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Post by dragonkd on Mar 19, 2016 18:00:59 GMT -6
ok, this idea occored to me earlier in the castle design thread, when I noticed that it wasn't "just known" by everyone there. SO: igavania games so far (except for ooe and dx) exist in a singular 2D map. this is not simple interaction in the background, or movement in the BG/FG layers like in oddworld.
in this case, mirriam could enter a door (or anything else) and it would take her to another layer. this would exist somewhere in the FG/BG, but the camera would remain the same distance from mirriam, treating the layer like anything else in game. compare it to the villager houses in OOE, exept large parts of the map (even entire areas) would exist in these layers. when viewing the castle map, the player can press something like the triggers to change map depth.
I would be heavily disappointed if this was not included (or used in one or two areas), as it does limit the castles size in some ways, as well as limiting means of transportation. it uh... is also a great way to add depth to the game.
random guy in the comments:"SHUT UP SAM ITS A 3D GAME ALREADY"
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Post by purifyweirdshard on Mar 19, 2016 20:27:35 GMT -6
As I had mentioned earlier, the closest example that came to mind for me of this was Valkyrie Profile 2:
Not saying I'm entirely for or against this...it could be neat if deemed necessary.
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Post by CastleDan on Mar 19, 2016 20:59:27 GMT -6
I'm not too crazy about this idea. I think IGA and team should focus to their strengths and I don't think the strengths were ever in the realm of 3D. So trying to get closer to a 3 dimensional feel might not be a good move. Focus on perfecting the 2.5d/2d feel and maybe in a sequel they can go and experiment in brand new ways. There's a lot of cool things they can do within 2.5d that IGA hasn't really explored fully because he only did one game in that style.
Having said that it is a neat idea, that I do think they should look into. I think the idea I brought up that was voted on, more interactivity with the background is a good START. Allow us to be more involved in the things going on around us... ( context sensitive items in the background) interactivity with objects in the background...etc. ( I.E. Paintings with thoughts by Miriam, maybe a window you can look out of when you press a button..)
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Post by Astaroth on Mar 21, 2016 11:29:00 GMT -6
well, just because a map is 2d doesnt mean the environment has to be, theres been evidence in many iga games that while youre moving on a 2d plane from your perspective, things in the background will sometimes rotate or move to show that you are actually moving in a curved area, or youll be in one place and see one side of a building far off, and in another place youll see a different side of the same building closer up, and mana said in one of her recent posts that inti is already looking at having the interior and exterior mesh so that likely means they are planning the overall castle based in a 3d space and using that as reference as they place the areas in the 2d map
as for valkyrie, thats an interesting setup, i think they couldve done a little better with the vertical spacing so that you dont have to look at it from such a steep angle to see the detail on the larger areas but i suppose that wouldve broken the ability to easily navigate the thin, windy areas like the cave system later in that vid, i like that it follows the terrain to give you an idea of what each are youve been in looks like though
interactivity is very important though, i loved that you could sit in chairs in sotn and if you sat too long alucard would fall asleep >P
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Post by CastleDan on Mar 21, 2016 12:28:15 GMT -6
well, just because a map is 2d doesnt mean the environment has to be, theres been evidence in many iga games that while youre moving on a 2d plane from your perspective, things in the background will sometimes rotate or move to show that you are actually moving in a curved area, or youll be in one place and see one side of a building far off, and in another place youll see a different side of the same building closer up, and mana said in one of her recent posts that inti is already looking at having the interior and exterior mesh so that likely means they are planning the overall castle based in a 3d space and using that as reference as they place the areas in the 2d map as for valkyrie, thats an interesting setup, i think they couldve done a little better with the vertical spacing so that you dont have to look at it from such a steep angle to see the detail on the larger areas but i suppose that wouldve broken the ability to easily navigate