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Dragon_of_Dojima
[TI1]Rip and Tear
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Post by Dragon_of_Dojima on Nov 8, 2015 11:07:06 GMT -6
I wonder what it would be like if your health and such were shown as those stain glass circles quite a few of you members have.(Or roses) They could only show up for a few seconds when you get hit, so all the atmosphere people can get a kick out of that. Magic power could be shown on the character. The more you use, the less color on her person. So when she's drained, she could appear black and white. Replenish it and her color comes back. Or vise versa. Though I don't think that would work for the colorblind. So her walking animation could change the more she takes damage? As much as real time menus are swell and all that, I and many others still would like the ability to pause. I agree with Astaroth as far as it being detrimental to a crafting style game. I also agree about the status effects showing up as colors above the character. Though I think symbols should be used too. Poison- Bubbles, HP Drain- Spark, Stone- Self-explanatory,etc.
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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What a wonderful night to have a curse...
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Post by Astaroth on Jan 23, 2016 14:37:09 GMT -6
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XombieMike
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Fifty Storms
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Post by XombieMike on Jan 23, 2016 16:42:11 GMT -6
basic concept, based on past iga games with a bit of extra flourish, full pics at 1x, 1.25x, and 1.5x to approximate camera distance im sure igas team can come up with something much more elegant, but i like the idea of the elements of the ui coming out from flourishes around the corners, maybe go with stained glass, silver filigree like above, or even a twisted rosebush These are pretty good! I might want a little less intrusive frame on the corners, but I love seeing this look like a game. I notice these images are attachments. It's better if they are linked. The rules say, "If you plan to post more than one image, or the topic is based on graphics, please link the images rather than attaching them." This is because we basically use server space when attaching things. Don't worry about editing your post this time, I just thought it was a good opportunity to use this as an example. Also, if you don't want your post to appear huge, or expect to get quoted a couple of times it's good to put images in spoiler tags to take up less room. This is less of an issue though and really just based on your preference.
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BloodyTears92
Loyal Familiar
[TI1]It is time for darkness. It is a blood banquet.
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Post by BloodyTears92 on Jan 23, 2016 17:14:53 GMT -6
Hmm, here's an idea: perhaps the color of Miriam's aura changes for status effects? If you see a sickly green aura emanating from her back when she's poisoned, or a dark purple one for when she's cursed, I think that could be both visually interesting and minimize HUD clutter.
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purifyweirdshard
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Post by purifyweirdshard on Jan 23, 2016 17:19:44 GMT -6
I can't decide if I like the scrollwork around the edges or not...but I do like me some bars! I see a little...petal meter there, too? Is that my ? Ectoplasm D: I think this is generally the right direction, though. If the borders and minimap were toggles and things were polished a bit, I'd be fine with that in-game I think.
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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Post by Astaroth on Jan 23, 2016 17:54:38 GMT -6
i actually had the idea a while back of the rose itself being an indicator of status, along with neat little visuals like dripping poison, cracked stone, etc, i agree that it could use a lot of polish and the corner flourishes could be a bit less intrusive, it was suprisingly difficult to find something that would fit the theme that wouldnt completely disappear into the background or be massively intrusive so i went with what i found that kinda worked
and yep, it took me a while to come up with something to replace the heart that made sense thematically but wasnt crystal since crystals are currently thought to be used for augmentation, so confusing a 'heart' crystal with an 'enemy drop' crystal wouldnt be a good design choice, and since theres a rose theme in the game a rose petal could come out of a candle and gently sway to the floor and anybody whos ever played an iga or cv game would instantly be able to pick up on this, and the larger version could be a full rose that drops straight like large hearts, and it matches with the visual of being a petal falling off the rose your health and mp bars are attached to, which ties back into being conected to miriams curse through whatever abilities require 'hearts' like subweapons, weapon specials, crashes, or enhancers *breath
yeah, i think the minimap should be toggleable since its preference whether you want it there or to rely more on the full map, i want to wait until theres some better examples of polished and less intrusive fourishes before i go either way on making them toggleable since i think theres some really interesting things that could be explored with it >P
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Redogan
Monster-Hunting Igavaniac
Fifty Storms
[TI0] Game On!
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Post by Redogan on Jan 23, 2016 18:19:35 GMT -6
Let's see:
-Health bar/magic bar instead of numbers. -Minimap: yes (with toggle). -Real-time menu: no.
