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Post by illasera on Sept 8, 2018 10:48:35 GMT -6
Late Feedback - Speedrun option request Request for option that disables the shards / level up / Area entrance animations, Plain and simple. - Small message for a new shard power at the bottom right corner of the screen. - Level up text / icon that floats above your head when you level up for a few seconds and fades out. - Removal of intro text (Stage name) when entering a new area. Reduce anything that can cause a delay when playing that is not needed. This needs to be toggled as an option, It does NOT require a special mod or what not.
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Post by allooutrick on Sept 10, 2018 22:04:44 GMT -6
You might be pleased to know that a speedrun mode was a stretch goal that was met during the Kickstarter. It seems easy to implement as well
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Post by Enkeria on Sept 13, 2018 13:38:18 GMT -6
You might be pleased to know that a speedrun mode was a stretch goal that was met during the Kickstarter. It seems easy to implement as well Yeah, we need more than a timer in that mode.
Removal of intro text =/= skip cutscene easy or have them disabled.And a topic to discuss
Should updates such as glitch- and bugfixes also apply for this mode? Or would you rather keep it "vanilla" and "exclusive from any kind of updates", so all exploits can be done in this mode?
Steam and consoles will probably push these kinds of updates with or without your consent. If you are a speedrunner, I hope you took the GOG version, so no "must update" features are needed for this kind of speedrunning.
I am not a speedrunner myself, just letting you guys know what I think. Nothing is confirmed.
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Post by allooutrick on Sept 14, 2018 20:52:36 GMT -6
Enkeria I really need to stop responding when I'm pressed for time. Now regarding the thread, these are all good ideas. To add an idea of my own, players could input a seed for the RNG at the start of speedrun mode. This could be an easy way to add longevity to the community and make things more predictable to anyone who desire it. Some who would do a TAS might have a fun time with it too.
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Post by Enkeria on Sept 16, 2018 12:12:18 GMT -6
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Post by illasera on Sept 17, 2018 6:01:47 GMT -6
You might be pleased to know that a speedrun mode was a stretch goal that was met during the Kickstarter. It seems easy to implement as well I am not a speedrunner myself, just letting you guys know what I think. Nothing is confirmed.Well , I am , (Broke curse of the moon - boss rush, world timing record) Need to upload the video. However, i want to re-iterate as mentioned in the above text in the original post DOES NOT NEED a special mode for it, It should be as simple as toggling switches in the options -> gameplay menu.
The reason as to why i am posting it here, is a request , if anyone can forward my request to the development studio.
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Post by Enkeria on Sept 17, 2018 13:00:53 GMT -6
I am not a speedrunner myself, just letting you guys know what I think. Nothing is confirmed.Well , I am , (Broke curse of the moon - boss rush, world timing record) Need to upload the video. However, i want to re-iterate as mentioned in the above text in the original post DOES NOT NEED a special mode for it, It should be as simple as toggling switches in the options -> gameplay menu.
The reason as to why i am posting it here, is a request , if anyone can forward my request to the development studio.
They check the forums frequently. But I reached out on discord as well.
Options in the menu, like a tick-box? Would it add features? A timer? More? Let us know your thoughts. The mode is however a thing and will happen.
Edit: Congratz on the world record!
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Post by Question on Sept 17, 2018 15:42:22 GMT -6
I keep an eye on all the feedback threads, even though I don't always reply.
I, personally, do not know exactly how speedrunning support will be implemented, but we'll have something as it's a big part of the Igavania games. Reading the thread, it sounds like the core desired elements would be:
- Ability to skip cutscenes - An on-screen timer (doesn't count loading screens as this can vary) - Seeded RNG )if needed) to keep everything equal
I can't picture a world in which we update the game, but don't touch the 'speedrunning' part of the code.
Does that sound about right?
