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Post by wissenschaft on Jun 27, 2017 19:25:40 GMT -6
Eh, that just seems excessive. Opinions can be criticized. Its not the end of the world. Nor the end of the discussion.
I suppose I fear excessive negativity since reading the reactions to the E3 videos has a lot of negativity that seems to condemn the game before it even comes out. Lots of people picking out ever flaw in the graphics of a game in a genre where graphics have not been its selling point. I'm much more interested in the gameplay and crafting since those are the systems that determine how much I enjoy Igavanias.
As for the whole question of how much effect the least powerful system has on the development of the game, for a game like bloodstained I'm not too worried. This isn't exactly the top end of graphics. Also, how this problem is handled is different depending on the developer. You can remove graphical features on less powerful consoles while having all features present on the most powerful console. So its not necessarily true that having a weaker console as part of the development will lower the graphical quality of a game. Also, often different consoles will be assigned their own dev team so the number of consoles being developed for does not necessarily mean an increase in production time. However, the number of consoles a game comes out for does translate into increased costs of production.
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Post by estebant on Jun 27, 2017 19:51:18 GMT -6
@scars
So "nitpicky" and "ridiculous" are words too strong for you.
How about "condescending"?
You're never going to convince people about anything by telling them what to say and how to say it. People don't like being told what to do.
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Post by purifyweirdshard on Jun 27, 2017 21:25:55 GMT -6
This seems to have flown out of hand. We'll see what gunlord500 and XombieMike think about it, but "ridiculous" and "nitpicky" aren't personal insults, and I didn't perceive wissenschaft's tone as hostile or confrontational. You guys remember Nyahahaha, right? I and most of the rest of us were fine with his style of debate, and he had a bit more of an aggressive approach than just saying something was ridiculous. I miss that guy, though. Come back, Nya! Anyway, I would at most advise against saying someone's opinion is ridiculous or invalid and instead present one's own thoughts as Scars is suggesting, but even so, it's not worth further discourse or intervention past that. It's cool. Just talk out the opinions. If someone is squashing constructive criticism or piling up on somebody on the board, let us know. Mike has a rule against dog piling, but I don't see that here.
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Post by gunlord500 on Jun 27, 2017 23:34:53 GMT -6
I agree with Purify 100%. Wissenschaft didn't mean any harm, and the discussion is off-topic anyway, so let's turn it back to talking about the game. Esteban, let the topic drop, everyone has made their points and nobody needs to belabor it any further. If something concerning happens, like Purify said, us mods are always on the case, so just PM us, alright? Back on topic, Pure Miriam, I'm interested in your comment about "Lead Systems." It's definitely something we could ask the team next time around Out of curiosity, though, what made you think Xbox was a possibility for the lead system? I'd have figured it'd almost always be straight to PC for most games like this, given how versatile the PC platform is
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Post by lovelydumpling on Jun 28, 2017 1:58:04 GMT -6
Oh neat, a shoutout!
I agree with Scars on the most part due to having a similar philosophy, but at the same time calling someone's statement "rude" tends to produce the same effect feared in regards to calling someone's opinion "nitpicky" or "ridiculous"— it still feels like you're blocking out criticism, just at a different target.
The point is— the way you say what you say can have a big impact on how it is interpreted and responded to. The less aggressive you are in your language, the more likely you're to have civil and constructive discussion in return. But this is on both sides of the coin— if people think you're coming off as condescending, there's probably a better way you could be wording your statements.
But enough of that: The topic!
Really? Wow, lucky! I have an i7, am able to run most games at 1080p60 in Ultra settings, and yet for some strange reason the Bloodstained E3 2016 Demo wanted to chug unless I played at 720p. Hopefully more will have been done to optimize things before the next playable build. It's crazy you got it working perfectly on an i3!
I doubt Xbox One will be the lead platform. We're talking about Japanese developers, right? Xbox has almost no ground in Japan. Not to mention it's losing to PS4 everywhere else. X-Input is basically the control standard on PC, and games are, with the best of my knowledge, always built on PC first so it wouldn't surprise me to have Xinput in place for game testing even if they were planning for PS4 as the lead platform.
So I think the lead is PC or PS4, but probably PS4 as that's the one they'd have to worry about limitations to more than PC.
