Attention Content Contributors! -UPDATED 1/23/17-
Mar 12, 2016 16:56:35 GMT -6
EliteLonewolf76, Galamoth, and 9 more like this
Post by cecil-kain on Mar 12, 2016 16:56:35 GMT -6
Welcome to the Content Contributor thread!
I'm starting this tread for the following reasons...
1. To gather all backers contributing content to Bloodstained:Ritual of the Night.
2. To give these backers a chance to share their content ideas with each other and the community.
3. To create an atmosphere of collaboration, thoughtful commentary, and constructive criticism.
4. To inspire, nurture, and sharpen creative ideas for the highest quality content possible.
FAQ
What is a Content Contributor?
What kind of content are they contributing?
How many Content Contributors are there?
Who are the Content Contributors and what are their ideas?
Can I become a Content Contributor?
OFFICIAL UPDATES
UPDATE 1/23/17 (with 1/25/17 correction)
Runic Forgers were contacted with the following instructions and guidelines.
UPDATE 11/22/16
Cache of the Occults were contacted with the following instructions and guidelines.
UPDATE 10/6/16
Hounds of Hell were contacted with the following instructions and guidelines.
UPDATE 8/18/16
Demon Summoners were contacted with the following instructions and guidelines.
CONTENT CONTRIBUTOR LIST
RUNIC FORGERS
REDtheBEAST
HOUNDS OF HELL
Thomas
DEMON SUMMONERS
bmurr1387
CACHE OF THE OCCULTS
cecil-kain
Thank you for visiting. Please share your comments below!
I'm starting this tread for the following reasons...
1. To gather all backers contributing content to Bloodstained:Ritual of the Night.
2. To give these backers a chance to share their content ideas with each other and the community.
3. To create an atmosphere of collaboration, thoughtful commentary, and constructive criticism.
4. To inspire, nurture, and sharpen creative ideas for the highest quality content possible.
FAQ
What is a Content Contributor?
Content Contributors are high level backers designing content for Bloodstained: Ritual of the Night.
These backers earned their privilege by supporting the Kickstarter campaign at the following tiers.
$2000.00 for RUNIC FORGING I
$2100.00 for RUNIC FORGING II
$3000.00 for HOUNDS OF HELL I
$3500.00 for HOUNDS OF HELL II
$5000.00 for DEMON SUMMONER
$8500.00 for CACHE OF THE OCCULT
These backers earned their privilege by supporting the Kickstarter campaign at the following tiers.
$2000.00 for RUNIC FORGING I
$2100.00 for RUNIC FORGING II
$3000.00 for HOUNDS OF HELL I
$3500.00 for HOUNDS OF HELL II
$5000.00 for DEMON SUMMONER
$8500.00 for CACHE OF THE OCCULT
What kind of content are they contributing?
Each RUNIC FORGER will contribute one weapon.
Each HOUNDS OF HELL will contribute one pet-themed monster.
Each DEMON SUMMONER will contribute one monster.
Each CACHE OF THE OCCULT will contribute one weapon, one monster, and one secret room.
All content ideas will be subject to rules. Please see the updates below for details.
Each HOUNDS OF HELL will contribute one pet-themed monster.
Each DEMON SUMMONER will contribute one monster.
Each CACHE OF THE OCCULT will contribute one weapon, one monster, and one secret room.
All content ideas will be subject to rules. Please see the updates below for details.
How many Content Contributors are there?
20 RUNIC FORGERS
6 HOUNDS OF HELL
3 DEMON SUMMONERS
4 CACHE OF THE OCCULTS
6 HOUNDS OF HELL
3 DEMON SUMMONERS
4 CACHE OF THE OCCULTS
Who are the Content Contributors and what are their ideas?
Please see Content Contributor List toward the end of this post.
Can I become a Content Contributor?
No, but you can still share your ideas and contribute to the discussion.
OFFICIAL UPDATES
UPDATE 1/23/17 (with 1/25/17 correction)
Runic Forgers were contacted with the following instructions and guidelines.
Hello, this is IGA.
Thank you for backing the RUNIC FORGING or CACHE OF THE OCCULT tier.
Regarding the backers' weapon designs, first we would like to gather everyone's weapon concepts to know how many different kinds of weapon there are and the total of it.
