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Post by crocodile on Oct 30, 2015 18:51:01 GMT -6
October Update is Live!Highlights- Credit Name limit has been lengthened to 26 characters up from 18 which should make long names easier to fit
- Credits Clans will each get a code for a cosmetic item in the game. Codes are free to all so be on the look out for all 18 of them!
- Shout-out to the Bloodstained Community Podcast by XombieMike. Also a shout-out to Goobsausage
- Don't forget to fill out your backer survey (you can change things later)
- Lots of sweet new background art is shown. The shader discussion and some in-game screens/video should happen next month!
- A classic level design planner IGA has worked with in the past, Shutaro Iida, has joined the project!
- IGA thinks Indivisible is super cool and that you should back it if you can. Don't let IGA-sempai down!
Look at this sweet background art <3
Some sweet cosplay too <3
Happy Halloween everyone! Be safe and have fun if you're going out <3
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Post by Motoko on Oct 30, 2015 19:31:37 GMT -6
That was a fantastic update! Really enjoyed seeing the concepts for the background designs and learning more about how the game is being built and coming together. Also super excited to see some information about the shaders next month, and seeing the team's early results working with UE4 a bit more v(=∩_∩=)フ
And this has to be said once again, but IGA is one of the most humble game developers out there.. I'm glad he's on the gamer's side, his passion clearly shows through. Cool of the team to give a shout-out to Lab Zero \(-ㅂ-)/ ♥ ♥ ♥
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Post by Goobsausage on Oct 30, 2015 19:48:07 GMT -6
Ugh, that guy from the forums they quoted in the update is such a weirdo. He's got an avatar with an anime character wearing an their underwear on the head. Why would an official Kickstarter campaign he threw money at ever give him a shout-out or quote anything he says?
(Thank you Bloodstained campaign management team! <3)
That's some great cosplay from Toshi Studios/Little Chook. Nice detail on the floral print for the dress and the sword looks cool.
Looking forward to next month where we get a look at some of the assets!
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じーっ
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Post by Ciel on Oct 30, 2015 19:54:17 GMT -6
Ugh, that guy from the forums they quoted in the update is such a weirdo. He's got an avatar with an anime character wearing an their underwear on the head. Why would an official Kickstarter campaign he threw money at ever give him a shout-out or quote anything he says? (Thank you Bloodstained campaign management team! <3) That's some great cosplay from Toshi Studios. Nice detail on the floral print for the dress and the sword looks cool. Looking forward to next month where we get a look at some of the assets! You are famous now, be proud of it '-'
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Post by Dragon_of_Dojima on Oct 30, 2015 19:57:21 GMT -6
I also think working on the shaders first is a good idea. Better to nail the art style before filling in the details.
I was actually a bit worried on whether or not we would get consistent monthly updates or not. Glad to know I was wrong. Keep it up!
Indivisible getting a shout out was grand, let's see if this does something for them.
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Post by nekurors on Oct 30, 2015 20:47:33 GMT -6
Well, the best part of this update was to see they are really caring about background and atmosphere, which i believe to be one of the most important aspects of the igavanias in my opinion, i had some worries since we are jumping from 2D low-pixelated backgrounds from previous igavanias to very high resolutions on a 3D engine, but it seems they know the best approach to it, please keep focus on these details! I want to feel the background like it is alive. And yes lida-san seems to be the right guy for the task. Can't wait for the next update it promises to be great. I wonder if the background art designs are spoilers for places we will see during the game we can see some nice paths outside the castle (short or not, it's outside), and what about these cabins around a street, does this mean we will be able to go to some kind of village "far" from the castle itself? There is even an art for inside of a cabin and if you pay atention there is one on top of a ship, either it could be places you go for a prologue before the castle (you take a ship, get to the village and go for the castle) where the game begins or these are actually main-game places. Not to mention the castle entrance (bridge) from outside as like you travel to the castle through other stages before entering the castle, very interesting.
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Post by DAN G on Oct 30, 2015 21:39:46 GMT -6
Still hope they main focus is the castle. Nothing to me has topped the SOTN castle and I'm hoping this is the one.
I really love the blood fountain pic and the spiral staircase image in those concept arts. I also like the sizing of Miriam compared to the location, she's not awkwardly big or thick. A smaller looking slender character, makes the background bigger looking which is noce
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gunlord500
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Hyped for Bloodstained 2!
