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Post by CastleDan on Apr 4, 2016 11:39:32 GMT -6
So much to respond to JoJo I don't, and it's absolutely fine if you do. Igavania's never needed combos the depth came from elsewhere and the pacing is what made the games. Combos slow down the pace of a game. IGA already said they won't have a combo system in this game and it'll be focused on slash and evade. @primordialrabbit wabawanga I don't think they're that different. It uses 3d models that's the extent but it's still a sidescroller and I already used the perfect example. Strider came out and it's 2.5d also but it captures the feel of a 2d game near perfectly and looks amazing because of it. So I don't really agree that just because it's 2.5d they should veer away from making it feel like 2d but that doesn't mean it can't embrace the 3d aspects of it also. Nothing about the video footage showed looks game breaking or frustrating to me with the movements, it looks very fluid just like previous igavanias. The floaty aspect like I said always gave off the vibe that the person you're controlling isn't your normal human, they have abilities and it gives them an angelic nature to them. Without the backgrounds, without the ribbons it looks a bit stiff and motionless but with those things I'm pretty positive there would be less complaints. I don't think he's slavishly trying to recreate animations because we asked him to. I think he's trying to capture the feel he desires to capture and I'd imagine he doesn't want it to feel entirely different than his previous games. That's what's driving it. Agree to disagree, it's okay if you want it snappier and it's okay for me to think striving to capture the old games feel wouldn't be such a bad thing for the game. Let IGA decide what's best for it.
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Post by JoJo on Apr 4, 2016 11:52:14 GMT -6
JoJo I don't, and it's absolutely fine if you do. Igavania's never needed combos the depth came from elsewhere and the pacing is what made the games. Combos slow down the pace of a game. IGA already said they won't have a combo system in this game and it'll be focused on slash and evade. With how things stand now, I think I will have to kiss combo system goodbye But with one things I want to hope for, I hope the animation for the each attack will have a subtle difference to it, so I will be able to imagine it as a combo
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Post by CastleDan on Apr 4, 2016 11:59:00 GMT -6
JoJo I don't, and it's absolutely fine if you do. Igavania's never needed combos the depth came from elsewhere and the pacing is what made the games. Combos slow down the pace of a game. IGA already said they won't have a combo system in this game and it'll be focused on slash and evade. With how things stand now, I think I will have to kiss combo system goodbye But with one things I want to hope for, I hope the animation for the each attack will have a subtle difference to it, so I will be able to imagine it as a combo You've played previous Igavania's right? Did they bug you that they didn't have combos? It sounds like a huge bummer to you but I'd imagine people who've played these games for a long time probably wouldn't care that it didn't have combos.
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Post by JoJo on Apr 4, 2016 12:06:22 GMT -6
With how things stand now, I think I will have to kiss combo system goodbye But with one things I want to hope for, I hope the animation for the each attack will have a subtle difference to it, so I will be able to imagine it as a combo You've played previous Igavania's right? Did they bug you that they didn't have combos? It sounds like a huge bummer to you but I'd imagine people who've played these games for a long time probably wouldn't care that it didn't have combos. I only played SotN though, and that is the first game that I played when I was a still a child, even though I don't understand anything yet when I played it since English is not my native language, but I do have a lot of fun with it But ever since that, I'm not that good when picking video games, and I always picked those 3D ones, since a kid wants to look at those fascinating 3D games, I played a lot of those games with combos, so yeah, kinda imprinted to me
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Post by CastleDan on Apr 4, 2016 12:08:39 GMT -6
You've played previous Igavania's right? Did they bug you that they didn't have combos? It sounds like a huge bummer to you but I'd imagine people who've played these games for a long time probably wouldn't care that it didn't have combos. I only played SotN though, and that is the first game that I played when I was a still a child, even though I don't understand anything yet when I played it since English is not my native language, but I do have a lot of fun with it But ever since that, I'm not that good when picking video games, and I always picked those 3D ones, since a kid wants to look at those fascinating 3D games, I played a lot of those games with combos, so yeah, kinda imprinted to me See that context makes me understand your point of view more. You only played one Igavania game and you're more into 3d games, so that makes sense why you'd want a combo system. Whereas a lot of fans here in more cases than not have played many Igavania's so the suggestion of a combo system is sacrilege:p Context is everything.