First, we would like to know the basic weapon type and its element. Please submit your weapon concept through our Google Form.
**REDACTED**
A Google account will be required and your submission can be edited after its been sent. For those who do not have a Google account or cannot view the form, please email us with the answers for the following options below.
--------
Selecting a Weapon Category
Previously we shared 8 different kinds of weapon motions.
1.) Kick (Shoes)
2.) Single Handed Slash (Single Handed Swords, Maces)
3.) Single Handed Pierce (Knives, Rapiers)
4.) Two Handed Slash (Great Swords, Axes)
5.) Upward Diagonal Slash (Katana)
6.) Two Handed Pierce (Two Handed Spears)
7.) Whipping (Whips)
8.) Shooting (Guns) : Consumable bullets
Please choose a weapon category. For those who want to check the motions, please refer to this video:
Select the Elemental Attribute and Special Effect for the weapon below.
Attributes
0.) None
1.) Fire
2.) Ice
3.) Lightning
4.) Light
5.) Dark
Note: weapons can only have abilities from the provided list of options (e.g. “screen shakes when swinging a weapon” is not available).
The strength of the weapon will be adjusted by the team based on the Elemental Attribute, Reach, and Range of the weapon. Additionally, adding Special Effects (Poison, Curse, & Stone/Petrify) will weaken the physical strength of the weapon.
Strength
Regarding the weapon strength, please select one from the two below.
Option 1 - Your weapon can be obtained through enemy drops and/or throughout the castle (along with the other in-game weapons). The strength of your weapon and spawn location will be decided by the team, and therefore, may have weaker or stronger stats compared to the other weapons in the game. This weapon cannot be upgraded, however it can be encountered in every playthough.
Option 2 - Your weapon starts off weak, but will have the potential to become one of the strongest weapons in the game if you level it up. This weapon type will be categorized under "Backer Weapons” (temporary name) which the player can only hold one of at a time (but they can be swapped out for other Backer Weapons at an in-game shop). Please keep in mind that this weapon type will not be listed in the game’s item collection glossary, and will be an optional weapon for players to encounter in each playthrough.
* The strength of the weapon will be adjusted accordingly based on the attribute, reach, and range. To put it briefly, adding special attributes will weaken the physical power.
We would like to receive the above information by January 31st (We apologize for the short notice). There may be some people who would like to change their design choice later on, so we will be emailing everyone once again for confirmation before we move onto the actual weapon design.
Thank you.
————————————————————
1/25/17 Correction
————————————————————
Hello everyone,
We have made an error on the backer weapon specification.
Regarding the guns in the game, this time we are using consumable bullets that are sold separately. Those bullets will have certain elemental attributes from the beginning. We sincerely apologize for overlooking this piece of information. This means, for those who have chosen a gun as their selected backer weapon will not be able to add elemental or additional attributes to their weapon.
To those who have chosen a gun as their selected weapon, please edit the Google Form with "None" for elemental and additional attribute. You may also reconsider your weapon choice (edited survey form will be auto-saved).
Thank you for your support.
IGA
Thank you for backing the RUNIC FORGING or CACHE OF THE OCCULT tier.
Regarding the backers' weapon designs, first we would like to gather everyone's weapon concepts to know how many different kinds of weapon there are and the total of it.
First, we would like to know the basic weapon type and its element. Please submit your weapon concept through our Google Form.
**REDACTED**
A Google account will be required and your submission can be edited after its been sent. For those who do not have a Google account or cannot view the form, please email us with the answers for the following options below.
--------
Selecting a Weapon Category
Previously we shared 8 different kinds of weapon motions.
1.) Kick (Shoes)
2.) Single Handed Slash (Single Handed Swords, Maces)
3.) Single Handed Pierce (Knives, Rapiers)
4.) Two Handed Slash (Great Swords, Axes)
5.) Upward Diagonal Slash (Katana)
6.) Two Handed Pierce (Two Handed Spears)
7.) Whipping (Whips)
8.) Shooting (Guns) : Consumable bullets
Please choose a weapon category. For those who want to check the motions, please refer to this video:
Select the Elemental Attribute and Special Effect for the weapon below.
