Apollonian
Loyal Familiar
[TI2]Drink stale wine to your heart's delight
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Apollonian
[TI2]Drink stale wine to your heart's delight
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Post by Apollonian on Jan 1, 2016 16:17:14 GMT -6
"Ah man, I just shot Miriam in the face!"
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Post by spideryfingers on Jan 1, 2016 18:02:27 GMT -6
Let's face it, death is the black curtain that separates the soul from the physical body...
So, to a very large extent, I agree with what Zechs mentioned about Miriam's crystal curse preventing her 'death'. Crystals have potential energy (strike a piezo crystal and it emits an electrical discharge). Therefore, her soul could be partly contained within her crystals (a bit like Voldermort's soul hidden in horcruxes from Harry Potter). Since her spirit is still mysteriously connected to crystals due to the curse, following so called 'death', she inadvertently performs an etheric projection and is wretchedly drawn to a crystal formation against her will before a grim incarnation or possession occurs. This means that her soul can never be free and many horrific and painful experiences (rather than death) are inevitable until the curse is lifted.
I'm feeling heartbroken just thinking about it. Poor Miriam! *breaks out into floods of tears*
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Neowulf
New Blood
dunno how I feel about GOG connect...
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Post by Neowulf on Jan 1, 2016 18:38:18 GMT -6
This is more about Miriam's death animation/death in general. I was just playing Axiom Verge and the first time your player dies he asks aloud why he's still alive and it's briefly touched upon by an npc. You don't lose progress when you're killed, you're taken back to where you last saved and you have to work your way back, which seems to be a some kind of trend where some Indie Games kind of remove the lives system or any real game over (Gunvolt and Shovel Knight come to mind). So I think it's easy to say that she could 'die' by like exploding into crystal fragments... but then the fragments warp away and end up in the last save room, where she's reassembled and the player can continue. Maybe depending on how she's killed the crystals shatter in different ways.
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neff
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Post by neff on Jan 3, 2016 19:21:00 GMT -6
I like seeing different damage animations, changing it up based on direction(front or back) or severity (standand hit or a knockback across the room) is a nice touch that often goes overlooked.
I do like the curse getting out of control for miriam taking a last minor hit, along with other deaths that might kill her too quick for that.
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Astaroth
Fifty Storms
What a wonderful night to have a curse...
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Post by Astaroth on Jan 10, 2016 0:14:46 GMT -6
actually, there could be an interesting halfway point to that, i like that death is a setback in igas games, but i dislike that it kicks you all the way back to the title screen when you die, perhaps death could set you back like normal but instead you get a zeldaesque option on the game over screen to continue on or quit, if you continue you reload your last save point and continue, if you quit you go to title which allows you to load any save you have
i hope iga gets creative with enemy/player deaths, and given some of the flair he and his teams have added to damage and death frames in the past i cant wait to see what they come up with ^_^
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Post by CastleDan on Jan 10, 2016 10:02:19 GMT -6
I always looked for this to post but this is exactly what i'm talking about. SOTN just had so much wonderful details put into it. I hope they really drive that vibe home with Bloodstained.
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Post by crocodile on Jan 10, 2016 12:56:09 GMT -6
Man, a lot of people are putting a lot of effort int thinking up ways she could die. A bit weird to be honest.
Anyway, considering the stained-glass motif of the game, having her shatter like glass might be an interesting default death animation. I'm not particularly interested in seeing something gruesome but I doubt I'd care or object to whatever IGA & crew decide to do here.
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XombieMike
Administrator
Fifty Storms
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Post by XombieMike on Jan 10, 2016 13:34:07 GMT -6
Let's face it, death is the black curtain that separates the soul from the physical body... So, to a very large extent, I agree with what Zechs mentioned about Miriam's crystal curse preventing her 'death'. Crystals have potential energy (strike a piezo crystal and it emits an electrical discharge). Therefore, her soul could be partly contained within her crystals (a bit like Voldermort's soul hidden in horcruxes from Harry Potter). Since her spirit is still mysteriously connected to crystals due to the curse, following so called 'death', she inadvertently performs an etheric projection and is wretchedly drawn to a crystal formation against her will before a grim incarnation or possession occurs. This means that her soul can never be free and many horrific and painful experiences (rather than death) are inevitable until the curse is lifted. I'm feeling heartbroken just thinking about it. Poor Miriam! *breaks out into floods of tears* I'm more interested in her defeat not leading to death, but instead to total corruption.
