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Post by Question on Jan 31, 2019 12:35:54 GMT -6
Full update can be found hereJanuary has almost come to a close, so it's time for an updated look at the team's progress! Here's the latest from IGA: Hello everyone! IGA here. We would like to talk about the shard-crafting system. We’ve discussed the crafting element of Bloodstained in the past, and I’m sure everyone knows about item crafting and the shard rank-up system from the Beta Backer Demo. However, in addition to all those… you can actually create new shards from crafting! Let's begin with an example. Riga Storaema is a Conjure Shard — these were formerly known as Trigger Shards — that conjures fire columns. If you upgrade this shard, you’ll be able to create a new Directional Shard called Riga Dohin. - Full Size Image - Full Size ImageUsing an existing shard and materials to create a new shard. (You can keep your old one, too!)(As a side note, the Riga Storaema shard you used as a base will not disappear after you’ve created a new shard; instead, the item used with the shard will disappear. In other words, the item acts as a catalyst to create a newly enhanced ability from the existing ability. So you get to use your favorite shard to create new ones without losing it. I think it's a pretty good deal!) - Full Size ImageOur current phase of development has been fixing bugs, bugs, and bugs... There was a particular bug that caused lighting to weigh heavily on system resources which is now gone. With that solved, we can now be more flexible with lighting, which we’re improving on a daily basis. We’re all working hard to deliver a solid game to everyone. We're still going strong. Thank you for your support! Have some fanart you'd like to see featured in a future Bloodstained backer update? Tag it #IGAVANIA or #bloodstained on your platform of choice and we'll do our best to find it! Rock Cr大作@warthecheese伯Hey, all! We hope you are excited for this reveal of shard crafting. Being able to gather the materials and develop additional shards (without losing your existing ones) will add greatly to your arsenal. Between item crafting, upgrading shards and now being able to craft new shards (and upgrading those too), you’ll be able to choose the loadout that is just right for you and the enemies you’ll be facing. Managing your weapons, items and shards will be important as you get deeper into the game. The screenshots above are from the current build of the game. This is just a small taste of some of the visual work that has been happening behind the scenes over the last few months. We will delve into the visual changes in a future development update. We appreciate your patience as the teams from Artplay, WayForward and DICO are continuing their work on the game and we march towards our 2019 launch. Jason Ryan, a.k.a. “Question” Sr Community Manager – 505 Games
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purifyweirdshard
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Post by purifyweirdshard on Jan 31, 2019 12:51:40 GMT -6
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Post by Brainiac on Jan 31, 2019 13:01:05 GMT -6
Hmmm. Could this crafting be utilized as a form of spiritual cleansing? And could we thus transform stranger shards into better ones?
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Post by purifyweirdshard on Jan 31, 2019 13:06:53 GMT -6
fffffffffffffffffffffffffffffffffffffffff
edit: however my name is completely intentional as a reference/pun/on the idea that Dominique takes shards and purifies them, so no complaints with that really
for more information, see: purify weird soul from Valkyrie Profile
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Post by Overlord on Jan 31, 2019 13:14:34 GMT -6
What's with the 639x359 screenshots? They're much too small.
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Post by Mr. Welldone on Jan 31, 2019 13:26:08 GMT -6
Huh. Well, my hopes started to falter a touch, but this looks fantastic.
Looking forward to throwing my cash at this.
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Post by Question on Jan 31, 2019 13:34:56 GMT -6
What's with the 639x359 screenshots? They're much too small. There's a link to a full-sized image below each picture.
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exile
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Post by exile on Jan 31, 2019 13:39:20 GMT -6
That lighting is absolutely striking. If even 1/3 of the game looks like this, consider me overjoyed. I never expected or demanded cutting-edge graphics, but as I said on FB, art direction is king, and this screenshot seems to convey an understanding of that notion. I cannot wait, but if the additional time brings this level of polish...then I guess I can wait? That was a terrible sentence.
Thanks, you guys, bravo!
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Post by Galamoth on Jan 31, 2019 13:44:52 GMT -6
It's certainly a different method of strengthening Shards than just collecting more of the same ala Dawn of Sorrow.
Here I was just thinking that only the attack strength/elemental properties would change upon upgrading... but creating new Shards of different types? I'm sold.
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Post by clivethebarker on Jan 31, 2019 13:51:45 GMT -6
Question Angel-Corlux Nothing about Linux, thanks for nothing I guess. Nice to see 505 cares about it's backers.