Attributes
0.) None
1.) Fire
2.) Ice
3.) Lightning
4.) Light
5.) Dark
Note: weapons can only have abilities from the provided list of options (e.g. “screen shakes when swinging a weapon” is not available).
The strength of the weapon will be adjusted by the team based on the Elemental Attribute, Reach, and Range of the weapon. Additionally, adding Special Effects (Poison, Curse, & Stone/Petrify) will weaken the physical strength of the weapon.
Strength
Regarding the weapon strength, please select one from the two below.
Option 1 - Your weapon can be obtained through enemy drops and/or throughout the castle (along with the other in-game weapons). The strength of your weapon and spawn location will be decided by the team, and therefore, may have weaker or stronger stats compared to the other weapons in the game. This weapon cannot be upgraded, however it can be encountered in every playthough.
Option 2 - Your weapon starts off weak, but will have the potential to become one of the strongest weapons in the game if you level it up. This weapon type will be categorized under "Backer Weapons” (temporary name) which the player can only hold one of at a time (but they can be swapped out for other Backer Weapons at an in-game shop). Please keep in mind that this weapon type will not be listed in the game’s item collection glossary, and will be an optional weapon for players to encounter in each playthrough.
* The strength of the weapon will be adjusted accordingly based on the attribute, reach, and range. To put it briefly, adding special attributes will weaken the physical power.
We would like to receive the above information by January 31st (We apologize for the short notice). There may be some people who would like to change their design choice later on, so we will be emailing everyone once again for confirmation before we move onto the actual weapon design.
Thank you.
————————————————————
1/25/17 Correction
————————————————————
Hello everyone,
We have made an error on the backer weapon specification.
Regarding the guns in the game, this time we are using consumable bullets that are sold separately. Those bullets will have certain elemental attributes from the beginning. We sincerely apologize for overlooking this piece of information. This means, for those who have chosen a gun as their selected backer weapon will not be able to add elemental or additional attributes to their weapon.
To those who have chosen a gun as their selected weapon, please edit the Google Form with "None" for elemental and additional attribute. You may also reconsider your weapon choice (edited survey form will be auto-saved).
Thank you for your support.
IGA
UPDATE 11/22/16
Cache of the Occults were contacted with the following instructions and guidelines.
Hello! This is IGA.
Thank you for funding the CACHE OF THE OCCULT tier. We would like to hear about your secret room design. First, we would like to hear the basic description, illustration, or photos of your room design by December 16, 2016.
After that, we will discuss the design with the development team to create a plan and see if there are any problems.
As we have mentioned in our campaign, please note that the rooms will be adjusted to fit the atmosphere of the game.
Here are the current specification for the rooms:
- Room will be the size of one screen (no scrolling)
- "Room Name" will be displayed when entering the room for the first time.
- The room will be initially locked so you will need a special key to enter.
We also accept requests, such as placing an enemy inside the room, or not displaying the "Room Name" upon entering the room.
Think of the "Room Name" similar to the location name displayed upon entering a new area in Symphony of the Night.
We also accept the name of the room if you have one already.
We look forward to your design.
Thank you for funding the CACHE OF THE OCCULT tier. We would like to hear about your secret room design. First, we would like to hear the basic description, illustration, or photos of your room design by December 16, 2016.
After that, we will discuss the design with the development team to create a plan and see if there are any problems.
As we have mentioned in our campaign, please note that the rooms will be adjusted to fit the atmosphere of the game.
Here are the current specification for the rooms:
- Room will be the size of one screen (no scrolling)
- "Room Name" will be displayed when entering the room for the first time.
- The room will be initially locked so you will need a special key to enter.
We also accept requests, such as placing an enemy inside the room, or not displaying the "Room Name" upon entering the room.
Think of the "Room Name" similar to the location name displayed upon entering a new area in Symphony of the Night.
We also accept the name of the room if you have one already.
We look forward to your design.
UPDATE 10/6/16
Hounds of Hell were contacted with the following instructions and guidelines.
Hello,
This is IGA from ArtPlay.
The team would like to thank you for backing the UNLEASH THE HOUNDS OF HELL tier for Bloodstained: Ritual of the Night Kickstarter campaign.
In our current development progress, we would like to see everyone's pet (or an animal of your choice) to start solidifying the enemy concept.
