RichterB
Loyal Familiar
[TI1]
Posts: 338
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Dec 13, 2015 1:34:36 GMT -6
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RichterB
[TI1]
338
Dec 13, 2015 0:48:59 GMT -6
December 2015
richterb
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Post by RichterB on Jul 9, 2018 13:18:50 GMT -6
I mentioned this in the general feedback thread, which I assume is where most feedback is supposed to go to be read, but I'd like to see if anyone has any thoughts to add on this particular subjects, as a Shout Box mentioning already yielded some good additions.
1.) On the Minerva, you have those hammock-type platforms that are rigged up with hanging ropes. It seems odd to me that they are so stiff, as they don't look to be rigged up tautly. If possible, I'd really like it a lot if when you stood on them, the hammock surface bowed in just a little bit under Miriam's weight. (There was a bridge in Super Castlevania IV’s Stage 2 that had this kind of effect, which I reference below). It doesn’t have to be major, just a little subtle movement. And secondarily, if the ship is swaying, I'd like it if the ropes and/or hammock could sway just a tiny bit, too. Nothing to impede gameplay, mind you, just a little extra touch of realism. The lanterns are already swaying, after all, and the chandeliers had a somewhat similar effect in the castle when interacted with. SEE IMAGE AND VIDEO (7:36-7:41 time-stamped) BELOW:
2.) I added this as a later edit to my feedback, but also in terms of a little bit of extra animation, I think if Miriam's going to be pushing things like the crate and iron maiden in puzzles, there should be a dedicated "pushing animation" like Nathan Graves had in Castlevania: Circle of the Moon (and as purifyweirdshard reminded me in the Shout Box, in Dracula X Chronicles PSP for Richter and Maria both). This animation could then be reused, as Yän suggested in the Shout Box, to naturally halt the players movements against walls and such.
30:15-30:20 here:
8:28-9:15 here:
3.) purifyweirdshard noted this in the Shout Box: There could be a dedicated door-opening animation instead of the utilitarian turning animation currently being used. That being said, I don't know that I would want this kind of realistic interaction to extend to treasure chests, personally, unless it was done really seamlessly and quickly.
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