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Post by Pure Miriam on Jan 31, 2019 14:29:25 GMT -6
Wow, i really liked that update! I wanted to comment a bit about it. GRAPHICS
Damn! Those graphics looks so awesome! The lightning work is stunning and it all looks fantastic. The shader work looks much better and the graphics are overall way more polished. They promised to work on how the game looks, and that's what they are doing. SHARD CRAFTING
Basically, you have a Shard, and you can use it as a catalyst to create a NEW Shard, combining it with a material and NOT losing your old one. That is a very fun idea and creates several new possibilities for Shards. Not only that, but it made me think on a LOT of stuff, that i will probably gather soon on a new thread. Also, you use a Shard of ONE TYPE to create a Shard of ANOTHER type. Now, that's something even more interesting. Keep up the good work guys! SHARD TYPE NAME CHANGE
It is interesting to think that Trigger Shard now is called Conjur Shard. That reminds me of a old debate about Shard Types and such. The (now old) Trigger Shard have a lot of Shards where you summon demons, that aren't familiars (because you do have a Familiar Shard type), just demons you summon and they do something and vanish. The name "trigger" is an obvious reference to the fact that these Shards are "instant". You just summon or use something (a fireball, a water attack, summoning ghosts and such). Now that it is called Conjur Shard, it makes a lot more sense, in a way. NEW SHARDS
And new Shards come to the frey. Riga Storaema (Conjur), a pillar of fire and Riga Dohin (Directional), a controlled flame sphere. Basic fire attacks, they somehow mimic some powers from old Igavanias, but they are fun noneless (and i really want to know what those names mean, i couldn't find any lead!). Keep up the good work guys! That's all folks!(My list of "all bloodstained "things" so far has been updated, with the new Trigger (now Conjur) Shard name and shards! bloodstained.forums.net/thread/2767/trivia-all-bloodstained-far?page=1&scrollTo=50366
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Post by rav4ishing on Jan 31, 2019 14:37:29 GMT -6
I will look forward to the extensive shard wiki that maps out all the possibilities. Thank you in advance to whomever puts that together
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Post by Feenecks on Jan 31, 2019 14:59:43 GMT -6
It might be like a LOD thing but Johannes' textures still look a bit iffy. Other than that this is a very interesting update with the lighting looking a lot better! While I love the soul system from the Sorrow games it's very good to see the shard system differ in some ways while still being interesting.
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Post by RichterB on Jan 31, 2019 16:05:23 GMT -6
Not super into crafting in any game (even if BS:RotN appears to do it elegantly based on this and the demo), but happy with what I'm seeing here visually. The only thing that sticks out as a little strange is one area on either end where the light source is a little confusing to me. (See red boxes in my attached screenshot below.) But that's so minimal, I really wouldn't hold that against the game, and maybe there's a logical explanation for the hard gray on gold based on something off-screen. I like the background details. (I hope the map detail from the first demo has been restored in the galleon, after being lost in the second demo.) Also, the use of different block shapes in the foreground for the floor and ceiling are great, and I love the lighting on the stairs the way it streams down and adds depth.
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Post by Deleted on Jan 31, 2019 16:16:52 GMT -6
I'm cautiously a bit more optimistic seeing the improvement in lighting/image quality, even if I prefer not to judge until I see the game in action on all the platforms (PC/Switch/XBOX/PS4) and in different areas (especially in the castle) to see how it performs/looks. Anyway, what due is due, it looks like they listened all the critics regarding the graphics and they're working on it, glad to see it.
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Post by exile on Jan 31, 2019 16:29:59 GMT -6
I'm cautiously a bit more optimistic seeing the improvement in lighting/image quality, even if I prefer not to judge until I see the game in action on all the platforms (PC/Switch/XBOX/PS4) and in different areas (especially in the castle) to see how it performs/looks. Anyway, what due is due, it looks like they listened all the critics regarding the graphics and they're working on it, glad to see it. Realizing full well that this can go either way, I'm cautiously optimistic that this is going to be one of those games that looks better in motion than in screenshots. Except for the incredibly clean, high-definition 2-D games, that's almost always been my experience. Regardless, so long as it looks at least as good as the screenshots, color me happy.
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Post by exile on Jan 31, 2019 16:34:37 GMT -6
Not super into crafting in any game (even if BS:RotN appears to do it elegantly based on this and the demo), but happy with what I'm seeing here visually. The only thing that sticks out as a little strange is one area on either end where the light source is a little confusing to me. (See red boxes in my attached screenshot below.) But that's so minimal, I really wouldn't hold that against the game, and maybe there's a logical explanation for the hard gray on gold based on something off-screen. I like the background details. (I hope the map detail from the first demo has been restored in the galleon, after being lost in the second demo.) Also, the use of different block shapes in the foreground for the floor and ceiling are great, and I love the lighting on the stairs the way it streams down and adds depth.
I actually love crafting when it's implemented at a basic level, or as you said, "elegantly." It adds an extra layer to gameplay/collecting without becoming a distracting or burdensome nuisance. That's the kind of "extra" I enjoy. In my opinion, great crafting is incidental to the gameplay, allowing you to advance while doing what you enjoy (in my case, killing stuff), instead of having you go to some desolate portion of map and engage in some esoteric fetch quest for an infinitesimally small chance of getting what you want.
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Post by Deleted on Jan 31, 2019 16:42:02 GMT -6
I'm cautiously a bit more optimistic seeing the improvement in lighting/image quality, even if I prefer not to judge until I see the game in action on all the platforms (PC/Switch/XBOX/PS4) and in different areas (especially in the castle) to see how it performs/looks. Anyway, what due is due, it looks like they listened all the critics regarding the graphics and they're working on it, glad to see it. Realizing full well that this can go either way, I'm cautiously optimistic that this is going to be one of those games that looks better in motion than in screenshots. Except for the incredibly clean, high-definition 2-D games, that's almost always been my experience. Regardless, so long as it looks at least as good as the screenshots, color me happy. Yeah I agree, that's why I said that I'll wait to see in motion before saying anything else regarding how it looks. What I wanted to focus on was the difference between these screenshots and the last demo, it's like night and day pretty much (even if it's just a signle room), this looks much more appealing imo.
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Post by Clear on Jan 31, 2019 16:44:53 GMT -6
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Post by Thomas on Jan 31, 2019 17:30:03 GMT -6
This a fantastic visual upgrade. Happy to see the progress!
Keep it up Bloodstained team!
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