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Post by Kale on Jan 6, 2017 14:09:45 GMT -6
Biggest castle....... i vaguely remember this being mentioned as part of the kickstarter... sort of.... maybe. So I'm gonna assume the wording is just biggest castle, and not playable rooms.
But if Iga wanted to, and not saying he does, but if he wanted to.... he could have a big castle by making teh background seem really big. That technically works. Not to mention, he could just make really big rooms that aren't filled with much and it would still count.
Now, would you count the caverns of SOTN as part of the castle? It's not really, it's just a cave that the castle was built upon.
Personally, I'm not too worried. Or worried at all about the castle size. I'm sure it will be at the least, enough to get me to enjoy the castle and won't be the final castle from CoD.... fuck you CoD, I actually loved you until that part.
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Post by CastleDan on Jan 6, 2017 14:18:00 GMT -6
Biggest castle....... i vaguely remember this being mentioned as part of the kickstarter... sort of.... maybe. So I'm gonna assume the wording is just biggest castle, and not playable rooms. But if Iga wanted to, and not saying he does, but if he wanted to.... he could have a big castle by making teh background seem really big. That technically works. Not to mention, he could just make really big rooms that aren't filled with much and it would still count. Now, would you count the caverns of SOTN as part of the castle? It's not really, it's just a cave that the castle was built upon. Personally, I'm not too worried. Or worried at all about the castle size. I'm sure it will be at the least, enough to get me to enjoy the castle and won't be the final castle from CoD.... fuck you CoD, I actually loved you until that part. If it's part of the castle's map than it's apart of the castle. It's not so much.... A village isn't the type of aesthetic that belongs with the castle for me. It's more, I want to explore the castle, I want the castle to have a bunch of locations that interlock, and need abilities to progress to and find. A village to a boat seems pretty linear in comparison, so my worry is that they account for the 'biggest castle' in terms of rooms.
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Post by dannycampbell88 on Jan 6, 2017 16:03:24 GMT -6
It would be nice to have a revote on Miriam's shader after seeing the new update. The backgrounds look very nice and realistic, but Miriam looks less detailed and washed out in comparison.
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Post by XombieMike on Jan 6, 2017 16:10:40 GMT -6
It would be nice to have a revote on Miriam's shader after seeing the new update. The backgrounds look very nice and realistic, but Miriam looks less detailed and washed out in comparison. Posting this opinion in 4 places at once in the forum has certainly made your point.
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Post by Astaroth on Jan 6, 2017 16:34:49 GMT -6
quick question, did you change the resolution to 1080p and fullscreen it to better reflect how the game will look? miriam doesnt look washed out to me but youtube defaults to 480p on that video and a lot of fine detail gets lost
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Post by crocodile on Jan 6, 2017 17:05:38 GMT -6
There is no need for a "shader change". That's asking for a lot of work to fix a very fixable problem. Issues with shadows and lighting are what primarily need to be touched upon IMO. Miriam looked fine in the context of the ship or the parts of the castle we've already seen her in. Things don't even look that bad here. That things look a bit off here is a function of things being still rough and unfinished rather than fundamentally broken. It would be nice to have a revote on Miriam's shader after seeing the new update. The backgrounds look very nice and realistic, but Miriam looks less detailed and washed out in comparison. Posting this opinion in 4 places at once in the forum has certainly made your point. Did he really do that? *checks* Huh, you're right LOL but yeah, speaking to the thread in general, asking for a shader "revote" like basically asking to add months to the game's development since it affects everything about the game's visuals. Furthermore, it sets a terrible, terrible precedent: "oh shit something about this game that is a WIP is a little off? We better throw the whole thing out and radically change gears and/or start over!".
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Post by XombieMike on Jan 6, 2017 17:09:15 GMT -6
Well, he's up to 5 threads with this now. Anyways, his opinion on the look is valid and he's not alone in that opinion. I'm certain it will be noted by Mana.
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Post by crocodile on Jan 6, 2017 17:15:53 GMT -6
Well, he's up to 5 threads with this now. Anyways, his opinion on the look is valid and he's not alone in that opinion. I'm certain it will be noted by Mana. Don't misunderstand - well articulated, reasoned and courteous criticism is both good and vital. I don't think what we have here is perfect and I'm one to get a bit annoyed when people argue that there should be no criticism just because the game is a WIP. I just think/feel proposing a "shader revote" is like proposing using a grenade to kill a cockroach in your kitchen instead of say like a paper towel or a quick spray of Raid It should be a last resort, not a first (or second, third, etc.) resort
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Post by dannycampbell88 on Jan 6, 2017 17:31:40 GMT -6
Yeah I apologize for all the messages. And shaders is not an easy fix. That's probably not the best solution. Lighting will make a big difference. Everything else had looked great so the shaders might not be the problem at all. Good points guys.
