LeoLeWolferoux
Wielder of Emptiness
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[TI0] ...an intellectual with no room for feelings...
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Post by LeoLeWolferoux on Jan 18, 2017 23:41:45 GMT -6
I agree with this. Once they start teasing enemies and weapons I will probably be doing less lurking and more contributing to the conversation. Or enemies with weapons. Most of the IGAvanias feature the enemy's weapon as a potential drop, hehe.
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Mana
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Post by Mana on Jan 24, 2017 3:44:31 GMT -6
Hi everyone! It's been a while since we shared the new environment and I've been going back and forth with the team on the topic matter. Thank you for the all feedback as always. Although the environments we shared are work-in-progress, they are roughly 80% complete. This is the kind of look and feel the final product will have. We would not share a half-baked progress for backers to give feedback, so to brush off the concerns with, “It’s still an unfinished piece” is unnecessary. If you have a concern and have an idea that may rectify the problem, we are open to suggestions. However, IGA and the team are fully aware of their preferences and when it comes to balancing the visual graphics and the overall gameplay, they will decide where to push and pull on the quality. I’m going to share what we’ve been discussing and the changes that are planned. Missing Features
Before I get into the changes, there are certain features that are missing in the village screenshot and video we shared. One is the breakable candles. As you can see in the beginning of the area, there’s a space on the top left corner where the candle should be. I believe it wasn’t included due to some adjustments that didn’t make it in time. The candles act as a partial light sources if you take that into consideration. Another is the reflection capture. The reflection capture, as it may be obvious from the name, reflects light sources on a given surface. This gives the nice reflective light on the ground and adds metallic or wet look to certain areas. This enhances the overall look, but for some reason, the roofs blinded us with glittery gold effect and we had to put it off until it was tweaked. Other missing features include enemies and NPCs, but our purpose is to only share the new environment on its own. Visual vs. Gameplay
There’s been a long debate on which to prioritize – the visual graphics or the gameplay. As much as we would like to balance both equally, sometimes improving one aspect could hinder the other. For example, almost all Castlevania games have bright foregrounds which are shades lighter than the backgrounds – Platforms are easily visible and has a classic Castlevania look. On the other hand, this could look very artificial and ruin the atmospheric vibe of the game – “stage/indoor” look, light source is unnatural, and unrealistic. We’ll need to choose and decide what we all agree on in terms of both visibility and aesthetics. Changes
- Roof platforms will be emphasized differently. They will look more horizontal and flatter where Miriam will land. Thickness will be added to the edge so that it will not look like she is landing on a piece of paper.
- Doors, carts, bricks on the houses will change colors – We all agreed that they were too blended in. Textures may be overly used.
- The
moon sun will look more like a sun.
Unfortunately, the house structures are too expensive to change at this process (Thanks Tom Happ for chiming in on the KS comment section!). I suggested making the tree leaves greener and it actually helped lessen the attention to the boxy feel. Another suggestion was to remove the red reflection on the ground. I may be forgetting something but I'll pop up again if I have anything to add. Cheers
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Redogan
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Post by Redogan on Jan 24, 2017 5:49:39 GMT -6
Sounds like IGA and the team have a good grasp on things and where they'd like to go with it. Awesome.
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XombieMike
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Post by XombieMike on Jan 24, 2017 7:02:27 GMT -6
I knew that was supposed to be the sun! The update specifically mentioned the afternoon, and IGA had previously talked about the sun in an early interview when he mentioned the volcano. I only went with it being the moon because it's so big and seems to have a texture to it. That makes the odd colors work so much better. That lighting would be sureal in real life, and people are trying to see normal where it's not intended.
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LeoLeWolferoux
Wielder of Emptiness
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Post by LeoLeWolferoux on Jan 24, 2017 7:10:51 GMT -6
I knew that was supposed to be the sun! The update specifically mentioned the afternoon, and IGA had previously talked about the sun in an early interview when he mentioned the volcano. I only went with it being the moon because it's so big and seems to have a texture to it. That makes the odd colors work so much better. That lighting would be sureal in real life, and people are trying to see normal where it's not intended. Hmmm. This. But I would prolly remove the textured effect to the sun; it does sorta make it look like the moon. :0
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Pure Miriam
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Post by Pure Miriam on Jan 24, 2017 7:35:32 GMT -6
Thanks a lot Mana for all the feedback you proved us. I have something to comment about it, not much, but i will add it here: ABOUT "WORK-IN-PROGRESS" Although the environments we shared are work-in-progress, they are roughly 80% complete. This is the kind of look and feel the final product will have.I'm honestly perfectly fine with it. Considering the videos we had so far, the demo and specially, the screenshots from IGN, the game looks gorgeous for a 2.5D game. Of course, not everything will look perfect and somethings needs to be fixed (that was a sun!? i really couldn't guess it was), but in my humble opinion, if the game look like this for the final product, personally, i have no complains. ABOUT MISSING FEATURES
The lack of light from candles and the lack of reflection capture can sure make a huge difference on the final look. We can see that on the screenshots provided by the IGN. Most of them have light sources and look really nice. VISUAL VS GAMEPLAY
I said that before, countless times. Sometimes, producers need to choose between improving visuals or gameplay due to technical or financial reasons. I'm ALWAYS for gameplay, no matter what. CLOSING COMMENTS
I wanna close this comment with the already overused screenshots from the IGN interview last year, to prove my point. Those screenshots already have candles and light sources, and it looks like a 100% finished product. If the game will look like THIS, i'm honestly satisfied.