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Post by gunlord500 on Oct 30, 2015 22:51:19 GMT -6
I also think working on the shaders first is a good idea. Better to nail the art style before filling in the details. I was actually a bit worried on whether or not we would get consistent monthly updates or not. Glad to know I was wrong. Keep it up! Indivisible getting a shout out was grand, let's see if this does something for them. Yeah, same here. I guess they really were waiting for Halloween! That said, it's excellent news that Curry the Kid is coming in board. This will be sure to ally any fears about level design
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Post by Dan G. on Oct 30, 2015 23:39:00 GMT -6
I didn't care for the background art of the bottom left with the barrels. Just reminds me of the repetitive boxy art style of some of the later IGAVANIA games. Giant square rooms with smaller square sections with little to no geometry. I know this is just to nail the looks but that's one of the looks I never cared for.
I really love the visual style of the blood fountain, the spiral staircase, I dig the chapel with the chapel in the background, and I really love the upper left with that weird portal device and what looks like library books. Idk if they are all used for just the LOOK of the levels, because I hope so...majority of the locations have flat characteristics. If it's just for figuring out an areas look than the ones I mentioned above looked fantastic.
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Post by Dan G on Oct 30, 2015 23:40:03 GMT -6
I also think working on the shaders first is a good idea. Better to nail the art style before filling in the details. I was actually a bit worried on whether or not we would get consistent monthly updates or not. Glad to know I was wrong. Keep it up! Indivisible getting a shout out was grand, let's see if this does something for them. Yeah, same here. I guess they really were waiting for Halloween! That said, it's excellent news that Curry the Kid is coming in board. This will be sure to ally any fears about level design which games did he do?
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Rixuel
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[TI0] Adventurer/Gamer. Only believe what make sense.
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Post by Rixuel on Oct 31, 2015 1:21:13 GMT -6
Yeah, same here. I guess they really were waiting for Halloween! That said, it's excellent news that Curry the Kid is coming in board. This will be sure to ally any fears about level design which games did he do? If you look this link: http://www.mobygames.com/developer/sheet/view/developerId,485138/ You will see the games he worked on
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Post by DragonByDegrees on Oct 31, 2015 3:57:05 GMT -6
GodDAMN those are some nice backgrounds. That fountain, those stairs, the chapel.... Hnnnnnnng. Testing needs to get here sooner!
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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Post by Astaroth on Oct 31, 2015 12:06:30 GMT -6
I didn't care for the background art of the bottom left with the barrels. Just reminds me of the repetitive boxy art style of some of the later IGAVANIA games. Giant square rooms with smaller square sections with little to no geometry. I know this is just to nail the looks but that's one of the looks I never cared for. I really love the visual style of the blood fountain, the spiral staircase, I dig the chapel with the chapel in the background, and I really love the upper left with that weird portal device and what looks like library books. Idk if they are all used for just the LOOK of the levels, because I hope so...majority of the locations have flat characteristics. If it's just for figuring out an areas look than the ones I mentioned above looked fantastic. Actually it looks like that concept is part of the ship page, you can see the cannons on the upper level and while im sure there will be more clutter and detail if the area makes it in, the way it looks now makes sense for a ship, you cant just stack things unless its the cargo hold and youre lashing things down cause ships roll and sway, this seems to be a deck used by the crew so keeping things against the wall unstacked for easy access makes sense, and actually this could make for a very interesting level design if the ship did sway, and things in the background slid into the foreground or tumbled about the screen as you fight the skeleton crew Im really excited, all the art is very pretty and i cant wait to see a few of them with the shaders implemented ^_^
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Post by Dan G. on Oct 31, 2015 12:21:04 GMT -6
I didn't care for the background art of the bottom left with the barrels. Just reminds me of the repetitive boxy art style of some of the later IGAVANIA games. Giant square rooms with smaller square sections with little to no geometry. I know this is just to nail the looks but that's one of the looks I never cared for. I really love the visual style of the blood fountain, the spiral staircase, I dig the chapel with the chapel in the background, and I really love the upper left with that weird portal device and what looks like library books. Idk if they are all used for just the LOOK of the levels, because I hope so...majority of the locations have flat characteristics. If it's just for figuring out an areas look than the ones I mentioned above looked fantastic. Actually it looks like that concept is part of the ship page, you can see the cannons on the upper level and while im sure there will be more clutter and detail if the area makes it in, the way it looks now makes sense for a ship, you cant just stack things unless its the cargo hold and youre lashing things down cause ships roll and sway, this seems to be a deck used by the crew so keeping things against the wall unstacked for easy access makes sense, and actually this could make for a very interesting level design if the ship did sway, and things in the background slid into the foreground or tumbled about the screen as you fight the skeleton crew Im really excited, all the art is very pretty and i cant wait to see a few of them with the shaders implemented ^_^ I think just deep down I was hoping for something that felt more like SOTN. The ship, the town....just doesn't make it feel that way. I liked the level design of SOTN and the more gothic focus and this feels more classicvania in comparison. I think it really depends on what experience you loved most as a castlevania fan. For me it was SOTN so the more it doesn't remind me of that the more bummed I get. Whereas someone who likes Order of Ecclesia the most would be very excited about environments such as that. It just reminds me of the HUB type of style of games like Portrait of Ruin and Order of Ecclesia, where I want a singular BIG experience that's fully explorable and connected. This is all assumptions though. All I'm saying is I'm hoping for more designs in the vein of SOTN's chapel area. GIANT staircases going upwards instead of flat rooms, jumping bell to side platform to bell. Stuff that makes you feel like you're scaling a beautiful castle. Not square rooms with little architecture. These are just designs though and for that they look really nice, so don't take it as me being negative. Just hoping for the above!