I know everyone must be very busy but please send us a photo of your pet/preferred animal by October 13, 2016.
We are looking forward to your response,
IGA
This is IGA from ArtPlay.
The team would like to thank you for backing the UNLEASH THE HOUNDS OF HELL tier for Bloodstained: Ritual of the Night Kickstarter campaign.
In our current development progress, we would like to see everyone's pet (or an animal of your choice) to start solidifying the enemy concept.
I know everyone must be very busy but please send us a photo of your pet/preferred animal by October 13, 2016.
We are looking forward to your response,
IGA
UPDATE 8/18/16
Demon Summoners were contacted with the following instructions and guidelines.
Hello,
The team would like to thank you for backing at the DEMON SUMMONER (or CACHE OF THE OCCULT) tier!
Before we start the designing process, we would like to know the basic design of your enemy in order to avoid overlapping with our current enemy line up. We would like to receive a simple overview of your enemy design by September 12, 2016. Please feel free to give us a reference from past Castlevania games or other games that will help us get a better picture of your design.
After we give you a feedback on the overview, we will proceed with the following process below.
■ The Process
1. Please provide us with a description and/or an illustration of the enemy design you would like to have created. Please be as descriptive as possible.
2. Please describe each of the “Enemy Behaviors” (listed below) you would like it to have. Our team can also create some (or all) of the enemy behaviors for you if you’d like.
3. Any special movements that don’t fall within the “Enemy Behaviors” list will need to be discussed with the team.
4. All aspects of the enemy creation process are subject to content restrictions, feasibility, and team approval. We will contact you with further correspondence if there are any issues with your enemy design.
■ Enemy Scale
Choose how large you would like your enemy to be from these three sizes:
Small - Half of Miriam's height
Medium - Equal to Miriam's height
Large - 1.5 times larger than Miriam's height (comparable to Dullahammer)
Please note that the larger the enemy, the fewer attack patterns it can have.
■ Enemy Behavior
Describe how you would like your enemy to perform each (8) specific enemy behavior:
1. Idle
2. Turning
3. Receiving damage from the front and back
4. Death
5. Movement (walking, flying, running, etc.)
6. Attack A
7. Attack B
8. Aggro onto the player (when encountered)
“Movement” can be replaced with another behavior, such as if your enemy does not move (like the Morte Cannon).
■ Enemy Name
Please provide us with the name of your enemy.
Please note the following:
1. 22 character limit (the team may need to trim down names that are too long)
2. No special characters (e.g, Ω, ü, \, etc.)
■ Enemy Description
Please provide us with the in-game description of the enemy.
Please note the following:
1. 37 character limit
2. 2 line limit
■ Restrictions
While it depends on the severity, here are some of the things we would like to avoid:
- Offensive material (e.g. dismembered human body parts, sexually explicit, racist, derogatory, etc.)
- Parts that require custom physics to move (chains, long hair, capes, etc)
- Designs with too many parts
- Tentacles
- Transparent & semi-transparent parts (e.g. glass)
- Flat shaped (e.g. 2D images)
- Morphing that requires a special movement/effect
- Copyrighted characters, items, names, or abilities
This is not necessarily a complete list, and the team will correspond with you regarding any issues, adjustments, or redesigns that will need to be made.
"Let’s beat that girl named Miriam with the enemies you and our team designed!"
~ IGA
The team would like to thank you for backing at the DEMON SUMMONER (or CACHE OF THE OCCULT) tier!
Before we start the designing process, we would like to know the basic design of your enemy in order to avoid overlapping with our current enemy line up. We would like to receive a simple overview of your enemy design by September 12, 2016. Please feel free to give us a reference from past Castlevania games or other games that will help us get a better picture of your design.
After we give you a feedback on the overview, we will proceed with the following process below.
■ The Process
1. Please provide us with a description and/or an illustration of the enemy design you would like to have created. Please be as descriptive as possible.
2. Please describe each of the “Enemy Behaviors” (listed below) you would like it to have. Our team can also create some (or all) of the enemy behaviors for you if you’d like.
3. Any special movements that don’t fall within the “Enemy Behaviors” list will need to be discussed with the team.
4. All aspects of the enemy creation process are subject to content restrictions, feasibility, and team approval. We will contact you with further correspondence if there are any issues with your enemy design.