I will add: -Large text in menus. At least large enough to easily read at all times. (Xenoblade Chronicles X has tiny fonts.) -When you pull up the full map, it should unroll like a scroll. -spell/sub-weapon "currently selected" quick-select feature in one of the corners.
I like the bit about flourishes around the edges, just don't obscure too much of the screen. HP/MP bar should be visible at all times. Everything else can auto-hide.
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purifyweirdshard
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Post by purifyweirdshard on Jan 23, 2016 18:57:50 GMT -6
and yep, it took me a while to come up with something to replace the heart that made sense thematically but wasnt crystal since crystals are currently thought to be used for augmentation, so confusing a 'heart' crystal with an 'enemy drop' crystal wouldnt be a good design choice, and since theres a rose theme in the game a rose petal could come out of a candle and gently sway to the floor and anybody whos ever played an iga or cv game would instantly be able to pick up on this, and the larger version could be a full rose that drops straight like large hearts, and it matches with the visual of being a petal falling off the rose your health and mp bars are attached to, which ties back into being conected to miriams curse through whatever abilities require 'hearts' like subweapons, weapon specials, crashes, or enhancers *breath Yes! I think it was back in cecil-kain's "masterpieces" thread (which is actually quite similar to this new "least favorite parts of Igavania" thread we currently have) that I brought up how I thought we needed the floating leaf trajectory similar to the heart drop, because it brings with it familiarity and charm, and is also helpful in immediately identifying the drop's uniqueness in-game. The petal of a rose is perfect, and a whole rose for the "big heart" makes thematic sense just as much. MAKE IT SO (assuming hearts themselves have to go) As it happens, in my survey I submitted just now, I had brought up my concerns with hearts/candles. I really kinda want to make a thread just about that. We touched on it in cecil-kain's thread, but not since and I don't think much has been submitted on it otherwise. edit: lol I edited my survey response and linked to these posts >_> I'm so greedy in that thing.
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CastleDan
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Post by CastleDan on Jan 23, 2016 21:40:27 GMT -6
basic concept, based on past iga games with a bit of extra flourish, full pics at 1x, 1.25x, and 1.5x to approximate camera distance im sure igas team can come up with something much more elegant, but i like the idea of the elements of the ui coming out from flourishes around the corners, maybe go with stained glass, silver filigree like above, or even a twisted rosebush Wow honestly, looking at that. They really make it look almost like a 2d game. It's got that look. I'm very happy seeing those pics. Thanks!
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Pure Miriam
Legendary Comrade
Shardbinder
[TI1] "A new, vital heart, pulsing with the old blood." -IGA
Posts: 1,068
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[TI1] "A new, vital heart, pulsing with the old blood." -IGA
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Post by Pure Miriam on Jan 24, 2016 1:27:32 GMT -6
Actually, i made a MENU a long time ago and sent it to the bloodstained Tumblr. I'm no expert on that, so, here goes, just for fun! At the time, we didn't know much about the game yet and i made up some info based on what we knew. Magi-Crystal is a term IGA said that i believed it has something to do with magical powers, relics and such.
A small note: There are a three little easter-eggs on it Now, ABOUT the discussion, i personally prefer a pause-menu. The idea of a small window showing the map at all times (like Metroid games) is something i like. For me, the HUD must exist at all times and must be bars and numbers combined (i even like the idea to have HP and MP with both numbers and bars). One thing i wanted to add, is about the usage of healing items. I think the best thing they could do to this game is limit the items to 9, instead of 99 (like it was done on DS games) AND to have an "animation" before using, like SOTN, but with a quick button to use it. So, you can equip ONLY healing item types on a button (or several buttons, or a wheel) and when you use it, it shows a cool animation of Miriam drinking/eating or something like that, a fun sound is heard, and big green healing numbers pops up.
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Redogan
Monster-Hunting Igavaniac
Fifty Storms
[TI0] Game On!
Posts: 402
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Post by Redogan on Feb 8, 2016 8:31:29 GMT -6
I would really like for the Menu in Bloodstained to have large fonts that are easy to read. This was posted in the "Castlevania art" thread: Notice how everything is easy to read. I also really like the menu in Darksiders. Here is a screenshot: Notice how, again, the fonts are large and easy to read. Also, I really like how the images for the weapons show up (large and detailed). I think it would be cool if the images for the equipped weapons in Bloodstained had a large, detailed image off to the side or something. Not sure if this would be possible in an IGAvania game though due to the number of weapons in the game. In Darksiders, you only have three main weapons: Chaoseater, Scythe, and Tremor Gauntlet. It would be a whole lot of work to set up large, high-res, detailed icons for each weapon in the game when there are literally hundreds of them. At any rate, this is the kind of menu I would love to have in Bloodstained.
