It made me feel a lot better. I have a feeling they're taking good care of the castle design this go around. They have way more time, way more planning, a bigger team, more money. All the elements are there for success. Can't wait till we get a true look at this game instead of one off little things. Wonder when it starts happening...
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