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Post by purifyweirdshard on Mar 14, 2016 9:45:06 GMT -6
UI and Menus bullet point draft: - A minimalistic HUD option is a popular idea.
- Real-time menus are a popular modern touch, but actual convenience (given inventory size) is questionable.
- Quick-slot/hotkey items/potions, though:
- A poll choice between instantaneous and/or in-menu potion/food regenerative effects versus there being an animation or graphical effect accompanying a delay, i.e. a portable Igavania vs SotN/Souls game
- Classic, upper-corner health/MP bars. This is good for knowing at a glance how much damage you've taken.
- Visible colored bars or icon indicators of status effects. Rose (if present) on UI or Miriam's aura/crystal could change color depending.
- Toggleable mini-map.
- Large text in menus.
- Detailed in-menu images for items.
- Swappable equipment sets as an option.
Astaroth made a nice mock-up example of some of the UI ideas: bloodstainedfanforums.com/post/24008/thread
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Post by CastleDan on Mar 14, 2016 11:26:26 GMT -6
What was Mana responding to in her first post? She tagged crocodile but we can't see what was said prior to it.
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Post by crocodile on Mar 14, 2016 11:43:50 GMT -6
UI and Menus bullet point draft: - A minimalistic HUD option is a popular idea.
- Real-time menus are a popular modern touch, but actual convenience (given inventory size) is questionable.
- Quick-slot/hotkey items/potions, but cooldwn or limits might be necessary.
- We recognize the need/importance for potion-use animations and non-instant food eating (so that HP refill is not instant in-menu or real time).
- Classic, upper-corner health/MP bars. This is good for knowing at a glance how much damage you've taken.
- Visible colored bars or icon indicators of status effects. Rose (if present) on UI or Miriam's aura/crystal could change color depending.
- Toggleable mini-map.
- Large text in menus.
- Detailed in-menu images for items.
- Swappable equipment sets as an option.
Astaroth made a nice mock-up example of some of the UI ideas: bloodstainedfanforums.com/post/24008/thread
@the bolded: Wait we do? Nah I'm going to have to strongly disagree with this. Item usage in SOTN was sloppy and cumbersome. There's no part of that which needs repeating. Gameplay > "cute animations". As an aside, what do you mean by real-time menus? Do you have an example (I've probably come across some but I may be blanking on them). As for the UI Astaroth made, I'm not sure how I feel about those frames on each corner. On one hand they look kind of neat but on the other they might be distracting or obscuring imporant info/visuals - especially during a boss battle or a particularly treacherous climb through part of the castle. What was Mana responding to in her first post? She tagged crocodile but we can't see what was said prior to it. She said the team was looking at a bunch of games for inspirations for their UI and I asked her which games they were looking at.
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Post by CastleDan on Mar 14, 2016 12:09:16 GMT -6
UI and Menus bullet point draft: - A minimalistic HUD option is a popular idea.
- Real-time menus are a popular modern touch, but actual convenience (given inventory size) is questionable.
- Quick-slot/hotkey items/potions, but cooldwn or limits might be necessary.
- We recognize the need/importance for potion-use animations and non-instant food eating (so that HP refill is not instant in-menu or real time).
- Classic, upper-corner health/MP bars. This is good for knowing at a glance how much damage you've taken.
- Visible colored bars or icon indicators of status effects. Rose (if present) on UI or Miriam's aura/crystal could change color depending.
- Toggleable mini-map.
- Large text in menus.
- Detailed in-menu images for items.
- Swappable equipment sets as an option.
Astaroth made a nice mock-up example of some of the UI ideas: bloodstainedfanforums.com/post/24008/thread
@the bolded: Wait we do? Nah I'm going to have to strongly disagree with this. Item usage in SOTN was sloppy and cumbersome. There's no part of that which needs repeating. Gameplay > "cute animations". As an aside, what do you mean by real-time menus? Do you have an example (I've probably come across some but I may be blanking on them). As for the UI Astaroth made, I'm not sure how I feel about those frames on each corner. On one hand they look kind of neat but on the other they might be distracting or obscuring imporant info/visuals - especially during a boss battle or a particularly treacherous climb through part of the castle. What was Mana responding to in her first post? She tagged crocodile but we can't see what was said prior to it. She said the team was looking at a bunch of games for inspirations for their UI and I asked her which games they were looking at. I can agree that the item usage was cumbersome in SOTN but i did like all the visual touches it added over just seeing the health bar go up in the DS games. It'd be cool if you pressed it an upon entering the game a green glow happens around your character or something. I think all the nice visual touches make for a more pleasant experience.
