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Post by Pure Miriam on Jul 2, 2017 2:27:58 GMT -6
Enkeria reviving one of my threads I think the whol 1600+ will probably be only the castle, as you said. What are those random generated rooms you talked about? I forgot. But the "+" is just a safeguard that they will probably make more than that, for the simple reason that you can't really calculate how much blocks the game will be with a precision, while you are still producing the game. Like, they can plan 23 areas (Church, Outskirts, Cavern, etc) and start building the game and in the end, need an additional area, or some additional rooms to put something and that "+" is a way to say that they may need more than exactly 1600 rooms.
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Post by Enkeria on Jul 2, 2017 4:21:54 GMT -6
Enkeria reviving one of my threads I think the whol 1600+ will probably be only the castle, as you said. What are those random generated rooms you talked about? I forgot. Sorry, I just ment the procedural generated backdrops in some areas.But the "+" is just a safeguard that they will probably make more than that, for the simple reason that you can't really calculate how much blocks the game will be with a precision, while you are still producing the game. Like, they can plan 23 areas (Church, Outskirts, Cavern, etc) and start building the game and in the end, need an additional area, or some additional rooms to put something and that "+" is a way to say that they may need more than exactly 1600 rooms. The classic mode will have a linear game play, rooms from the actual castle. These are the "+" too because they are copies.
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Post by exile on Jul 9, 2017 21:00:15 GMT -6
Truthfully, no, I don't want a second castle. I think this team has enough on its plate already with all of these goals. I'd rather they make one castle, make it fantastic, make the rooms detailed and well-designed, and if they have some extra time (doubtful), polish up some neat "little touches" like destructibles, innovative consumables, vanity items (extra outfits, hairstyles, etc.)
The current-gen of videogames always seem to place entirely too much emphasis on making everything BIG. Well, that's all well and good, but a big, crappy space doesn't do much for me. I'd rather have a focused, masterfully-executed playground. Now if you can accomplish both, of course I'll take it, but that's almost never the case.
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Post by neff on Jul 14, 2017 8:22:43 GMT -6
Well, I wouldn't say inverted castle, I'm not sure that will work in bloodstained(if it does, well sure, ok), however, a second castle would seem interesting.
I'm more interested with changes in the bestiary.
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Post by Enkeria on Jul 14, 2017 17:38:02 GMT -6
Here is the castle entrance And I also read up on the whole journey from X to the Castle. Spoilers from what the data I have gathered below. Spoiler Warning!Some believed we started close or at the village, took the Galleon Minerva to the place of the Castle. But the kickstarter have a few mentions spread out.
The fact is, we are starting on the Galleon Minerva. Vespa is the first boss in the game. From there we are moving towards the castle, our way there we are going to meet up with Dominique, which will be a shopkeeper and aid you with potions and magical items, she is looking for a little girl named Anne which are being saved by you from monsters. This might be a sidequest and very linear until we get to the castle where we are more "free" to move around. Anne will help Dominique with the shop. Alfred have an personal agenda and Johannes will object, leaving him wounded or fragile. Alfred are later seen either getting himself killed, trapped (and saved) or just saved by us. By this act Johannes will become aware of the whole picture, and the story will unfold what really happend to Miriam and Gebel. There might even be Johannes as a "crafting station", but those speculations are weak. If he is a shopkeeper, it will be about weapons. This shop might be owned by Alfred too, his boss.
- Spoilers above are about NPC roles and the actual route we will take in a grand scale.
- The information above is also speculation, since I have these past weeks, read up on the updates, puzzled some pieces together.
- Another spoiler about the second playable character, read below. Spoiler warning!
It will be Zangetsu. 1. He has a scarf, similar to Miriam which is a way to find him easier in the frey + environment. 2. Newssites have mentioned "playable character" before, these could not be rumors made up. 3. He is a demon hunter, and with him the gameplay should feel a bit different. 4. He is going to the same place while Miriam is in coma. This is a strong indication that he even might be playable in the prequel, just hours until Miriam wakes up.
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Post by Galamoth on Jul 15, 2017 7:24:16 GMT -6
Well, I wouldn't say inverted castle, I'm not sure that will work in bloodstained(if it does, well sure, ok), however, a second castle would seem interesting. I'm more interested with changes in the bestiary. *Squeals at the mere thought of a "Reflected Castle", a theoretical 2nd Castle which would literally be the reflection of Gebel's Castle in the lake surrounding it.* Truthfully, no, I don't want a second castle. I think this team has enough on its plate already with all of these goals. I'd rather they make one castle, make it fantastic, make the rooms detailed and well-designed, and if they have some extra time (doubtful), polish up some neat "little touches" like destructibles, innovative consumables, vanity items (extra outfits, hairstyles, etc.) I find myself easily agreeing with this to the extent that all 1,600+ "Rooms" (part of the "IGA's Biggest Castle" stretch-goal) should quite literally be part of Gebel's Castle. Not the Village or Galleon Minerva (though those areas are most-likely still going to contribute to the total map percentage).
