Redogan
Monster-Hunting Igavaniac
Fifty Storms
[TI0] Game On!
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Post by Redogan on Jul 10, 2018 17:06:08 GMT -6
Just take a look at the list you already have for toggles. That would take up multiple pages worth of options! (Unless you use an incredibly tiny font--which would make it difficult to read.)
I mean no disrepect and maybe I'm just reading too much into what people are asking for, but I do feel that too many options/toggles is a bad thing. It seems like that is what people resort to when they don't like something. When I read it, it sounds like people are saying, "I don't like this part. Make it the way I want and then let people choose whether to use the original idea or go with what I want."
I would expect the first set of options and the second set if on PC, but the third set is the type of toggle/option that I think is more like a menu you would find in a mod or cheat engine of some sort. (Possibly move Xbox/PS button prompts to the PC section and Text language to the first set of options.)
I love your avatar on your profile. Vampire Hunter D is just awesome!
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Post by dareka on Jul 10, 2018 19:26:15 GMT -6
Redogan I wouldn't want to go completely off topic here, but since this does relate to the suggestions being discussed here... Just take a look at the list you already have for toggles. That would take up multiple pages worth of options! (Unless you use an incredibly tiny font--which would make it difficult to read.) See, this is what I mean about misrepresenting what people are asking for - not intentionally, but as an end-result. It would probably require just one more page than there already is. ![](https://thumb.ibb.co/gtzB6o/MenuFlow.jpg) The items in read are what would be added. And if that's one too many pages for you, there's another alternative to a tiny font: scrolling down. This is common nowadays. I mean, here are some menus from street fighter V, a franchise which started on console and remains on consoles. ![](https://thumb.ibb.co/dZVvXT/Menu_Options_SFV.jpg)
![](https://thumb.ibb.co/j6vesT/sfv_graphics_options.jpg) ![](https://thumb.ibb.co/dFkCCT/Menu_Options_SFV_2.jpg) I mean no disrepect and maybe I'm just reading too much into what people are asking for, but I do feel that too many options/toggles is a bad thing. But whether or not the suggestions being floated around are too many or not is for the devs to decide, right? They need to know what people are interested in first. I've yet to see any example of why any of the specific suggestions is bad, probably because they aren't bad! They just seem unusual It seems like that is what people resort to when they don't like something. When I read it, it sounds like people are saying, "I don't like this part. Make it the way I want and then let people choose whether to use the original idea or go with what I want." I think you're bothered by what you perceive as an nitpicky/entitled attitude by players - like someone who won't enjoy chocolate ice cream if it doesn't have sprinkles, and will demand a sprinkles option, refusing to even have their ice cream without them. If that's the case, then I can sympathize: toggle me this, toggle me that - why can't you just grow up and enjoy the game, dammit! But I see something different here: some people are very annoyed by things like the screams/grunts, etc, and normally it would be just something they nitpicked about after enjoying the game; but in this case, they're being given the option to provide feedback - considering they ponied up the cash for the game up front, I'd say they're entitled to it - and when they don't like something, instead of saying remove the feature, they're saying let me toggle it off. I actually see this as being pretty mature - people know it's just their personal taste, and that some people might enjoy the feature. So instead of saying "do it my way", they're saying "can you make it so that I can play my way, too?" I love your avatar on your profile. Vampire Hunter D is just awesome! Thank you! There's one thing we can agree on, at least!
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Redogan
Monster-Hunting Igavaniac
Fifty Storms
[TI0] Game On!
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Post by Redogan on Jul 11, 2018 5:49:07 GMT -6
Good points, all. Yeah, the suggestions for toggles people are making are not BAD at all. And I can't give you a good reason to not include them (unless it is not feasible from a development standpoint).
"So instead of saying "do it my way", they're saying "can you make it so that I can play my way, too?"" This is a good point. I had not thought of it that way.
I guess it is just me being in "crash position" for too long. I see complaints and the wish for a toggle, and I take them as a negative, when it should really be more of an additional choice for the players.
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Post by chronogeran on Jul 11, 2018 8:23:30 GMT -6
Here's my feedback: Things I like: - Overall, I like the game a lot. It feels good, very fun to play.
- The variety of enemy loot drops is fun. I enjoy collecting things. It's cool that enemies can drop multiple items at once.
- Soundtrack is really fun!