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Post by Pure Miriam on Apr 4, 2016 14:01:19 GMT -6
I only played SotN though, and that is the first game that I played when I was a still a child, even though I don't understand anything yet when I played it since English is not my native language, but I do have a lot of fun with it But ever since that, I'm not that good when picking video games, and I always picked those 3D ones, since a kid wants to look at those fascinating 3D games, I played a lot of those games with combos, so yeah, kinda imprinted to me Like he said above, i also get it now why you like combos so much. And yes, combos are really fun! I played almost every Castlevania before, during and after IGA on the team. The games most people here love, are the games that he participate it and his vision is mostly what you saw on SoTN. Most games that IGA did on Castlevania (not all, but most) are like that. Pacing, momentum and position are more important than sheer power or skillfull combos. Your playing skills are challenged by being at the right place, at the right time, delivering the right attacks at the right enemies. Combos have no purpose on a system like that, because it breaks the gameplay timing, because you need to stop and combo or go way around comboing everything (like Devil May Cry). Castlevania games that are 2D, in general, doesn't use combos because they are more based on "attack and evade" rather than "keep attacking until it's dead". Don't think that this is a bad thing! Combos are really fun, i really love games that have combos, but 2D Castlevanias doesn't fit combos very well. Either way, acept the challenge! It is satisfying to deliver a killing blow to a monster and evading to hit another, already thinking about a third one while sliding through them in a big, classy room. I surely think you could try the other games, like Aria of Sorrow, Dawn of Sorrow, Order of Ecclesia, Portrait of Ruin...you would have a lot of fun ^.^
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Post by Redogan on Apr 4, 2016 15:34:03 GMT -6
It seems that there are a lot of particle effects coming off of Miriam's back from the crystal flower there. We just can't see them all on the grid map due to the lack of a dark background. Extra flowing garments and so forth may not be needed once we see how well the particles leave a trail behind her.
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Post by CastleDan on Apr 4, 2016 16:20:55 GMT -6
It seems that there are a lot of particle effects coming off of Miriam's back from the crystal flower there. We just can't see them all on the grid map due to the lack of a dark background. Extra flowing garments and so forth may not be needed once we see how well the particles leave a trail behind her. They already said it didn't look right without a cloth behind her which is why they added it. Either way it's a non issue since its detachable. I think the ribbons look awesome because she looks kinda barren costume wise without them in motion. I mean soma and Alucard had after images AND capes so I see why the ribbons were added
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Post by Astaroth on Apr 4, 2016 16:46:34 GMT -6
Yeah iga mentioned the ribbons but i bet the rom he got had them disabled or detached, well see them in time, but i do like the sparkles coming off the crystal, its really nice
As for max, i think having a sort of 1-2 (possibly 3 or 4 for powerful weapons) punch where its a simple animation flow as opposed to the branching combo trees most combo systems have could be an interesting way to help differentiate weapons within a category without bogging down the combat, like for miriams kick a later weapon has her do a straight kick and if you press the button again quickly you now get a heel drop instead of the straight kick again but the damage, attack cooldown, and hitbox doesnt change from the initial attack of that weapon
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Post by CastleDan on Apr 4, 2016 17:15:29 GMT -6
Yeah iga mentioned the ribbons but i bet the rom he got had them disabled or detached, well see them in time, but i do like the sparkles coming off the crystal, its really nice As for max, i think having a sort of 1-2 (possibly 3 or 4 for powerful weapons) punch where its a simple animation flow as opposed to the branching combo trees most combo systems have could be an interesting way to help differentiate weapons within a category without bogging down the combat, like for miriams kick a later weapon has her do a straight kick and if you press the button again quickly you now get a heel drop instead of the straight kick again but the damage, attack cooldown, and hitbox doesnt change from the initial attack of that weapon Yeah they probably wanted to work on the motion of the ribbons when jumping and attacking ..etc.. before they show it off.
