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Post by Redogan on Jan 5, 2017 21:09:27 GMT -6
As others have said, I feel like Miriam is standing out due to the difference in shaders for Miriam and the backgrounds. They need the same shader throughout. It seems like it would be easier to switch Miriam over to the realistic shader than it would be to switch all the backgrounds over to illustrated-look shader.
I've been saying that Miriam looked "pasted on" to the environments since way back with the shader decisions. She has always looked that way to me. Why make a stink about it now? The village video is awesome. Maybe have Miriam's shadow look a bit sharper on platforms, but everything is looking good to me.
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Elfina Ashfield
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Post by Elfina Ashfield on Jan 5, 2017 21:12:01 GMT -6
It's always good to see a new location from the game!
But... it looks like this is only my issue but I found that blending red with blue is somehow disorienting, and yes, ugly, in my sense. IMO, the main problem is the red light from the moon is kinda over-saturated it seems cutting the picture in half, which gives the scene a weird-looking, like the upper and the lower half of the image is in two totally different worlds, they're not uniform. Adding some warm color to village architectures might solve this issue...? Maybe someone could share me some photos similar to this kind of visual style?
I'm with Tom Happ's opinion about details!
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Redogan
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Post by Redogan on Jan 5, 2017 21:29:09 GMT -6
Oh, and with regard to Miriam running in the air....it seems that she is running on the roof while it is falling. I don't think she would run in mid-air if the platform wasn't under her. If the roof falls first and she follows it, then the just falls. If it falls with her, then her feet are still on the roof and she can still take steps. Right? Also, everyone should look closely at the depth of background shown at the very beginning of the village. It is quite impressive. You can see buildings going back away from the foreground in great detail. It almost looks like a photograph:
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Post by giwagiwa on Jan 5, 2017 21:53:56 GMT -6
To the dev team: I understand the need to have the platforms visibly pop-out so the player can tell that they're platforms, but you guys went way overboard with this environment to the point where the platforms look like they're an inter-dimensional rift to a sunny planet. Maybe cut back on the brightness and saturation a bit.
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Astaroth
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Post by Astaroth on Jan 5, 2017 21:55:09 GMT -6
ok, one of the rules of video game design is you should never lose track of where the character is (look at cotm, the main char is a lot of dark colors in a dark environment and really really small, if it wasnt for the screen attempting to center him you really could lose him if hes not moving and thats a HUGE problem in a video game)
miriam NEEDS to stand out from the background, it gives you a point your eyes can always easily return to when youre scanning the screen for enemies, items, interactables, platforms, and general scenery, its the whole reason alucards cape was so flowy, why miriam has a scarf and petals crumbling off her back, why soma and juste (minus the glaring outline he has because of cotm being dark on dark on dark) and jonathan have long coats, why charlotte and shanoa have long hair, and all of them have a bright primary color or white to their palette, its SPECIFICALLY so they stand out, this isnt a movie where you dont need to know where everything is at all times, its a video game, and in the massive amount of data bombarding you at any given moment, certain elements have a need to be easily found, namely where you are, where the enemies are, and where you can go
yes this stage needs a little work, maybe some work done on the platform shading and bounding box placement along with a little bit of an extra work put into miriams shadow so she doesnt look like shes floating above a platform that itself is curved like the eaves in the video, but the lighting scheme of an area should only affect miriam a little, if she blended into the ambient lighting like she would in a realistic or cinematic experience, you run the very real risk of losing track of where she is in a gaming environment, and that would be a colossal issue
anyway, hope some of that makes sense and curious what yall think ^^
side note for those that see her being inconsistant on where she is on the platforms
platforms previous to this shes on houses that are further back than the house with the collapsing roof, im sure with a little tweaking this can be more easily communicated that the platforms are on different planes of depth like having a transition plane (ie the house has a curve or side wall so your eye more easily recognizes this house/wall juts out further than the previous one, they do have this in the picture you just have to be looking for it to really notice) to ease your eye into accepting platform a you would stand on the fore edge and platform b you would stand further back
on a lighter note, hope yall get better soon and LOOOOOOVE the new track, and im really liking what i see so far with the color palette and the level of ruined this town has, and i wonder if how the roof crumbles will be the same every time and still provide a temporary platfor to run and jump off of or if it will only do that sometimes and have you fall like miriam does after the 2nd floor crumbles and she goes into a falling animation
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Post by Scars Unseen on Jan 5, 2017 22:11:48 GMT -6
Astaroth I agree that she needs to stand out, but there's a difference between standing out and not looking like she belongs. In the Castlevania games, it's easy to pick out the characters, but they still fit into the overall aesthetic of the games they are in. In this scene, with all the high detailing in the buildings, it really feels like the characters and the environments are following two entirely different art directions. I don't think it would take much to fix. The details are being procedurally generated after all. But I feel that if it isn't addressed, this dissonance is going to be one of the major points of criticism once the game is released.
