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Post by allooutrick on Dec 14, 2017 9:43:48 GMT -6
You can post a third time, guilt free, now Pure Miriam. Joking aside that's a good point they brought up. Perhaps a middle ground to death animations would be to categorize enemies and give them one based on that category they fall into. Skeletons fall to pieces, humanoids bleed out and drop to their knees, beasts cry out, etc.
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Post by purifyweirdshard on Dec 14, 2017 9:56:35 GMT -6
Double posts auto-merge themselves so it's not that big of a deal really crocodile Where you at? Have anything to add?
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Post by freddythemonkey on Dec 14, 2017 12:25:39 GMT -6
I don't really think it would be good to compromise on unique death animations. At best it would work for palette swapped enemies, of which I hope there will be none or as few as possible. Nobody is talking about ten seconds long animations, anyway, so I think it would be absolutely no problem from a technical viewpoint. Also, attack feedback until now hasn't been the best honestly, so that pretty much has to be tweaked
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Post by CastleDan on Dec 15, 2017 13:55:39 GMT -6
Pure Miriam Big disagree with your brother there. They all sorta have their own unique animations technically. For instance the molded bone in the church demo knee;s down as it dies and falls then turns to golden specs. The falling down is the unique animation. My issue with it stems more from the golden specs, it's so unspectacular to the point of it feeling very placeholder. Like they just put it in to hold out till they have something better looking and more satisfying. If you are going to repeat an animation with pretty much every enemy it should be something enjoyable to witness. In strider the repeated animation is the body parts flying apart into explosions. It's satisfying and looks cool. The golden specs and disappearing is TOO plain. If you want a hellish theme there's gotta be a cooler way to showcase that imo. You don't want your animation to seem like a placeholder effect, that's never a good sign. The golden specs make the deaths all seem awkward because they kinda just stop moving then disappear into gold dots. So either you commit to full on unique animations where you let it play out so: Molded Bone would kneel down and his body parts fall apart and melt into the ground. Or potentially improve the current one that happens after all the partial unique animations.
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Post by Clockwork on Dec 18, 2017 17:12:57 GMT -6
Improve the attack animations. Something that quite a few action games do miss the mark on (especially 3D action games) is the actual animation of the attacks themselves, making them lack weight and power. This is something that I'm seeing in Bloodstained as well. I'm hoping to try and explain what I mean. One of Capcoms most talented game designers, Itsuno (the lead game designer for Devil May Cry 3, 4, Dragon's Dogma etc.), has shed light on what he thinks makes an attack feel good. One of the points he makes is an attack needs to be snappy, basically a longish wind-up cutting to a near instant "hit". Now if there's any DMC fans here, you probably know what I'm talking about, especially if you use the fist devil arms or play Vergil often. The main point we can take from this is, an entire attack needs to change speeds throughout the animation to make it feel "snappy" or weighty as some other people may say. To break it down further, attacks mainly have 3 states: Startup, Active, and Recovery. Startup being the "wind-up". You press the attack button and this is your character preparing to unleash their attack. Think of Castlevania 1, with Simon pulling back the whip before the attack "hits". Active being the part of the attack that deals damage, the "hit" so to speak. This is when the Simon extends his whip to deal damage. Recovery is when "active" portion is finished and your attack can no longer deal damage to the enemies; But you're still locked in an animation unable to move normally until this animation finishes (unless you have a skill to cancel this animation, such as back dashing). It basically governs how fast you can mash the attack button. This is also the entire principle fighting games such as: Street Fighter, Tekken, Guilty Gear etc. are built on. So Itsuno's method of making an attack feel good is essentially, making the "startup" slow to feel significant, then unleashing the "active" portion of the attack incredibly fast. The recovery can be whatever speed you want, though it's usually portrayed in retaliation of how the attack ends up feeling (big swing, longer recovery for example), though this isn't or needn't be always the case. Which makes sense, because if you pick up a stick in real life and swing it a constant speed, the swing feels weak. Yet if you put your body into the swing, the "startup/wind-up", you end up swinging the stick much faster thus more stronger. i.imgflip.com/20aj1p.gifFrom my very shoddily made Gif you can (hopefully) see. My gif wasn't that great, so I'm borrowing a much better one from the "update-57-november-kickstarter-live" thread, posted by Pure Miriam (I hope you don't mind). I also seem to have no idea how to embed gifs apparently too. Notice how Miriam's sword strike maintains a constant speed throughout all of the three "states" mentioned above. This makes attacks feel floaty and weightless. Miriam's sword swing is in total around 0.6 of a second long. So the duration of the 3 "attack states" are : startup 0.2 sec, active 0.2 sec, recovery 0.2 sec. I would tweak the current animation so the startup is around 0.35 secs, the active around 0.075 - 0.1 secs, and the recovery the remainder. I don't think it would require the team to make new animations, or if it does, only minor alterations, yet I think it would make the very act of hitting enemies feel much better, even without SFX or flashy hit sparks.
