purifyweirdshard
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Post by purifyweirdshard on Jun 23, 2017 16:54:21 GMT -6
Ah, so a morning star it is. Thanks, gotcha
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purifyweirdshard
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Post by purifyweirdshard on Jun 25, 2017 1:29:25 GMT -6
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Pure Miriam
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Post by Pure Miriam on Jun 25, 2017 2:22:46 GMT -6
purifyweirdshard that was funny what a stupid joke haha. There is something i wanted to talk about, that we didn't talk too much yet, mostly because there is almost nothing about it yet. The forging system. I did a thread about it at the beginning of this year. Here we are, at the 2017 E3 Demo, with a alpha build being released in August, and absolutely no sign of the Forging system yet. Kickstarter page says this: " It's not an Igavania without leveling, and Bloodstained will be no exception. In addition to the classic elements everyone’s come to expect, enemies in Bloodstained will drop a wide variety of items, materials, and magi-crystals necessary to create the items that will get you safely through Gebel’s castle."
And it also says this: "Crafting: As you explore, fight enemies, and complete quests you will gain experience and become more powerful, acquiring a variety of weapons along the way. Enemies will also drop materials you can use to craft new weapons and abilities using Miriam's training in alchemy."
I also remember that, in one of the old, old IGA interviews about the game, HERE, he said this: —Please tell us about the crafting system. I understand enemies will drop rare materials which you can use to gain different magic and skills? Igarashi: This was one of my earliest ideas, so it will need some brushing-up as we move forward, but I wanted a system where you’d be able to learn to use enemy skills and attacks. To be specific, there are five different kinds of drops, corresponding to different parts of an enemy, like their heads, arms, etc. Of those drops, some of them have magical abilities, and they sparkle to show their rarity.Normal crafting materials will be used on quests, or for weapons and armor, but the sparkling rares, if you level them, will become crystals. Those crystals will link with the magi-crystals on Miriam’s body and allow her to use special abilities/skills. I also want the drops to give different stat subeffects: for example, an enemy head drop will raise your magic power, or a drop from an enemy leg/foot will raise your movement speed. By using the different drop materials (even a single monster will have different drops) and the different stat subeffects, you’ll be able to customize Miriam to your liking.
A lot of things could have changed between that time and now, but ti worries me a bit that we didn't got a single glimpse of how the forging system will work. And about the drop system, as of now, it seems each enemy has a single drop. How all that will work? They gave up on the "each enemy part drops something" idea? And how the forging system will work? What about Magi-crystals? The whole "sparkling rares" that you level up and became crystals? They will be used for crafing, but we have no idea about how they are gonna work yet.
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Post by wissenschaft on Jun 25, 2017 12:48:51 GMT -6
I got distracted by preparing for the wedding of a cousin of mine so I haven't check out the site in a while. WOW, these are some awesome videos from E3. Bloodless is an awesome boss but who came up with her name? lol I think it would be awesome if she was playable during the boss revenge mode. Oh, and I read what you write Pure Miriam.
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Enkeria
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Post by Enkeria on Jun 29, 2017 5:57:33 GMT -6
More screens from E3 demosMENUNew text-font for information. This is our main menu in these demos. INVENTORYNew text font. Clear text and sme numbers have been changed. Sort-list is minimal.
EQUIPMENTNew font on words and some numbers. Dot-system to show "page / build". New minimal sortment text. Icon for bullets more visable. Miriam behind the lower overlay for more space to write lore and such about the item you are looking at. Rapier weapon shows its a downgrade, this by showing a red arrow beside the ATK attribute. 3 IMAGESImage 1: When taking shard for the first time there is information that says: "SHARD : Demon power that's been crystalized. It cannot be handled by an ordinary person." and can be seen after the "rose-shard blast". Image 2: Blue arrow up shows an upgrade. Red arrow down (not shown on image) shows an downgrade. Image 3: Passive Skills from white shards let's you toggle On / Off like older Igavania games, this is just to give the player the option to make things more difficult when playing, that is all. Dots over the Equip Set 1 showing which set-page you are on, this might allow you to choose "builds" faster when playing.
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fatihG
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Post by fatihG on Jun 30, 2017 9:43:33 GMT -6
Here I am... still hoping to get an actual 3d model of Miriam in the main menu.
Would be nice to see the in game changes reflected in the main menu as well, when equipping the customizable equipment. (Also if mods are used, there wont be an inconsistency with, in game, modded Miriam vs Default Miriam in menus.)
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Post by Enkeria on Jun 30, 2017 10:08:49 GMT -6
Here I am... still hoping to get an actual 3d model of Miriam in the main menu. Would be nice to see the in game changes reflected in the main menu as well, when equipping the customizable equipment. (Also if mods are used, there wont be an inconsistency with, in game, modded Miriam vs Default Miriam in menus.) What I've understand from Symphony of the Night interviews and such is that IGA made the error of leaving the menues as a default development menu, not the actual style he wanted. Once the lesson learnt, he now have always made an effort on the menu right at start. But knowing a bit how developers work. Menues are one of those last things you actually make, other than "new" bugs and errors. So, we shall wait. A 3D model you can spin around and see the weapon and items she use ingame would be cool to see, perhaps even with her current familiar. I know it took a while before Diablo III manage to pull that off so I guess it is super low in priority. I like how it is right now actually, latest changes show a better font, it reminds me of 'Gill sans pro', a font I love to use in design-projects.