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Post by Jango on Jan 5, 2017 22:26:20 GMT -6
@scars Unseen
Not sure if you're saying that character designs and other non-game asset references are irrelevant or what there. There's certainly a difference in expectations when translating a design to pixel art and translating it to a hi-res HD character model.
Closer to the topic at hand, Im not sure I understand the problem with critiquing Miriam's design and in-game translation relative to how she blends with the environments. Or for suggesting that the artstyle used for Shanoa in OoE would better suit the environment art style, and perhaps even the game's entire thematic character. (Blood spewing fountains and hoards of murderous demons, not to mention subjecting young women to non-consensual and inhumane acts of manipulation and mutilation - none of this really fits with Miriam's lighthearted presentation. )
I see that you are a fan of Miriam's presentation in-game so I suppose I do understand the defensiveness regarding her looks.
Regardless, I was only saying that if a change was felt necessary given the popular reaction of Miram and the environment clashing somewhat then I'd hope we wouldn't lose the game world's fantastic character of grime and decay, reflecting the souls of Miriam's makers who've caused all of this. These environments have such a strong feeling of texture and place, giving everything else an anchor point in the real world. Id hate to see that lost to match Miriam's simplistic palette.
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Post by CastleDan on Jan 5, 2017 22:34:54 GMT -6
I feel like the odd one out but I have absolutely no complaints. To me visually this is the best the game has looked. Backgrounds incredibly detailed, this has the most pretty mix of colors of any location I've seen yet and Miriam looks like a 2d sprite to boot.
How ANYONE on Neogaf could compare this to mighty no 9 is beyond me. Is there room for improvement? I'm sure there is but I just don't see what's "bad" either. I agree with asteroth thAt the chRacter NEEDS to stand out some. Now having said that, the background does look like a whole different shader and I'm unsure why. Have they addressed that? I feel like if the world looked more like how Miriam does it'd pop more.
Keep up the good work devs! To me the only thing I'm truly worried about is the layout of the castle and if it's memorable and not overly repetitive. Something I can't judge yet.
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Post by Rixuel on Jan 5, 2017 22:41:42 GMT -6
Is it just me or the level has kinda too much light? I feel like Miriam is walking infront of a theater scene because of the light. It's like there are light everywhere, up, bottom and front.
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Post by zoned87 on Jan 5, 2017 22:49:22 GMT -6
I like it, with some enemies added it would be perfect. Rixuel - Yeah could be a tad darker and more gloomy.
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Post by Scars Unseen on Jan 5, 2017 23:01:15 GMT -6
Jango No one's arguing that Bloodstained should be bright and cheery, or that it should be simplified to the point of losing its character. But details can be implied and stylized. Have you ever seen Vampire Hunter D: Bloodlust? Here, let me show you a few screencaps: The show manages to pull a dark and gloomy feel without trying to fit as many details as they can into every square inch of the screen. Some details are stylized; others are obscured. Even the Castlevania series itself shows that you don't need fine detailed textures to achieve a dark and gritty aesthetic. For example: Again, details are implied by good use of shading and stylized artwork. And, IMO it looks a lot better in the context of a 2D gaming environment. No one is asking for the game to turn into a shounen fantasy game. But I think we could change things up and find a balance that is less realistic and detail saturated than what we have while still maintaining the same ominous and gritty feel.