Good things about visuals specifically:
- I love that red moon room. It's really cool.
- I like Sabnock's and Axe Outsider's death animations. Especially Sabnock.
- The area transition rooms look really cool with all the torches. The lighting looks good there.
- The blood splatters on walls are a nice touch.
- The red banners and purple curtains are nice in the background. They add some color.
- The beams of light shining through windows are very pretty. They could look a bit more natural, though.
- The castle design is beautiful. There's a lot of great detail in the textures, and the layout of the areas in the background and foreground are really good.
- The portraits are really neat. They look good and they really make me wonder about the lore of those people in the game world.
- I really like the corner UI for health and mana!
Things to improve (visuals): - Save room particles don't really sell. I would do more, bigger, brighter, and/or a tighter animation. Something to communicate energy being poured into Miriam.
- Castle entrance intro doesn't sell well. A single boulder falls and breaks into a few pieces. It feels lackluster. Some rumble, screen shake, dust, pebbles/particles, louder crash, and/or additional boulders might help. It needs to be confident about being a somewhat crumbling castle.
- Similarly, the entrance of the first demon to the ship is weak. Not enough impact. More sound, particles, tighter animation. It needs to feel more surprising.
- The intro cutscene for Dominique is similarly lacking. The animations feel very stiff, lifeless, boring.
- That pool of blood is pretty rad, but the camera angle doesn't communicate it well. I would tilt the camera so you can see what you're swimming in.
- I was a bit confused at first whether monsters were dying or just flinching, which led to me getting hurt. In particular I think it was the Gieremund. I would suggest a more noticeable death animation or sound.
- Miriam darkens when in front of pillars, even though the shadows are cast in the opposite direction (away from the camera). That didn't feel right.
- I would add more contrast and color in general:
- The approach to the castle is very drab. Everything is pretty much the same gray. Even the trees. I would appreciate more lights/darks/colors. Help us see the detail that's there.
- Castle entrance could use more as well.
- Sleeping garden starts to look a bit more interesting with the green leaves.
- Chandeliers are lackluster as well. More light from the candles would be nice, and more contrast in the textures.
- Those purple curtains are cool, but I almost missed them. It should be obvious they're background and not foreground, but they should have more life and color to them.
- Similar thoughts on the yellow pillars. It's nice they add some color, but they're internally low contrast, makes them feel empty.
Things to improve (other):
- I'd like to see some indication of the weapon class you're looking at. Is it a dagger, sword, great sword? It's not always obvious. Text or an icon would be fine.
- Having to press Back to get out of the full map wasn't intuitive for me. I'd like it if B and/or Start would exit it as well.
- Fade in and out of conversations is a bit painfully slow.
- I wouldn't give the Speed Belt out so early in the main game. Movement options like that feel like a second-half thing to me.
- Bullet type swap shortcut would be super nice.
In short, impact, life, and color! Thanks for the preview. I really like the game.
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cecil-kain
Operation: Akumajo
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Post by cecil-kain on Jul 14, 2018 9:02:08 GMT -6
Well, it seems I'm very very very late to this party, but hopefully, it's not too late to contribute to this conversation... First, let me start by saying that I have NOT played the Beta Demo. I'm a console gamer, and my home computer is an iMac, so I'm at a major disadvantage to comment on most of the gameplay issues being discussed here. That being said, it warms my blood to see all of the thoughtful and detailed feedback being posted here. I'm sure Question , Angel-Corlux , and the entire team are feeling a bit overwhelmed translating and digesting all of these opinions --but I'm confident our collective feedback will bear fruit. I really don't have much to add to this conversation, but there is one issue that I mentioned a long time ago... It's not particularly important, but it's one of those high-quality details that I expect from a genuine masterpiece. When I look at the shimmering water on the Galleon Minerva, when I see enemy blood spattering on the pillars, and when I see the greenery shiver in the garden breeze... I see Igarashi reaching for that living breathing gothic world that I always imagined Castlevania to be... But something is amiss... There's still something very static, something that I'm desperately hoping can and will be fixed for the final game. Please please please... Tweak the platform physics. RichterB gave an excellent example of this when he criticized the Minerva nets... ![bounce 2 