■ Enemy Scale
Choose how large you would like your enemy to be from these three sizes:
Small - Half of Miriam's height
Medium - Equal to Miriam's height
Large - 1.5 times larger than Miriam's height (comparable to Dullahammer)
Please note that the larger the enemy, the fewer attack patterns it can have.
■ Enemy Behavior
Describe how you would like your enemy to perform each (8) specific enemy behavior:
1. Idle
2. Turning
3. Receiving damage from the front and back
4. Death
5. Movement (walking, flying, running, etc.)
6. Attack A
7. Attack B
8. Aggro onto the player (when encountered)
“Movement” can be replaced with another behavior, such as if your enemy does not move (like the Morte Cannon).
■ Enemy Name
Please provide us with the name of your enemy.
Please note the following:
1. 22 character limit (the team may need to trim down names that are too long)
2. No special characters (e.g, Ω, ü, \, etc.)
■ Enemy Description
Please provide us with the in-game description of the enemy.
Please note the following:
1. 37 character limit
2. 2 line limit
■ Restrictions
While it depends on the severity, here are some of the things we would like to avoid:
- Offensive material (e.g. dismembered human body parts, sexually explicit, racist, derogatory, etc.)
- Parts that require custom physics to move (chains, long hair, capes, etc)
- Designs with too many parts
- Tentacles
- Transparent & semi-transparent parts (e.g. glass)
- Flat shaped (e.g. 2D images)
- Morphing that requires a special movement/effect
- Copyrighted characters, items, names, or abilities
This is not necessarily a complete list, and the team will correspond with you regarding any issues, adjustments, or redesigns that will need to be made.
"Let’s beat that girl named Miriam with the enemies you and our team designed!"
~ IGA
CONTENT CONTRIBUTOR LIST
RUNIC FORGERS
REDtheBEAST
Weapon Ideas
Well I picked the "Backer Weapon" option cus I want my weapon to become stronger and change over time, I have also pick no elemental effect to it. Ok so for the weapon im looking forward to make will start out kinda like "Narsil" in its broken form and will work with the dagger/thrust moveset, then after time/upgrades from the hilt and fractured blade crystals will start to reform a new blade. Well that what I'm aiming for my weapon.
neff Well I picked the "Backer Weapon" option cus I want my weapon to become stronger and change over time, I have also pick no elemental effect to it. Ok so for the weapon im looking forward to make will start out kinda like "Narsil" in its broken form and will work with the dagger/thrust moveset, then after time/upgrades from the hilt and fractured blade crystals will start to reform a new blade. Well that what I'm aiming for my weapon.
Weapon Ideas
"I'm one of the runic forgers. Hoping to design a whip for Miriam once details come out."
Torg "I'm one of the runic forgers. Hoping to design a whip for Miriam once details come out."
Weapon Ideas
"I'm also one of the runic forgers. I want to design a giant-battle axe for Miriam to use. The idea behind it though was a risk-reward type style. Something like, you take more damage, but deal more damage as you kill enemies without getting hit etc."
**17 Remain Anonymous**"I'm also one of the runic forgers. I want to design a giant-battle axe for Miriam to use. The idea behind it though was a risk-reward type style. Something like, you take more damage, but deal more damage as you kill enemies without getting hit etc."
HOUNDS OF HELL
Thomas
Monster Ideas
"I will try to give a detailed breakdown of my thoughts when I have a bit more time, but the bottom line is that I intend to memorialize my late kitty who sadly passed during the campaign (the reason I decided to back at the Hounds of Hell tier). I can't wait for you all to encounter my ferocious little buddy in the game!"
"As Promised, here's my initial idea for a monster based on my pet cat "Kamikaze"(Kaze for short).
I would like Kaze to appear to be a docile enemy at first glance. Inhabiting comfortable indoor rooms such as bedrooms, lounges, libraries etc. He would be stationary and neutral to players unless provoked, at which point he would become enraged and relentlessly attack the player with complete disregard for his own safety. If you leave him alone, he's a cozy cuddle buddy, but if you poke him you will have to deal with a raging bull.
