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Post by qaantar on Jul 20, 2015 16:53:13 GMT -6
Ahhh yes, a bell tower could be just different enough. You could have different choirs of bells as you go up. Or you could somehow incorporate the progression of the curse as Nezuto mentions. That would also be pretty cool... and gargoyles are always awesome. Maybe instead of floating medusa heads, we can have floating stone gargoyle heads? I guess in a way I'm thinking forward to sequels. I know it's way too early to think about that, but I think it'd be neat to have some new "iconic" areas to expect, so that in the future, when you come across the new bell tower (or whatever), you get that feeling of nostalgia.
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Motoko
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Post by Motoko on Jul 20, 2015 17:10:14 GMT -6
Hmm, how about if the castle were to float above the water at a certain point during the game(assuming the concept makes it into the final code) and it could reveal a hidden underwater castle, totally different from the main castle!?
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Post by Maker on Jul 20, 2015 19:35:23 GMT -6
Actually that art makes the small area look like a holding zone or quarantine while the "main castle" looks more like a front gate than anything else. The background castle towers would be FREAKING HUGE compared to that front gate via depth etc:. Give the perspective some thought here.
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Galamoth
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Post by Galamoth on Jul 21, 2015 0:12:58 GMT -6
Hmm, how about if the castle were to float above the water at a certain point during the game(assuming the concept makes it into the final code) and it could reveal a hidden underwater castle, totally different from the main castle!? Floating Gardens? Floating...Catacombs? :3 I'm still loving the "Reflected" Castle idea!
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Post by lod7 on Jul 21, 2015 0:26:02 GMT -6
Hmm, how about if the castle were to float above the water at a certain point during the game(assuming the concept makes it into the final code) and it could reveal a hidden underwater castle, totally different from the main castle!? Floating Gardens? Floating...Catacombs? :3 I'm still loving the "Reflected" Castle idea! This idea combined with the other topic regarding in game time. Not so much as dynamic time but if the setting is in the afternoon, hot and red, in the regular castle maybe the lake "reflected" side would be nightime, cool and blue. Would add just enough of a twist for the "inverted" castle to not seem stale. Sprinkle in some some lighting changes and different monsters and we got some cheap reuse of all the rooms. 3200 rooms here we come xD.
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Post by CastleDan on Jul 22, 2015 13:16:38 GMT -6
Another huge but subtle detail that is important to me. I HATED in the later DS games where platforms were just randomly placed in a location. SOTN focused more on building platforms out of the castle where it looks believable but when there was just random floating block pieces in an area it takes you out of the realness of the environment. I feel like they should try to focus on building actual platforms that make sense in an environment.
Think the chapel in SOTN...... There was wood platforms built out of the tower walls where you'd jump from them to the giant bells. Nothing seems out of place, nothing seems unnatural. They feel truly apart of the castle. Instead of random floating platforms.
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purifyweirdshard
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Post by purifyweirdshard on Jul 22, 2015 14:08:05 GMT -6
I really like the thought of this bell tower idea. It has a nice ring to it, I'd say. If we're not going to have iconic clock towers in every Bloodstained game, we could instead start a new legacy of bell towers. Just had to chime in on that bit.
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Post by H on Jul 24, 2015 17:10:29 GMT -6
Not sure if this topic has been brought up yet, but it is related to Castle Design (and a bit of Boss design). I am speaking of environmental impacts from the Megaman X series. You defeat a certain boss/level, and it affects other regions. I like the idea behind this because we can make it intentionally easier, or harder on ourselves depending on how we tackle the castle.
A quick concept on how it could work in terms of ROTN: We enter an armory, and it is relatively difficult to travel through due to the unique armed enemies that inhabit this region. Maybe we skip the armory for now, and instead take on a boss that happens to take place in a region above the armory, and the boss fight ends up with us collapsing through the floor into the main weapons stock below, effectively breaking most weapon/armour in there. A positive for this approach is that it opens up easier travel through the armory region, by taking away the weapons that fuel the foes there, and also creating a shortcut between two regions (from the collapsed floor). A negative to this approach could be that we may have missed some good weapons/armours in the armory if we didn't get it before the boss' demise.
If something like this is implemented though, then I believe there should also be an option to not destroy the environment as well. For example, maybe I want to get through the default armory later once I am stronger. Then there should be multiple ways to fight a boss, one that doesn't involve destroying the floor to kill it.
Even though I know it probably won't be possible too often, if this option is available even just a few times, that'd be great. This'll open up a more organic feel to the game with our choices having actual impact in the world, and it'll vary our experiences and paths through the castle as well as making it stand out that much more from other Metroidvanias.
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Post by XombieMike on Jul 25, 2015 10:07:30 GMT -6
I would like to see the iconic stairs to the final boss room with the clock tower in the background paid tribute to. I was in every Igavania so far.
