Angel-Corlux
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Post by Angel-Corlux on Dec 11, 2017 17:47:59 GMT -6
Based on currently revealed gameplay footage (E3 2017 Demo) in what ways would you increase the player satisfaction gained from attacking and defeating an enemy? As the Brand Manager for Bloodstained, I feel that enemy deaths would be perfect if they had a more satisfying version of the red 'crystallization' effect, but I am curious to hear feedback from everyone, both on the act of attacking an enemy (visual cues, sounds etc.) and watching a defeated enemy die.
Please feel free to continuously submit your feedback and ideas, but keep in mind the sooner you submit feedback the higher the chance it will actually be implemented.
Thank you army of the night!
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Enkeria
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Post by Enkeria on Dec 11, 2017 17:51:54 GMT -6
Most constructive feedback I can give..From first demo is: When monsters vanish, after being cut (Morte) that is way less satisfying than use magic on them! To see an enemy in agony is the best part! They bubble up before they burst! They are in pain before they go. Cutting head off is insta-kill and only fun when they are super many in a row.I would rather see, when head is cut off, at least for morte and Morte Cannon that they become a pool of liquid again like lifeless fluid to the ground. Even if they HAD a shard in them, the bodies should go Somewhere, not just ... vanish. Chopping down limbs is a no go on smaller enemies I guess, but on bosses, killing of Legion or this guy below was always some kind of weird treat. Yeah and this guy below. In first demo, they do the same, goes to thin air (like Morte does after loosing their heads). Sure its some nice flaming effect on them while they disappear, but I like the ragdoll effect more which I've seen in later demos. So in short. The more an enemy suffers in agony, the better! Since they are evil, they should pay. All of them.But hey, I am pretty dark with this stuff. And killing of Bloody Zombies was the best part of lesser enemies in SotN slay-book of mine! Edit: Nice touch with bloods on the wall when you strike enemies, it would be nice to see blood on carpets too, stairs. Depending on what enemy. Change up the blood too. When we fought Ectoplasm in Castlevania, the floor could've had a few drops of green ooze / blood at least. No need to make it too gruesome, just show that the enemy, if there is a wall or floor presented in a good way, let us see that they are hurt. Some enemies that are stronger could also indicate a wound before the final blow is struck that they are indeed bleeding. This effect could be made in 1 type of animation of red, 1 in green, 1 in blue (!?) and applied to all enemies that pretty much need at least 2 strikes to kill or more.. I am thinking of a handful of enemies with exact same blood / bleed animation. Perhaps its pulsating blood, (or not) or it drips, or it sprays a bit. It really depends on preference. That would add more "kick" even if they would ragdoll and vanish in thin air seconds later while laying on the floor. Another idea is blunt weapons or knockback effects on all enemies would not only hurt them on attack but when they hit (if the do hit) a wall or ceiling.. Leaving a cracked mark if they get smashed down or into something would work too! -- From Discord Angel-Corlux - Today at 1:03 AM I see a lot of mention of how the enemies should die, but nothing about attacking them, does that mean that everyone is satisfied with that part? or just unsure of how to better it? Enkeria Gin - Today at 1:04 AM Unsure, but rather ragdoll than thin air. if they are struck, have them react accordingly. I mean, if you have a skill, laser for example, it would make more sense if they "go up in smoke" or in particles. If you hit them, heavy, they should be squashed. High end tier weapons would leave some enemies confused what happened before they die. Like in samurai movies :stuck_out_tongue: It really depends on weapon. Holy weapons would also be nice have their own style, like, all enemies get a filter of... white light or something. applied on whatever animation they have, ice could give them a tint of blue? Just to mark out its.. elemental. If thats a thing? That would be a color applied, or a faint tint of it.
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yugosalkins
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Post by yugosalkins on Dec 11, 2017 18:04:46 GMT -6
If there are any monsters or NPCs that may have crystals forming on their skin I would like to see those crystals break off from the body if or when they die, when they do have those crystals do something cool like explode into specks of light as they disappear.
It would also be cool if one were to get knocked back and hit a secret wall, the wall would shake a little and debris with fly in the air.
There's a lot more I could think of, but I will have to settle for just these two for now. Very important details. I'm still hoping to still see blood being spilled in the player death sequence, maybe something like since she's human she can still bleed, but the less human, the less blood spray in the sequence?