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Post by purifyweirdshard on Mar 14, 2016 12:19:41 GMT -6
It doesn't have much to do with it being cute/visual. it does need to be said though that while these options would greatly speed up the feel of the game, the quickitem and outfits options do have a potential for game breaking (the outfit not so much as its been implemented before, but quickfiring off high mp spells then quickuse high tonic, while an option you as a player can choose whether or not to ab/use it does need mentioning the potential pitfall of it) That is a good point you bring up about game-breaking potential with items when quickmenus. Maybe there could cooldowns/time limits on how quick you can use healing/MP restoration items, and stronger items have longer cooldowns. Oh, let me just go back and say I completely understand what Astaroth meant now. No, potion/MP restoration hotkeys while you're fighting just sounds unnecessary. I think that may be precisely why potions have start-up in SotN and you have to actually walk forward to eat dropped food. The recovery effect being instant is kind of lame, in comparison. This did happen in the DS games, but those recovery items were usually for pretty small amounts and limited in quantity. I recall we had a thread talking about this stuff a while ago, was it in difficulty? 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. We had these opinions "for" potion animation/delay and none really against, at least in this thread, that I'm seeing. I remember there being discussion about this somewhere else, but I think you can see where we're coming from: it was a conscious design choice in SotN to give potions/food some startup, and if that is indeed necessary as it likely would be for maintaining balanced use of items/magic, then by all means. If we get unique graphics/animations on top of that, or we can see food flop out in front of us like in that game, that's just icing imo. edit: Oh, and for an example of a real time menu in a game like this, you could look at Lament of Innocence.
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Post by jboogieg on Mar 14, 2016 13:28:34 GMT -6
It doesn't have much to do with it being cute/visual. That is a good point you bring up about game-breaking potential with items when quickmenus. Maybe there could cooldowns/time limits on how quick you can use healing/MP restoration items, and stronger items have longer cooldowns. Oh, let me just go back and say I completely understand what Astaroth meant now. No, potion/MP restoration hotkeys while you're fighting just sounds unnecessary. I think that may be precisely why potions have start-up in SotN and you have to actually walk forward to eat dropped food. The recovery effect being instant is kind of lame, in comparison. This did happen in the DS games, but those recovery items were usually for pretty small amounts and limited in quantity. I recall we had a thread talking about this stuff a while ago, was it in difficulty? 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. We had these opinions "for" potion animation/delay and none really against, at least in this thread, that I'm seeing. I remember there being discussion about this somewhere else, but I think you can see where we're coming from: it was a conscious design choice in SotN to give potions/food some startup, and if that is indeed necessary as it likely would be for maintaining balanced use of items/magic, then by all means. If we get unique graphics/animations on top of that, or we can see food flop out in front of us like in that game, that's just icing imo. edit: Oh, and for an example of a real time menu in a game like this, you could look at Lament of Innocence. Yeah, have to say I'm more against potion use animations than I am for them. At least when it comes to IGAvanias. Same thing with cooldowns. I've even mentioned that before.
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Post by purifyweirdshard on Mar 14, 2016 13:57:36 GMT -6
Okay, so why not include both as poll options? I could edit the bullet list to reflect that. I think it will come down to what's best for the game mechanically since it's not purely a UI/cosmetic thing, though.