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Post by XombieMike on Jan 6, 2017 17:33:12 GMT -6
crocodile, it's OK to let them make a wild suggestion like that without telling them why such a suggestion is wild. I really don't think educating someone about why that's not going to happen will benefit them or anyone else. Posting your opinion in 5 different threads is a bit spammy and unnecessary though. The popular opinion on the aesthetics in the update video is that it needs some work. I'm sure it will be noted. It's up to IGA when to decide to implement our feedback. If this person was more regular here and felt strongly about this, they would know that a single thread asking for votes on changing one specific aspect of the visuals would be a more reasonable way to gather such opinions in an orderly fashion to send a message with numbers behind it. Edit: Danny, you posted while I was writing this. If you plan to stick around in the forums, feel free to introduce yourself in the introductions thread, read the rules, etc. Sorry if I'm sounding a bit short. There's no reason to delete any of your posts or anything. Your opinions are valid and we are glad we have people who care enough about the game to come here and share their thoughts and excitement.
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Post by Jango on Jan 6, 2017 17:46:29 GMT -6
Although I did talk a bit about reconsidering Miriam's in-game presentation, it was with the caveat of "if felt necessary." I'm one of those that don't think there's a dramatic issue of character and backgrounds clashing. If there is, it's a minor thing. While I don't particularly love Miriam's in-game translation I also don't expect that to change. That's an issue that's been discussed to death already and ended with a community vote so the results speak for themselves. Most people feel differently than I do and that's cool.
But yeah, I don't think clashing is a big problem judging from these new materials. And I'm very much liking the way the game's world is turning out. It's looks interesting, lived-in, weathered, and even sophisticated as apposed to Miriam's more cartoony look. I'm liking what I'm seeing and hope it doesn't suffer much reworking.
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Post by dannycampbell88 on Jan 6, 2017 18:20:04 GMT -6
It's no problem at all. I was definitely acting spammy. I've been following the game for a long time, but rarely post on these boards. I will conduct myself more professionally from now on. I guess my other point is that the vote on the shaders was done a year ago before we really saw them in motion and different environments to make a truly educated vote on the shaders. And I have just seen some people pipe up and talk about the shaders and how they might change their vote if they could vote again. But I really don't think it's enough people to actually warrant a change. Also changing the shaders at this point in time would be really counter productive and too much effort. And I understand that. Also, as I mentioned somewhere, the lighting could very well be a big factor, as opposed to the shaders.
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Post by gunlord500 on Jan 6, 2017 19:35:30 GMT -6
It's no problem at all. I was definitely acting spammy. I've been following the game for a long time, but rarely post on these boards. I will conduct myself more professionally from now on. I guess my other point is that the vote on the shaders was done a year ago before we really saw them in motion and different environments to make a truly educated vote on the shaders. And I have just seen some people pipe up and talk about the shaders and how they might change their vote if they could vote again. But I really don't think it's enough people to actually warrant a change. Also changing the shaders at this point in time would be really counter productive and too much effort. And I understand that. Also, as I mentioned somewhere, the lighting could very well be a big factor, as opposed to the shaders. Yeah, I'm with Xombiemike It's good to see folks as enthusiastic and involved about the game as they are, and IGA's team certainly appreciates the input. So don't feel too bad, we really do like hearing your opinions and thoughts (and that goes for everyone on the boards), just be a little careful to ensure you don't make a point more times than is necessary to get it heard
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Post by Busterific on Jan 6, 2017 20:06:53 GMT -6
Take a look at this: PICTURE 1 As we all can see here, Miriam looks out of place at this scene. She looks floating and not really standing in the ceiling. PICTURE 2 Here, in the other hand, she looks way more blended with the environment. You can really feel she is there. I didn't think Miriam looked all that out of place in the new environment. I think the environment looks really good. The biggest thing I noticed was that her shadow looked washed out almost to the point of being missing on the lighter colored platforms which I think is adding the her being 'floaty' in this environment. My thought would be that if the shadow were darkened up in these areas it would be a noticeable improvement in that regard. The pictures that Pure Miriam posted earlier are an excellent example of this.
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Post by Kale on Jan 6, 2017 20:42:32 GMT -6
That's the thing, Look at the shadow of the surrounding areas in those 2 pictures, does it not look like the first is randomly illuminated by another light? While the bottom has correct lighting? I think once that is solved, everything would look right.
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Post by Olrox on Jan 6, 2017 23:14:01 GMT -6
Love the village design, I'm sure that when they place enemies the whole place is gonna get a whole different more lively vibe. However as pure Miriam mentioned, there is a lack of shadows and plataforms, I understand as this is an alpha build and I'm certain they will improve on it. Also love how the envirorment is alive and the ceilings and floors come crashing down. Good solid update.
