JoJo
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Post by JoJo on Apr 6, 2016 6:02:55 GMT -6
So combos is not an option at all? even the animation? I don't want complex input combos, I'm cool with the actual attacks themselves. All I want is a simple sequence of attacks, to go with the flow, it doesn't have to be complex like DMC or any fighting games out there
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purifyweirdshard
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Post by purifyweirdshard on Apr 6, 2016 7:24:09 GMT -6
animation strings very yes since that is primarily the team coming up with cool ideas that are extra polish and detail JoJo This is the distinction, everything would be fine here. Just an animation string that loops, 3 attacks with a recovery...like Zero in Megan Man X4. That would be fine, I think. The only thing I would be worried about like I had mentioned is that they'd spend more time on animating a fewer number of weapons, though entire classes/types of weapons could share animations... Even that seems kind of not-Castlevania and a possible homogenization...but once in a while would be okay, I think? Would have to balance it against non-multi hit weapons like two handed swords, which often struggle to be relevant as it is. Faster chained animations for short range weapons would be good incentive to use them, like how quickly the combat knife could do damage in SotN.
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JoJo
Most Bizarre Adventurer
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Post by JoJo on Apr 6, 2016 7:33:12 GMT -6
animation strings very yes since that is primarily the team coming up with cool ideas that are extra polish and detail JoJo This is the distinction, everything would be fine here. Just an animation string that loops, 3 attacks with a recovery...like Zero in Megan Man X4. That would be fine, I think. The only thing I would be worried about like I had mentioned is that they'd spend more time on animating a fewer number of weapons, though entire classes/types of weapons could share animations... Even that seems kind of not-Castlevania and a possible homogenization...but once in a while would be okay, I think? Would have to balance it against non-multi hit weapons like two handed swords, which often struggle to be relevant as it is. Faster chained animations for short range weapons would be good incentive to use them, like how quickly the combat knife could do damage in SotN. I completely forgotten about Megaman X, especially Zero, he is my favourite with his saber attack animation I'm fine with that, and I do agree with you that the time will be spent more on animation because of this, which I don't want if they will start compromising the time
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Post by Scars Unseen on Apr 6, 2016 8:20:20 GMT -6
Here are a couple examples of weapons from Symphony of the Night with "combo" abilities. Keep in mind that most of these use Street Fighter type inputs for their special attacks, so it's not a combo like you see in most action games.
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Redogan
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Post by Redogan on Apr 6, 2016 9:37:58 GMT -6
I definitely think weapons should have special moves like the Alucard Sword from SotN or Sword of Dawn summoning. As far as combos go, I feel like there should be some kind of two-hit sequence. Perhaps it could happen if the first hit connects? Like a follow-up hit with a slightly different animation. Imagine that katana swing animation being followed by a turn-around slice. T'would be quite awesome!
I like the way previous IGAvania games work though. The attacks come out fast enough that it feels good--even if it is the same strike over and over. So, if it is just strike, strike, strike instead of strike->follow-up, strike->follow-up, I'm OK with that.
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Post by galcian on Apr 6, 2016 9:52:23 GMT -6
I wonder, given the period if there are going to be guns in the game.
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Post by CastleDan on Apr 6, 2016 10:08:28 GMT -6
Here are a couple examples of weapons from Symphony of the Night with "combo" abilities. Keep in mind that most of these use Street Fighter type inputs for their special attacks, so it's not a combo like you see in most action games. This kind of stuff I love and I hope that street fighter input aspect returns because learning the buttons for different items made it more challenging and fun rather than I click a simple button for each weapon and boom there ya go. Not everything needs to be so simple all the time. I enjoy some challenge with discovery and testing. galcian I believe it was highlighted in blue on features that are being considered. Flintlock type weapons ( flintlock pistols for instance)
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Post by Astaroth on Apr 6, 2016 10:40:21 GMT -6
I don't want complex input combos, I'm cool with the actual attacks themselves. All I want is a simple sequence of attacks, to go with the flow, it doesn't have to be complex like DMC or any fighting games out there similar to this but seperated into 2 button presses? i wanna say there was another weapon in one of the games that used the same animation progression but you only saw the second strike if you pressed the button fast enough i loved the special attacks sotn had, i think it suffered mainly because the magic system also used the same combo system and the inputs werent varied enough and sometimes used up so youd end up accidentally throwing a subweapon or firing off the wrong spell, now that magic has been moved to its own system (whether it gets its own button or is up attack) i think that having qcb/qcf/dhcf/dhcb/bf inputs like scars posted above or weapon/magic synergies like shield rod+shield (say what you will about brokenness, i thought it was a neat idea) or dual heaven swords wouldnt be a hinderance to the overall game
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Post by CastleDan on Apr 6, 2016 11:54:53 GMT -6
All I want is a simple sequence of attacks, to go with the flow, it doesn't have to be complex like DMC or any fighting games out there similar to this but seperated into 2 button presses? i wanna say there was another weapon in one of the games that used the same animation progression but you only saw the second strike if you pressed the button fast enough i loved the special attacks sotn had, i think it suffered mainly because the magic system also used the same combo system and the inputs werent varied enough and sometimes used up so youd end up accidentally throwing a subweapon or firing off the wrong spell, now that magic has been moved to its own system (whether it gets its own button or is up attack) i think that having qcb/qcf/dhcf/dhcb inputs like scars posted above or weapon/magic synergies like shield rod+shield (say what you will about brokenness, i thought it was a neat idea) or dual heaven swords wouldnt be a hinderance to the overall game Luckily we won't have to worry about subweapons anymore! ;P less screw ups!