the thin, windy areas like the cave system later in that vid, i like that it follows the terrain to give you an idea of what each are youve been in looks like though interactivity is very important though, i loved that you could sit in chairs in sotn and if you sat too long alucard would fall asleep >P I'm just confused as to why people want to make this more 3d. Igavania's wasn't really known for ever being great in the 3d realm, it always was better as a 2d experience. I don't see how going in a more 3d direction helps the game, if anything it'll make the game more confusing due to the repetition of hallways, rooms, and designs that the games are known for. It's not a bad idea mind you, I just think the first foray into a new sidescroller on consoles shouldn't be spent trying to make it more 3d. It's been a long time since we've had a 2d like experience igavania on consoles...I'm embracing that as much as possible. If you start making it where there's a door in the background and you click it then you're going in a different direction in the castle it'll start feeling very similar to a 3d igavania and those games were very confusing due to how repetitive the locations were. Rooms/hallways that were the same as previous rooms and previous hallways. So you are HEAVILY relying on the map for the whole experience. Those are just my concerns, I'm all for making this castle the biggest ever, but not at the expense of it being a more confusing travel, and more convoluted
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Post by purifyweirdshard on Mar 21, 2016 12:50:46 GMT -6
Eh, this in itself is a 2D concept. VP1 did it before 2, which was a fully 2D game. The same thing as Indivisible, basically. Just moving a room into the fore/background wouldn't necessitate a copy and pasted design any more than walking left/right to a room.
More than that, I think the problem with this in a 'vania game would be the necessary break in action to make it possible. Valkyrie Profile is a platformer RPG with some Mega Man style jumps and using of some skills to get around, but the fighting is a separate system and generally initiated fairly deliberately. In a 'vania game, you're comparatively more constantly surrounded by enemies and perform many more actions with the controls.
If the "go to room behind/in front" actions are mapped to up and crouch, you would very well have accidental transitions somewhat frequently or have to consciously avoid standing near them when you're doing actual gameplay. You may be forced to crouch a fireball at a certain spot of the screen that will trigger moving into the foreground just as you were trying to finish off a tough enemy, and so you lose all of your progress and go somewhere you didn't intend to go. That's kind of a...bad design thing. You could instead use a button for actions like this (opening things), but then you open up a different kind of awkwardness: when there's a fore and background choice, how then? -Two- action buttons? A toggle and then selection? That would be more annoying that the original up/down...
So, I think that would be the main case against it, but like I said before...it -could- work if used in certain areas, and I'm a big fan of the VP games so there's that. All in all, probably just not necessary. The 2D view can "wrap" around a location without visibly doing so as you're running, for depth, or just cut a flat/straight path through all of the castle like the rest of the games have done.
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Astaroth
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Post by Astaroth on Mar 21, 2016 13:51:08 GMT -6
that was actually two separate thoughts there, while i find valkyries map system to be interesting, its the gameplay that tends to be very hit or miss when a map system like that would be used, valkyrie seems all right at first glance platoon uses it with no map and its a nightmare to play friday the 13th uses it with a map but the direction changes and circular paths can make it very easy to get turned around goonies 2 uses it but it has p&c buffers and doesnt mesh up so it becomes very confusing very quickly unless youve largely memorized which doors go where shantae uses it in at least one forest area that i know of but i dont really know how well it was implemented since ive only seen speedruns of the game bebes kids is a shining example of how NOT to do this, also its a shining example of how NOT to do a maze, i watched a couple people attempt a blind race and AN HOUR AND A HALF of the 2 hr race was them trying to find the exit to the haunted house >.<
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Post by purifyweirdshard on Mar 21, 2016 14:02:45 GMT -6
Hahahaha Astaroth, I thought about bringing up Platoon but figured nobody would know what I was talking about...
And that would be a good thing. That game, ugh...
