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Post by Scars Unseen on Jun 25, 2018 9:41:13 GMT -6
Enkeria Context sensitive save rooms would be fantastic. I actually think it would be interesting if they played on the whole wine glass thing from SotN and gave her a drink at each save point. On the Galleon, maybe there's a bottle of rum at a table with a stool, perhaps some other rooms have wine or tea, or what have you. A chapel area might have her pray, and that Japanese area might have a shrine where she cleanses herself. Something to give each area some character.
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Post by dareka on Jun 25, 2018 10:45:30 GMT -6
Enkeria Context sensitive save rooms would be fantastic. I actually think it would be interesting if they played on the whole wine glass thing from SotN and gave her a drink at each save point. On the Galleon, maybe there's a bottle of rum at a table with a stool, perhaps some other rooms have wine or tea, or what have you. A chapel area might have her pray, and that Japanese area might have a shrine where she cleanses herself. Something to give each area some character. If it's a save room, you'll want to have a common indicator that it's a save point, so keeping the red couch everywhere would probably be best, even if it's kind of jarring in some of the settings. Also, at this points, if the devs weren't contemplating this from the start, we'll be lucky if we get a different room for the galleon... they could save this kind of thing for the sequel, though, which would be infinitely cheaper to make.
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Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Jun 25, 2018 10:46:44 GMT -6
Regarding save rooms, i also think it's a beautiful room but it doesn't make much sense to be inside Galleon. By the way, there are two particular things i wanted to point it out, one of them being the savem room itself. ABOUT SAVE ROOMS
IGA usually likes to explain features in most of his games and even so i do know some things can't be easily explained, but it really makes no sense for that kind of save room to be inside the Galleon Minerva. If you pay attention to the save room, it has a moon at the background and even some pillars and a whole castle motiff to it. They simply copied and pasted the save room from the castle to the Galleon Minerva. We ARE going to suggest stuff like that when the demo is out (if they do'nt change it right away) but i also think it should be different. Why they would have / built a Galleon with a room for rest that is bizarrely close to the same rooms inside Gebel's castle? The only explanation for that would be if the Galleon itself was built with the same materials / magical stuff from the castle somehow. And even so, the save room architecture doesn't make any physical sense unless it's "magic". Something easy to do would be what some people suggested, using the big red couch (since it's an object, easy to move around, programming-wise) inside a common wooden room of the Galleon Minerva itself. They can even maintain the same animation and everything, just put the big red couch inside a common Galleon room instead of using the whole save room. That could be used for ANY save rooms outside the castle itself.
ABOUT MAGICAL DOORS
Galleon Minerva has a closed door that can be opened only by magic by pointing Miriam's hand to it. That is a nice touch i see no one commenting by the way. It kinda makes sense to be inside Galleon Minerva, since the boat has a special purpose so it must be defended / protected well somewhat. But not only that, that opens a huge room for gimmicks, locks and stuff like that. The castle can have different types of doors. Some of them may only open if Miriam has a certain level (her "magic power") or maybe requiring specific Shards to be equipped. "Cheap locks" to block progress, but still a cool idea.
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Post by Scars Unseen on Jun 25, 2018 11:14:13 GMT -6
dareka Pure Miriam If we're talking common elements, I'd say that multi-winged imagery would be a better candidate, as it can be fit into multiple contexts better than a couch. Add in the particle effects, and it would be easily recognizable regardless of what Miriam sits on. One of the benefits of using 3D models over 2D sprites is that animations are relatively cheap(particularly when multiple costumes are involved). While most places in the castle could have a standardized save room, some - such as the ones I mentioned before - might warrant more thematic substitutions.
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Post by freddythemonkey on Jun 25, 2018 11:27:53 GMT -6
I think that the save room being like that in the Galleon has absolutely no sense and any kind of in-game explanation would be a stretch. It just doesn't fit.
Also, I'm not too big on those magically sealed doors. It's just a common door that requires you do wave your arm in front of it to open (also, why the arm? Miriam is literally stuffed with magical crystal energy so if nothing else the door should detect magic as soon as she approaches, behave like a modern automatic door and just open). Just make it a normal door and don't interrupt the action unnecessarily OR give it some other purpose.
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Post by dareka on Jun 25, 2018 13:40:05 GMT -6
dareka Pure Miriam If we're talking common elements, I'd say that multi-winged imagery would be a better candidate, as it can be fit into multiple contexts better than a couch. Add in the particle effects, and it would be easily recognizable regardless of what Miriam sits on. One of the benefits of using 3D models over 2D sprites is that animations are relatively cheap(particularly when multiple costumes are involved). While most places in the castle could have a standardized save room, some - such as the ones I mentioned before - might warrant more thematic substitutions. The winged imagery could work too, but it would have to be a bit brighter, or a different color, I think, because it would need to stand out. But if it did, winged imagery + something to sit on could also work. Also, I'm not too big on those magically sealed doors. It's just a common door that requires you do wave your arm in front of it to open (also, why the arm? Miriam is literally stuffed with magical crystal energy so if nothing else the door should detect magic as soon as she approaches, behave like a modern automatic door and just open). Just make it a normal door and don't interrupt the action unnecessarily OR give it some other purpose. You know, I hadn't thought about this before, but I think you're right that there's not much of a purpose to the action. I think they might use it for important doors further into the game, to give it some more drama... this would then be an action you'd only have to execute once. That's the only reason I can think of for it being in there.