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Post by Astaroth on Mar 14, 2016 14:12:46 GMT -6
i do agree they look a little cumbersome in the mockup, i had a really hard time finding something that could get across what i was seeing in my head that wasnt pixel thin and would completely disappear when i tried to overlay it, or hugely bulky and would take up too much space, the main theme i wanted to get across is the ui elements being woven back into the game by having them attached to this picture framesque look rather than simply hanging in midair, much like how the platforms in iga games generally dont hang in midair like most platformers, theyre usually woven into the background somehow >P
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Post by Vampire on Mar 14, 2016 15:19:00 GMT -6
I admit I was not fond of equipping food and then throwing it on the floor having to walk over it to recover health,if we could just have a small quick access wheel where we can quickly equip and use potions,items,and swap weapons on the go it would be nice,we would not need more then 4 slots honestly,2 for items 2 for weapons
I'm not sure if or how this was discussed here,but I would like to be able to pause my game as needed,some people I think here may have suggested things keep rolling and active while your sorting the menu and I will say...no,this is not bloodborne,I like to take my time and organize and scroll and read items as needed when needed and you know...pause and go take care of bathroom business
If there does happen to be a day/night cycle in the game then i dont mind if day and night or weather conditions change when I unpause the game based on the amount of time elapsed
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Post by crocodile on Mar 14, 2016 16:30:25 GMT -6
It doesn't have much to do with it being cute/visual. We had these opinions "for" potion animation/delay and none really against, at least in this thread, that I'm seeing. I remember there being discussion about this somewhere else, but I think you can see where we're coming from: it was a conscious design choice in SotN to give potions/food some startup, and if that is indeed necessary as it likely would be for maintaining balanced use of items/magic, then by all means. If we get unique graphics/animations on top of that, or we can see food flop out in front of us like in that game, that's just icing imo. edit: Oh, and for an example of a real time menu in a game like this, you could look at Lament of Innocence. It has everything to do with being "cute" because the change to quicker, snappier item use was a quality of life upgrade in pretty much all subsequent Igavanias. It sped up the gameplay, avoided awkward scenarios where you would/could die just because you couldn't use your items quick enough (lets not forget that SOTN was one of the easiest Igavanias too and that has often been cited as one of its major flaws - using that sort of system in a game even slightly harder would be problematic), allowed you to use small healing items in quick succession if you didn't have ones that could restore more HP/MP in one shot, etc. I see no reason to go backwards in this regard (having to equip healing items, having to actually grab them in play to use them, cooldowns, etc.) aside from nostalgia. Similar to how, as an example, going back to say having to manually switch boxes in Pokemon games to store excess Pokemon would be a quality of life reversion and would only serve to appeal to nostalgia. I'm not trying to be disparaging so I apologize if my tone at all sounds antagonistic but I can't cosign something I consider a strict quality of life downgrade. If people are interested in some minor effect that doesn't impeded or affect gameplay in any fashion (like Miriam glows a specific color for a bit or a chime or whatever) after using an item and returning to gameplay from the inventory screen (or after using a hot key), I wouldn't be opposed to that. For the Real Time Menu examples, I'll be sure to check out some videos of that when I'm in a place I can watch some videos. Thanks for the heads up though.
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Post by Galamoth on Mar 14, 2016 17:45:10 GMT -6
I'll post a Lament of Innonence video right here for anyone who hasn't played and seen the quick menus in the game yet.
The first use of the quick menus should be around the 15:30 mark.
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Post by crocodile on Mar 14, 2016 19:12:25 GMT -6
Ok thanks for that video. Now I understand what people are saying when they mean real-time menus. Yeah, I'm not sure that would be appropriate for this sort of game. Could lead to a lot of item fumbling during battle. Did it work well at all in Lament of Innocence? I never played that game.
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Post by purifyweirdshard on Mar 14, 2016 20:35:29 GMT -6
It has everything to do with being "cute" because the change to quicker, snappier item use was a quality of life upgrade in pretty much all subsequent Igavanias. It sped up the gameplay, avoided awkward scenarios where you would/could die just because you couldn't use your items quick enough (lets not forget that SOTN was one of the easiest Igavanias too and that has often been cited as one of its major flaws - using that sort of system in a game even slightly harder would be problematic), allowed you to use small healing items in quick succession if you didn't have ones that could restore more HP/MP in one shot, etc. I see no reason to go backwards in this regard (having to equip healing items, having to actually grab them in play to use them, cooldowns, etc.) aside from nostalgia. Similar to how, as an example, going back to say having to manually switch boxes in Pokemon games to store excess Pokemon would be a quality of life reversion and would only serve to appeal to nostalgia. I'm not trying to be disparaging so I apologize if my tone at all sounds antagonistic but I can't cosign something I consider a strict quality of life downgrade. If people are interested in some minor effect that doesn't impeded or affect gameplay in any fashion (like Miriam glows a specific color for a bit or a chime or whatever) after using an item and returning to gameplay from the inventory screen (or after using a hot key), I wouldn't be opposed to that. For the Real Time Menu examples, I'll be sure to check out some videos of that when I'm in a place I can watch some videos. Thanks for the heads up though. I get your side of it, and I agree that we shouldn't have to equip items to a weapon slot to use them. That's unnecessarily cumbersome as far as menu-ing goes, it has no gameplay implications other than deterring you from doing it as much because of it being a hassle. This is where I'm coming from with this, it doesn't have to be just like SotN, but the startup of healing items is there for a reason. The Souls games are modern enough, right? Estus Flasks don't activate/heal you instantly, there's an animation and startup involved so you have to safely plan out how you're going to do it in a fight. Even while losing/playing the game incorrectly, the game is causing you to "play it better" even still by encouraging you to strategize a smart way to recover your life. If the life regeneration was an instant hotkey, the flavor, challenge and even fun of those games would be entirely lost. Igavania games aren't Souls games. They're nowhere near that difficult, but at least we can include something that would cause us to think a little bit before charging in and throwing out our strongest x/y while occasionally tapping instant potion if the enemy/boss has the nerve to hit us. We're engaging ourselves more in the gameplay this way, having a give and take with the boss, being cautious. The portable games dabbled in a different method of giving you instant recovery items, but fewer of them in number (a limit) and having many of them recover small amounts. I prefer to not have inventory limits, so going the more strategic/challenge of gameplay route would be better to me. Plus, I can feel like I'm learning how to deal with something, if only how to create space enough between me and it to continue the fight.
