Post by yoshi9048 on Jul 5, 2018 0:01:46 GMT -6
Alright... First let's get the alarmist message out of the way.
So... this one may seem a bit immature; but it's not really meant to be clickbait or "not extreme enough"; but more of a recommendation.
When you hack at an enemy, there is a chance that a wall gets coated with thick red viscous fluid. This is a nice touch (though a bit too common of a sight, imho).
But if you are going to have this effect, at least increase the variety of blood splatter so it's not just the same bitmap stenciled across a mesh. Say 4 or 5 different bloodsplatter effects. There doesn't need to be much to produce a pronounced effect.
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Distracting homogeneity
One thing I would like to see is more pop as you approach the castle. Having the looming castle 3d pan into 2d space is a nice touch; but the flying buttresses (as an aside, flying buttresses is a fun phrase) of the castle are plain enough to distract from the otherwise awe-inspiring approach. Adding a few touches like a crumbling buttress or fresh vines or a bit of asymmetry can go a long way toward making the castle feel more alive without breaking the immersion (or rather improving immersion).
There's been another RATHER large article talking about the more desaturated and bland taste that the demo took compared to videos so I'll spare the criticisms here.
A few "breather areas", spots devoid of monsters while being in the middle of the castle, are a really nice touch and add beauty and character to the castle. Again, adding a bit of natural distortion really helps seal the deal.
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May be wayy too late in game for this to happen:
A design choice I'd also recommend is to change healing potions from an instant heal to a "quick heal", say healing 20 HP over 3 seconds, or healing 100HP over 5 secs. Etc. The reason is to fairly increase difficulty and encourage players to play more skillfully while also making these simple items appear to be actual consumables with tangible costs/benefits outside of spend 30g, get 20hp.
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Other thoughts:
Many concerns that other people have noticed while playing aren't a deal breaker for me, I don't like to say. I've enjoyed demonslaying through the castle and had too much fun to let these things really slow me down. It's really downtime points where tension is building where I noticed these "problems". Except for the blood, the blood is because it was distracting.
So... this one may seem a bit immature; but it's not really meant to be clickbait or "not extreme enough"; but more of a recommendation.
When you hack at an enemy, there is a chance that a wall gets coated with thick red viscous fluid. This is a nice touch (though a bit too common of a sight, imho).
But if you are going to have this effect, at least increase the variety of blood splatter so it's not just the same bitmap stenciled across a mesh. Say 4 or 5 different bloodsplatter effects. There doesn't need to be much to produce a pronounced effect.
------------
Distracting homogeneity
One thing I would like to see is more pop as you approach the castle. Having the looming castle 3d pan into 2d space is a nice touch; but the flying buttresses (as an aside, flying buttresses is a fun phrase) of the castle are plain enough to distract from the otherwise awe-inspiring approach. Adding a few touches like a crumbling buttress or fresh vines or a bit of asymmetry can go a long way toward making the castle feel more alive without breaking the immersion (or rather improving immersion).
There's been another RATHER large article talking about the more desaturated and bland taste that the demo took compared to videos so I'll spare the criticisms here.
A few "breather areas", spots devoid of monsters while being in the middle of the castle, are a really nice touch and add beauty and character to the castle. Again, adding a bit of natural distortion really helps seal the deal.
------------
May be wayy too late in game for this to happen:
A design choice I'd also recommend is to change healing potions from an instant heal to a "quick heal", say healing 20 HP over 3 seconds, or healing 100HP over 5 secs. Etc. The reason is to fairly increase difficulty and encourage players to play more skillfully while also making these simple items appear to be actual consumables with tangible costs/benefits outside of spend 30g, get 20hp.
------------
Other thoughts:
Many concerns that other people have noticed while playing aren't a deal breaker for me, I don't like to say. I've enjoyed demonslaying through the castle and had too much fun to let these things really slow me down. It's really downtime points where tension is building where I noticed these "problems". Except for the blood, the blood is because it was distracting.