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Post by crocodile on Apr 4, 2016 19:07:29 GMT -6
I wonder why there is a gap between the red bar (HP I assume) and the blue bar (MP I assume). That seems like wasted space unless a third bar is going to appear between them (maybe like an unlocked ability or something)? If not I feel it would probably be better if the two bars were closer to together to save some screen real estate. People need to wait and see more with the background before making a petty judgement that she is too slow. She moves like she floats much like Alucard did, it's more of a symbol of a type of inhumanity that was INTENTIONAL. (Note that Soma in Castlevania: Aria of Sorrow always moved faster, even despite his magic powers---A human with magic powers would move faster appearance-wise than say---a half-vampire, or a human experiment half made of demonic crystal. Literally suspended animation movements are incredible to use in these instances!!) Her initial design was going to be even less human, but then Iga remembered no one would be able to relate much to her if she was ALL undead/not-living. I can only imagine how she would look moving as undead, an artificial human, or a magic doll... I have few complaints: everything looks great! I only noticed that anti-aliasing as someone mentioned might be important to have, not that I can tell if its there or not. Don't want any jagged lines on Miriam. Edited: For clarity. Unless you have a quote from IGA or someone else behind the development of SOTN, a lot of this comes off as conjecture (floatiness vs inhumanity). We know the shadow trail was added to Alucard to highlight his half-vampire nature (I think the SOTN Let's Play with Double Fine confirmed this but I don't have the time to double check that right now) but I've never heard that tied to any other aspects of his weight or movement speed. Even if you want to make that assessment, Miriam is currently no less human than Soma or Shanoa who were both mage-knights with magical aspects to their bodies. So I don't think that justification works well here. Since there is no real world corollary to compare here, you can narratively justify increased speed or weight just as easily as decreased speed or weight. Heck, if you wanted to, since crystal is more dense than human flesh, you could maybe even make an argument for a slower walk/run speed but a faster fall speed At the end of the day, what should matter most is that she is fun to control. I'm not saying that isn't true of the current incarnation (since none of us have played it) and it will be important to make sure each of the three playable characters feel different to control, but I would prioritize gameplay considerations then narrative considerations for designing character movesets. Of course, this whole conversation assumes she's actually a little slow/floaty and not just that we are perceiving her to be like this. I'm still uncertain which it is which at this point. I know my experience in fighting games tells me gamers tend to think games are slower pre-release than they actually are.
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Post by CastleDan on Apr 4, 2016 20:18:15 GMT -6
I think we should wait till we get that ribbon and that background to truly judge the speed. It's too incomplete to fully judge it. ( Maybe the next update?) Judging based on just the visuals of the characters Miriam looks about the same speed as Alucard in jumping and running, and Shanoa in terms of sliding. The ribbon and backgrounds will give the sense of speed.
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Post by Dengojin on Apr 4, 2016 20:45:40 GMT -6
Anti-aliasing is something that should not be added during the current stage of the development. Since it's a filter, it can be added easily after they're done making the backgrounds, light effects and the overall atmosphere
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Post by Mana on Apr 4, 2016 22:24:13 GMT -6
Hi everyone, thanks for the input so far! I've been discussing everyone's opinion with the team. First of all, we should mention that the actual game is in 60 fps. When we reviewed the KS update, we realized the video was only in 30 fps. This may have occurred during video editing/encoding. We weren't too concerned about it at first, but when many people pointed out her kick motion, we re-watched it through the update video. Thanks to this, we found out that the kick animation was missing 1-2 frames in-between her starting stance and the actual kick (hence the weak kick). We'll need to make sure her motions can withstand the minimum settings. The movement speed is actually the same as most previous Castlevania games (or even faster). It may look very slow due to the model being in 3D and the environment missing. This also needs some brush up. Regarding Miriam's size in comparison to the screen, there's a golden ratio within the team in which the character's height should be 1/4 of the screen height. This was planned in SotN and past DS series during development. Before Igavania games, the characters were much smaller (e.g. NES Castlevania and Castlevania II) which could be a reason why someone thought she was taking too much space. Also, we're aware of the skirt clipping (vibrating butt, yikes). Whatever you have in mind, keep them rolling
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Post by Astaroth on Apr 5, 2016 1:23:00 GMT -6
cool, been so busy i hadnt had the chance to watch it on my pc so i hadnt noticed the skirt clips, but physics engines rarely work right off the bat so not surprised at the vibrating butt clip >P
even at 30 in hd the animations are turning out really well, after seeing it again i still only have the few tweaks that are likely already on the table or frames that got dropped in encode, like giving her a frame or two of coiling at the start of a jump so it gives her the perception of putting more force behind it and some kind of 'ledgegrab' ducking frame for going through floors, for falling maybe use the keyframe just before the full curl for short falls and the full curl for long falls combined with the classic impact crouch?