I hope these ideas help.
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JeffCross
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Post by JeffCross on Dec 11, 2017 18:27:10 GMT -6
if they have blood... and are close to a wall, some blood splattering would be awesome. I would like it if I killed an enemy with a sword it gets slice if I killed it with a rapier it gets stabbed and bleed from its wound... and if I kill it with a hammer.. with the finally hit it would get smashed... not necessarily splatter but parts of their body would get crushed. they should also die depending on if they are killed with a regular attack (normal weapon attack with regular weapons) light attack (lighter weapons like knives or the very tip of a rapier) or a hard attack (heavy weapons or critical hits from any weapon)... I know these suggestions are a bit gruesome but I think it would be better then a generic death animation.
Same thing with ethereal beings... if I shoot them and they burst into energy that energy would leave smoke maybe and that smoke should follow the weapon attack... like if they are shot by a gun, the last bullet would have smoke trails right?
I know that might be too much lol but it would be nice if they were in there... again I would love what ever game Iga-sama releases. but this just adds to the immersion and flavor to the game.
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Enkeria
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Post by Enkeria on Dec 11, 2017 18:34:05 GMT -6
XombieMike Lestaroth both had the idea of.. "I think an enemy should only have a special animation for what it's weak against" "it's a nice way to show their weakness" JeffCross Blood on walls is in Church Gameplay! Its in the game, at least the demo. Also another idea
Have crit sound, an elemental strong vs weak sound, so we know we use right weapon, and a crit elemental strong vs weak sound to get hyped about. Knowing we do good in this battle.
Sound that can be applied on all enemies.
1 crit sound 1 elemental weakness vs strong sound 1 elemental crit sound
or
Maybe have a few different ones for squishy ones (fluid, soft), stone, ice or concrete, plate or armor and fire or burning.
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Yän
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Post by Yän on Dec 11, 2017 18:51:26 GMT -6
Thanks for the opportunity to talk about this, Angel! I appreciate the thread. So... long-ish post incoming! Generally I'd say that variation is key. This of course means a lot of work to get unique animations and vfx going but it really pays off. This is how it worked in most Castlevanias after all and I think that worked pretty well because the enemies always had some moment of surprise to them at the first encounter and enemy death. Some suggestions / directions the team may go in: CastleDan mentioned that some enemies that crack into pieces (like skeletons) when you kill them would be very welcome. This of course works pretty well with 3d-skeletons as you can just spawn the severed bones as individual meshes and apply a force to them to make them fly through the air. I think that this is how it was in Curse of Darkness and it worked really well for me. I agree with CastleDan's comments on the matter and I think that there is definitely a way to make that work with the stained glass aesthetic (exploding into many pieces of crystallized stained glass). I think that it's not a solution for every enemy (there should generally not be one unified solution for every single one) but it could work on a variety of enemies. I had a lot of fun with the way zombies died in Dawn of Sorrow - they were my favorite zombies in any Castlevania ever just because of that! They would be slashed into pieces and the direction of the killing blow would act as a force on the individual pieces flying through the air. It was so much fun, giving a zombie an uppercut and seeing the pieces fly high into the air! I also like it when some enemies leave a permanent (as long as you don't leave the room) mark / corpse after you killed them. Seeing all the mayhem that you unleashed upon a place and its inhabitants feels badass (instead of just leaving an empty place behind). The blood splattered onto the environment when killing the dog enemies in the new Bloodstained Demo was already going in this direction and I'd love to see more of that. Death variety per enemy based on how you kill them or which bodypart you last hit (like with morte) is a great way to increase variety and a sense of mechanical exploration too. I'd like to see some ragdoll effects where the ragdolls are free to move outside of the 2d-space (enemy-corpses could fall off the side of a bridge down into a pit for example. Stuff like that always adds to the action and can make for some pretty cool situations. The death animations can often be part of an enemy's personality. Take Lossoth from SotN for example - his personality is basically all fire and slow movement so when you kill him he becomes a flame that slowly moves forward until it collapses. It just suits the character really well. If we have some kind of machine-based enemies they could die in huge explosions. I enjoyed that about Tin Man and the little robots in OoE. Basically I think that there is not one single shortcut that will work on every enemy in the game. Whoever makes a death-animation and its Vfx should think about what type of enemy we're dealing with and how to work with that.