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Post by CastleDan on Dec 18, 2017 18:37:55 GMT -6
Clockwork I agree with this 100% and honestly to be fair SOTN did this well already. You see the exact thing you're saying in this gif I believe. It feels slow and then snaps in quickly. Feels like Alucard is really SWINGIN' that thing hard.
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Post by fatihG on Dec 18, 2017 21:55:32 GMT -6
I agree with Clockwork : However I wonder if they actually slowed down the animation on this particular showcase, to show the flame effects of the sword. Talking about Dragons Dogma... Thy had this effect in game when you hit something, it jiggles around for a split second, showing exactly where you hit it. This can be done in UE4 by switching the physics of a joint to partial rag doll on hit and applying a force to it. Right now the enemies do not react at all to being hit. For example in development update 9, the archer gets hit, but all it does is play a little hitspark effect. With the ragdoll effect linked above, you can add some dynamism cheaply (production wise) as you do not need to create a bunch of new animations. This would be great for boss fights, like Zangetsu, as it feel like he is literally tanking through the fight and doesnt even feel Miriams attacks. Nioh does this too: It almost makes it seem that when that Oni gets hit, it flinches. And the nice thing about an effect like that is you can play it at any time during an animation. For performance sake, the effect could only be applied to the spine bone. So when hit, it only check or the upper body volume, instead of each separate bone. For large bosses, this could be increased. For example on the Vepar boss, the tentacles could have a volume, the boobs, the mouth area, the 'decoy head' etc. Add some artificial lag, like for a single frame on hit, just to emphasize the impact a bit. Maybe not a lag persay but more like a frame skip. It also ties in a bit with what Clockwork said. however see it like the startup, active and recovery of the main 'active' state. Where active is the sword slash. The startup of the main active state is the beginning of the swing, the frame skip is the active of the main active state and the recovery is the pull through of the main active state. Its basically a layered effect. The frame skip does not need to be a game wide effect, but applied to the animation of Miriam or the enemy. This can make it feel like the impact of the weapon swing, actually hit a surface an it needed to apply a bit more force to actually cut through. Also totally need more screenshake =P Also lets not forget about audio. Audio can greatly affect how things 'feel'. Again in development update 9 when Miriam lands a hit with the blunt weapon, the hit SFX sounds very light. I feel like if you would add more bass, it would feel like the impact is greater. Couple that with the ragdoll effect and you do not only have something that sounds heavier, but visually the enemy is affected as well. I think in general the foley can be don better. Add more weight to the sounds, make them slightly longer, so it feels like the attack even though it is finished, its impact can be felt a bit after the hit still. For example in Nioh, with a sword, it has a high pitched sound play when you hit them, but afterward there is a more bassy 'pulling sword out of flesh' sound effect playing or or just simply blood gushing. Add more foley in general. For example when Miriam takes out her sword/weapon you do not hear anything. Make the player aware of her equipment through audio as well. Play some kind of 'unsheathe' effect when she gets it out. I think the volume balance could be taken a look at as well. Everything sounds like it is the same, high volume. Try to give emphasis to the hit effect. So lower the volume of Miriams grunts, the sword swing and keep the volume, or even increase slightly, the impact sound. I feel monster hunter does this very well. Every animation has its own sound, it make everything feel more deliberate. TL:DR make everything in game confirm the actions of the player through audio and visuals. like... every... single... action. I am probably forgetting something, but if i remember i will just write it in another post.