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purifyweirdshard
Administrator
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Calling from Heaven
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Post by purifyweirdshard on Feb 8, 2016 8:41:35 GMT -6
Redogan, that's definitely something I can agree with, being visually impaired myself. Sometimes in-game text is downright prohibitive of me playing the game (Dead Rising). I know small text in high res is more aesthetically attractive a lot of the time, but...it sucks if you can't see it lol. This game will have a portable port, so I can't imagine we have to worry anything too small. I suppose the Vita version could have different menu designs, though.
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Post by fullmetalsnorlax on Mar 2, 2016 16:14:29 GMT -6
One thing i wanted to add, is about the usage of healing items. I think the best thing they could do to this game is limit the items to 9, instead of 99 (like it was done on DS games) AND to have an "animation" before using, like SOTN, but with a quick button to use it. So, you can equip ONLY healing item types on a button (or several buttons, or a wheel) and when you use it, it shows a cool animation of Miriam drinking/eating or something like that, a fun sound is heard, and big green healing numbers pops up. I also want the potion use animation to return; stocking a bunch of potions an pausing to use them just before you die felt sooo cheap and unfair, I'd rather they have some thought to using them. Not to mention having a fairy to auto use your potions for you was nice, made gameplay flow much better, a familiar like that is less viable when there is no cost to using potions.
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Post by jboogieg on Mar 2, 2016 16:48:13 GMT -6
You realize you can flip that around and say that if you don't want to stock or use that many potions to just... don't.
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Post by Clockwork on Mar 2, 2016 16:58:54 GMT -6
You realize you can flip that around and say that if you don't want to stock or use that many potions to just... don't. Problem with that though is that there isn't an incentive other than a personal challenge, well not that I remember anyway. It would be cool if they rewarded you for beating a boss without using any items. Maybe with a costume piece or something.
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Redogan
Monster-Hunting Igavaniac
Fifty Storms
[TI0] Game On!
Posts: 402
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Post by Redogan on Mar 2, 2016 17:31:33 GMT -6
That makes me think of Lords of the Fallen. You got the boss' weapons from them when you beat them; however, if you beat them in a certain way, you get an enhanced version of said weapon. For example, you might get a sword that does physical damage just for winning the fight. But if you are able to defeat the boss without taking damage or without blocking, then you would get the enhanced version of that sword that does physical damage AND fire damage.
This is actually a pretty fun concept, and I think it work well in an IGAvania game.
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Post by jboogieg on Mar 2, 2016 19:16:28 GMT -6
You realize you can flip that around and say that if you don't want to stock or use that many potions to just... don't. Problem with that though is that there isn't an incentive other than a personal challenge, well not that I remember anyway. It would be cool if they rewarded you for beating a boss without using any items. Maybe with a costume piece or something. Well, main thing to me is there's many better ways to give a person incentive not to just potion their way through a fight. But they all carry positives and negatives. I'd say rewarding excellent play with better items is a much better solution than discouraging those who may need the extra help. If there WAS a limit put on health items then I'd argue that it should only be in Nightmare mode. It's a proper challenge and you know what you're getting into.
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Post by Goobsausage on Mar 14, 2016 1:03:01 GMT -6
Mana made a few comments about the Bloodstained creative team reviewing UI designs and looking at other games for reference right now. I thought it'd be good to save them for reference. (The time is out of order because a few minutes I took screengrabs of Mana's comments, I thought it'd be good to include Croc's comments for full context.) Edit/update: some clarification on the poll.
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Galamoth
Ancient Legion
Eternal Guardian
[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
Posts: 3,402
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[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on Mar 14, 2016 7:28:57 GMT -6
^Ooh, Swappable equipment-sets ala Dawn of Sorrow/Order of Ecclesia! Yeah, I hope that feature makes it into Bloodstained too.
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Post by Clockwork on Mar 14, 2016 8:05:39 GMT -6
How about a button that you can assign items (like a potion) to, sorta like a hotkey? So you can just press it to use the item you set, so you don't have to go into menu's like crocodile said.
Maybe even have it so you can just set all healing items to a hotkey, making it use the weaker healing items first.
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