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Post by Dan G. on Oct 31, 2015 12:27:16 GMT -6
Basically saying ... flat = boring level design and hoping this isn't too common.. Hubs= boring and less creative exploring unless you find some sorta cool portal like SOTN did where the whole castle is upside down
not implying the art means this because they made just be using it for the look and feel.
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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Post by Astaroth on Oct 31, 2015 12:37:13 GMT -6
Its cool, im wondering if the town page could be part of an intro cutscene since its paired with the castle entrance, but i also noticed the castle is surrounded by water, so the ship may actually be in a dock the castle has and the hold has plundered booty from some far off land, or you have to use the ship somehow to gain access to a part of the castle thats broken off and halfway submerged, im interested in how the different areas will play off each other
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Post by CastleDan on Oct 31, 2015 12:38:37 GMT -6
The middle picture with the spiraling staircase. THAT is perfect, and exactly what I'm looking for. ( Finally logged in ...and I would have not made so many posts if i knew how to delete or edit my posts which I don't)
The middle picture with the spiraling staircase is the type of stuff I'm hoping for. Relying less on flat and make the environments take on the shapes that the locations inspire. You could for instance go room to room in a chapel of flat rooms with stained glass in the backgrounds. Why do that though when you can have like SOTN had which was giant stairwells, huge bells, scaffolding type structures on the sides of the towers? So I guess the thing I'm most excited about is how they transform the environments to be a living breathing castle full of great design and interesting locations. The look of the areas in the pics are very beautiful looking so I'm excited to see what they will do. I particularly like the library/portal looking room or w/e location that is on the left side. Also seeing there is a blood fountain tells me they're paying attention to us and know that the more interesting objects in the areas the more alive it feels.
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Post by CastleDan on Oct 31, 2015 12:40:09 GMT -6
Its cool, im wondering if the town page could be part of an intro cutscene since its paired with the castle entrance, but i also noticed the castle is surrounded by water, so the ship may actually be in a dock the castle has and the hold has plundered booty from some far off land, or you have to use the ship somehow to gain access to a part of the castle thats broken off and halfway submerged, im interested in how the different areas will play off each other I could see it being sorta like Dawn of Sorrow where you have those town buildings before you get into the actual castle. ( if im remembering correctly). I would be fine with that, I'm hoping it's not really a hub system and the castle gets more of the focus than anything else. When they said make the biggest castle we've seen I hope they mean the biggest INTERCONNECTED castle, not artifically made big by portals into different locations.
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Post by Dangamer on Oct 31, 2015 22:58:44 GMT -6
Basically saying ... flat = boring level design and hoping this isn't too common.. Hubs= boring and less creative exploring unless you find some sorta cool portal like SOTN did where the whole castle is upside down not implying the art means this because they made just be using it for the look and feel. This is all speculation on my part—I don't have any inside information about game design—but when we did the panel IGA talked for a little while about moving from the original game design, which featured levels from around the world, to a huge, explorable castle after the publishers turned him down and he decided to bring the game to the fans. To me that sounds like a move away from the hub concept. (Plus: We're going to be designing and producing a huge castle map for the $500 tier. We won't know what that's going to look like for months and months—again, I don't know anything about the game's design that you guys don't—but when we proposed it nobody on the Japan side said "Oh, actually that won't work, because the castle's just a hub world.")
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Post by CastleDan on Nov 1, 2015 8:52:56 GMT -6
Basically saying ... flat = boring level design and hoping this isn't too common.. Hubs= boring and less creative exploring unless you find some sorta cool portal like SOTN did where the whole castle is upside down not implying the art means this because they made just be using it for the look and feel. This is all speculation on my part—I don't have any inside information about game design—but when we did the panel IGA talked for a little while about moving from the original game design, which featured levels from around the world, to a huge, explorable castle after the publishers turned him down and he decided to bring the game to the fans. To me that sounds like a move away from the hub concept. (Plus: We're going to be designing and producing a huge castle map for the $500 tier. We won't know what that's going to look like for months and months—again, I don't know anything about the game's design that you guys don't—but when we proposed it nobody on the Japan side said "Oh, actually that won't work, because the castle's just a hub world.") Which makes me feel muccccchhhhh better
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