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Post by Pure Miriam on Jun 28, 2017 2:31:34 GMT -6
gunlord500 well, i said it could be both the XBox One OR the PC. My main reasoning for this is that the Demo came with support for Xinput (Xbox 360 / Xbox one Controllers). Of course the game would have that either way, but to add that in a Demo, for me, shows that the lead plataform they are using to develop is either a PC (due to the Windows 7 / 8 / 10 support for Xinput from the start) or Xbox One. If you watch the gameplays they do since the beginning, they are using a XBox controller too. The PC can be the lead plataform too, but as i said, computers are a special case due to the possibility of downgrade / upgrade. Since the architecture of Xbox One is really close to PC (XBox One is built with DirectX 12, for instance) they could easily use it as a lead plataform for developing purposes. As i said, when deciding minimal requirements for a PC game, most developers goes for the DirectX as a base, since the DirectX requires a ton of hardware to run properly and it is a overall performance check of a computer nowadays. Althought, i don't think they would TELL us what lead plataform is (if it is not a PC) for commercial purposes. Developers developing for a lot of plataforms shouldn't show off their personal preference. From a business standpoint, i think it may not be good. Now, lovelydumpling you are right on that, but considering we are talking about a indie developer without a huge staff, i think they also consider what is easier to be done, and, to my knowledge, programming in a Xbox One is easier than a PS4. But yes, you could be right. Let's agree that the lead plataform can be Xbox One, PC or PS4 then ABout the i3 / i5, yes. My brother has a i5 gaming laptop, and i have a old i3 desktop. I'm not in a good financial situation at the moment, unfortunately so i can't upgrade it yet, i hope i will be able to when the game is out. Even so, if it doesn't work properly, i will just use my brother's laptop to play it. But my i3 is magic, because i was able to run 2017 AAA games on it sometimes i think i did a overclock on it by mistake and it stuck to that
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Post by lovelydumpling on Jun 28, 2017 3:41:07 GMT -6
Now, lovelydumpling you are right on that, but considering we are talking about a indie developer without a huge staff, i think they also consider what is easier to be done, and, to my knowledge, programming in a Xbox One is easier than a PS4. But yes, you could be right. Let's agree that the lead plataform can be Xbox One, PC or PS4 then I want to be clear that my reasoning for considering PS4 as more likely mainly came about because you stated that "The lead platform is normally the one the dev team believes will have the highest sales for the game in particular." In which case I was arguing the PS4 better fits that description. It doesn't really matter all that much what would be the easiest port— no matter what they're going to have to port to all of them. The logic to choosing the most profitable as your lead platform is that you want to make sure that the version of the game that will have the most copies out there is the one that runs the best it can. Picking the lead platform based on its ease to port would be counter-intuitive to that endeavor. It's the difficult port that you have to pay more attention to, especially on the platform you're likely to be selling the most on. I suppose none of that really matters too much in the long run though, as regardless to whether it's Xbox One or PS4, neither is really going to hold the other back so on the user end it's all the same. And the main concern— that Vita or Switch could hold back the game's presentation on the other platforms— is more or less abated.
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Post by Elfina Ashfield on Jun 28, 2017 6:50:34 GMT -6
My two cents about the multi-platform issue: I'm apt to believe that nowadays if you're making a game and going to release it on PC, the lead platform (or main platform) should be PC, since most work is done on it. From dev's aspect, PC is the first testing platform. Modern game engine like UE4 is very aware of cross-platform capabilities, and since PS4 / XBOX are all based on x86 architecture, I didn't see that much of problem of porting a game that is built on PC to these two platforms, all you need is devkit (dev console + SDK, and of course the engine itself). But to achieve the best performance for a platform, you'll need to optimize your code specifically for it, or even more, downgrade the graphics by turning off some shaders / effects for more steady framerate. I'm mentioning this mainly because of NS, our dev team might need some extra effort to make this game play smoothly on that device. Vita on the other hand is kinda gloomy... Not only because that platform is WAY under-powered than the others, but also the UE4 engine itself is not ready. I know Armature is handling the Vita port of UE4, but I doubt they can make it available when the game is ready for port (like end of 2017). BS may just use a small portion of features in UE4, but it's still a huge project anyway. A wild guess is the Vita version might get another delay. Anyway, despite of all these, the multi-platform aspect shouldn't be our major concern now IMHO, we're still building the main game contents!
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Post by Pure Miriam on Jun 28, 2017 7:34:21 GMT -6
lovelydumpling yes, i agree with you. Either way, VITA isn't the lead plataform, for sure.