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Enkeria
Silver in the Dark
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Post by Enkeria on Jun 25, 2018 15:12:10 GMT -6
Pure Miriam reason for no comment is because the demo isn't out yet, and many do not want it spoiled.
A good indicator could be something else too. darekaJust need a little imagination. How about the minimap show its a red room. Add doors too that makes it feel more like a room you can save at. Add same particle-effects in the air, or indicator. And with that, also have different tones of the rooms. I suggested in 2016 or 2017 that the save room could have been multi-room. I can give you the link if you haven't read it. It can still be done in a good ol fashined way. Or keep as is. It feel strange to see same save across the worlds but, I guess it can emerge whereever there is this curse going on, so in lore it could work out.
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Post by exile on Jun 25, 2018 15:44:17 GMT -6
I wouldn't overthink it. The save room looks great and they needn't expend a lot of effort on it. I do agree, it's a bit jarring to have the same room everywhere, and if the developers are so inclined, I think a reasonable solution is the proposed "keep the couch, change the background" approach.
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Redogan
Monster-Hunting Igavaniac
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[TI0] Game On!
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Post by Redogan on Jun 25, 2018 21:01:43 GMT -6
I think the magic doors are OK to have. It's no different from Metroid having red doors that have to be blasted open with missiles. There is no point other than stopping the action and making you waste your ammo. Maybe Miriam won't be able to open these doors at some point in the game until she reacquires some magic that she loses along the way. Or the door may not open if the person approaching is too affected by the crystal curse. As far as functionality goes, I'd say that the direction you have to move the stick will change between doors or even have a moving target on some doors.
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Post by Galamoth on Jun 25, 2018 21:47:56 GMT -6
I think the magic doors are OK to have. It's no different from Metroid having red doors that have to be blasted open with missiles. There is no point other than stopping the action and making you waste your ammo. Maybe Miriam won't be able to open these doors at some point in the game until she reacquires some magic that she loses along the way. Or the door may not open if the person approaching is too affected by the crystal curse. As far as functionality goes, I'd say that the direction you have to move the stick will change between doors or even have a moving target on some doors. I like that idea, if you ask me. Make it so that either a special "relic" is required to activate these special doors, or just give each of them slightly-different properties.
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Post by freddythemonkey on Jun 26, 2018 4:20:50 GMT -6
Redogan yeah, that's what I meant. They should be tied to progression somehow, and maybe function in different ways. Otherwise, there's no point. P.S.: yeah I'm not a fan of the missile doors from Metroid.
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Post by Squirrel Taskmaster on Jun 27, 2018 20:59:01 GMT -6
P.S.: yeah I'm not a fan of the missile doors from Metroid. I won't lie, I'm a sucker for elemental properties in games and I kinda like the idea of missile doors that require you to hit them with enough damage from a specific element one time to open. It would definitely be cool to have contextual save rooms, though I'm not bothered as such by using the same one in places it doesn't fit. I just think the idea is really neat. Hell, imagine even tying some secrets to it, like say you save twice in the vodka room, then save in the comfy hammock room, and end up seeing a crazy booze-induced dream. Or even end the save process by waking up in a different room with a new cosmetic(someone wrote on Miriam's face) that also acts as a secret passage between parts of the map that could function as a light sequence break.
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Master Alchemist
Welcome to my world....
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Post by Nezuto on Jun 27, 2018 21:30:04 GMT -6
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Silver in the Dark
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Amzeer - Aurora of Rebirth
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Post by Enkeria on Jun 28, 2018 10:41:04 GMT -6
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Post by Nezuto on Jun 28, 2018 10:52:33 GMT -6
I know, the link I posted was an old school Tales of Phantasia elemental thing.
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Rixuel
Loyal Familiar
[TI0] Adventurer/Gamer. Only believe what make sense.
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[TI0] Adventurer/Gamer. Only believe what make sense.
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Post by Rixuel on Jun 28, 2018 16:46:52 GMT -6
I forgot to mention that the some postures during the cutscenes need to change. Especially Miriam poses. When she is idle in the cutscene, it's weird to see her stand with her idle battle stance. (For example, the pose where she has the hand at the head height and the other hand at the waist height. I prefer 2 hands at the waist height when she is idle in a cutscene).
The faces also need expression too I think.
Coolness is the way to go! I believe in Lord IGA!
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