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Post by crocodile on Mar 14, 2016 21:15:01 GMT -6
It has everything to do with being "cute" because the change to quicker, snappier item use was a quality of life upgrade in pretty much all subsequent Igavanias. It sped up the gameplay, avoided awkward scenarios where you would/could die just because you couldn't use your items quick enough (lets not forget that SOTN was one of the easiest Igavanias too and that has often been cited as one of its major flaws - using that sort of system in a game even slightly harder would be problematic), allowed you to use small healing items in quick succession if you didn't have ones that could restore more HP/MP in one shot, etc. I see no reason to go backwards in this regard (having to equip healing items, having to actually grab them in play to use them, cooldowns, etc.) aside from nostalgia. Similar to how, as an example, going back to say having to manually switch boxes in Pokemon games to store excess Pokemon would be a quality of life reversion and would only serve to appeal to nostalgia. I'm not trying to be disparaging so I apologize if my tone at all sounds antagonistic but I can't cosign something I consider a strict quality of life downgrade. If people are interested in some minor effect that doesn't impeded or affect gameplay in any fashion (like Miriam glows a specific color for a bit or a chime or whatever) after using an item and returning to gameplay from the inventory screen (or after using a hot key), I wouldn't be opposed to that. For the Real Time Menu examples, I'll be sure to check out some videos of that when I'm in a place I can watch some videos. Thanks for the heads up though. I get your side of it, and I agree that we shouldn't have to equip items to a weapon slot to use them. That's unnecessarily cumbersome as far as menu-ing goes, it has no gameplay implications other than deterring you from doing it as much because of it being a hassle. This is where I'm coming from with this, it doesn't have to be just like SotN, but the startup of healing items is there for a reason. The Souls games are modern enough, right? Estus Flasks don't activate/heal you instantly, there's an animation and startup involved so you have to safely plan out how you're going to do it in a fight. Even while losing/playing the game incorrectly, the game is causing you to "play it better" even still by encouraging you to strategize a smart way to recover your life. If the life regeneration was an instant hotkey, the flavor, challenge and even fun of those games would be entirely lost. Igavania games aren't Souls games. They're nowhere near that difficult, but at least we can include something that would cause us to think a little bit before charging in and throwing out our strongest x/y while occasionally tapping instant potion if the enemy/boss has the nerve to hit us. We're engaging ourselves more in the gameplay this way, having a give and take with the boss, being cautious. The portable games dabbled in a different method of giving you instant recovery items, but fewer of them in number (a limit) and having many of them recover small amounts. I prefer to not have inventory limits, so going the more strategic/challenge of gameplay route would be better to me. Plus, I can feel like I'm learning how to deal with something, if only how to create space enough between me and it to continue the fight. I think we have a fundamental misunderstanding (or disagreement?) about the design philosophy and agenda of these games. The Metroidvanaia genre as a whole is about the theme of "growth". All games in this genre/of this type have interconnected worlds that open up as you grow stronger (either with an RPG system or without) and gain abilities to better explore the world. Everything is about a sense of pushing you forward and for the player to become more powerful and feel more powerful as the game progresses. Challenge isn't born out of restriction but rather putting up tougher and tougher challenges against the player or giving the player all the tools they could want but leaving it up to them to figure out which ones to use. This is in contrast to games like Classicvanias, Dark Souls, Classic Resident Evil, etc. Those games emphasize the sense of horror and really drape themselves in horror themes