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thrashinuva
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Post by thrashinuva on Apr 6, 2016 11:55:38 GMT -6
To be clear in case I wasn't before, I'm okay with some degree of input commands. Something like Back -> Forward -> Punch = fireball, or something, I'm cool with that.
Fighting game terminology, once you start getting to 236P or 41236K then I start to be wary, and then once you start making it so you can only do moves out of certain other moves and your timing has to be exact, then I just don't want that in something that isn't a fighting game.
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Post by CastleDan on Apr 6, 2016 12:16:29 GMT -6
To be clear in case I wasn't before, I'm okay with some degree of input commands. Something like Back -> Forward -> Punch = fireball, or something, I'm cool with that. Fighting game terminology, once you start getting to 236P or 41236K then I start to be wary, and then once you start making it so you can only do moves out of certain other moves and your timing has to be exact, then I just don't want that in something that isn't a fighting game. I definitely don't disagree there. I'm not entirely asking for super complex button inputs ( though a hard one for a really special ability i think would be fine)but a little variety would be nice instead of forward attack or a bumper button. Sometimes you just feel a bit more special when you have to do a command for a really cool spell. For instance doing the command for Dark Metamorphasis just wouldn't have been as special if you just hit R1 or something.
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purifyweirdshard
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Post by purifyweirdshard on Apr 6, 2016 12:26:48 GMT -6
I made a poll regarding this guys, so we don't take up too much of the update thread.
Yeah, I agree with Dan though, having things mapped to one button/direction as with Harmony of Despair just seemed really lame in comparison. I'm casting a spell by doing that motion!
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Post by wabawanga on Apr 6, 2016 15:32:00 GMT -6
I don't want Bloodstained to have a "hard" combo system like Tekken or even God of War--where specific input strings produce unique attack animations. However, I'm a big fan of "soft" combos. By that I mean having specific combinations of attacks, movement, and spells that naturally work well together.
For example, it would be cool if you could open with a spell that knocks up, followed by a kick, then a sliding kick. This would let you keep an enemy stunned while you reposition them and do a bit of damage.
These can be especially cool if they are enabled or enhanced by specific gear or trait selections. I'm thinking of something along the lines of Diablo 3's combat system. (Unlike D3, though, I don't think building and mastering soft combos should be a required part of the game. It should just be one of a handful of different possible play styles.)
I also would love if they implemented some weapons with special attacks (e.g. Alucard's sword) or simple 1-2-3 attack strings (e.g. fist weapons). This was one of the coolest things about SotN. It added so much to gameplay as well as the joy of discovery
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Clear
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Post by Clear on Apr 6, 2016 18:07:34 GMT -6
I just want to say that I really REALLY like what Miriam is becoming!!!
To me, her movement speed is perfectly fine. Though I agree with some here that her kick needs more work. One thing I think it needs is that snap, like a whip, so-to-speak. Other than all that, great update!!!
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Post by lod7 on Apr 6, 2016 21:22:32 GMT -6
the animation is solid. All this talk about Sotn and no one really brings up OoE. I really love the idea of attacks consuming stamina which regenerates over a period of time, like the souls series. That game had such fluid combat except it lacked the weapon variety that would have led to more diverse set-ups. On the flip side OoE lacked the same attachments to weapons like some of the weapons in SotN because each weapon was so generic in OoE, no history.
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Post by Count Dracula on Apr 7, 2016 5:05:20 GMT -6
It's too early to judge the game before the final product But I'd be happier if the form of new Igavania now is the same first 2D concept mockup design that was released in 11 May 2015 It's taken them this long to get the character and backgrounds done in 3D. Just because an artist made concept art for the game without using 3D software to do it never meant to give the impression that the game is in 2D. It's clearly been 2.5D from the start as stated in the original Kickstarter description. In this concept art you can see the floor has some perspective on it. SotN didn't have that. The cell shaded look was added to shader to make it look more hand illustrated just to appeal to people that share your opinion on 2D. There is a retro style section of the game as well. I'm sorry you feel like you could be happier. This is the direction it's been since the beginning, and implying that the team has strayed away from the concept art is inaccurate. I said:''It's too early to judge the game before the final product '' Just because I don't want to see this game as a clone of "Castlevania: The Dracula X Chronicles" on PSP the original game "Castlevania: Rondo of Blood" looks better for me. And thanks to reminding me about the 2.5D design idea. But I have to admit it !!! the current 2.5D design is still magnificent too
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Post by Silver6986 on Apr 7, 2016 6:32:09 GMT -6
Well colour me impressed, this update was awesome!