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Post by purifyweirdshard on Jun 28, 2017 8:18:47 GMT -6
Surprised that no one thought to mention it, but another case for the Xbox One is how whenever Bloodstained has been featured at a large multiplatform show, it's generally within the Xbox/Microsoft portion. It has been much more prominently featured as an "Xbox One indie" than a PS4 one. I don't specifically know where Bloodstained's booth was at E3 this year, but in 2016 they were in Microsoft's territory and Zangetsu was first shown during an MS event a while back. This could be for a number of reasons, though, and I would think perhaps to market it more to an audience that normally doesn't get or pick up on Japanese games. That, and Xbox Live SotN was a big hit. All that said, I too think that the PC version is the lead, and all the other versions excluding NS and Vita should be fairly painless ports. I expect the Vita's graphics in particular will probably suffer, but as the case is with some of those comparison shots castledan posted, I'm hoping it's more a difference in subtle detail and textures than stylistic differences. The games are all about style, and as zoomed out as the action usually is, less elaborate Miriam and enemies should be fine on a portable. MK9 up there for an example, the game looks very similar in overall aesthetic and lighting from how they're displayed whereas Revelations 2 doesn't. That's the nature of the genre and the age of the games, partially, too. I know they'll do their best with it, and hope everybody likes it
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Post by Mana on Jun 30, 2017 5:27:26 GMT -6
Interesting topic. We're all for constructive criticisms as long as they are valid reasons that could be pinpointed. Overall, I think the team does a really great job organizing the production with the resources and people we have now. We have to work with all kinds of people with different experience levels and admittedly, the art portion falls slightly shorter than the rest. Coming from an art background, I also share some constructive criticisms of my own that a lot of people on this thread already mentioned. Mana - Care to comment on all of this? I'm curious what the actual approach is. Are compromises being made to the higher systems to make it all comparable with the less powerful systems or is each system being pushed in it's own way? I apologize for taking a long time to reply . Do you mean the team's approach on the art direction or the compromises made for the higher systems? IGA has a specific vision for the aesthetic appearance of the game which he mentions in a couple of interviews - Create a 2D visual appearance using 3D models, but he's not referring to toon-shader or painterly look. He's trying to recreate old-school platformers that use light foreground vs dark background. This is quite adventurous as I've never seen a visually successful 3D side-scroller with light foreground and dark background. Regarding the systems, generally, the PC version would be our main focus and adjusted for the consoles. But visually speaking, our team would prioritize gameplay and framerate over graphics if it comes down to compromise.
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Post by ReySol on Jun 30, 2017 5:49:42 GMT -6
I just want to say I am very satisfied with the progress of the game development and I trust IGA, as I always have.
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Post by Pure Miriam on Jun 30, 2017 7:48:22 GMT -6
Thank you for the reply Mana ! So, as i said, they do have a lead plataform and Mana confirmed it is PC. Great to know that. "I've never seen a visually successful 3D side-scroller with light foreground and dark background."
Considering the little i know about that, i think i never saw something like that either. So, IGA is trying to push foward and doing something different, aesthetic-wise. Great.
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Post by CastleDan on Jun 30, 2017 8:44:39 GMT -6
Interesting topic. We're all for constructive criticisms as long as they are valid reasons that could be pinpointed. Overall, I think the team does a really great job organizing the production with the resources and people we have now. We have to work with all kinds of people with different experience levels and admittedly, the art portion falls slightly shorter than the rest. Coming from an art background, I also share some constructive criticisms of my own that a lot of people on this thread already mentioned. Mana - Care to comment on all of this? I'm curious what the actual approach is. Are compromises being made to the higher systems to make it all comparable with the less powerful systems or is each system being pushed in it's own way? I apologize for taking a long time to reply . Do you mean the team's approach on the art direction or the compromises made for the higher systems? IGA has a specific vision for the aesthetic appearance of the game which he mentions in a couple of interviews - Create a 2D visual appearance using 3D models, but he's not referring to toon-shader or painterly look. He's trying to recreate old-school platformers that use light foreground vs dark background. This is quite adventurous as I've never seen a visually successful 3D side-scroller with light foreground and dark background. Regarding the systems, generally, the PC version would be our main focus and adjusted for the consoles. But visually speaking, our team would prioritize gameplay and framerate over graphics if it comes down to compromise. Don't apologize you're an infinitely more busy person than me. I don't know if I was clear with what I was saying though so I'll try to be more concise with what I said: Basically I'm wondering is - Are the weaker systems holding back what you do visually with the stronger systems? So does the VITA prevent the PS4 version from using more power draining effects for the visuals? I was saying I don't think that will be the case and that each system will be utilized to the best of it's ability or as much as the team can pull off. Whereas some were curious if they might not do visuals that are too nice so it will look more consistent between the PS4/Xbox One/PC versions and the VITA/SWITCH versions. Tl;dr version: Does the VITA and SWITCH hold back the stronger systems power? I hope that helps. lol Thanks Mana. Game is looking great, only have maybe one issue with it thus far.....which is pretty insane because I'm a complainer
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Post by lovelydumpling on Jun 30, 2017 20:57:45 GMT -6
Regarding the systems, generally, the PC version would be our main focus and adjusted for the consoles. If it's made for PCs first and adjusted for consoles/handhelds later, then the Vita and Switch won't be affecting the original version.
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Post by CastleDan on Jun 30, 2017 21:25:54 GMT -6
Regarding the systems, generally, the PC version would be our main focus and adjusted for the consoles. If it's made for PCs first and adjusted for consoles/handhelds later, then the Vita and Switch won't be affecting the original version. Okay good, that's what I figured. Lol
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