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Post by estebant on Dec 11, 2017 18:56:38 GMT -6
Igavanias were always pretty good with death animations. As long as they don't just rag doll From Software style we'll be golden.
Stock deaths might be cost efficient but they're just so boring. I still remember the way books would start twisting around spilling words everywhere in SOTN.
Enemies should have their own personalities. Killer clowns exploded into a burst of confetti, owl knights would grieve their owl pet, Persephonies would kneel and disappear into petals. It's all about the personalities showing through.
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Yän
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Post by Yän on Dec 11, 2017 19:04:48 GMT -6
I have looked through the recent gameplay videos and noticed that the impact upon hits against enemies is pretty weak right now too. Some simple ways to change that would be to give the damage numbers some flavor (animate them, shake them, color them based on the type of attack, make them light up, fade out or shrink when they disappear, let them freaking explode!) and a quick shader effect making the enemy flash red for a frame or two on each hit you land. This was part of the 2D-Igavanias and I think it worked pretty well. It also showed us if our method of attack was strong (white) neutral (red) or weak (blue) against the enemy. In Curse of Darkness there were enemies that bled in bright red whenever you hit them. If they can manage to pull this off in Bloodstained, that would be awesome too!
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Post by MilesWings on Dec 11, 2017 19:32:50 GMT -6
I have looked through the recent gameplay videos and noticed that the impact upon hits against enemies is pretty weak right now too. Some simple ways to change that would be to give the damage numbers some flavor (animate them, shake them, color them based on the type of attack, make them light up, fade out or shrink when they disappear, let them freaking explode!) and a quick shader effect making the enemy flash red for a frame or two on each hit you land. This was part of the 2D-Igavanias and I think it worked pretty well. It also showed us if our method of attack was strong (white) neutral (red) or weak (blue) against the enemy. In Curse of Darkness there were enemies that bled in bright red whenever you hit them. If they can manage to pull this off in Bloodstained, that would be awesome too! Oh yeah, the numbers give some extra life to the battle feeling. They should as well play with the sounds playing on hit, as they could vary when using certain elements or atributes. Now, by watching the footage... The first thing that bothers me a little is that too many enemies flinch on hit, giving you too much freedom to run around slashing everything. Even if they are early game enemies, I remember SOTN where you had to time your attacks and let the enemy do the first move so you could learn their patterns and use your skills to dodge and atack, as the great majority would not flinch or be knocked away from being attacked. Some of the enemies could use faster animations and other could move in a more erratic way, giving a bit more challenge. About the death animations, they could really use some more effects. The current enemies lack personality, so this could help a lot. Screams, visual effects, ways to make us feel something for killing that enemy, that's what I'm talking about.
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Enkeria
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Post by Enkeria on Dec 11, 2017 19:33:50 GMT -6
Placeholder from Facebook by fans in a group. Will update on and off until tomorrow this time (when I wrote this).
Steve: Lots of blood.
Matt: I like your suggestion.. Iga is the master, don't get too nitpicky or the game will never come out!
Craig: For the boss monsters, I want a lot of blood and gore. Also, as u keep on wailing damage on to them, they should shriek and writhe in agony kinda like how the bosses in Bloodborne do when u keep hacking away at them
Eugene: I like the idea that if you critical hit an enemy and the damage ends up "overkilling" an enemy past it's hp cap, it should like shatter as if it was glasses being hit by something hard. And Miriam should have a subtle "flicker/glow effect at the point of impact/shatter.
*Ever kill a boss/enemy in SOTN and you level up. The enemy has a weird color effect/flashes all black and Alucard is all rainbowy as the game like STOPS with the words level up appearing? Basically I LOVED beating a boss and seeing that effect happen. It made me feel like Alucard eradicated the boss monster's "soul" right then and there.*
Now to avoid having it become annoying, it shouldn't pause the screen UNLESS it was a Boss demon being slain. Any other time regular enemies should shatter into nothing and there's a slight visual effects happening on Miriam.
Joonee: additional unique death/damage animations for enemies? Bloody Zombie was interesting and memorable since most enemies just explode in SOTN and Bloody Zombie has both additional animation and sfx when it dies.