I loved everything, truly. I'm very happy with progress :-)
I've watched the video multiple times now, maybe I'm high on endorphins but I don't have anything to fault.
Silver
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Post by Jango on Apr 12, 2016 5:50:40 GMT -6
Having attack combos like Zero's combos from the Megaman X and Megaman Zero games is a great idea. Simply pressing the Attack Button two or three times in a row gives you a nice multi-slash animation. That wouldn't feel out of place at all in an Igavania. With that said there are some things to consider. The most important aspect would be maintaining your position while attacking. In a platform game positioning is crucial, and an attack that moves your character forward immediately becomes a gamble. You dont want to fall off a platform because the character steps forward during an attack. The above is sort of a general rule in 2D platformer design theory, but it certainly can be broken. If you have a sword that deals massive damage but moves the character forward a considerable amount when attacking then that creates a risk vs reward meta game. Things like this, when designed well, add strategic depth and variety to a game. Beyond the issue of positioning, combo attacks likely shouldn't be a universal thing. Some swords have a two hit combo, some have a three hit combo, and some are only a single slash. With swords that do have combos, attack speed and damage must be considered carefully. A sword might have a fast triple slash combo, but each individual hit deals only a small amount of damage. These are things that everyone here probably knows all too well so apologies for the rambling. It's just kinda fun and interesting to think about how new mechanics could work in an Igavania game. haha
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Post by galcian on Apr 13, 2016 14:46:50 GMT -6
Having attack combos like Zero's combos from the Megaman X and Megaman Zero games is a great idea. Simply pressing the Attack Button two or three times in a row gives you a nice multi-slash animation. That wouldn't feel out of place at all in an Igavania. With that said there are some things to consider. The most important aspect would be maintaining your position while attacking. In a platform game positioning is crucial, and an attack that moves your character forward immediately becomes a gamble. You dont want to fall off a platform because the character steps forward during an attack. The above is sort of a general rule in 2D platformer design theory, but it certainly can be broken. If you have a sword that deals massive damage but moves the character forward a considerable amount when attacking then that creates a risk vs reward meta game. Things like this, when designed well, add strategic depth and variety to a game. Beyond the issue of positioning, combo attacks likely shouldn't be a universal thing. Some swords have a two hit combo, some have a three hit combo, and some are only a single slash. With swords that do have combos, attack speed and damage must be considered carefully. A sword might have a fast triple slash combo, but each individual hit deals only a small amount of damage. These are things that everyone here probably knows all too well so apologies for the rambling. It's just kinda fun and interesting to think about how new mechanics could work in an Igavania game. haha I wouldn't mind seeing some weapons with this kind of 3 hit combos. Make it a limited selection and I could see it working. Not bad to evolve a bit, since Castlevania evolved from being a tough as nails platformer (and I miss that) to a Metroid/RPG clone/hybrid. I welcome change.
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Post by dimlitcandle on Apr 14, 2016 18:49:04 GMT -6
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. Actually, Miriam is less human (only about 50% less) than Soma and Shanoa. Read the Kickstarter---the curse in full effect is a lack of humanity, which is why Gebel summoned the Castle---for himself and Miriam to belong as they've lost most of their humanity. Miriam's curse is about 50% complete, you could say. Johannes' glyphs are keeping her curse at bay and saving her from turning into a crystal-puppet like Gebel. (Who knows what else could trigger the growth though, as we've seen from the concept art there could be something that causes it to spread). But yes, back to the speed. The kick speed movement WAS slow, and IntiCreates is fixing that. Thanks, guys. Also, I've seen other Symphony of the Night characters having the after-shadow such as Maria and Richter. I've even seen Juste in Harmony of Dissonance have it. You can look those up on youtube! I'm speaking of the general floaty nature (suspended falling) in forward movements and slow jumps. Alucard has a specific movement not seen with the other characters, and Iga tends to have a fixation on his walking animation for that reason as he appreciates how they made him move like that. Also in that very playthrough you mentioned (the Double Fine one) all of his movements are confirmed to be based on his inhumanity by Iga. Lastly a little thing I noticed in the last development animation with the katana and sample movement. Where is Miriam's headpiece? (Probably the same place her ribbons are).
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