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Post by Astaroth on Sept 17, 2018 23:20:37 GMT -6
seeded rng i think would be a step too far because many games rng plays into the nail biting parts of will i or wont i pb this time, or bring in some super fun randomness to races (its hilarious to watch calebhart42 do ff7 runs with all the rng he has to deal with), plus eventually i think many runners will hone more to grabbing preset items until a method is found to manipulate rng so taking out that 'discovery' period will shorten the longterm arms race of speedrunners
the cutscene skip and timer thing, definitely a plus, especially if you can parse out loading times itll serve to keep the igt comparable between all systems and a lot of the speed community unified more in finding what quirks each system can bring as opposed to "pc category/fastest load console category"
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Post by purifyweirdshard on Sept 18, 2018 8:01:01 GMT -6
Is there a particular reason you would want this in the main game rather than a specific speedrun mode (that which is already coming)? If your worry is that it won't be there at launch, I wouldn't be too concerned about that yet as it seems like it'd be one of the simplest ones to implement, if they even need to add modes later.
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Post by Enkeria on Sept 18, 2018 11:51:52 GMT -6
seeded rng i think would be a step too far Seeds is something for a DLC in the future perhaps. I do not see it being used in Bloodstained as is. Maybe because I am so used to see Nintendo classics thesedays being a seed-challenge in speedruns.
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Post by illasera on Sept 20, 2018 4:04:53 GMT -6
I keep an eye on all the feedback threads, even though I don't always reply. I, personally, do not know exactly how speedrunning support will be implemented, but we'll have something as it's a big part of the Igavania games. Reading the thread, it sounds like the core desired elements would be: - Ability to skip cutscenes - An on-screen timer (doesn't count loading screens as this can vary) - Seeded RNG )if needed) to keep everything equal I can't picture a world in which we update the game, but don't touch the 'speedrunning' part of the code. Does that sound about right? Yes sir, but in addition to skipping cutscenes, The option not to not have the cutscenes active at all, so we won't have to push a button to skip them and have a fade-in/fade-out screen (Don't know how that will work). Skip the animations for new shards and level up, Read above in the OP. CONSTANT VALUE ONE TIME SEED (See below) and on-screen timer would be nice (Of course, they should be in the speedrunning dedicated mode (If there is one)) but the things i have mentioned in the OP (Not in this post) should be toggled in any mode (skip-able cutscenes, no level up animations and no new shards animations).
seeded rng i think would be a step too far because many games rng plays into the nail biting parts of will i or wont i pb this time, or bring in some super fun randomness to races (its hilarious to watch calebhart42 do ff7 runs with all the rng he has to deal with), plus eventually i think many runners will hone more to grabbing preset items until a method is found to manipulate rng so taking out that 'discovery' period will shorten the longterm arms race of speedrunners Sadly, you are BOTH using the WRONG terms, Randomness require seeds (even if you are not generating one, if you use rand functions , and you do , in some way,
IT WILL USE the already generated seed by the OS, as required by POSIX.1-2001) and UE4 does follow the rules and uses it.
Now everytime you generate a seed, you get different "Random" results. If they use a constant value as seed, the randomness will ALWAYS BE THE SAME. if they change the seed every time the game starts by a random value (Mostly current time or the CPU's cycles count "rdtsc" or /dev/random (Unix-like/linux only) values) You will get each time you launch the game different result. if they change the seed every loading screen , then every loading you will get different results. So the two questions are as follow : "Is the seed constant, and if not, how frequent does it change"?
Thanks in advance.
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Post by Astaroth on Sept 20, 2018 9:35:36 GMT -6
dude, chill, i know what you were asking for and my point still stands, presetting the seed like a randomizer does (why i used it in past tense) to allow multiple people to race the same set of parameters is great but even within those its the key items that are being set, not which enemy will drop a rupee or a heart, and by pregenerating a drop chart or setting drop rates to x% you will take a lot of the luck component of races and speedruns out of the equation (at some point adaptability will overcome luck in runners but you need that buildup), and youll cut quite a bit of the life off the arms race of a speedrun if you jump straight to the point where everybody knows when x enemy will drop y item on z frame
could there be a mode that alters different values like double drop rates but also doubles enemy attack? sure, this could be a function of difficulty modes, we dont know yet
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