Update #79 - New Shards and Graphical Updates
Feb 28, 2019 12:18:27 GMT -6
Galamoth, Nezuto, and 14 more like this
Post by Question on Feb 28, 2019 12:18:27 GMT -6
kickstarter Update #79
It's been an eventful month for Bloodstained, and for this month's update IGA Is here to provide some background on the trailers you saw during the release window announcement. IGA, take it away:
Hi everyone, IGA here.
How was the trailer? We were glad to see that it was generally well received. The Nintendo Direct trailer was different depending on the region, so there was a lot of new content shown this time around. While everything we show you are still work-in-progress, for this month's update we are going to recap and give some additional details about what you saw.
This time we were able to show the 3D stage map that goes through the outer wall of the tower. This is a boss that Bloodstained: Curse of the Moon was based on and a new boss for this game. There was also a sneak peek of the character customization system.
We would like to tell you a little more about the "Reflector Ray" shard and "Invert" shard you
saw at work during the trailer. These two shards will be the core elements for maneuvering through the castle, and we've wanted to share them with you for a long time.
Reflector Ray is a Directional Shard that is a key feature specific to Bloodstained: Ritual of the Night . By using the right analog stick, the player will be able to adjust the angle and move through areas as a light ray, enabling them to move through small spaces with ease.
While Miriam is moving as a light ray she becomes invincible, so there may also come a time where you need to use it while fighting enemies.
Next up is the Invert shard. This is a Skill Shard. The concept is to play the inverted castle wherever and whenever! Feels like being a ninja. Only Miriam is able to invert gravity. I hope everyone will enjoy the feeling of falling upwards.
We also worked very hard to provide a feature to the game that many of you asked for. You can see it in action in these videos. Many of you have asked for this feature and something seems to be moving that wasn't moving before...
After seeing everyone's feedback on the Beta Backer Demo, we have been adjusting the graphics, as we mentioned in the previous update. As you have probably seen in the trailer, a lot has changed since the demo. Our main changes came from adding fixes to the current assets as well as revisiting our lighting methods to further improve the game's overall appearance.
Did we do a good job?
We will continue to work hard until the completion of the game with our growing team. Thank you for your continued support and we will do all we can do to have the game reach and satisfy everyone.
While the devs were overhauling the game's visuals, fans were continuing to create their own.
@10harya
REDJET
www.deviantart.com/redjet00/art/Miriam-Bloodstained-784728616
dreamin
www.pixiv.net/member_illust.php?mode=medium&illust_id=69208986
If you'd like your work to be included in a future Fanart Spotlight, tag it #bloodstained or #igavania so we can find it!
Happy February, all!
The big news this month was the Release Window Trailer. It’s been fun to see the analysis of the various shots and speculation on the various shards, weapons and enemies.
The trailer also revealed more of the visual updates that have been happening since the backer beta. Not every shot had been overhauled in time for the trailer (or had all the textures in place as the eagle-eyed noticed), so expect more tweaking between now and launch.
Here are some notes from the trailer:
00:22 – Chandeliers did not move when Miriam walked on them, now they swing and react to her weight and movement, after a fan asked for that on Twitter.
00:25 – Tweaking and experimenting with lava lighting, glow and effects
00:45 – Level background is missing. “Chic grey” is not our new color scheme…
00:46 – We want to make foliage in the back and foreground move / react to the boss battle / wind etc. (no promises!)
00:48 – We want to make general improvements to the demonic kitty. (again, no promises!)
00:53 – Bloodless boss and level have already been completely redone and revisited, as mentioned in the KS update.
In case you didn’t discover the secret from Iga’s comment, Miriam’s hair now moves! Every hair option she can equip will now react with physics to her movement. We received a lot of feedback from fans pointing out that the “helmet hair” was jarring compared to how beautiful Miriam was, so after a lot of hard work from everyone on the team, it’s now a feature! We hope you enjoy this small but important detail.
While there’s still visual work to be done, we think you can get a pretty good idea of the look of the game.
Summer 2019. We had initially planned to wait until we had a specific date before making any launch announcements. Given the community desire to have at least a launch window and the opportunity to get the game featured on Nintendo Direct, we opted to change course a bit.
Being able to get Bloodstained in front of millions of Nintendo fans was a great opportunity for the game. While this is a Kickstarter project, it is also a retail product and we need to take advantage of any opportunity we can to ensure its success. If the game does well enough, the goal is to make Bloodstained into an ongoing series of games.
As we march towards launch, there will be a lot of new info coming out. We will continue to share development progress and updates and make reveals here for the KS community, but you’ll also see info in other places such as twitter or news articles. We will work to do oneoff updates when big announcements are made like with the Nintendo Direct, and the regular updates (last Thursday of the month) will serve as a monthly recap and update on dev progress & info so if you prefer to use only Kickstarter you don’t have to follow multiple sources to get all the most important news.