copy.png](//storage.forums.net/6250402/thumbnailer/apiBwfoXCxyMGJdedTuq.png) Jul 6, 2018 16:37:44 GMT -5 RichterB said: *I would really like to see the rope-hammock platforms on the Minerva have some “give” to them under Miriam’s weight, like the bridges in Super Castlevania IV’s Stage 2. It doesn’t have to be huge, just a little subtle physics. (Also, since the boat is already swaying, and so are the lanterns, there should be some small swaying on the ropes and hammock.) SEE BELOW (video 7:36-7:41 time-stamped): His comparison to Super Castlevania IV is 100% correct, but I'd like to go even further... Consider these additional examples... ![bounce x copy.png](//storage.forums.net/6250402/thumbnailer/WZeqiAavKVruvbKsQkSl.png) ![bounce z copy.png](//storage.forums.net/6250402/thumbnailer/WNVHTjfCY0AMwcENuahc.png) ![bounce copy.png](//storage.forums.net/6250402/thumbnailer/EFBeAigGfRgHuGCGPhtx.png) These kind of platforms are feeling way too sturdy --especially the awnings in the ruined village. This isn't solid ground or the rock hard castle masonry --these are improvised platforms made primarily of wooden planks no more than a few inches thick. They need a little give to show that they're bearing Miriam's weight. They also need a little bounce when she jumps onto and off of them. I'm not suggesting they should be trampolines, nor am I suggesting they be breakable. All I'm saying is that they need appropriate physics to acknowledge Miriam's mass. On a related note, each surface should have appropriate sound effects when Miriam walks or jumps on it. Walking on dirt should sound different than walking on stone. Walking on stone should sound different than walking on wood. All of these surfaces should make additional drip and splashy sounds when wet. You get the idea... One last thing.... Miriam should look like bloody Carrie when she goes for a swim in that fountain. ![90285bb0a6ac1cd192c348b965daf3c0.jpg](//storage.forums.net/6250402/thumbnailer/ZTHlBbsAAUllMuAsBfkz.png) As a general rule, she should stay wet for at least a few minutes whenever she's exposed to water. Bonus points for dripping and leaving a wet trail wherever she goes. I haven't seen any examples but I'm hoping Miriam still lands in a kneeling position after a long fall. This is one of those little details that give her appropriate mass and weight --as I explained above... Bevity is the soul of wit, so I'll leave it at that. ![_wine](//storage.forums.net/6250402/images/HFrpHzEI4b1KYSJqhVqR.png) Cheers .
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Post by CapCom on Jul 15, 2018 19:18:23 GMT -6
Hey there, got a little bit of feedback from the demo. Overall, really enjoyed it. Most of my comments have to do with the interface, really.
First, dialog boxes. If a word is being entered into the dialog box such that it would extend out the end of the line, the text will fill up the entire line before going to the next one, which is kind of distracting. Would be nice if you could just start printing the longer word on the line below. Also, there are some places where there are four lines of text in the dialog box such that the top of the first line is cut off. Finally, might not be necessary, but sometimes it can be nice to go back and re-read a conversation.
Next, menus. LOTS to say about menus. First, equipment menus do not stay sorted based on what you previously set them to. Each time you enter the menu, it reverts back to default. On that note, it would be nice to have some button shortcuts for sorting weapons based on the standards (latest, most powerful, etc.).
Guns are a bit odd in that the power of the bullet equipped is much greater than that of the infinite ammunition. This makes sorting by attack power misleading. I'd like to see the attack power of the weapon with particular bullet types equipped. It's also a bit confusing how the ammunition menu is placed.
One thing I never liked much with the old Castlevania menu systems is you had to enter the menu and go through several windows just to equip an item you just collected. I always wanted a more efficient way of equipping new items. Maybe a shortcut button that goes directly to the item in the menu? And then yeah, quick way of exiting the menu.
I would also like to know how much total gold I have after picking up a coin without having to go into the menu.
Finally, there's the alchemy and shop. It's a bother to have to walk from one side of the building to the other to pick up alchemical ingredients and then use them to forge something. Half the time, I can't remember what components I need and so have to go back and forth. What if you could buy ingredients from the alchemist? Or at least make it easier to know what I needed.
Hope you will look into this! I know it's nice to follow closely the menu structure established with SotN, but that's over 20 years old by now, and I'm sure we can do something more efficient.
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Post by ravenghar on Jul 19, 2018 17:58:14 GMT -6
add a greater level of difficulty do not transform the one that can be a mark of the style in another game without challenge. prosperity for all.
