What We Know - Bloodstained Gameplay Systems & Mechanics
Jan 30, 2016 5:00:52 GMT -6
CastleDan, Scars Unseen, and 5 more like this
Post by crocodile on Jan 30, 2016 5:00:52 GMT -6
So thinking about it, I realized I had forgotten or wasn't entirely clear on what some of the basic gameplay systems and mechanics of the game were and given some conversations I've seen around, I get the feeling I'm not alone. So I looked over the campaign page again as well as some interviews IGA has given to try to nail down what the current outline looks like. Obviously since this is still a game in development, I expect some things to change from what has been outlined here (if it hasn't already changed behind the scenes over at Inticreates) to the final game.
None of this is new information but I know it was helpful for me to get all this info all in one place (rather than spread about) and I hope others find it helpful as well. Is there any gameplay focused detail I might have missed that someone has a source for?
Sources
1) Campaign Page
2) Interview with Operation: Akumajo
3) USGamer Interview
4) Shmuplations translation of Game*Spark Interview
5) Ask IGAs (Especially #4)
6) Iga's Reddit AMA 5/29/15
- There will be breakable candelabras and other similar background items for the sake of pacing & tempo. What's inside them is still to be determined. (2)
- No Sub-Weapons are currently planned (2)
- Equipment can be found, purchased (there will be an offline & online shop) or crafted. The amount & type of equipment hasn't been locked down and IGA is willing to listen to backer feedback on this. Bloodstained will likely not be as equipment focused as SOTN however. (2,5)
- Array of traversal mechanics and other special abilities (see double jump) will be extensive and likely be tied to the magi-crystal system (2)
- Combination of Magic and Key Items will be important in opening up different portions of the castle (2)
- Manual Save Point & Leaderboards confirmed (2)
- Magi-Crystal System: Enemy Drop > Magi-Crystal after Alchemy is preformed > Crystal can be equipped and/or combined with others for different effects to your parameters/abilities/skills. This is described as being very similar to the Soul system of the Aria/Dawn of Sorrow games. (2,3)
- Magi-Crystal can used be combined with other items and equipment to form new equipment. (1)
- A monster can drop different materials from different aspects of their body (head, leg, etc.) and in turn have different effects when they are turned into crystals and applied to you. Monsters may also drop money. (4)
- Familiars will be in the game but its unclear if they will work as in SOTN, DOS/OOE or Curse of Darkness. (1)
- Special techniques and spells have been confirmed but its unclear how they are preformed or accessed (1)
- Button command spells, transformations, etc. aren't off the table but aren't confirmed either. (5)
- The possibility of daily events influencing the main game or rogue-like mode are being considered. (3)
- Combat will flow similarly to previous Igavania games with an emphasis on quick attacks and dodging, not short or long combos (6)
- Gameplay will not be strictly orthographic and will incorporate a lot of perspective projection elements (tilted camera with background emphasis) (5)
- "Customize" system and ability for equipment to change appearance will allow for a lot of options to change one's appearance. (1)
None of this is new information but I know it was helpful for me to get all this info all in one place (rather than spread about) and I hope others find it helpful as well. Is there any gameplay focused detail I might have missed that someone has a source for?
Sources
1) Campaign Page
2) Interview with Operation: Akumajo
3) USGamer Interview
4) Shmuplations translation of Game*Spark Interview
5) Ask IGAs (Especially #4)
6) Iga's Reddit AMA 5/29/15