Thanks for your patience! It’s going to be an exciting year.
Jason Ryan
Sr Community Manager - 505 Games
It's been an eventful month for Bloodstained, and for this month's update IGA Is here to provide some background on the trailers you saw during the release window announcement. IGA, take it away:
Hi everyone, IGA here.
How was the trailer? We were glad to see that it was generally well received. The Nintendo Direct trailer was different depending on the region, so there was a lot of new content shown this time around. While everything we show you are still work-in-progress, for this month's update we are going to recap and give some additional details about what you saw.
This time we were able to show the 3D stage map that goes through the outer wall of the tower. This is a boss that Bloodstained: Curse of the Moon was based on and a new boss for this game. There was also a sneak peek of the character customization system.
We would like to tell you a little more about the "Reflector Ray" shard and "Invert" shard you
saw at work during the trailer. These two shards will be the core elements for maneuvering through the castle, and we've wanted to share them with you for a long time.
Reflector Ray is a Directional Shard that is a key feature specific to Bloodstained: Ritual of the Night . By using the right analog stick, the player will be able to adjust the angle and move through areas as a light ray, enabling them to move through small spaces with ease.
While Miriam is moving as a light ray she becomes invincible, so there may also come a time where you need to use it while fighting enemies.
Next up is the Invert shard. This is a Skill Shard. The concept is to play the inverted castle wherever and whenever! Feels like being a ninja. Only Miriam is able to invert gravity. I hope everyone will enjoy the feeling of falling upwards.
We also worked very hard to provide a feature to the game that many of you asked for. You can see it in action in these videos. Many of you have asked for this feature and something seems to be moving that wasn't moving before...
After seeing everyone's feedback on the Beta Backer Demo, we have been adjusting the graphics, as we mentioned in the previous update. As you have probably seen in the trailer, a lot has changed since the demo. Our main changes came from adding fixes to the current assets as well as revisiting our lighting methods to further improve the game's overall appearance.
Did we do a good job?
We will continue to work hard until the completion of the game with our growing team. Thank you for your continued support and we will do all we can do to have the game reach and satisfy everyone.
While the devs were overhauling the game's visuals, fans were continuing to create their own.
@10harya
REDJET
www.deviantart.com/redjet00/art/Miriam-Bloodstained-784728616
dreamin
www.pixiv.net/member_illust.php?mode=medium&illust_id=69208986
If you'd like your work to be included in a future Fanart Spotlight, tag it #bloodstained or #igavania so we can find it!
Happy February, all!
The big news this month was the Release Window Trailer. It’s been fun to see the analysis of the various shots and speculation on the various shards, weapons and enemies.
The trailer also revealed more of the visual updates that have been happening since the backer beta. Not every shot had been overhauled in time for the trailer (or had all the textures in place as the eagle-eyed noticed), so expect more tweaking between now and launch.
Here are some notes from the trailer:
00:22 – Chandeliers did not move when Miriam walked on them, now they swing and react to her weight and movement, after a fan asked for that on Twitter.
00:25 – Tweaking and experimenting with lava lighting, glow and effects
00:45 – Level background is missing. “Chic grey” is not our new color scheme…
00:46 – We want to make foliage in the back and foreground move / react to the boss battle / wind etc. (no promises!)
00:48 – We want to make general improvements to the demonic kitty. (again, no promises!)
00:53 – Bloodless boss and level have already been completely redone and revisited, as mentioned in the KS update.
In case you didn’t discover the secret from Iga’s comment, Miriam’s hair now moves! Every hair option she can equip will now react with physics to her movement. We received a lot of feedback from fans pointing out that the “helmet hair” was jarring compared to how beautiful Miriam was, so after a lot of hard work from everyone on the team, it’s now a feature! We hope you enjoy this small but important detail.
While there’s still visual work to be done, we think you can get a pretty good idea of the look of the game.
Summer 2019. We had initially planned to wait until we had a specific date before making any launch announcements. Given the community desire to have at least a launch window and the opportunity to get the game featured on Nintendo Direct, we opted to change course a bit.
Being able to get Bloodstained in front of millions of Nintendo fans was a great opportunity for the game. While this is a Kickstarter project, it is also a retail product and we need to take advantage of any opportunity we can to ensure its success. If the game does well enough, the goal is to make Bloodstained into an ongoing series of games.
As we march towards launch, there will be a lot of new info coming out. We will continue to share development progress and updates and make reveals here for the KS community, but you’ll also see info in other places such as twitter or news articles. We will work to do oneoff updates when big announcements are made like with the Nintendo Direct, and the regular updates (last Thursday of the month) will serve as a monthly recap and update on dev progress & info so if you prefer to use only Kickstarter you don’t have to follow multiple sources to get all the most important news.
Thanks for your patience! It’s going to be an exciting year.
Jason Ryan
Sr Community Manager - 505 Games