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Dengojin
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Post by Dengojin on Dec 11, 2017 19:56:34 GMT -6
In my opinion adding more hit FX and red color on the enemy getting hit would do or white if the hit is not effecting the enemy at all. More of this please imgur.com/a/JeOq7As for the death animations, it would be awesome if it depends on what you use to kill them for example : Slashing would cause them get cut in a half or maybe one of their limbs fall off then just simply scream and die, using fire magic would make them burn and turn into ashes in the air, ice would freeze them then they shatter just like glass etc..
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Post by lovelydumpling on Dec 11, 2017 20:12:47 GMT -6
I mentioned this on the Discord I feel like sound design is as important if not moreso for such a thing than the visuals.
Sadly I don't how how to offer advice on that, I don't know what kind of sound makes it feel good or not, I just know that the sound effects in SotN were incredibly satisfying for me. From the sound the skeletons made when they crumbled or flew apart to the sounds of multiple little explosions going off in rhythm, it was fun. Others here mentioned the book animations, and I found their sound effects very satisfying too. Or the death sounds of the Ectoplasm, the dying cry of the Guardian as he's engulfed in flames, or the PSHEWPSHEWPSHEW of the Dark Octopus enemies as they withered... Not just deaths, but also the sharp sound of Alucard's sword as he attacked.
I also loved how unique and flashy death animations were. Even characters that exploded in fire had *unique* fire animatons— while the Minotaur and Werewolf might be engulfed in a wild pillar of fire, the Guardian had a smoother more magic-like flame when he died. Plus the different colors! That blue fire was so pretty! And of course the more particles flying out, the better. Blood! Crystal shards! Bones flying to bits! Magic sparks!
I also strongly agree with Yan in regards to giving each hit more of an impact to them. Also, this might not apply in this situation, but I love multi-hit weapons. They're really satisfying to attack with. Things like SotN's version of Holy Water. Anything that can attack the enemy with a ratatatatatat of hits and damage numbers. A sword that had a vibrating blade that did something like that would easily become a favorite of mine.
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Hyrist
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Post by Hyrist on Dec 11, 2017 22:55:04 GMT -6
Honestly, what I loved about any Igavania is that each enemy faced death in their own way. Every death was an animation that matched that creature's personality to a certain degree.
I am on board with unique animations for enemies who die to their particular weaknesses because this fits that vein. Having one 'normal' animation upon death, and one "special" animation upon death to weakness gives both that personality, and sort of a callback to how Alucard died in different ways to different elements as well.
Sound and animation both play into this as well - but I feel more than anything having the animation reflect a bit of each of the monsters themselves works.
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purifyweirdshard
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Post by purifyweirdshard on Dec 11, 2017 23:53:28 GMT -6
Alright, so to reference some of our previous discussion on this (yes I'm the board historian), we had a few topics about it, chiefly this one: bloodstainedfanforums.com/thread/808/death-animations-typesThanks LordKaiser for that way back in late '15! And there's a couple of posts from elsewhere that I'd like to pull from, in case the users don't make it to the topic. I always thought that the ways that enemy's died in the Castlevania games was fun, how each monster would die in its own way would add an extra bit of character to them. In a similar way I'm hoping that characters will burst into flames, dissolve or explode in Bloodstained, to add that extra level of interest to the character design - something that we didn't see too much of in the demo. I'm with Monk here, I especially like the beautiful flame effects added to spice up SotN death animations. The artists then did some wonderful work mixing those with the satisfying sound effects of the mini-explosions, disintegrating into flames, etc. I agree, as of right now from the numerous gameplay videos making their rounds it seems a lot of the enemies just fall over and dissolve (not all of them of course). I would like to see more flashy and satisfying death animations, for example: maybe have the lance armour topple over and their lance impale them with a collision effect or the harpy like creatures to burst into a combination of feathers and flames. It should feel good to defeat enemies considering they are what is inhabiting the otherwise empty castle. June, a guest, popped in to add on this a while back. Otherwise, for me, I'd like to also emphasize the importance of sound. I bet dastlecan will be along shortly to mention it as well, but the visual and audio effects of the animations were matched together expertly in Symphony. For the attack, the unique sounds of the weapon mixed with the sound of contacting the enemy, and at its destruction, the audio cues of plumes of fire and clattering of bones matched up perfectly on-screen. More for the attacking itself feeling more satisfying, I'd like to see, feel and hear weight to weapons when they're hitting enemies. In the Development Update 9 video for example, Miriam is using a mace, but it sounds more like she's slapping them with a paper fan. That's a solid piece of steel there. In the Zangetsu fight, the sword sounds more appropriately slashy. Oddly enough, the mace sounds better in the E3 video. Huh. And...it's a different color? errrr edit: okay, what's going on is they swapped in the old Morgenstern's icon for the update video's "mace". wew, I thought I was stumbling upon some crafting stuff or something there for a second...