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Post by dragonkd on Mar 21, 2016 16:48:52 GMT -6
hm, you guys seem to be barely missing the point here. the rooms don't even have to be visible in the bg at any time, and the map would be simple also. open the map, and it will open to your existing layer, and you can press a button to look at a layer in either direction. so in this way, the map will still be easy to read.
now, as far as gameplay, I believe there will be an action button anyway, so that's that. or it can be ^+(some other button). you can move to the room on the left or right at any given time, so why wouldn't you be able to run back through a door like a pussy? moving forward, think of it like the houses in ooe, but instead of just houses, they can be entire areas as well. now, with the layered castle in mind, there are some general plusses.
increased area to explore (not really, as the same time would go into development still) more places to put secrets less clutter in some cases different connections to different areas of the castle (rather than just X+X-Y+Y- enter/exits per area)
POR paintings technically operate the same way, however only connect in one place, and the areas are completely different from their entrances DOS mirrors operate in the same way, other than being the same, locked in one room, and with only one entry/exit.
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Post by BloodyTears92 on Mar 22, 2016 23:47:47 GMT -6
There are 2 things that come to mind here. First I remember the intro to Super Castevania IV had something that sounds like this, where Simon could go through a gate into the background behind an iron fence. Cool effect for the time.
The other is the Assassin's Creed Chronicles games, which while not the most amazing things ever, I do love the navigation between background and foreground in those games. Especially when you move along a wall or something, and when you shimmy around the corner to the next wall the camera swings around to reposition the 2D plane with a new Background. With all the beautiful Gothic scenery I'd love this game to have effects like that on occasion.
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Post by CastleDan on Mar 23, 2016 10:00:46 GMT -6
I fear the rabbit hole you all want to go down.
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Post by purifyweirdshard on Mar 23, 2016 11:14:14 GMT -6
Well, bloodytears is talking about something separate...like what dragonkd mentioned in the first post with Oddworld (haven't played those games, but they look like ones that would have this).
We're not really going that direction with the conversation, i.e. two "lanes" of gameplay, but rather like the other examples stated: one 2D plane at a time, but you can traverse the background to another area instead of only left/right screen transitions.
I see that what he meant is different than how I first interpreted it, actually...he's just saying you go into a door that's north of you and you're continuing to go north down a separate hallway, but the screen uses the same left/right camera. Mega Man Zero does this, or Zelda 2...or really any 2D game that has background doors/rooms. In a 'vania, it would just have to be mapped out much differently than what we're used to...maybe something overhead instead of the side view map we always have, or like he says, angles you can toggle or something.
In VP, it's more...a series of parallel hallways. He's talking about just perpendicular paths.
Actually though, something just occurred to me that makes this almost an impossibility for new areas: the map has to be a printable 2D image for the Architect's Secret Map $500 tier. So...that means we pretty much have to have just the standard side view map. These doors could only lead to save/teleport rooms or small item areas, really.
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Post by CastleDan on Mar 23, 2016 11:48:32 GMT -6
Well, bloodytears is talking about something separate...like what dragonkd mentioned in the first post with Oddworld (haven't played those games, but they look like ones that would have this). We're not really going that direction with the conversation, i.e. two "lanes" of gameplay, but rather like the other examples stated: one 2D plane at a time, but you can traverse the background to another area instead of only left/right screen transitions. I see that what he meant is different than how I first interpreted it, actually...he's just saying you go into a door that's north of you and you're continuing to go north down a separate hallway, but the screen uses the same left/right camera. Mega Man Zero does this, or Zelda 2...or really any 2D game that has background doors/rooms. In a 'vania, it would just have to be mapped out much differently than what we're used to...maybe something overhead instead of the side view map we always have, or like he says, angles you can toggle or something. In VP, it's more...a series of parallel hallways. He's talking about just perpendicular paths. Actually though, something just occurred to me that makes this almost an impossibility for new areas: the map has to be a printable 2D image for the Architect's Secret Map $500 tier. So...that means we pretty much have to have just the standard side view map. These doors could only lead to save/teleport rooms or small item areas, really. Idk, I mean I "get" the appeal of it but it sounds to me like it's getting too close for comfort to a 3d map and it gives me nightmares that it'll get pretty repetitive and confusing quickly because in essence that'd be like a Lament Of Innocence map. Instead of just having one giant map for 2d travel it becomes a 3d map where the repetition within IGAVANIA games doesnt do as well. You can say it could be like Portrait of Ruin in a sense but I thought the castle suffered because of that system. The castle wasn't up to snuff compared to the portraits. I think the added rooms and directions you can go will only up the repetition of an area and the clear distinction of where you need to go. I'm just worried that the focus shouldn't be put too much into exploring that extra dimension too much and instead focus on putting out a solid sidescroller with a 2d map! Now exploring a bit more within the 2.5d space I'm fine with, an example would be like what was said about Super Castlevania 4. This will go in circles I'm sure.