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Post by CastleDan on Jan 11, 2016 13:37:22 GMT -6
How about in the vein of Alucards spinning body of blood... but instead....
The body just turns into stained glass and then shatters on the floor.
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Post by Saint Germain on Feb 5, 2016 1:28:40 GMT -6
Agree cool death animations and a cool game over screen with nice music and a gothic image like most the castlevania's.
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Post by Dragon_of_Dojima on Feb 5, 2016 2:03:49 GMT -6
Unique death animations could up the horror factor of this game.(Or up the hilarity depending upon how it's done or depending upon the person in general)
Either way, I'm all for it.
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Post by CastleDan on Mar 16, 2016 13:33:09 GMT -6
I think the more animations in the game the more character the game has. So I definitely hope it's one of the things they give loads of attention to.
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Post by crocodile on Mar 17, 2016 22:18:35 GMT -6
Speaking of funny/weird/noteworthy animations, I only recently learned that when wind gusts strike up, the Persephone enemies in Dawn of Sorrow grab their skirts so they don't flip over. I dunno why but I thought that was hilarious and super unexpected. Goofy stuff like that would be good to see in Bloodstained with its more silly enemies or situations (however many/few there are).
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Post by Scars Unseen on Mar 18, 2016 2:35:24 GMT -6
All this talk about animation, but let's not neglect the audio factor.
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Post by CastleDan on Mar 18, 2016 9:58:51 GMT -6
Speaking of funny/weird/noteworthy animations, I only recently learned that when wind gusts strike up, the Persephone enemies in Dawn of Sorrow grab their skirts so they don't flip over. I dunno why but I thought that was hilarious and super unexpected. Goofy stuff like that would be good to see in Bloodstained with its more silly enemies or situations (however many/few there are). I definitely think goofy animations are apart of what makes the games special. The more animation details in the game the better. It's what gives Igavania games so much character. It's in the little details.
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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 18, 2016 10:07:51 GMT -6
I can suggest unique death animations depending on the type of attack used (even element-wise), for both enemies and the player's character.
By the way... "Go, Frozen Half!!!" (Of course Galamoth would say that)
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Post by CastleDan on Mar 18, 2016 10:20:50 GMT -6
I can suggest unique death animations depending on the type of attack used (even element-wise), for both enemies and the player's character. By the way... "Go, Frozen Half!!!" (Of course Galamoth would say that) Yup, unique death animations are great
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Post by ghaleon on Mar 18, 2016 21:47:50 GMT -6
I think I already said it, but not just unique animations, but stupid hollywood dramatic ones are great. Stuff like enemies being attracted to balcony and cliff edges like magnets as they die to fall over regardless of the fact that what hit them should have knocked them away rather than towards. That last feeble reach towards the sky before death, etc... I don't really think you can milk that stuff in this kinda game though. I think that's more for games where there is little enemy variety and you have to kill a LOT of the same kinds of enemies. (like nazis in a ww2 game, zombies in a zombie game, etc).
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Post by LordKaiser on May 15, 2016 11:19:26 GMT -6
Oh and also I feel like low health animation is important. When Miriam is about to die she must breath heavily or touch a area of her body like her chest etc. or simply look tired and weak.
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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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[TI2] Boss of the Floating Catacombs. Hopes nobody finds his hidden Beryl Circlet.
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Post by Galamoth on May 15, 2016 14:29:38 GMT -6
Oh and also I feel like low health animation is important. When Miriam is about to die she must breath heavily or touch a area of her body like her chest etc. or simply look tired and weak. There could even be a similar animation for Miriam if she uses an ability that slowly drains her HP as a cost. (For that matter, how about a special animation for if she's Poisoned? Not just a color-change to indicate the status.)
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