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Post by Mana on Mar 16, 2016 21:35:17 GMT -6
Today (March 17th) is IGA's birthday ! Happy Birthday!! And happy birthday to makinami and otoshigami who share the same birthday!
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Post by Mana on Mar 15, 2016 20:51:13 GMT -6
We're currently making the fill-out sheets for the content contributors here at ArtPlay. Requests will be spaced out throughout the year, but we're hoping to get the first set sent out very soon . On the other hand, I personally would like to hear the contributors' ideas if they're lurking this forum!
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Post by Mana on Mar 10, 2016 22:22:14 GMT -6
If you're talking about on the cuffs, ruffles, and straps, I'm pretty sure that's environmental based on lighting. If you look at the rotating model video, it's much less pronounced, and I imagine that it will look completely different in a room with cool lighting(such as outdoors under moonlight). To be fair, the coloration was one of my few criticisms of shader 3(before I saw it in motion) in the last update thread, and I had made my own edit with cooler colors. I do have to agree with castledan about the concept art: I think you're letting your mind fill in details that aren't actually there. The art does a good job of creating an illusion, but there aren't any cloth textures there. I think shader 3 looked almost TOO cartoony when first revealed but the colors looked a bit more natural now when shown in the most recent update. It looks quite awesome The color saturation was pointed out by many feedback comments, especially the blue rim light, when shader 3 was first revealed. Those feedbacks were translated and sent to Inti Creates. In the rotating video, we can see that the colors fit the environment better and the blue rim light is toned down. Thanks for noticing!
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Post by Mana on Mar 9, 2016 19:50:03 GMT -6
I'm just curious, Mana were the shoulder ribbons the first thing you guys tried that stuck? Where there other outfit permutations that you tired (like perhaps this bow & tassels combo) and if so what were they? Why did the twin shoulder ribbons win? Did you need them to be X long to work and if they were lower they would drag on the ground? Again, I'm just curious is all. I joined ArtPlay after the ribbon was included on her back. Funny thing is, no one at ArtPlay knew about the extra shoulder clothing until I pointed it out to them. No one seemed to be bothered by it so they made room for Inti Creates to make changes in her design. Unfortunately, I don't know the process behind the shoulder ribbon design. Although the shoulder clothing can't be taken off, the ribbons are detachable.
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Post by Mana on Mar 9, 2016 19:31:33 GMT -6
There are just over 100 voters who have participated. Mana with these numbers it's easy to calculate a percentage. Should we lock the thread or leave it open? This is great. Thanks everyone! We could lock it.
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Post by Mana on Mar 9, 2016 4:06:35 GMT -6
I can understand lod7 's and Redogan 's claims behind minority opinions. Often times these opinions get shut down by other community members and receive backlash. When I send the messages to IGA and the rest of the team, I would start off with the popular opinion and then branch off with the minority opinions. For instance, during the shader poll (Shader 1 and 3) I told the team "Majority of the community prefer C3/B3" following "There were few that prefer shader 1 due to _____(specific reasons)." All minority opinions with sensible reasons will be shared. Just to give an example, character shader 1 was the least popular choice for this round. However, the few people who preferred shader 1 had specific reasons as to why they liked that shader. We thought shader 3 will win by a landslide and yes, it did, but this made us think "Hey, there are people who like shader 1 for so-and-so reason. That's really interesting." It may not always be included in the final game but it doesn't mean we're disregarding it. So please share if you have a strong enough opinion that you feel needs to be heard. If you feel uncomfortable posting it, send me a PM and it will reach me directly.
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Post by Mana on Mar 3, 2016 2:22:36 GMT -6
Today IGA went to the parking lot with Watanabe to take a video of himself swinging an umbrella (ignoring all passerby). We sent that video to Inti.
It's an important process.
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Post by Mana on Mar 3, 2016 1:39:25 GMT -6
I should probably take out "confirmed" because we could be really solid on one thing, and then take it out by the end of the game. Don't take the blue texts too seriously; any official confirmation will be announced through the KS Updates and KS Updates only. Similar ideas have been highlighted so they may not be word for word. Also, sections that do not have any highlights (such as the "Familiars" section) means we haven't reached that point yet, or at least I do not have access to that information yet. I will also avoid specific design suggestions that may affect our backer tiers (design original weapon, secret room, and enemy).