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Post by jboogieg on Mar 23, 2016 18:21:25 GMT -6
I can go either way but I could have sworn this came up in an Ask IGA and he was against it. I'm at work so I can't check it at the moment.
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Post by dragonkd on Mar 23, 2016 18:49:21 GMT -6
actually I did mean parallel, perpendicular would destroy any kind of 2d map. there are already areas going into dev that aren't 2d (rotating staircase tower) so it isn't so outlandish to hope for this.
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Post by Astaroth on Mar 23, 2016 23:43:52 GMT -6
one way to do parellel maps that is very well tested would be to take a page from loz and order them like floors, with a marker to denote which layer and place in a room you are actually on and if you moved the view to another layer the section or gridsquare (depending on how rooms are set up) is highlighted a different color or flashes so you can instantly place where you are in the overall map without having to flip between layers constantly (and if you are in a section that x layer either doesnt have a discovered room or no room at all you could go with the collapsing flashing circle)
the idea that they could use a cv4 style foreground/background paths is appealing to be honest, ive been bandying that possibility about ever since i saw the first shader mockup, it would open up some interesting platforming paths and could allow for more varied branching paths (like getting to enter a church from the background plane and you get to see more of the church than just the door, but if you are on the foreground path you actually walk around the side of the church and go down a hill toward another area)
but yeah, since the architects map is of an unknown-but-not-human-flesh flat substance and other info given points to a finalized 2d map you can rest largely easy dan, the final map will be in 2d... unless its a papercraft or foam style 3d puzzle you can put together >P (takes cover behind her pillow)
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Post by purifyweirdshard on Mar 24, 2016 11:22:55 GMT -6
actually I did mean parallel, perpendicular would destroy any kind of 2d map. there are already areas going into dev that aren't 2d (rotating staircase tower) so it isn't so outlandish to hope for this. Huh, well...I don't know why you had said we were missing the point earlier then, lol. I stand by what I had posted before in that case haha :V
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Post by tagrineth on Jun 23, 2016 10:11:43 GMT -6
Since the engine is functionally a 3D engine, even with the 2D gameplay (sometimes referred to as a 2.5D style game), could the game potentially have a 3D map?
What I mean is for example, a branch of the castle that instead of going up or down, goes through a door in the background or even foreground (transparent door border would be enough to show a path), and upon entering the door the camera could pivot 90 degrees to give the proper perspective for the newly entered hallway. The map could thus be represented in 3 dimensions and make the overall architecture feel much more 'real' instead of the traditional 2D "cardboard cut-out castle" we've always played with before.
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Post by purifyweirdshard on Jun 23, 2016 11:15:20 GMT -6
Hi tagrineth! I moved your post to this topic. As you can tell from my earlier comments, I think it's interesting and could work, and I'm a big fan of games that have done something like it before (Valkyrie Profile, Mega Man Zero, etc). Whether it may or may not work is up to how much work the devs want to put into it, I think.
As above, too, there's the in-game map to consider as well as the printed nature of the $500 tier map.
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Post by BahamutKaiser on Jun 24, 2016 17:35:45 GMT -6
It's an interesting way to make exploration more complex, it really just depends on whether it will fit the layout of the game.
It's not revolutionary, so if there's a good way to use it... it's just optional.
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