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Post by Enkeria on Jul 15, 2017 11:46:34 GMT -6
Get ready for some images (no spoilers below, just using spoiler tabs to hide bloated images). ALL IMAGES ARE MOCK-UP BY ME!Castle Design 1 - Big CastleHere we have one big castle, every place has its own feel and estetics attached to it. Hidden rooms and corridors. Castle Design 2 - Mirrored CastleMy favorite and what I am hoping for personally. Mirror it, have the ends connected to eachother if we can unlock it somehow. Castle Design 3 - Portal To HellNew areas, but not actual castle. Almost like a Chaos Realm, except we enter Hell, and fight the monsters in their original turf. This "realm" could be anything really, not just dedicated to a "hell", but a fraction of a reality, or a dream maybe. Castle Design 4 - Inverted Castle
Like Symphony of the Night, but since we already have gotten this, it feels old and not original anymore. Matter of taste really. Castle Design 4 - Inverted Mirrored CastleA twist to the Design 3 concept, just mirror it once again after the turn, making it extra confusing.
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Pure Miriam
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Post by Pure Miriam on Jul 16, 2017 2:44:54 GMT -6
Enkeria i honestly like the Mirrored idea. But anyways, i must ask: those mock-up you made, does have at least 1600 rooms each? (Each room is considered to be a block). Did you count that?
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Post by Enkeria on Jul 16, 2017 4:45:10 GMT -6
Enkeria i honestly like the Mirrored idea. But anyways, i must ask: those mock-up you made, does have at least 1600 rooms each? (Each room is considered to be a block). Did you count that? I did not count, but each of them could be uhm.. 4 rooms No but the whole picture was what I were thinking about, hehe. Just doing the "big castle" I thought to myself.. "I probably should stop now so I can make the rest before I get too tired."
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Post by Saint Germain on Jul 21, 2017 0:56:18 GMT -6
Would love a perpendicular castle.
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Post by Galamoth on Jul 21, 2017 5:23:55 GMT -6
Would love a perpendicular castle. lol So the 2nd Castle would appear knocked over 90 degrees on its side.
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Post by Enkeria on Jul 21, 2017 6:31:16 GMT -6
Perhaps the castle is 360?
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Post by purifyweirdshard on Jul 21, 2017 8:45:24 GMT -6
Perhaps the castle is 360? So the same? lol.
I'd rather the castle not twist and turn around, at least not in a predictable way.
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Post by Enkeria on Jul 21, 2017 9:42:35 GMT -6
Perhaps the castle is 360? So the same? lol.
I'd rather the castle not twist and turn around, at least not in a predictable way.
Is it? I didn't know about that word haha. A room with 360 function would be cool. But one huge castle is enough for me actually, as long as it feels unique in every area.
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Pure Miriam
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Post by Pure Miriam on Jul 22, 2017 4:28:18 GMT -6
I talked about this before, but refined a bit my opinion about a second castle, so, i'm going to talk again in a better way. I believe it would be really cool if Bloodstained had a second castle, but i think we need something different then what all other Igavanias did. For the record, what Igavanias had as a second castle was: Symphony of the Night: second castle is a copy of the first castle, upside down. Harmony of Dissonance: second castle is a pallete swap of the first castle. Same castle, same position, different colors. Aria of Sorrow: second castle is a fusion of rooms from the first castle without any logic, to represent a chaotic realm, overall smaller than the first castle. It need to take note that Portrait of Ruin and Order of Ecclesia doesn't have a "second castle" themselves, but some of their scenarios (realms inside portraits for Portrait of Ruin and outside areas before Dracula's castle for Order of Ecclesia) have repeated scenarios in a mirrored / pallete swapped way with some differences later on. So, considering all that, i do believe Bloodstained: Ritual of the Night should have a Second Castle AND they even tease that at the kickstarter: I really don't believe they would say that at the FAQ for no reason. Now, WHAT the second castle would be? I have some main ideas, and i want to know anyone's else opinions on them:
I don't know about the plot itself, but the idea of a mirrored world makes perfect sense for a game whose main focus is stained glasses. The game could have two dimensions, the normal and the mirror one.
