roguedragon05
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[TI1]"In his own right he is a God yet he tries to be a man and in that denies his own greatness"
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Post by roguedragon05 on Jun 17, 2018 20:25:40 GMT -6
exileNope at 14:25 and 15:25 when she starts chomping her teeth at you, her teeth are clearly flapping up and down like wing flaps on a plane, and when she crystallizes at the end as she dies her teeth have there own jiggle physics. Even if I was wrong I still don't like the design, They look like someone took a grinder too them and tried to make them look like eggs or something. But thats just me.
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Enkeria
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Post by Enkeria on Jun 18, 2018 3:56:02 GMT -6
I wonder how many that really read my comment about the animation being under development. If you guys save this and write it once later on, I am sure they will nod their heads and say "we know, we are working on it".
If you guys have anything else to share, please do so.
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Post by Nezuto on Jun 18, 2018 8:35:36 GMT -6
I always thought Vepar was supposed to be kinda amorphous, so her not having truly solid teeth and being a mimic for humanoid features could make sense. Look at how her 'true' face is the belly portion, so maybe the actual woman aspect of the creature is used more like an angler would.
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Post by freddythemonkey on Jun 18, 2018 8:41:27 GMT -6
I watched the Vepar fight and I have to say that, design-wise, I prefer the new look even more now that I've seen it in motion. I have to say, though, that the boss fight itself got a bit worse, it makes no sense to be able to hit the boss in the background and the tentacle attack is very weird to read :/ I can't wait to see how the fights plays pad in hand later this week.
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Post by caer on Jun 18, 2018 23:59:22 GMT -6
I think it looks way better for the sole reason that they got rid of that awkward time when she just stood around and did nothing at all. Now she is always throwing balls or tentacling or something. A boss can be easy, but it should never feel like you're just hitting on a stationary object.
As you say though, hard to give a good impression without actually playing it.
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Post by maedhros on Jun 19, 2018 10:41:24 GMT -6
I wonder how many that really read my comment about the animation being under development. If you guys save this and write it once later on, I am sure they will nod their heads and say "we know, we are working on it". If you guys have anything else to share, please do so. Are you one of the developers of this game?
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Enkeria
Silver in the Dark
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Post by Enkeria on Jun 19, 2018 12:29:39 GMT -6
maedhros Nope. I am not. I get that question a lot though.
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Post by Time 4 Tea on Jun 19, 2018 17:38:05 GMT -6
- Lip sync is bad, specially for Miriam. Also, her mouth animations are kind of comical for how bad they are, lol. If they don't have time to improve them, I think they should just drop it altogether. No animations are better than bad ones.
I completely agree that still images work better than poorly animated ones. Otherwise though, I think the game looks great and I feel the voice actors did a commendable job (especially Ray Chase/Gebel). He came across as intelligent and thoughtful yet twisted and perfectly in character. It's neat to see the various improvements made since the last demo.
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Sustained
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"All was had Til love it lost To brighten's fade On dingy ghost."
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Post by Sustained on Jun 19, 2018 18:34:41 GMT -6
There are a lot of good things going on in this demo. The voice acting. The save room. The gameplay itself looks spot on (have to wait to actually play it to see how it FEELS, however).
The biggest problem I have with it so far is with the visuals. Some of the textures, like stone and wood in the village and in the castle, look plasticky. They have too much gloss on their edges.
Would be nice to see some foreground atmospherics like mist or smoke in the village.
I assume that the lighting/textures/shaders and atmospheric effects are still in the works. I look forward to seeing how the team improves the game throughout the rest of development.
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Post by Time 4 Tea on Jun 22, 2018 19:30:57 GMT -6
One minor thing I would really like to see fixed:
Miriam appears to have push-box type puzzles that allow her to reach higher areas. However, there is literally NO animation aside from her running against a box. Adding a push animation should have been a no-brainer; even as far back as Zelda A Link to the Past (SNES) or Resident Evil 1 (PS1) there were animations when your character would push or pull something. Like I said, it's minor but the game would look amateur without this basic feature implemented.
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Rixuel
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[TI0] Adventurer/Gamer. Only believe what make sense.
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Post by Rixuel on Jun 24, 2018 10:53:37 GMT -6
Am I the only one who feel the dialogue scenes have awkward mouth animation when the characters are talking? I hope that's not final.
