Enkeria
Silver in the Dark
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Post by Enkeria on Feb 21, 2019 13:59:32 GMT -6
Never played Bloodborne. Heard it was difficult so never went close to it.
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Post by Mr. Welldone on Feb 21, 2019 14:10:04 GMT -6
Man. It is beautiful and the gameplay and storytelling is just... immense. IMMENSE.
It's initially difficult, but once you understand it it is deeply entertaining.
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Post by Scars Unseen on Feb 21, 2019 17:11:38 GMT -6
I'll play the game eventually, but that will require getting a PS4, which isn't that high on my priority list as a PC gamer. My thought is that the longer I wait, the cheaper the price of entry is.
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Redogan
Monster-Hunting Igavaniac
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[TI0] Game On!
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Post by Redogan on Feb 21, 2019 18:38:26 GMT -6
One line and I'll leave the Bloodborne topic derailment alone: Shadows of Yharnam. NG+4. <shudders>
EDIT: Scars Unseen Just check the PS Store periodically for a good deal on it. I bought it for my second PSN account back in December for $12.24 (and that includes the Old Hunters DLC).
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Pure Miriam
Legendary Comrade
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Feb 22, 2019 3:28:32 GMT -6
EnkeriaAbout Roguelike dungeon, to be fair, i do have a interesting idea on HOW COULD WORK. Of course it will probably no work like this, but i want to mention anyway, how I WOULD DO. ROGUELIKE DUNGEON MODE
In my view, Roguelike dungeon would be a separate mode, not something linked to the castle, akin to Boss Rush. After finishing the game, Roguelike Dungeon mode unlocks. When you select it, you need to choose a character to play at it. If you choose Miriam, she will be locked at a certain LV (like some Boss Rush in the past), with all her gear and shards, but with limited healing itens. GENERATING DUNGEONS
You can let the game completely randomize a dungeon or you can choose some aspects of randomization (like some DOOM softwares let you create random stages with some options). Like, you can choose difficulty, size, some scenery (choose some regions to use in the randomization) and such. PLAYING IN THE DUNGEON
The dungeon would be a somewhat large area where you can play. No save points whatsoever. If you die, it's the end. Simple doors locked by colored keys that must be found and some exclusive gear that can ONLY be found at roguelike dungeon mode (and they are random themselves, although not as random as everything else, to not make them too hard or too luck-based to find), with a random boss at the end. Well, something like that.
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Enkeria
Silver in the Dark
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Amzeer - Aurora of Rebirth
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Post by Enkeria on Feb 22, 2019 5:34:23 GMT -6
EnkeriaAbout Roguelike dungeon, to be fair, i do have a interesting idea on HOW COULD WORK. You have high hopes. Cool. I think we get random rooms after each door. Which you just need to reach without dying. That's about it. See how far you can go. I guess your character / characters are locked in level, but not in item. With luck you can get good items from enemies. And you are rewarded with a chest sometimes with a random item. Keeping it minimal but interesting. A mode like this is something I have really hard time thinking they invested a whole lot energy on since we have so many modes! Crazy amount!
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Pure Miriam
Legendary Comrade
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Feb 22, 2019 7:54:07 GMT -6
Enkeria I think it will be more like a map generated completely, not room per room, because that is actually easier (i think). I believe that due to how randomization actually works in computing. As far as i remember, computers CAN'T actually generate something completely random. What they do is use a method called pseudorandom number generator (PRNG). What computers actually do is generate a sequence based on a initial value that they must get from somewhere, called "seed". Due to that method, you can easily randomize a complete map because the seed actually dictactes the whole thing. The "seed" normally comes from hidden sources (some games / computers / software takes the internal clock numbers as seed, for instance). If they let players select some options (as i said above, regions, size, etc) these options will be added to the seed, alongside whatever the PRNG will choose as seed. Procedural generation works like that, by the way. So, le's say Roguelike dungeon is a map with 500 rooms. When you choose to generate a random dungeon, the game will search a random data (let's say, the internal clock), translate that into game data and use that as a seed to start the whole process, generating all 500 rooms based on a algorithm / math formula that follows a specific sequence. There is actually a sequence behind any randomness in computing (if you use the exact same seed, you will always get the exact same result). It is much easier to generate the whole dungeon than room per room because room per room would require a separate "seed" per each room and would make the process slower. Not only that, but they said that if you finish the Roguelike dungeon boss, you will get a code to share your random dungeon with others (it is much easier to generate that code if you just need a single seed to kickstart the whole randomness, because the code will ACTUALLY BE THE SEED ITSELF translated into data). It "looks" random because the seed options you have are infinite to human's standards (the variables are in the millions) and because the PRNG normally choose something that has a very very very low chance to repeat itself two times (what are the odds that the internal clock of your PC / system will be at the same hour, minute, second and data two times when you try to generate a dungeon, for instance?) but there is actually one sequence per seed and you are just "choosing" one, in a hidden way. Please, if anyone who understands more computing than me see something wrong with what i just said, you are welcomed to correct me lol
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Redogan
Monster-Hunting Igavaniac
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Post by Redogan on Feb 22, 2019 9:18:42 GMT -6
I believe you are correct Pure Miriam I know in C/C++, you use the random() function to get a random number. You can pass a seed as a parameter I believe, but I've always just let it pick its seed by default. The function takes the system time represented as the number of seconds that have elapsed since the epoch. The epoch is the beginning of time for computers. 0 was January 1, 1970 (at least for Unix/Linux systems). So unless your code is executed more than once per second, you will always have a different seed--giving the pseudo-random number effect that most code is looking for.