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Post by dareka on Dec 12, 2017 1:10:53 GMT -6
More for the attacking itself feeling more satisfying, I'd like to see, feel and hear weight to weapons when they're hitting enemies. In the Development Update 9 video for example, Miriam is using a mace, but it sounds more like she's slapping them with a paper fan. That's a solid piece of steel there. In the Zangetsu fight, the sword sounds more appropriately slashy. This. I personally find kills satisfying when the preceding attacks are satisfying. Anything that makes the hits feel like you're, well hitting the enemy - sound effects, enemy reaction, SFX - will ultimately make the killing blow itself more satisfying, especially if it's a more exaggerated version of the reaction the enemy had to your attacks.
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Post by lovelydumpling on Dec 12, 2017 1:33:31 GMT -6
Some interesting stuff in that thread! I'm not fond of the ideas that are really gruesome, like having her melt to the floor or have limbs cut off. Especially with 3D models, I'd feel like that'd be too jarring for me. I do like some of the ideas with the crystal curse though, particularly the ones that involved respawning at a save point and not having to return to a title screen
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Post by Clear on Dec 12, 2017 1:39:16 GMT -6
I agree with Enkeria with regard to unique signature death animations for each monster, as clearly illustrated by the Bloody Zombie gif posted. Just as importantly, I do not want to have a situation when Miriam slays 10+ enemies within a very short duration, for example, and the richness of 10+ death animations in parallel causes frame rate drops during gameplay on any console version of the game.
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Post by neff on Dec 12, 2017 5:30:13 GMT -6
Perhaps some differences amoung the innards of the damned might help. Shards flying off for the demons, goop for mortes, etc. Maybe some particular elemental effects on a elemental weapon's hit, like arcing electricity when a ligtning weapon hits(the standard cut and slash having their own effect too). Also, fliching need not be all from the players' advantage, have some enemies attempt to counter Miriam depending on how or what they are hit with instead of flinching uselessly.
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Pure Miriam
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Post by Pure Miriam on Dec 12, 2017 6:42:20 GMT -6
Okay, this will be a bit of a long feedback, but if our brand manager asked so nicely, i'm going to give my feedback. I really believe that the satisfaction of attacking enemies and killing enemies could be linke to "normal stuff" and
ATTACKING ENEMIES: VISUAL CLUES OF ELEMENTAL WEAKNESSESS AND RESISTANCES
Something i said before in other threads, is that it would be awesome if Bloodstained had some visual clue about enemies weaknesses and resistances. In Portrait of Ruin, enemies would flash blue if they are resistant against that attack and red if they were normal or weak against that attack. Bloodstained could upgrade that with some visual clues. Attacking an enemy weak to fire with a fire attack, could make a small flame shows up at the enemy's body, where you hit it. If you attack an enemy resistant to fire with a fire attack, the enemy would simply not react at all and keep doing whatever is doing. Attacking an enemy that has no weakness or resistance against that attack would make the enemy react but nothing more than that. In short terms: Normal against that attack: enemy reacts / move away. Weak against that attack: enemy reacts / move away / a small element shows up where the attack landed. Resistant against that attack: enemy doesn't react at all.
Something simple, i believe, that doesn't require too much programming or implementing of things.
KILLING ENEMIES: DEATH ANIMATIONS
Each enemy should have at least two death animations. A default one, that plays out when the enemy is killed and a special one that plays out when the enemy is killed with an attack element that this enemty is weak against. Let's say Dullahammer is weak against fire. Killing Dullahammer with anything else will make it "dismantle", breaking down and vanishing. Killing Dullahammer with fire would make it explode in flames, burning out in ashes.
Again, something simple that, i hope, doesn't require too much work to do it.
That's all folks!
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Post by Monomona on Dec 12, 2017 7:27:58 GMT -6
I maybe add a more definitive sound effect to them, something different for each weapon. Perhaps you could also use procedural generation to have them die in multiple ways or just overall adding more death animations to each enemy.
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