Putting that aside, thank you all for the input!
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Post by Mana on Feb 25, 2016 0:56:18 GMT -6
What I did today and the random conversations that occurred. - Ate cheap but very yummy kaisendon for lunch. - Met the CEO of ArtPlay for the first time (the one from China) - Choosing office spaces to rent out. "This place had the cleanest bathroom. Washlet is a must" "That place smelled like Chinese food and then incense when the elevator door opened. That was weird." - Trying to figure out the room layout for our next office with IGA. Drawing some shapes on excel. "There's a dead space here. Lets put a random plant." "The guest seats are taking too much space. We need to kill a person." - Reading through the forum posts. - Opening souvenirs from China "What is this?" "They probably don't have this in Japan. It's suppose to be very healthy!" "What! Healthy foods never taste good LOL. Ikeda-san, try it." "Ok. *eats the unknown dried fruit* I still don't know what this is after eating it....." ......... "How's natsume?" "Huh? Natsume-san?" "What you're eating is natsume" Apparently this dried fruit is jujube/Chinese date which is called natsume in Japan. I thought IGA was referring to Natsume from Inti Creates this whole time. Tastes like raisin btw. That's about what happened so far. I'll be moving to my own apartment the day after tomorrow . Exciting. I want to get a haircut and feel beautiful too....
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Post by Mana on Feb 23, 2016 0:16:58 GMT -6
Thanks for the reference XombieMike ! I do remember hearing that before. beautifulglitch Just the other day, IGA said he doesn't consider himself indie. I think he has the same idea that I had at first. Although I haven't had the chance to talk about this since he's been super busy, maybe he would be interested if I show him the Kickstarter page. I'll let you know when I get the chance to!
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Post by Mana on Feb 23, 2016 0:01:30 GMT -6
I guess it would be appropriate to post another update on the update here haha. We've talked it over with Fangamer and decided that we should break our new content into separate updates by subjects. This way, we can focus on one subject per update and have time for refinement on the rest of the contents we're working on. This month's update is going to be on the shader results and the additional "bonus" I was talking about. I want to let everyone know that we've made a lot of progress this month! Thanks for all the feedbacks! So if the subject of updates is to become more focused is the plan to still continue with once-a-month updates or make smaller, more frequent updates? Or if an update is subject specific "go ham" with content on that subject? I only ask because it seems the next update will now have less content than teased previously? Either way, thank you for updating us on the update and the updates in general as well. Hopefully I don't at all sound ungrateful, that is not my intent <3 We're sticking to once a month update. Instead of having inconsistent updates, it would be better to break the updates evenly every month. This means we can go ham on one subject instead of summarizing 3 different topics in one update. We just have a lot of new content for different areas this time, it's going to lose it's focus and hype if we let it out in one blow. Welp, it just means I gave hints for the next couple of updates.....Also, it would make my job easier! If we focus on one topic, all the feedback would be based on that one topic. I don't have to guess if someone's opinion is for one topic over another. And no, you don't sound ungrateful at all! Thanks for being understanding. I wouldn't want to promise something big and let everyone down with something less. It's hard to contain my excitement when I share new info .
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Post by Mana on Feb 22, 2016 22:54:12 GMT -6
I guess it would be appropriate to post another update on the update here haha. We've talked it over with Fangamer and decided that we should break our new content into separate updates by subjects. This way, we can focus on one subject per update and have time for refinement on the rest of the contents we're working on.
This month's update is going to be on the shader results and the additional "bonus" I was talking about. I want to let everyone know that we've made a lot of progress this month! Thanks for all the feedbacks!