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Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Feb 22, 2019 10:34:53 GMT -6
Redogan I know very little of programming, but i'm a computer enthusiast, so, i read and know a thing or two, but i'm humble enough to say that i may be wrong, since i'm not a professional. THese PRNGs use virtually anything as seed, but they always need a seed. Most use the PC/console internal clock, but there are others,. specially depending on the game or software. Time/internal clock is the easiest, default choice, but some goes with weird stuff such as quantum noise (electric noise) from circuits of a board as seed. The more random the seed is (more impredictable, hard to detect or to cheat / manipulate) the better. But this is going too further from the thread proposal, sorry lol
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Post by mourningxsun on Feb 22, 2019 22:23:01 GMT -6
It's been kinda sorta not really confirmed that all the modes will support your main game save(s). So if you wanted to plop your level 153 Miriam with a big 'ol fuck you sword into roguelite or chaos """online challenge""" mode, then you can do so and gain loot and xp for that Miriam.
So while roguelite mode will in fact be it's own seperate mode you pick on the main menu, it's proooooobably not going to be how you propose, Pure.
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Pure Miriam
Legendary Comrade
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Feb 23, 2019 2:09:12 GMT -6
mourningxsunWell, i do believe it will support your main game save. I said it up there that you pick your save to use as data and everything you ger (aside from EXP, i believe) will go to the same data (as in Boss Rush).
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purifyweirdshard
Administrator
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Post by purifyweirdshard on Feb 26, 2019 13:27:09 GMT -6
Currently #3 best seller of Switch games on Amazon.
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Galamoth
Ancient Legion
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Post by Galamoth on Feb 26, 2019 14:36:39 GMT -6
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Post by Lepstadder on Feb 26, 2019 17:14:22 GMT -6
Seeing the fact that Bloodstained is 3rd best selling on Switch gave me massive goosebumps. For a split second, a dialogue of "THIS GAME IS GOING TO BE VERY SUCCESSFUL" flashed in my brain. I not only expect this game to be enjoyable, but now I also expect that newcomers will enjoy it.
I convinced some friends to play CotM, which made them eagerly wait for RotN. Their interest for Bloodstained stems from the fact that I introduced them to Castlevania. I wonder if Bloodstained will get an animated series like Castlevania's Netflix one. Who knows, there could be a promotional anime so that sales go further.
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Post by Scars Unseen on Feb 27, 2019 1:04:52 GMT -6
Yeah, like I said after the Nintendo Direct video, the response from the Nintendo community on Reddit seems to have been much more positive than elsewhere, and I think the game is going to do very well there. Makes me glad I made the Switch one of the platforms I'm getting the game for(the other being PC).
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Redogan
Monster-Hunting Igavaniac
Fifty Storms
[TI0] Game On!
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Post by Redogan on Feb 27, 2019 18:09:10 GMT -6
September 17, 2019 release date? Is this a placeholder date, or did I miss an official release date announcement?
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gunlord500
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Post by gunlord500 on Feb 27, 2019 18:18:10 GMT -6
September 17, 2019 release date? Is this a placeholder date, or did I miss an official release date announcement? It's a placeholder date. Amazon's just throwing out a random date for the purposes of preorder, only based Angel and Question know when the game is truly slated for release.
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LeoLeWolferoux
Wielder of Emptiness
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[TI0] ...an intellectual with no room for feelings...
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Post by LeoLeWolferoux on Mar 2, 2019 18:41:03 GMT -6
Ipos, Valefor, Ipos are the sigils on the ground The only negative I can say about this design has nothing to do with the boss itself. I think I just wish his boss location made more sense for the character. In Curse of the moon there was piles of gold and it looked like a location he'd be in. This looks like the garden area which thematically seems kinda strange for this boss. I like when the bosses fit the locations they are in but it's a nitpick honestly. CastleDan It looks like the boss battle takes place on a poker table.
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Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on Mar 2, 2019 19:10:40 GMT -6
LeoLeWolferoux Valefor's the dealer, and I'm betting either Gremory or Bathin is one of the players. Makes me think maybe one of Valefor's attacks will be throwing gigantic playing cards, and damage could be determined by the "hand" he initially draws before the attack. When I first saw the room in that image, I immediately noticed the colored stone stacks in the foreground [which may very well be gigantic poker chips]; the one on the left partially-blocking the bottom of the door from view helped give me this idea. Valefor could use these similarly to his gold coin stacks in Curse of the Moon.
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Enkeria
Silver in the Dark
Fifty Storms
Amzeer - Aurora of Rebirth
Posts: 1,908
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Post by Enkeria on Mar 3, 2019 9:27:20 GMT -6
Valefor could use these similarly to his gold coin stacks in Curse of the Moon. I agree. Gold, gold everywhere! But as an illusion once he is dead, not real.. Because that would just make Miriam super-rich, and all the NPCs. And the game would become too easy But yes. Boss-rooms needs to feel like their "place", their "home" or at least a domain for them. This feels like a random encounter due to the very nature of the environment. Nothing wrong with that! Maybe we came in before the poor (rich) guy didn't have time to rig all up? Early Bird has a new meaning to me now..
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