and tropes. The best way to accomplish this is to induce fear and terror in the player and the best way to do that is to make them feel weak. As such, the theme of games like those is "fear through restriction". You want a small, restrictive toolset to work with. That is why Classicvanias have clunky as hell controls, why Classic Resident Evil games have tank controls and a weird inventory system, its why many games of that sort forgo RPG systems, etc. The point isn't to make the player feel overpowering by the game's end up rather to make them feel vulnerable the entire game - like the every man who has overcome adversity to triumph. It's the same way many horror movies are constructed as well. Trying to apply some weird item restrictions to a Metroidvania game strikes me as counter-intuitive game design. Not that it can never work but its clearly not the modus operandi of the genre. I feel a lot of people loved Dark Souls but don't really understand why it works, why its designed the way it was and want to jam elements of that game into other games without a sound understanding of game design and game theory. The concept of "growth" and "empowerment" is the reason why Igavanias have progressively removed the mechanical "clunk" the from the games as the series has progressed. Given all this, I strongly feel the best way to make a challenging game in this genre is to have enemies and obstacles that force you to exploit your all your options rather than a game that tries to restrict your options. The later is absolutely a fine way to design a game - I just don't think its the best way to design Metroidvanias however and it seems pretty counter to how Iga's game design has evolved over his career as far as I can see.
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Post by purifyweirdshard on Mar 14, 2016 22:13:12 GMT -6
So, you mean to say that the game should progress around the idea that you should just grow and get stronger, grind and find better and stronger items, to just overcome and power through the game. I like that as an option, a way to go casually and at a slower pace if need be, but I'd like to be able to get through games without necessarily having to exploit all of those tools. They can be there if someone needs them, perhaps found through a guide rather than being obvious. I really like playing games blind, and if I can get through on my own learning/ability straight through, I consider that a great game and experience. SotN was played that way for me, and a lot of us back then - we didn't know that the Schmoo could drop the Crissaegrim if you killed it maybe a hundred times, that the Alucard Sword/Shield Rod was a broken combination, that certain special attacks with invincibility could be canceled into themselves, etc. Many of us beat the game back then using and learning its base mechanics, and how potions are used is a base mechanic. You could play/grind or read guides long enough to find the right tool to power you through, or you could be someone to adapt to how the game works as is to beat what you're at just how your character is. I think a good game, and yeah even of this type, should account for that.
In today's times, how a game is structured should by necessity be a little bit harsher, or at least the means to acquire those tools difficult in itself. Information is so readily available now, I spoil myself on things regularly just going to look at my e-mails or social media. The mechanics should be solid as a base for this, and any game in this day and time that would cause someone to really consider what they're doing as opposed to following their Youtube Let's Play of choice gets my seal of approval.
Well, this is going in a direction that doesn't have much to do with menus and is more just game design opinions. I will say though, you're often using statements like "a lot of people", "I don't mean to antagonize" and so on, but it really looks like you're talking about us/me. It sucks that you think we don't know what we like/what we're talking about. I mean, maybe you don't think that and you're just coincidentally directing related statements on the same topics, but well...it will get harder and harder to continue a conversation if the other side is just told they don't understand. I think we know where each other stands on our ideas now, though?