2) CRUMBLED CASTLE IDEA
After finishing the first castle, a huge event happens (Laki volcano erupts thanks to a demon, maybe?) creating a huge earthwake or something like that, that greatly damages Gebel's castle and throws characters around. Miriam wakes up somewhere else inside the castle and the castle itself has changed. New enemies and overall look with lots of debris and broken areas that locked some paths and cleared some others, changing the castle's overall layout but still keeping it consistent to what it was before. The big downside of this idea is that there would be no way to return to the first castle for pick ups...Unless the game had some kind of time travel / dimentional travel to go back and forth before and after the event.
3) SEPARATED CASTLE IDEA That other construction that we can see in the water at the bottom right would be a second castle and it is separated from the first one. They are linked, but they aren't completely related. After beating the first castle, for some reason, Miriam needs to go to the second one, where Gebel / the villian is hidding. There would be a passage between both castles and the second one would have areas that are mirrored / palleted swapped / layout changed versions of the first castle and part of it would be underwater.
4) BACKGROUND IDEA Take a look at the background. We have corridors, windows, light and we can even spot some threes and a wall. This idea is based on a personal desire that i have when i play good 2d games, that is playing at the background scenario as foreground. So, after beating the first castle, there would be a passage to walk at the back. The second castle is actually the same castle, but you are playing at whole different areas because you are actually playing at the background, that is now the foreground (with the foreground you played before now being the background). Those are my ideas at the moment.
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Post by Galamoth on Jul 22, 2017 10:35:10 GMT -6
Enkeria Out of curiosity, what did you use to make those mock-up 'caramel' maps?
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Post by Enkeria on Jul 22, 2017 15:41:54 GMT -6
Enkeria Out of curiosity, what did you use to make those mock-up 'caramel' maps? I googled grid, big ones. Couldn't find. Took small ones, (images) imported them in GIMP, side by side, took the paint bucket.. And filled in. Right out of just random choice. Later on copied, and made whatever you see on the images. I say also caramel maps. I have no actual input in how they are designed. On other note.. Been playing Circle of the Moon for two straight hours each two nights before bed on my GBA, I have notice the areas are NOT as interesting as Igavanias, the other games on the GBA. And I hope these boring copy+phase levels are NOT in Bloodstained.
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Pure Miriam
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Post by Pure Miriam on Jul 22, 2017 16:21:33 GMT -6
(...) Been playing Circle of the Moon for two straight hours each two nights before bed on my GBA, I have notice the areas are NOT as interesting as Igavanias, the other games on the GBA. And I hope these boring copy+phase levels are NOT in Bloodstained. Well, Circle of the Moon wasn't made by IGA and his team. Iga took the franchise completely around 2002, with Harmony of Dissonance (Circle of the Moon is from 2001) although some Igavania games also had some copy+paste levels.
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Post by Enkeria on Jul 22, 2017 16:31:42 GMT -6
(...) Been playing Circle of the Moon for two straight hours each two nights before bed on my GBA, I have notice the areas are NOT as interesting as Igavanias, the other games on the GBA. And I hope these boring copy+phase levels are NOT in Bloodstained. Well, Circle of the Moon wasn't made by IGA and his team. Iga took the franchise completely around 2002, with Harmony of Dissonance (Circle of the Moon is from 2001) although some Igavania games also had some copy+paste levels. Right, and will replay those pretty soon. But Circle of the Moon are.. Well, many areas are copy + phase upon copy + phase. And they even implemented a way to double tap so you can run forward. If that feature was a thing AFTER the map-making, why not.. Oh I wont bother. As said, it is not an IGA production. Worth mentioning. Dislike the feel, even though I wanna finish it again. I am borrowing the game from a friend, so I hope to finish it before he needs it back. Thinking about the castle, thanks for including my idea. I was a bit triggered to make more images. But I believe leaving the details be, so people could included their own thoughts into the aspect. But having two official dimensions would be nice
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Post by Monomona on Sept 20, 2017 10:18:14 GMT -6
I think the size is fine(a second castle would still be amazing!!!) however I don't think that you can really count Symphony's inverted castle as doubling the rooms, the way I see it each room in the inverted castle is worth 1/2 a room so it would really be 1413 rooms(still a big number.) Also, I don't want another inverted castle it could be seen as one of two ways; a nostalgia grab(the way I would see it) or a homage to Symphony(as well as a middle finger to Konomi.)
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