Having Firebrand in there would be awesome too, even if he is just on a tapestry somewhere.
I liked the feel of Castlevania 2 where you were traveling around the areas surrounding the castles. This was done well in some other games like OoE, or attempted with paintings in PoR. I think Super Castlevania IV had the best feel of variety in areas though. I hope we have lush and beautiful gardens, deep dark woods with waterfalls and streams, outlying buildings, etc.
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Motoko
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Post by Motoko on Jul 25, 2015 19:41:06 GMT -6
I'd love to have a floating citadel type extra bonus area Galamoth
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Post by Galamoth on Jul 26, 2015 9:47:56 GMT -6
I'd love to have a floating citadel type extra bonus area GalamothA Floating Citadel, you say? (A Floating..."Ziggurat", perhaps?) I'd love to see this kind of area in Bloodstained...so long as I can fit my giant green self into the Boss-Room. I find myself surprised that some people here actually like my Bell Tower idea, too.
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Motoko
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Post by Motoko on Jul 26, 2015 12:32:20 GMT -6
I'd love to have a floating citadel type extra bonus area GalamothA Floating Citadel, you say? (A Floating..."Ziggurat", perhaps?) I'd love to see this kind of area in Bloodstained...so long as I can fit my giant green self into the Boss-Room. I find myself surprised that some people here actually like my Bell Tower idea, too. You're just full of good ideas ♪ ♬ ヾ(´︶`♡)ノ ♬ ♪ But back on point, I love places in games that float! They could do some incredibly imaginative things with the theme- the sky's the limit, seriously (•ω•)
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Post by Galamoth on Jul 26, 2015 15:44:38 GMT -6
A Floating Citadel, you say? (A Floating..."Ziggurat", perhaps?) I'd love to see this kind of area in Bloodstained...so long as I can fit my giant green self into the Boss-Room. I find myself surprised that some people here actually like my Bell Tower idea, too. You're just full of good ideas ♪ ♬ ヾ(´︶`♡)ノ ♬ ♪ But back on point, I love places in games that float! They could do some incredibly imaginative things with the theme- the sky's the limit, seriously (•ω•) ...And very literally. Or, you know...there could always be a part of the Castle that at-least looks like you can view outer-space in the background (planets, galaxies, nebulae, etc.).
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Post by Rigel on Jul 26, 2015 23:38:20 GMT -6
I loved when Iga said that there would be a room for Alucard with a Skeleton carpenter, so maybe they can add it but for Miriam, I also would like to see a prision with all kind of creatures behind bars and making diferent noises and whining.
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Post by qaantar on Jul 27, 2015 5:14:48 GMT -6
I loved when Iga said that there would be a room for Alucard with a Skeleton carpenter, so maybe they can add it but for Miriam, I also would like to see a prision with all kind of creatures behind bars and making diferent noises and whining. Given some of the running jokes, perhaps they could be wining instead? Mwhahaha! Hm, speaking of Alucard, are we going to expect a backwards-named person? Lebeg doesn't have good ring to it. Of course, he may not be the final bad (I actually haven't been following that at all)....
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Motoko
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Post by Motoko on Jul 27, 2015 7:42:04 GMT -6
I loved when Iga said that there would be a room for Alucard with a Skeleton carpenter, so maybe they can add it but for Miriam, I also would like to see a prision with all kind of creatures behind bars and making diferent noises and whining. Skeleton architect! And yeah that was a cool background visual in SoTN! ヘ(^_^)ヘ
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Post by Rigel on Jul 27, 2015 8:03:23 GMT -6
I loved when Iga said that there would be a room for Alucard with a Skeleton carpenter, so maybe they can add it but for Miriam, I also would like to see a prision with all kind of creatures behind bars and making diferent noises and whining. Given some of the running jokes, perhaps they could be wining instead? Mwhahaha! You mean drinking wine?
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XombieMike
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Post by XombieMike on Aug 2, 2015 10:56:29 GMT -6
Up to this post, this thread has been added for design review. If more unique ideas are presented after this post, please submit another design review request.
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Ancient Legion
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Post by Galamoth on Aug 2, 2015 11:11:36 GMT -6
Up to this post, this thread has been added for design review. If more unique ideas are presented after this post, please submit another design review request. Gotta say...I hope that my Bell Tower idea is at least taken into consideration. Especially if the Bloodstained development team isn't looking to just copy/paste the Clock Tower idea from previous Igavania games.
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Post by KuD on Aug 6, 2015 23:53:59 GMT -6
Honestly, I'd like for there to be more areas OUTSIDE the castle similar to Super Castlevania IV. The leadup to the castle was a great start, though I know Iga has already said the whole thing will be in the castle.
I guess they could throw in a Turbo Tunnel stage for kicks.
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