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Galamoth
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Post by Galamoth on Jun 24, 2018 11:08:31 GMT -6
Rixuel No, you're definitely not alone in that feeling. I guess we'll see whether it's final when we get the chance to provide feedback in the Beta.
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Post by freddythemonkey on Jun 24, 2018 11:53:35 GMT -6
One minor thing I would really like to see fixed: Miriam appears to have push-box type puzzles that allow her to reach higher areas. However, there is literally NO animation aside from her running against a box. Adding a push animation should have been a no-brainer; even as far back as Zelda A Link to the Past (SNES) or Resident Evil 1 (PS1) there were animations when your character would push or pull something. Like I said, it's minor but the game would look amateur without this basic feature implemented. Portrait of ruin had that animation as I recall. I think it's needed.
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Post by dareka on Jun 24, 2018 12:27:27 GMT -6
We are 100% agreed on Miriam. The voice actress is doing a phenomenal job, and she comes across as really commanding and daring, while the model seems sorta coy by comparison. " I'll wipe the deck with them!" is one of my favorite lines so far. With the right GIF, it has pretty good meme potential. Notice how they also changed her idle posture in the menu screen: no she has her hand against her hip, in a daring, aloof manner, instead of ... I dunno, the previous one looked like something an japanese idol "singer" would do. I watched the Vepar fight and I have to say that, design-wise, I prefer the new look even more now that I've seen it in motion. I have to say, though, that the boss fight itself got a bit worse, it makes no sense to be able to hit the boss in the background and the tentacle attack is very weird to read :/ I can't wait to see how the fights plays pad in hand later this week. I personally found the mechanics more interesting, but ... yeah, that's my one complaint. You're able to hit the boss in the background, even though it can only hit you with the water stream. Makes no sense. If she's in the background, you shouldn't be able to hit her, and she shouldn't be able to hit you; if she's in the foreground, you should be able to hit her, and she should be able to hit you. There are a lot of good things going on in this demo. The voice acting. The save room. The gameplay itself looks spot on (have to wait to actually play it to see how it FEELS, however). Agreed... but, personally, while I loved the save room, it felt odd to wander into what looks like part of the castle in galleon, of all places. I mean, supposedly you haven't even gotten to the castle yet, and there it is. Personally, I think places outside the castle should have their own save room.
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Post by caer on Jun 24, 2018 14:03:44 GMT -6
Totally agreed, especially on the save room. It was quite jarring the first time the player entered.
I think it would be quite cool to have a really simple save room in the galleon, like just a normal room with a hammock or a chair or something. And then when you get to the actual castle you can be really wowed by the amazing room there.
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Busterific
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Post by Busterific on Jun 24, 2018 15:10:38 GMT -6
I thought the same thing regarding the save points. I figured they could keep the big red couch as an indicator that you're at a save point and make the rest fit in a little better with the area you happen to be in.
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dareka
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Post by dareka on Jun 24, 2018 15:51:02 GMT -6
I thought the same thing regarding the save points. I figured they could keep the big red couch as an indicator that you're at a save point and make the rest fit in a little better with the area you happen to be in. Great idea about the red couch thing. Details like that are the kind of things that make a game memorable, that make it feel special.
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roguedragon05
Loyal Familiar
[TI1]"In his own right he is a God yet he tries to be a man and in that denies his own greatness"
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[TI1]"In his own right he is a God yet he tries to be a man and in that denies his own greatness"
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Post by roguedragon05 on Jun 24, 2018 22:04:30 GMT -6
Speaking of the save rooms Miriam should have a few different animations of relaxing on the couch, including one where she's sprawled out and sleeping for a "save and quit game" option.
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dareka
Dhampyr
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Post by dareka on Jun 25, 2018 0:30:35 GMT -6
Speaking of the save rooms Miriam should have a few different animations of relaxing on the couch, including one where she's sprawled out and sleeping for a "save and quit game" option. It'd also be cool if her reaction on reaching the couch differed according to her HP ... basically collapsing on it if her HP is low, quickly sitting on it if it's full... but all this is probably asking for a bit too much, at this point. Gotta leave something for the sequel!
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Enkeria
Silver in the Dark
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Post by Enkeria on Jun 25, 2018 9:18:23 GMT -6
darekaI agree on the save room of Galleon. It should be different. Perhaps a just a stol only with some glimmering effects in the air.
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