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Enkeria
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Post by Enkeria on Jan 24, 2017 11:11:46 GMT -6
I liked this:
- Roof platforms will be emphasized differently. They will look more horizontal and flatter where Miriam will land. Thickness will be added to the edge so that it will not look like she is landing on a piece of paper.
- The candles act as a partial light sources
- I suggested making the tree leaves greener
Hype AND Love!
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Astaroth
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What a wonderful night to have a curse...
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Post by Astaroth on Jan 26, 2017 10:28:28 GMT -6
sweet, thanks mana, i actually like the claustrophobic feel of the village and the closeness of the houses cause it emulates the tightness and odd architecture that old english villages can have, excited to see it after the little tweaks yall make ^_^/
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Post by Moo on Jan 26, 2017 12:21:22 GMT -6
I appreciate taking the time to respond to the comments/feedback provided by backers. Unfortunately, it appears any concerns we may have had in regard to the visual style are too late. The environmental textures look grainy and less painterly than I was led to believe through the provided concept art at the time of the kickstarter, which is all we had to go on. To put it bluntly, if I had known it would look like this, I would not have backed the project.
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Enkeria
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Post by Enkeria on Jan 26, 2017 15:31:49 GMT -6
I appreciate taking the time to respond to the comments/feedback provided by backers. Unfortunately, it appears any concerns we may have had in regard to the visual style are too late. The environmental textures look grainy and less painterly than I was led to believe through the provided concept art at the time of the kickstarter, which is all we had to go on. To put it bluntly, if I had known it would look like this, I would not have backed the project. Hopefully you give it another chance when you see updates of it in the future. If anything else, you have helped the developers doing a vision of their own, something many of us are grateful for. Things like these can't be awesome to everyone. Thats the sad truth, but I thank you for the backing, and for the time you spent on letting us know how you feel. I am not a developer, but very in love with the project as is. Its a matter of personal taste and we should respect that. If you indeed give this another chance, let us know. We like everyone. Even << goofball!
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hex
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Post by hex on Jan 27, 2017 4:49:51 GMT -6
Yay Team! Everything Mana said sounds good
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LeoLeWolferoux
Wielder of Emptiness
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[TI0] ...an intellectual with no room for feelings...
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Post by LeoLeWolferoux on Jan 27, 2017 13:00:38 GMT -6
I appreciate taking the time to respond to the comments/feedback provided by backers. Unfortunately, it appears any concerns we may have had in regard to the visual style are too late. The environmental textures look grainy and less painterly than I was led to believe through the provided concept art at the time of the kickstarter, which is all we had to go on. To put it bluntly, if I had known it would look like this, I would not have backed the project. Yup. Cause they're not doing aaaaanymore polishing. None. Finished product, right here. Snide comments aside, I honestly think this game looks great. For the first 2.5D game in IGA's career, (I believe, the rest have only been 2D or 3D) I think it looks pretty damn rad. And they put a lot of work into it; even going as far as to push the release date to 2018. (So they can perfect it) So I think it's foolish to make judgements quite yet. Especially since concept art is 2 dimension, and that the finished product transitions to 2.5D. EDIT: Some remakes have been 2.5 D, so it isn't the first game in his career.
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LeoLeWolferoux
Wielder of Emptiness
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[TI0] ...an intellectual with no room for feelings...