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Post by Aztec on Jul 22, 2018 10:56:54 GMT -6
My feedback will be short and sweet. I also think these things are relatively easy fixes as opposed to some of you still calling to "FIX TEH GRAFICKS" in the middle of 2018.
- Having to press Back to get out of the full map wasn't intuitive for me. I'd like it if B and/or Start would exit it as well.
- Fade in and out of conversations is painfully slow when skipping through them.
- The volume and repetition of Miriam's grunts and shouts every time you attack did get old fast and on my nerves.
These, and give a good polish to the rest and bring me the game! Im ready
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Post by Goobsausage on Jul 30, 2018 19:39:29 GMT -6
Overall, I enjoyed the beta. Here's some feedback for improvements.
-Tone down how frequently Miriam yells or grunts when she attacks and make them sound not as loud.
-Once the Galleon Minerva reaches land and the player returns to it, the water in the background shouldn't be as intense as the water from when it's sailing, and it should have the background with the red skies from the village. It's kinda jarring to go from being on land with one background to the middle of the ocean with a different background. They should be the same since the ship is no longer sailing.
-The villager sidequests should tell you what reward you're getting when you turn them in. I lost track of what the rewards I actually got were.
-I'd like to see some sort of tracker for the progress you've made in your active sidequests display under the health/mana bar. I would be okay if it ended up being optional.
-There's what I'm guessing is a warp room in the room above the hub in the village where you find Johannes, Dominique, and the villager who gives the player sidequests. As of the beta, it looks like you'll arrive in the warp room, have to go outside, and then go back in the hub room below in order to reach Dominique, Johannes, and the villager. In order to save time and feel less tedious, I'd rather see the warp room get moved so its entrance/exit leads directly to that same little hub so you can access four different features from one room.
-The animations for the human running into the room with Miriam and Johannes at the beginning looks kinda... janky. It'd be nice to see their animation improved, if possible.
-Beginning of the game with both an Star Wars-style title crawl and the conversation between Miriam and Johannes feels long and it gave me this feeling of "get on with it!". Is it possible to move/edit some of the conversation with Miriam and Johannes to a different point in the game?
-The walls and background of the save rooms in the Galleon Minerva should match the rest of the ship rather than the castle.
I'm having some trouble with describing this next suggestion, so I provided an alternate explanation to go with it.
-If the player has all the equipment to craft an upgraded version of an already existing weapon/armor, and then still enough to upgrade to the next/better version of that weapon or armor in that same category after that, I'd like to skip directly to upgrading towards that instead of upgrading to one item and then upgrading to the next item.
For example (I'm using generic names because I don't remember all the weapon/armor names from the demo):
Instead of only crafting items in the order of: Short sword -> Iron sword -> Steel sword
If we have enough crafting materials for both the iron sword and the steel sword left over after that, it'd be nice to have the option from go from: Short sword -> skip straight to Steel sword
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Post by B0NJO on Jul 31, 2018 15:43:50 GMT -6
Finally had a chance to play the demo. Overall, I enjoyed it. Some small quality of life issues I noticed were:
When Miriam moved the crate, there was no "pushing animation". It was the same repetitious run cycle, but with a crate sliding. When the boat crashes onto the shore and you return inside of it, it is rocking on the waves again. The recoil on the whip was pretty lengthy.
Nothing unplayable or broken, just small gripes. Looking forward to the completed game.
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Post by Dragon_of_Dojima on Aug 15, 2018 22:01:55 GMT -6
I'm really really REALLY late to this shindig, but I had two things that stuck out like a sore thumb. Here's my two bits: The cutscenes using the character models are a great idea. However, they could stand to use more poses. The voice acting is great, but everyone has a static pose so far. Here's my idea, think of how Shantae has different poses/portraits per emotion/line/expression or even take note of how another (now)3D game like Ace Attorney/Layton/The Crossover between the two. Shantae: Layton/Ace Attorney Crossover(No specific examples, though the whole video basically shows what I meant): Number 2: The yelling of Miriam for every single shard and the frequent grunting. Yeah, it's a bit loud and repetitive. If it can be toned down, that would be grand. Other than those, everyone covered it perfectly. I don't have much to add this time. That's what I get for being late.
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Post by kamakura on Aug 27, 2018 7:10:38 GMT -6
I thought that it would be better not to have the Critical Hit of the attack.
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