those combined with the eventual sfx and stage decor and this thingll move like a dream
also, when i was thinking about combos earlier i had an idea off a couple things mentioned, theres weapons that advance you a step like the estoc, how could an attack type like that be used with different weapons like rapiers or an advancing spin kick? in any case, im in love with the umbrella/katana swing, you get the iaido strike, and depending on the katana that 'guard' stance iga moves into could be swapped for a chiburi before going back to ready stance, may be a good move for a bloodthirsty or aggressive blade ^3^
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Post by Goobsausage on Apr 5, 2016 1:55:09 GMT -6
I didn't notice the skirt clipping/butt vibrations until Mana pointed them out. >.>
It's good to take care of stuff like that now just so everyone can be spared from tons of comments such as "Bloodstained? More like Buttstained," in future videos/updates.
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Post by LordKaiser on Apr 5, 2016 2:23:09 GMT -6
I'm satisfied with Miriam's animation and look so the only thing I worry about are the stages themselves.
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Post by zoned87 on Apr 5, 2016 8:47:24 GMT -6
Looks like it is coming along well I look forward to future updates.
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Post by purifyweirdshard on Apr 5, 2016 9:31:28 GMT -6
Re: combos, I mean...I'm certainly a fan of combos, I've traveled for fighting games for over 10 years now, but the manner in which they have been presented in similar games can kind of hinder the design of an Igavania. Weapon/spell variety is the aim rather than fewer weapons with more skills/attacks, with presumably this game allowing you to fashion stronger/create newer weapons even further from what you have. It's a variety of broad gameplay options as opposed to focused combat.
However, what these games do and should have are special attacks unique to that weapon. After executing the motion, the weapon does do a multi-hit attack more often than not, and this technically is a combo. Taking that a step farther, maybe the special attack can be canceled into from your normal attack, and that special attack canceled into a crystal spell. There could be more options from that. Instead of adding in combo paths, there could be cancel windows that allow somewhat freeform attack options that use resources.
Some weapons in SotN had 1 special, some had 2, and a couple had several. Just the variety and possible interaction/buffing possible from the game's other crystal/alchemy/spell system should give everyone a fun, unique gameplay experience to experiment with.
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Post by CastleDan on Apr 5, 2016 9:48:51 GMT -6
Re: combos, I mean...I'm certainly a fan of combos, I've traveled for fighting games for over 10 years now, but the manner in which they have been presented in similar games can kind of hinder the design of an Igavania. Weapon/spell variety is the aim rather than fewer weapons with more skills/attacks, with presumably this game allowing you to fashion stronger/create newer weapons even further from what you have. It's a variety of broad gameplay options as opposed to focused combat. However, what these games do and should have are special attacks unique to that weapon. After executing the motion, the weapon does do a multi-hit attack more often than not, and this technically is a combo. Taking that a step farther, maybe the special attack can be canceled into from your normal attack, and that special attack canceled into a crystal spell. There could be more options from that. Instead of adding in combo paths, there could be cancel windows that allow somewhat freeform attack options that use resources. Some weapons in SotN had 1 special, some had 2, and a couple had several. Just the variety and possible interaction/buffing possible from the game's other crystal/alchemy/spell system should give everyone a fun, unique gameplay experience to experiment with. Variety, variety is the spice of life. Not only did weapons have specials but different button input presses did different things sometimes so it's not always the same button to activate something in the game. Which made the game (appear) deeper, which I loved. I like discovery sometimes, I like to know that hey maybe it's not this button combination but this one instead and figuring things out. Anyways, I really do hope that they bring the weapon specials back with some good variety. I'm loving everything I hear about this game. It's the perfect mixture of all the igavanias.
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