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Post by Mana on Feb 22, 2016 22:09:34 GMT -6
So is the linguistic phylogenetic argument that after American and British English diverged that British English moved further from the most recent common ancestor of American and British English than American English did? Interesting. Do you have a source (not because I doubt you but because I want to read it myself - this seems interesting)?. I kind of just wanted a narratively justifiable reason to switch up the talent pool but I of course trust you here. Good on y'all for actually doing some research on this. I mean as a fantasy game you could've just done whatever to a degree but this of course is goo too. I'd love to see a source on this, too. I see no reason to doubt this either, but I find it interesting that spoken English before and during the 18th Century was actually closer in sound to American English. I learned about this in school but it seemed like IGA knew this as well. It's actually pretty interesting! Here's a wiki to Rhoticity in English and an article from mental_floss summarized this. Basically it's what Goobsausage said.
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Post by Mana on Feb 22, 2016 3:53:48 GMT -6
Again, y'all call the shorts, I'm just a single dude/backer on the internet. I just felt I should offer my opinion As an aside, I mentioned it earlier, consider British VA if it at all makes sense/sounds interesting to you guys/isn't financially prohibitive.
Now that I think about it I hope they don't make them use British accents in the English version. Even if they're supposed to be in London I'd rather have just the north america/canada standard English accent am used to in other Castlavania games. It'd be a shame if they hire Crispin Freeman or Dave Wittenberg and they make them use a posh or cockney accent. We actually talked about this at work. Early English (18th century and earlier) sounded closer to contemporary American accent, or at least it sounded drastically different from the current British accent (Queen's English). Either way it would be historically inaccurate so we figured we should just stick with North American VAs (not exclusive).
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Post by Mana on Feb 17, 2016 22:19:31 GMT -6
Aside from the forum here, the Kickstarter Updates are probably the best way to dispense this sort of information. Or perhaps even a development blog (though that's probably redundant with the Kickstater page). Twitter is only really good for pointing people towards said updates (unless you are only revealing tiny bits of info at a time once per day/week/whenever). I'm not a huge fan of the formatting of Facebook with regards to these things but that might just be me personally. Kickstarter Updates are once a month with a summarized version of the month's progress (more of an actual reveal). Just like you said, Twitter sounds like the most appropriate place for these kind of updates. To a certain extent, I do have permission to share couple of new information. Any large updates or visual samples will be kept for Kickstarter Updates. Lets take this month for example; we don't know what to expect for the next KS Updates - it could be animation, weapon designs, traversal mechanics, etc. I can share bits of information before the update to give an idea. But this was just a plan/thought so I could always do what I've been doing - reading through forum posts, occasionally pop my head in relevant topics, and tell IGA what's happening on the forums. Also, thanks for the detailed personal input! It gave me a general idea how crowdfunded games flow in terms of release timings and materials. I'll add, I'm one of these people that's anal about spoilers, but the course we've set so far has been spot-on. I'm too excited about the project (and want to contribute feedback, as croc said) to not consume information on it, though. If we keep things as general and not too specific as they have been, I think we'll all be good. Graphics, features, gameplay elements, etc - that's all great. I mostly agree with the guidelines above, leaning a smidge more toward the mystery of discovery. I don't need to see very much of the areas of the game, just enough to have an idea of what the overall visuals will be. Sounds fair enough
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Post by Mana on Feb 17, 2016 3:58:26 GMT -6
These are great, it saves me a lot of time! Thank you! As far as I can see, I don't see any main points missing. Maybe I would include items and game balance/farming that were mentioned above.
When the timing is right, I will mention these requests to the team. Actually, there are couple of points mentioned here that are already confirmed as well as features that are never going to be included (unfortunately), As a community manager, I want to ask everyone's suggestion/request on how I should interact and release new information. Currently, I've only posted new information that are absolutely confirmed with permission. I'm the type of person who wants to know the latest information but there are some people who wants to save the surprise until the release.
I'm planning to make a journal thread where I post my daily loot of information at ArtPlay. I was hoping to do this through Twitter or Facebook but I haven't got around its official accounts.There are a lot of confidential materials so I won't go into details, but it wouldn't hurt to share through broad topics (maybe give few hints here and there). It would be a good conversation starter. I think this would be a good way to connect and know exactly what the team is currently working on.