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Post by Redogan on Jan 7, 2017 0:06:09 GMT -6
It would be nice to have a revote on Miriam's shader after seeing the new update. The backgrounds look very nice and realistic, but Miriam looks less detailed and washed out in comparison. I wouldn't want them to go back (and I don't think they will). They need to be moving forward, not keep going back and changing things they have already decided on. And that's saying something since I vastly preferred the realistic shader on Miriam. They actually stated that they were done with community feedback on the art direction in one of the updates: Update #35 - January 20, 2016 "And, as I've pointed out in the latest Ask IGA, this will be our final request for art-direction feedback. I'd like to ask for any final thoughts you have now, so we can move forward and start putting things in motion. - IGA" EDIT: It occurs to me now that others have already pointed out what I was saying here. So, feel free to disregard all or parts of it. Also, welcome to the forums dannycampbell88. We need people to point out when something isn't right as well as people to sing praises when it all comes together the way we want.
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Post by LeoLeWolferoux on Jan 7, 2017 1:27:23 GMT -6
I mean yeah there's definitely a lot of shading that could be more balanced out, like Miriam's design and the background of the village, but right now they're still just building it essentially, so I wouldn't worry too much about it. I certainly don't think it'll be necessary to 'switch shaders'. or anything drastic like that.
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Post by Pure Miriam on Jan 7, 2017 2:44:18 GMT -6
Time for some answers! ABOUT IGA'S BIGGEST CASTLE CastleDan Enkeria Kale I adressed this discussion topic here: Iga's Biggest Castle stretch goal: You want a second Castle? quite some time ago. The thread was made to discuss technically what could be considered as "Biggest Castle" if the game where to have a second castle AND if people would like that. In that thread, the point was if we could consider Bloodstained: Ritual of the night 1600+ rooms as Biggest Castle, considering that if you add up both Symphony of the Night's castles, it goes more than 1800. I think the same question can be made about Minerva Galleon and the Village. They are considered part of the stretch goal "Iga's biggest castle?" In my mind, i think they ren't , but we never know. I don't think this is a discussion for this thread though. SHADOW, LIGHTNING, COLORS, SHADERS Busterific Kale Olrox LeoLeWolferoux As i explained above, i think the essential problem here can be summarized as a situation that can't really be avoided. That's something i want to say and see if i can clarify something. This will be a long text!
MIRIAM'S SHOULDER AND THE SCARF More than one year ago, a picture popped up showing Miriam with a small cloth covering her (otherwise) naked shoulder in a really pre-pre-pre alpha model. After some discussion, it was clarified that her design needed to be changed to add a cool-looking scarf (that, in reality, is two long laces coming out of her shoulder's clothing) because she wasn't visible enough in the scenario. The scarf was added later, alongside some glowing and petals falling from her back rose, all in order to increase her visuals in the gameplay, so, the gamer wouldn't lose her in the environment. That alone, may be part of the shader's selection problem, that made her surprisingly blend in the scenario way better than they expected (something that is kinda counterintuitive if you think that her and the scenario's shaders are different, but that's the reality).
WHAT IS A PLATAFORM AND WHAT ISN'T? After the demo was out, some people (including youtubers that tested the game) pointed out that it was hard to identify what was plataform and what wasn't. Some people where "jumping in thin air" because they thought places in the background were part of the environment. In a response to this, the dev team said they was going to change the lightning over plataforms, to make them way more visible than the rest of the background. In the Demo, the whole lightning and shadow are more or less in the same tone, and the only aestethically's good solution they found out was to increase lightning in "stepable" places.
THE WELL-LIT CASTLE ENTRANCE VS THE DARK VILLAGE After some videos showing the Castle Entrance, a well-lit area with a uniform color, we get the Village video. And the village is redish dark and menacing-looking. But the plataforms are obviously brighter than the rest of the scenario, in order to make them easily visible and the player can easily figure out that they can be step on, to adress the problem i talked about . And now we reached a situation that, in my honest opinion, has no definitive fix: if they change the plataform's lightning, they will be less visible and thus, we will go back to the same problem. This is related to the same core problem: helping the player to figure out what's happening.Miriam's original design was changed to make her more visible. The plataforms and areas where you walk on were made brighter in order for the player to figure out what's platform and what isn't. The single conclusion i can get from this is: the shader's options made everything, background, foreground and the player character blend in such a perfect way that they needed to make things less blending.What we are seeing now is the result of this option. Miriam stand out because that's exactly what is intended to happen. And she basically only really stands out in brighter plataforms, that were made to be that way.Small adjustments can be made, but it will not adress part of the community's concerns. So, in my opinion: The Dev Team doesn't need to do extra costly work because all that is a really small problem in a ocean of greatness. I fully respect what everyone else may think. But that's how i see things. I know i'm assuming a lot of things here, but that's what i think, with the barely knowledge i have.
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Post by ReySol on Jan 7, 2017 4:17:03 GMT -6
Great post, Pure Miriam , I agree with your thoughts. I wish you didn't use those bright fonts, I can't read those yellow ones unless I select it on the computer. The development progress is going really great, and the feedback can be used to make small adjustments (e.g. shadows). One year is not so much to wait! It is really exciting seeing the game progress.
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