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Post by Pure Miriam on Dec 19, 2017 0:51:32 GMT -6
Well, here comes my disagreement time. I'm not a pro at this, but i can't see what you guys are seeing regarding attacks and i want to show why. Clockwork i honestly can't see what you explained, both on Bloodstained and on DMC games. I played them and i can't see what you mean by making the attacks "snappy". It may be lack of technical knowledge, but to me, Bloodstained attacks and DMC attacks have the same overall weight and feeling of satisfying hit. Since the first E3 2016 Demo of Bloodstained, i wasn't able to see any problem regarding attacks being delivered. By the way, i didn't saw this criticism around the internet nor in comments too. Angel-Corlux Is the first person i see since the first demo to bring this up to my knowledge. CastleDan You can see the same weight if you watch the E3 2017 Demo with the player using the Mace and the Great Sword. You can't compare a light Short Sword that Miriam uses both at E3 2016 Demo and E3 2017 Demo, with that Mace. fatihG The enemies doesn't react when attacked? How so? Not all of them, but quite a lot of them does. At E3 2016 Demo, Buer is taken back when you land a hit at it, Seama flinches, Amy goes backwards. You can even make two Buer collide and that even damages both of them. At E3 2017 Demo, almost all enemies react when attacked. Gieremund almost takes a back flip when hit, Okyupete flinches, Ape jumps backwards, Morte Bone stops and it's body silighly arcs back, Light Elemental changes direction... Few enemies doesn't react. Even Bloodless, if i'm not mistaken, if attacked repeatedly non-stop, moans and flinches a bit before regaining composure. Really, i'm sorry, because it may be lack of knowledge or perception from my end, but i wasn't able to see a single problem on how Miriam is delivering her attacks since the first demo back in 2016.
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Post by fatihG on Dec 19, 2017 1:53:01 GMT -6
Pure Miriam You are right, it has been a while since i played the demo or watched any gameplay vids. I quickly checked the dev 9 video, and watched the first quarter and skipped to the Zngetsu fight. Both the archer did not have any reactionary animations to being hit. Nevertheless, what I said still stands. If your attack is not strong enough you cant kill them with 1 hit, so the visual and audio feedback is still use full, especially if an enemy is in an attack state, like the dullahammers long windup attack, or if the enemy simply doesnt have a hitstun state.
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Post by JeffCross on Dec 19, 2017 2:10:37 GMT -6
What if every enemy squeaks when you attack them, and when they die, they die in a puff of confetti... Oh and this is only if you wear a full clown costume including accessories... it would be cool if there were secrets like that... things that can change death animations.
Note: Actually I really hate clowns... I am not scared of them, but I don't like them in general... (and no, I did not watch IT)
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Post by Pure Miriam on Dec 19, 2017 2:28:16 GMT -6
It is interesting how opinions are and how we can see things differently. Not long ago, i was thinking that the enemies reactions towards being attacked was detrimental to the game, because that makes them too easy and you barely see their moves. Seama takes a long time to prepare it's attack and when hit, it flinches back, reseting it's Cerulean Splash animation to it's first step. Buer only attacks (by spinning and going foward) because it automatically moves (it's always aware of Miriam, as soon as Miriam spawns in a room with a Buer, it becames active). If you are quick enough to attack it, it will do nothing. Morte Bone seems to be like Seama. If it spots Miriam, it starts throwing bones, but if you attack it, it will "lock" him on it's flinching animation and you will kill it before it has the chance to do anything. The dev team put Morte Bones all around the place, exactly so they can attack you when spotted. If you put a Morte Bone close to the entrance of a room, it will do nothing because you can attack it and lock it at it's reaction animation until killed. As a trivia, i believe few of you knew that Morte can grow several arms to grab Miriam and damage her. Morte doesn't have a reaction when attacked, but it's so slow and weak that you need to wait and purposely let it hit you so you can see that. As i said, just different opinions. I don't really know what to say about how reaction to attacks are right now, but there was a time i thought it was more detrimental due to what i stated above. Even so, i still feel the game seems satisfying for me. Watching the player killing Morte Bones and see that big black blob falling down with that weird nose is really fun Just my opinion. I respect all others.