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Post by crocodile on Mar 14, 2016 23:37:47 GMT -6
So, you mean to say that the game should progress around the idea that you should just grow and get stronger, grind and find better and stronger items, to just overcome and power through the game. I like that as an option, a way to go casually and at a slower pace if need be, but I'd like to be able to get through games without necessarily having to exploit all of those tools. They can be there if someone needs them, perhaps found through a guide rather than being obvious. I really like playing games blind, and if I can get through on my own learning/ability straight through, I consider that a great game and experience. SotN was played that way for me, and a lot of us back then - we didn't know that the Schmoo could drop the Crissaegrim if you killed it maybe a hundred times, that the Alucard Sword/Shield Rod was a broken combination, that certain special attacks with invincibility could be canceled into themselves, etc. Many of us beat the game back then using and learning its base mechanics, and how potions are used is a base mechanic. You could play/grind or read guides long enough to find the right tool to power you through, or you could be someone to adapt to how the game works as is to beat what you're at just how your character is. I think a good game, and yeah even of this type, should account for that. In today's times, how a game is structured should by necessity be a little bit harsher, or at least the means to acquire those tools difficult in itself. Information is so readily available now, I spoil myself on things regularly just going to look at my e-mails or social media. The mechanics should be solid as a base for this, and any game in this day and time that would cause someone to really consider what they're doing as opposed to following their Youtube Let's Play of choice gets my seal of approval. I'm a bit puzzled by this part of the response. I don't disagree with anything you've said but I feel the fact you typed this means you misunderstood me perhaps? Maybe I was unclear? The item usage in SOTN was clunky in many respects. This was improved in every Igavania moving forward. I'm not interested in returning to that system in any regard because I would consider a reversion. This has nothing to do with playing a game blind or with a guide or if you try to collect all the equipment or whatever. When I say "a lot of people" I mean "a lot of people I've either interacted with or watched discuss the subject over the course of my time both online and offline". I'm actually speaking in generalities. I saw how internet discourse changed after the release and success of Dark Souls. I now see how tons of game developers or gamers are calling "_____ is the Dark Souls of ______". I've seen how lots of people have asked that more and more games emulate Dark Souls. At the same time I've also seen a lot of those people fail to understand why _______ isn't like Dark Souls and would not be made either a better designed game or a more appealing game to a wide swath of people by emulating Dark Souls in particular ways. Now, speaking specifically to you and others here, I've never questioned why you like what you like nor am I saying you're a bad person for having such an opinion. I'm arguing that I don't think actively adding awkward item usage to this game is good game design for this type of game or will make the game more fun to a large swath of people. I'm not making a judgement of you at all - I'm saying I think your idea and of those you quoted is a bad idea and I'm trying to be explicit in why I think its a bad idea using game theory.
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Post by purifyweirdshard on Mar 14, 2016 23:48:53 GMT -6
Ah, fair enough then. I think I had already said all I had wanted and just rambled on about something I tend to bring up by default. Sorry about that, where I was going with the blind playing etc was a playstyle preference over a "growth" or grinding style of play that I inferred from your post. I know you're talking about how a game is made vs. how one chooses to play it, but I like those obstacles. Sure though, the obstacles could be overcome with more playtime and research. I was initially trying to expound on why I think the base mechanic of slower potions would be good, but anyway, I think at this point we would just leave it up to a poll choice. Everyone should have a more informed idea of the implications now, at least. If I edit this post long enough, it will be longer than the original one above and possibly make less sense.
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Post by Galamoth on Mar 15, 2016 7:51:52 GMT -6
Ok thanks for that video. Now I understand what people are saying when they mean real-time menus. Yeah, I'm not sure that would be appropriate for this sort of game. Could lead to a lot of item fumbling during battle. Did it work well at all in Lament of Innocence? I never played that game. To answer your question: Yes, it did work at least for Lament of Innocence. Item-use is instant in that game.
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Post by purifyweirdshard on Mar 15, 2016 8:21:03 GMT -6
UI and Menus bullet point draft: - A minimalistic HUD option is a popular idea.
- Real-time menus are a popular modern touch, but actual convenience (given inventory size) is questionable.
- Quick-slot/hotkey items/potions, though:
- A poll choice between instantaneous and/or in-menu potion/food regenerative effects versus there being an animation or graphical effect accompanying a delay, i.e. a portable Igavania vs SotN/Souls game
- Classic, upper-corner health/MP bars. This is good for knowing at a glance how much damage you've taken.
- Visible colored bars or icon indicators of status effects. Rose (if present) on UI or Miriam's aura/crystal could change color depending.
- Toggleable mini-map.
- Large text in menus.
- Detailed in-menu images for items.
- Swappable equipment sets as an option.
Astaroth made a nice mock-up example of some of the UI ideas: bloodstainedfanforums.com/post/24008/thread How's this? And yeah, I will note myself that I'm not sure about the edge designs of Astaroth's screen, but I thought it was neat work and illustrated some of our other points. It's not part of UI per se, but I really think the rose petal for hearts is a great idea and sneaking that through would be great lol. s are my first choice definitely, mind you, but if they are out, then yeah. D:
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Post by CastleDan on Mar 15, 2016 11:03:19 GMT -6
I always think if Lament Of Innocence had better level design I would have absolutely adored that game. Cool bosses, the visual aesthetic was beautiful, the enemies were really cool, the whip was amazing one of the coolest whips in a video game, the soundtrack to me was the best since SOTN.
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