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Post by LeoLeWolferoux on Jan 27, 2017 13:23:23 GMT -6
Leo, calling someone honey like that is a bit too passive aggressive. Let's remain respectful of others. Backers remorse is common with Kickstarter. Not everyone is going to be happy with the finished product. That doesn't make them bad people. It's just a difference in opinion. I trust IGA will deliver a great experience. The graphics are not all that important to me. Certainly not a factor I if I would back or not. Hell, I still love old school stuff. Too bad people can't see a great game through graphics they don't agree with. It's their money though, so the only wrong done was putting your money into something you shouldn't have, and that mistake lies on the backer. Heh, I do too! It's just obviously concept is 2D. I miss the pixel style, as well. But I'm gunna remain hopeful for the 2.5D style. As long as it's still a side scroller, I don't think there should really be too many issues. Mana already took in the constructive critiquing, and gave us feedback, which is GREAT. Besides, doing it in 2.5D may help aid in getting the game out sooner, even if it's only a couple of days or weeks. We saw the video on procedural generation, which was lovely~ Give it time, Moo. I hope you're impressed...!
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Enkeria
Silver in the Dark
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Post by Enkeria on Jan 27, 2017 13:58:13 GMT -6
Just that its 2D plattforming with action and puzzles involved with a sense of progression and exploring with different difficulties makes me wanna play it. Knowing IGA is behind it with his style is the reason I am following the project. While doing so, hopefully getting some digital friends too Classic Mode is pixeled, right? Dunno about the prequal though.. Pixels too?
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Jango
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Post by Jango on Jan 27, 2017 14:12:16 GMT -6
I appreciate taking the time to respond to the comments/feedback provided by backers. Unfortunately, it appears any concerns we may have had in regard to the visual style are too late. The environmental textures look grainy and less painterly than I was led to believe through the provided concept art at the time of the kickstarter, which is all we had to go on. To put it bluntly, if I had known it would look like this, I would not have backed the project. When did anything look "painterly?" I remember most of the concept images looking illustrative or even cartoony, but certainly nothing "painterly." In my case, I saw those images and backed the game in spite of the concept art looking a little too similar to the Portrait of Ruin publicity art for my tastes. I'm very happy to see the game evolving towards something a little more sophisticated and detailed, graphically.
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XombieMike
Administrator
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Post by XombieMike on Jan 27, 2017 15:33:40 GMT -6
I appreciate taking the time to respond to the comments/feedback provided by backers. Unfortunately, it appears any concerns we may have had in regard to the visual style are too late. The environmental textures look grainy and less painterly than I was led to believe through the provided concept art at the time of the kickstarter, which is all we had to go on. To put it bluntly, if I had known it would look like this, I would not have backed the project. Moo, criticisms such as yours are important for us to hear. It sucks when someone "calls your baby ugly", so I understand some of the reactions from being so blunt can stir up. You felt it was important enough to share your opinion with us though, and I can appreciate that. Please tell me this, though: What were the reasons you backed Bloodstained? Also, would you mind telling us how much money you pledged?
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Post by chocolatestain on Jan 27, 2017 16:04:39 GMT -6
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Post by qaantar on Jan 28, 2017 10:11:51 GMT -6
Shades of the Diablo III color controversy... ah, some things never change.
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Post by Kale on Jan 30, 2017 5:10:41 GMT -6
What bothered me was the rainbow, not the coloring. It was just fuckin' weird.
Though, what really pissed me off about D3 was that they changed the combat system.
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Astaroth
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Post by Astaroth on Jan 30, 2017 11:29:49 GMT -6
Classic Mode is pixeled, right? Dunno about the prequal though.. Pixels too? Update 3Visible next in your Crystal Lens is one of our personal favorites: Classic Mode. This is a cool one, especially if you've been playing action platformers since controllers had two buttons: In Classic Mode, existing assets and screens from the game will be rearranged linearly, to reward timing and survival instead of backtracking and exploration. IGA and company are still too early in the planning process to promise anything, but right now he's envisioning six punishing stages. In grand classic platformer fashion, you'll be weaker and the enemies will be stronger, and forget about saving yourself by grinding—no RPG elements here. If you've always preferred your castles punishingly difficult, straightforward, and scrolling from left to right, this is the stretch goal for you. Update 18PREQUEL MINI-GAME FOR CONSOLES: Inti Creates is so excited about Bloodstained that they're hoping to create a 2D, pixel-based, retro-styled mini-game that sheds some light on the world of Bloodstained before Miriam awoke from her coma. This is a complete game which will be sold separately, but every $28+ backer copy of Bloodstained will come with a FREE download of this game on PS4, XB1, Wii U, or PC! (Backers at Physical+Digital tiers will be eligible for 2 copies of the mini-game.) PREQUEL MINI-GAME FOR PORTABLES: At $4.75 million Inti will port their side story game to the PS Vita and Nintendo 3DS. Backers $28 and up will be able to choose any platform for their free copy (or copies)!
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