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Post by purifyweirdshard on Dec 19, 2017 8:41:11 GMT -6
lol in the first two sentences of Clockwork's post, I was already thinking "he's going to bring up DMC". I'm glad Dan brought up SotN's example, because that's what I was picturing during reading that post. Specifically though, how Alucard's standard swords animate compared to the Miriam example. Think about what you see and hear step by step (and I'm only recalling this from memory): Alucard raises sword, prepares to swing (fast startup) Attack effects animate with sound effect (medium amount of time) A trail of where the attack was is visible but no longer active, Alucard is finishing the swing with the sword behind him (longer period of time, but cancelable) The attack effect was also more bright, prominent and focused horizontally than Miriam's, but that's not as important. Fatihg's gif illustrates this pretty well, they would just need to make sure that the visual effect work on the attack portion is still visible, possibly by leaving the "trail" there after the attack is no longer active as with the Alucard example. And actually guys, if you watch some of the gameplay with the katana, it already is kinda like this. The startup and recovery is longer, but the attack swing itself is faster. Part of the reason this may even be a thing that we're noticing period is because of all the different weapon types having differing animation speeds for weapon versatility/viability. I would agree though that visually, attacks like we're describing can make for a more satisfying attack. This is good input. I think it might be pretty technical for translation, though heh. As far as adding enemy reactions, that may be a bit out of reach. Anyway, hopefully Angel-Corlux can see what you all mean. I hope I can help explain it better if not.
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Post by estebant on Dec 19, 2017 10:08:10 GMT -6
Pure Miriam That thing you said about Morte is the reason I personally want LVL1 Cap unlocked from the very start. Did you know Mudmen in Portrait of Ruin do the same style of attack as Morte? I only found that out in Hard Mode where you don't automatically destroy everything in your path.
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Post by Clockwork on Dec 19, 2017 13:06:41 GMT -6
fatihG The firesword animation isn't slowed down to show the fire animation. It's using the same animation as the basic short sword, at the same speed. This is going off of the E3 2017 demo footage. It's what originally spurred me to make my post, and my original crappy gif was taken from this video (specifically when Miriam attacks the lamp at around 1:17). I have to say you've done a nice job with the side-by-side gifs to help show what I meant (and here I am unable to embed a gif correctly). Also you bring up some nice examples of other animation techniques. One being "Hit Stop" (the lag/stutter you see when you hit an enemy). The other being the fairly newish jiggle which you point out in the Dragons Dogma and Nioh videos. Funnily enough we have 3 different combinations of these effects in this thread itself. CastleDan shows off the "hit stop" effect in his SOTN gif. You can notice how both Alucard and the enemy freeze for an incredibly short amount of time at the moment of impact. This helps emphasize the impact it self, as well as the hit spark and enemy flash (these effects all start on the exact same frame). Even more so the gif shows something else pretty nice. Notice how on the second swing Alucard doesn't bring the weapon behind his head, like the first swing? This is because the second swing is using the attack recovery time/animation as a substitute for the startup animation, which makes consecutive attacks flow together better. It's a nice effect, it keeps the attack pace up. Back to the "hit stop" and "jiggle" effects. Dragons Dogma has a combination of both effects in action. You can see both hit stop and the jiggle being employed when they fight the Chimera around 6:50. The Nioh video seems to only have the jiggle effect as I can't see any hit stop in effect at all. But due to the lack of hit stop in Nioh, the combat actually feels/looks much smoother because William and the Oni aren't stuttering on each hit. Honestly in my opinion, the Dragons Dogma clip looks worse out of the 3 examples, but that doesn't mean that both effects can't or shouldn't be used simultaneously. Just in that specific fight with the shortsword, it looks a bit off. Now with the giant two-handed swords of death, both effects feel great in tandem, so maybe it could they both could be used for bigger heavier weapons and singular attacks. Also it's worth baring in mind that Castlevania games didn't really focus on combo strings, like what's shown off in Nioh and Dragons Dogma. So the combination could work quite well. I couldn't say unless I saw it in action within Bloodstained. Nice one for linking the Vlambeer video. I hadn't seen that before and it was a pretty interesting watch. Though like he says in the video, screen shake would be nice but be careful in not overusing it. I don't think light weapons like the kick, daggers, rapiers, shortswords etc. should generate much screen shake if any. I also agree with your SFX analysis, good audio can really add a lot. Pure Miriam It is a hard concept to explain, because it pretty much comes down to feeling. It's even harder to explain over text. I'd say the previously mentioned Vlambeer video does a decent job of showing how small effects can have a big difference on combat, and game feel. Even though not everything would translate fully to Bloodstained due to being different genres of games. My DMC comparison isn't the best either because