Here are couple of new information I have:
Traversal Mechanics Animation (attack motions) Weapons Shields Rooms/Areas Enemies motion/designs
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Post by Mana on Feb 15, 2016 3:55:37 GMT -6
Hi dragonkd , welcome to the Bloodstained Community . We may need to move this thread to the Bloodstained Discussion. I'm not really sure what you're worried about. How is using UE4 cheating? It's a great engine used by many publishers and talented individuals. If IGA wanted to, he does not have to ask anyone's opinion on the shaders nor the game itself. Bloodstained is a Kickstarter project and we value the community's feedback. You may think that shaders are the only feature we worked on, but we are simultaneously working on numerous features that are not shared with the public yet. Keep in mind that this is a collaborated project between ArtPlay (IGA) and Inti Creates. We cannot share unless both parties are in an agreement. Of course we try to avoid delays, but sometimes it can be quite inevitable when other developers are involved. As an employee working next to IGA, I can assure you that without this man, this game would still be under the rocks. Every idea, designs, game features, story and just about everything related to Bloodstained are directed and reviewed by him. I hope this ease some of your worries.
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Post by Mana on Feb 12, 2016 3:05:20 GMT -6
IGA says "Make sure you tell everyone that we ate all of the donuts. All. of. them." Hahaha.
We died from sugar OD that night ✝.
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Post by Mana on Feb 11, 2016 23:58:38 GMT -6
What crocodile said is very true from a PR perspective. There's also the fact that Miriam is the protagonist and that VA can predetermine a character's personality to a certain extent. Miriam's character is still very underdeveloped. Depending on her voice and personality, this could change the way the players will relate to her. When we discussed VAs and character personalities, IGA mentioned that he didn't have a specific voice in mind and likes to keep his protagonists mysterious so that their character doesn't affect the players' overall gameplay experience. Thank you for sharing this Mana . It sounds like Miriam isn't the only character needing a VA... Since Igarashi doesn't speak English, are you assisting him with the casting process, or will that role be assigned to another person? I don't think so but IGA usually asks for my opinion whenever he's deciding on something . Since he doesn't speak English, I help out with the spell names that Miriam will shout out. Something that sounds cool in Japanese doesn't always sound cool in English and vice versa. Maybe if they're still stumped on spell names I can open up a thread for suggestions.
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Post by Mana on Feb 9, 2016 23:26:14 GMT -6
Hey Mana I've been wondering about this issue for quite awhile. It seems strange to have actors signed on for the supporting roles, but no one for the lead... During the campaign, I was hoping Miriam's actress might be a big name superstar hidden somewhere in those basement stretch goals... Is there some special reason this role hasn't been cast? Why would it need to be cast at this point? I mean I wouldn't say its never something done (sometimes creators do make characters with specific VAs in mine - Oda of One Piece fame has admitted as such in the past) but its still very unusual - especially for new IPs. Hayter and Belgrade have particular cache with those likely to be supportive of a project like Bloodstained I can't see being replicated by any female VA. Hayter specifically because of the fallout with him losing the role of Snake (people who are angry with Konami have additional reason to donate as a "screw you" to Konami). Belgrade because even though his VA resume isn't extensive, his role as Alucard in SOTN is iconic and super memorable to fans of Igavanias - another big incentive to donate. I can't think of a female VA (English or Japanese) that has that sort of history with Konami or Igavanias to be a big enough draw (for donations) to have to give up the opportunity to actually audition for the role or allow for the flexibility to write Miriam in a way that may end up conflicting with a particular locked in VA choice if it was made at the start. What crocodile said is very true from a PR perspective. There's also the fact that Miriam is the protagonist and that VA can predetermine a character's personality to a certain extent. Miriam's character is still very underdeveloped. Depending on her voice and personality, this could change the way the players will relate to her. When we discussed VAs and character personalities, IGA mentioned that he didn't have a specific voice in mind and likes to keep his protagonists mysterious so that their character doesn't affect the players' overall gameplay experience.
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