In addition he would have a small % chance to enrage regardless of the players behavior, giving him an element of unpredictability. If possible it would be extra cool if his neutral state allowed players to drop food items and trigger a "happy" animation just for fun.
Kaze - Feline Enemy (Cuddly Ball of Death)
Behavior States:
Neutral (Idle) - Default state > Stationary with a simple looping animation, maybe curled up into a ball with a slow waving tail. Eyes are not visible.
Enraged (Attack) - Triggered by any hostile action from the player, or randomly with an extremely low % chance. > Eyes glow red and he indiscriminately charges and/or leaps at players with claws and teeth. Attack should continue until the player leaves the room, dies, or the enemy has been defeated.
Happy (Bonus Flavor Anim)- If the player drops a food item, Kaze should react with a simple animation showing his gratitude. i.e. purring and walking in a circle before returning to his Idle state. This should still be subject to the small % chance to enrage."
**5 Remain Anonymous**"I will try to give a detailed breakdown of my thoughts when I have a bit more time, but the bottom line is that I intend to memorialize my late kitty who sadly passed during the campaign (the reason I decided to back at the Hounds of Hell tier). I can't wait for you all to encounter my ferocious little buddy in the game!"
"As Promised, here's my initial idea for a monster based on my pet cat "Kamikaze"(Kaze for short).
I would like Kaze to appear to be a docile enemy at first glance. Inhabiting comfortable indoor rooms such as bedrooms, lounges, libraries etc. He would be stationary and neutral to players unless provoked, at which point he would become enraged and relentlessly attack the player with complete disregard for his own safety. If you leave him alone, he's a cozy cuddle buddy, but if you poke him you will have to deal with a raging bull.
In addition he would have a small % chance to enrage regardless of the players behavior, giving him an element of unpredictability. If possible it would be extra cool if his neutral state allowed players to drop food items and trigger a "happy" animation just for fun.
Kaze - Feline Enemy (Cuddly Ball of Death)
Behavior States:
Neutral (Idle) - Default state > Stationary with a simple looping animation, maybe curled up into a ball with a slow waving tail. Eyes are not visible.
Enraged (Attack) - Triggered by any hostile action from the player, or randomly with an extremely low % chance. > Eyes glow red and he indiscriminately charges and/or leaps at players with claws and teeth. Attack should continue until the player leaves the room, dies, or the enemy has been defeated.
Happy (Bonus Flavor Anim)- If the player drops a food item, Kaze should react with a simple animation showing his gratitude. i.e. purring and walking in a circle before returning to his Idle state. This should still be subject to the small % chance to enrage."
DEMON SUMMONERS
bmurr1387
Monster Ideas
**none yet revealed**
**2 Remain Anonymous****none yet revealed**
CACHE OF THE OCCULTS
cecil-kain
Weapon
Bandit Blade --A Lucky Sword favored by thieves.
The Bandit Blade is a short sword with a horizontal slash. Unlike most weapons, it favors luck over elementals, status attacks, or raw power. Completionist players will love this weapon. And its secret skill...
Monster
Revenant --The restless remains of a famous Vampire Hunter.
Enslaved by a powerful curse, this withered corpse wields the Hellfire Whip and other unholy powers...
Secret Room
Dimensional Gate --A mysterious doorway to another world.
Does Miriam enter the gate? Or does someone emerge from it? And where does it go? I'll let the mystery linger a bit...
chocolatestain Bandit Blade --A Lucky Sword favored by thieves.
The Bandit Blade is a short sword with a horizontal slash. Unlike most weapons, it favors luck over elementals, status attacks, or raw power. Completionist players will love this weapon. And its secret skill...
Monster
Revenant --The restless remains of a famous Vampire Hunter.
Enslaved by a powerful curse, this withered corpse wields the Hellfire Whip and other unholy powers...
Secret Room
Dimensional Gate --A mysterious doorway to another world.
Does Miriam enter the gate? Or does someone emerge from it? And where does it go? I'll let the mystery linger a bit...
Weapon Ideas
**none yet revealed**
Monster Ideas
**none yet revealed**
Secret Room Ideas
**none yet revealed**
**2 Remain Anonymous****none yet revealed**
Monster Ideas
**none yet revealed**
Secret Room Ideas
**none yet revealed**
Thank you for visiting. Please share your comments below!