of again, the games are completely different genres. The way Bloodstained and DMC tackle combat is completely different. A better comparison to try and test would be DMC vs DmC: Devil may cry (the reboot/spin-off). I'm not saying DmC is a bad game, or even the worst DMC title; But the game/combat feel is definitely weaker than say DMC 3, and 4. A 2D comparison to look at would be Odin Sphere: Leifthrasir, while it does focus on combos and such you can feel how snappy each hit is, which is what I'm hoping to convey. When it comes to the criticism of the combat. I've always had it for quite a few games. Though as you can see from my post count I really don't post much, but this thread caught my eye. purifyweirdshard I couldn't resist bringing up DMC. It's one of my favourite games that I don't think the combat has been topped to this day. Plus I didn't think a 2D example would've been as good mainly due to how sprites work differently to 3D models. Though CastleDan did post a pretty good gif. However the medium swing speed is due to the hit stop. The "active" portion of Alucards attack is actually incredibly fast. But again it's a really good example of how you don't need a super slow startup, because as you say, Alucards startup is also quite fast. When it comes to the katana, it does follow my example of a slow startup which gets faster, I just don't think the "active" animation is fast enough. When it comes to versatility/viability, it shouldn't be affected because the animation tweaks wouldn't effect how long the animation is overall, but just how the animation is paced. So the katana will still attack slower than the shortsword, but would look nicer with the tweaks, that's in my opinion anyway. Though I guess thinking about it, balance would be affected because the active frames would come out slower and have less presence, since they finish faster. But it shouldn't be to hard to account for, or have weapons with an even quicker startup like daggers, or magic. Or have the fire sword leave a more prominent fire trail like you said, which can still deal damage to enemies, even though theoretically Miriam would be recovering from her attack.
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Post by Cale on Dec 19, 2017 15:00:40 GMT -6
I find it important that enemies die in a animation that would make sense. Fire weapon? Enemy burns to ash or at least blackens. Ice? Shatter them. Sword? I expect enemies with blood to bleed or be impaled. Guns would leave holes. If it is small calibre I want to see enemies just collapse, not get blown away. Large calibre like a cannon? Send them flying! A spear you could lift an enemy in the air à la Vlad the Impaler.
Then I get distracted if enemies die in a manner that doesn't make sense. Stabbing a skeleton wouldn't cause it to bleed, it would crush bone, or make it splinter. Melt a frozen type enemy if using a fire attack, don't have it melt if you hit it with a hammer.
So essentially what sells it for me is unique deaths based on what kills them, and logic.
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Post by JeffCross on Dec 20, 2017 0:43:17 GMT -6
I don't think we had this yet (but I could be wrong)... but what about a knock back effect? I would like to see knock backs with smaller enemies or even larger enemies in the correct circumstances... like with hammers, large swords, bombs (or other explosive items type weapons), magic spells with a boom and shards that would knock an enemy back logically.
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Post by crocodile on Dec 20, 2017 9:52:03 GMT -6
purifyweirdshard I've been busy with work so I haven't been around much and haven't been able to offer feedback on this subject, sorry. That being said, I don't have too much to add upon what's already been discussed. Variety in enemy death animations is super important but has been discussed at length (special animations for if an enemy dies to its weakness sounds good). Increased attention to attack animations (for Miriam) and sound design to make sure attacks feel and sound good is also important. I think most of the feedback in this topic has been on point and well intentioned and the few things I'd disagree (I don't know if common enemies need to take an eternity to die is one example) with I think are mostly nitpicks. I'm curious to hear if Angel-Corlux needs more feedback and/or how helpful he's found what we as a community have suggested so far.
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Post by Galamoth on Dec 20, 2017 11:43:17 GMT -6
I love that our Brand Manager is the one who created this topic. Feedback on ways to increase the sadistic satisfaction gained from killing specific demonic foes? Don't mind if I do! ...If there are to be any Holy-affiliated enemies (aside from the Light Elemental), I'd want to see them writhe & burn in agony in their final seconds after being hit with a fatal DARK-attribute attack. It'll definitely fit this Achievement I thought up.
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Post by Angel-Corlux on Dec 20, 2017 14:45:32 GMT -6
crocodile
Hey there good fellow, I have indeed gotten great feedback from this thread and other sources as well, everyone is (as always) really great in providing feedback. At this point I think it's safe to say that everyone can stop giving feedback. (on this particular thing anyway) Thanks!
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Jun 12, 2016 6:59:44 GMT -6
June 2016
yaen
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Post by Yän on Dec 20, 2017 15:42:13 GMT -6
Angel-Corlux I'm glad it was helpful! Thank you for giving us the opportunity to give direct feedback on this important topic.
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