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Post by CastleDan on Jan 5, 2017 23:35:06 GMT -6
Jango No one's arguing that Bloodstained should be bright and cheery, or that it should be simplified to the point of losing its character. But details can be implied and stylized. Have you ever seen Vampire Hunter D: Bloodlust? Here, let me show you a few screencaps: The show manages to pull a dark and gloomy feel without trying to fit as many details as they can into every square inch of the screen. Some details are stylized; others are obscured. Even the Castlevania series itself shows that you don't need fine detailed textures to achieve a dark and gritty aesthetic. For example: Again, details are implied by good use of shading and stylized artwork. And, IMO it looks a lot better in the context of a 2D gaming environment. No one is asking for the game to turn into a shounen fantasy game. But I think we could change things up and find a balance that is less realistic and detail saturated than what we have while still maintaining the same ominous and gritty feel. Idk This and Give me quite the same feel. Down to the background taking on a darker color that's shadowed all over it and the buildings up close being more defined. I'm honestly surprised at all the criticism because this is probably the closest they've EVER gotten to getting a 2.5d game lookin' like their sprite based games. Of course it could use more improvements... but I mean some people ( not really talking about those of you here) are acting like it stills looks like this - Look how damn far they've come and how close they're to mimicking their 2d counterparts. I think the thing that's throwing people off is that the lighting doesn't really show up on Miriam so she looks kinda pasted on. The reason being they went with a more 2D look to the backgrounds, instead of the dollhouse look in the above pic. I'm HAPPY they went in the 2d looking direction because the dollhouse look if anything is what gives it the cartoony and cheap feel to it imo. I'm usually the critical one here but man idk....they seem to be nailing it. When I squint my eyes and look at this new area it could almost trick me into believing it's a HD 2d Castlevania. That's damned exciting. What really grinds my gears is when people on neogaf claim the game looks way too floaty. "Please play Castlevania, and maybe you'd realize one of the best games in the series has a main character who was very floaty"
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Post by Dengojin on Jan 5, 2017 23:46:22 GMT -6
Do you still feel she is out of place ? Attachments:
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Post by CastleDan on Jan 5, 2017 23:49:27 GMT -6
Where the heck did this come from?! This video probably would have went over better if enemies were in it and things were moving around. Candles to destroy...etc. It's too static.
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Post by Dengojin on Jan 5, 2017 23:52:58 GMT -6
Where the heck did this come from?! This video probably would have went over better if enemies were in it and things were moving around. Candles to destroy...etc. It's too static. From Bloodstained Twitter
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Post by CastleDan on Jan 5, 2017 23:55:37 GMT -6
This stuff just looks A+. Okay I'm done with the praise. If anything I've been kinda negative a lot lately so i was due to do a full reversal.
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Post by Dengojin on Jan 5, 2017 23:56:54 GMT -6
Everything looks on point, not to mention that this level is still not finalized.. people should keep that in mind before judging
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Post by Scars Unseen on Jan 5, 2017 23:57:54 GMT -6
CastleDan Yeah, that was kind of my point. Or rather, it plays into my point. They don't need the tiny realistic details in the texturing to get that feel; SotN achieved it with a far more stylized method. But while SotN's background and main character are done in the same style, I don't feel that the same is entirely true for Bloodstained at the moment. I certainly wouldn't want to go backwards toward that earlier background you posted, but that doesn't mean that there aren't improvements that can be made to make everything mesh together. Dengojin Yeah, that pic looks on point. But it's also almost all background elements rather than foreground. I don't have a problem with the parallaxed background. It's the foreground elements that I believe could use some tweaking.
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Post by Jango on Jan 6, 2017 0:09:53 GMT -6
@scars Unseen
I'll try to keep this point tight and clear. I really like the style of Bloodstained's environments as we're seeing them now. I think they look great. I do not wish to see them changed to emulate any other work's style, be they Miriam's artstyle or another product's. There is no need for posting additional references for this particular exchange. Bloodstained is moving closer to having it's own art style and visual character that is surprisingly unique and interesting. No, I don't want the devs to reign that back because it isn't enough like other works.
There does seem to be an issue of character and environment agreement and I'm simply stating my opinion that I'd rather Miriam's realism/complexity be raised than the the environment's reduced. It's their choice and their judgement though, which I trust. So far it's gotten us to a point that's exceeded my own expectations.
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Post by ReySol on Jan 6, 2017 1:33:56 GMT -6
I didn't expect to see so much discussion during the (European) nighttime, but I guess most of you are in US I wanted to say that I don't have any complaints about the progress/new video, I think the team is doing an amazing work. I like art style and shaders for Miriam and for the backgrounds. I also like the contrast of it. When all the environments are completed and they review all the game, I am sure they can still make small adjustments, do that everything looks nice in various parts of the game. I am sure that it is useful for the team to review comments, but I trust in their vision and in IGA. Thanks for the wonderful update!
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