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Post by fatihG on Jun 30, 2017 10:17:21 GMT -6
Yeah the thing with the menues and what not.
Since IGA had a 'prototype' menu in SotN, i feel like this time around he focussed on the menus more than you usually would. As you can see in the demos from last year and this E3, the menus have not changed much. So I doubt anything will change much tbh.
Simply dropping a 3d model in Unreal Engine 4's UMG (UI tools) isnt possible either, so it isnt a super easy thing to add. They would most likely need to rebuild the menus, so they appear in 3d space, fix that stuff up, and then add the model.
That being said... I would very much like to have a 3d bestiary. Since bestiaries have been a thing in almost all Igavanias, iirc, I am hopefull about this being a thing.
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Post by Elfina Ashfield on Jun 30, 2017 10:28:07 GMT -6
Yeah the thing with the menues and what not. Since IGA had a 'prototype' menu in SotN, i feel like this time around he focussed on the menus more than you usually would. As you can see in the demos from last year and this E3, the menus have not changed much. So I doubt anything will change much tbh. Simply dropping a 3d model in Unreal Engine 4's UMG (UI tools) isnt possible either, so it isnt a super easy thing to add. They would most likely need to rebuild the menus, so they appear in 3d space, fix that stuff up, and then add the model. That being said... I would very much like to have a 3d bestiary. Since bestiaries have been a thing in almost all Igavanias, iirc, I am hopefull about this being a thing. Totally unrelated though, I remember that both Super Mario 64 and Super Smash Bros. Brawl had their menues rendered in 3D. In despite of looking like 2D plains.
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purifyweirdshard
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Post by purifyweirdshard on Jun 30, 2017 10:32:29 GMT -6
A 3D bestiary is a cool idea. Zoom in/out, play an action maybe? Would be pretty neat if they have time.
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Post by fatihG on Jun 30, 2017 10:36:25 GMT -6
Yeah I remember seeing a vid where they showed how they did the Mario64 main menu, pretty interesting.
Yeah the 3d bestiary is for selfish reasons really. I just like to inspect game models whenever I can, especially if it is a game I am interested in. Maybe it will teach me some new tricks I can utilize when I make my own models. =]
Having an in game 3d bestiary will save me time and effort. Otherwise I would need to unpack the game files and what not to get something close to a bestiary. (which, lets be honest, I will be doing anyway)
Something like that vid would be great, pretty simple scene, maybe with a better pedestal and an idle animation.
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Post by Enkeria on Jun 30, 2017 11:26:41 GMT -6
Beastiary in lore book that you buy or gain have been on my request-list for some time now. Monsters in 3D was a question I had for Diablo III dev teams but never got a reply. I remember this because I were searching our forums just now and thought I asked IGA about it, apparently not. Old posts by me, talking about a Tome / Lorebook bloodstainedfanforums.com/post/40782bloodstainedfanforums.com/post/40459
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Post by purifyweirdshard on Jun 30, 2017 11:49:16 GMT -6
Have you guys seen the digital figure mode in Guilty Gear? It's like this, but really heavy on the features. You can place the characters in various poses/expressions/colors using different backgrounds on pedestals with each other to make dioramas, and it's been the only way I've been able to see all of the detail on their costumes*. Really cool extra they added for free.
* for instance, and I wasn't the one to find this lol, Jam's underwear change every day of the week. Seriously. lol
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Post by fatihG on Jun 30, 2017 12:56:54 GMT -6
Interesting...
That Digital figure mode, to me almost feels like a tech demo of their art/rendering style.
Something like that in Bloodstained could be cool, depending on all the characters there are in game and what not, but ultimately I feel it wouldnt be as robust as what they have in Guilty Gear.
A fighting game generally has allot more animations per character than something like Bloodstained would have. An enemy in BS can be fine with just an idle, walk and attack. So with that in mind, Bloodstained would have a way smaller sampling pool when it comes to poses and what not.
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Post by Enkeria on Jun 30, 2017 13:53:21 GMT -6
That Digital figure mode, to me almost feels like a tech demo of their art/rendering style. I am more about how they did in Diablo III both on console and PC
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Post by LeoLeWolferoux on Jul 5, 2017 2:10:26 GMT -6
Lol Goobsausage upon closer inspection, did you go through and 'like' every single post...? At least on the first page, anyway, heh. Gooby <3Also, with betas, would it be a full completed game, or just a couple of levels, how would the beta work...? I've never had beta access to anything now that I think about it, and I am rather curious <3
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