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Post by H on Jul 20, 2015 5:22:25 GMT -6
They could also introduce the sun/moon cards from 64/LoD. In this world it could be renamed to Sunstained glass and Moonstained glass or something similar.
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Post by H on Jul 20, 2015 5:17:46 GMT -6
Best of luck, Motoko!!
As for myself, I am getting ready to go paint a home today. Usually I just do the accounting work for my father's company, but he had an extra job and I decided to take it. Working in 100 degree weather in FL will not be fun, but at least I get to spend more time with my younger brother.
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Post by H on Jul 20, 2015 5:11:42 GMT -6
Ridleystained: Norfair of the Night.
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Post by H on Jul 19, 2015 19:46:24 GMT -6
Ryustained: Hadouken of the Night.
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Post by H on Jul 19, 2015 18:50:00 GMT -6
I liked the system in Legacy of Darkness, how the stages would play out differently sometimes whether it was day/night. Same with the enemies. It'd be nice to be in-sync with the day/night cycle of real life, that would motivate us to try out bosses at different times and increases replayability.
For this particular game, even though the "outside" world would still be running on normal time, I would like to keep the area surrounding the castle itself to be locked in darkness for atmospheric purposes (and also because it is the Ritual of the Night). It could be that during the "day", the moon is absent, and during the night it returns to power the demons' strengths to their fullest. Maybe it can even be just an aesthetic change: Demons look truly monstrous/energized in the night, and look less intimidating/drained during the "day".
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Post by H on Jul 19, 2015 9:58:31 GMT -6
Speaking of boss placement, it'd be cool if we can see some bosses outside of their actual rooms. An example from another game: In Metroid Prime 2, we get to see Dark Samus fiddling around with some phazon near the beginning of the game, but we don't actually get to fight it until way later. Even then, it was not DS's "boss room", but we just happen to meet up with it there and duke it out a bit.
A simple idea that could be used for this game is we meet up with a lesser-demon, it steals a book or gemstone/crafting material and runs away. We meet up with it later, witnessing it's transformation into something much more monstrous. Maybe it could even be a fully-powered demon just relaxing at the dining hall, and it mocks us as he/she/it calls upon their minions to attack us and walks away to hide out in their actual chamber. Something like that can make the castle feel much more alive, and it would make the castle feel different knowing we took out an actual entity that was using the castle's rooms. (Something that bothered me was that there were these beautiful areas of the castle in CV, but there seemed to be no one that used them since it's mostly just monsters wandering mindlessly about.)
Oh! Another idea. There could be a "prison" area where a boss takes us to after it defeats us. Something like "The End" from MGS3 or the sack people from Bloodborne.
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Post by H on Jul 19, 2015 9:30:27 GMT -6
Yeah I agree that Iga should focus most on the main castle, but this thread is mostly so that if the team happens to need any ideas for this system, they can look here to see all of our ideas and discussions. Igarashi was really excited to be able to implement this mode in the game, so he would definitely want this to be well done. Yeah, something similar to the Blood Gems would be horrible.. that has to do mostly with the crafting system though, so we'll have to see what their ideas are for it. I was thinking we'd get special materials like "pumpkin" loot to decorate our weapons with, or create an entirely new unique opportunities for higher tiered weapons for future dungeons (with hopefully increasingly difficult and unique bosses). Something to reward us for all the work we put into it. I originally didn't think dungeons should be immediately available because some of the items we could get may break early game, but at the same time I think that's the point. With difficult dungeons, we should be appropriately rewarded and the choice shouldn't be taken away if we want to do something like that. Maybe not immediately, but relatively early in the game for personal challenge (and interesting live streams/co-op runs if possible ). I'd be fine with accessing dungeons from an altar or summoning room or something, but hopefully it isn't too confusing. At first I had to search up a guide on how the chalice dungeons worked in BB. Maybe they can be accessed from both in-game and the main menu? How would you all like to see these castles aesthetically-wise/design btw? It'd be nice to have a castle with multiple regions every time, but I feel it'd be best if each generated castle had a central theme like "ruins","hell-like","cosmic" or maybe after one of the many regions of the main castle with a similarly-themed boss at the end. That's just my opinion though, want to keep hearing all of yours.
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Post by H on Jul 18, 2015 13:28:24 GMT -6
This thread is for discussing on how you think this feature will be integrated into the game, or what you would like to see with this system.
We know it's a separate mode from the main adventure, but will it be accessed from within the game or from a menu? Will playing inside the dungeons have any story-related elements, or will it be purely for fresh gameplay?
Integration. In Bloodborne, they have it so you find "Chalices" in the main game's world to access their version of procedural generated dungeons. You can later find more challenging dungeons by completing the first dungeons. I wonder if this game will take a similar approach, and have it so you find an items that allows you to travel to other Demon Castles, and possibly within those Demon Castles they'll have key items to open up/summon other Demon Castles? Or, will this game take the simpler-user friendly "Select from Main Menu" approach?
Lore. Will this feature impact the lore from the main adventure? For Bloodborne, it contained enough lore within to help us understand a little bit more of that universe. I won't speak specifics to avoid spoilers. If this will just be an extra mode, it could maybe not effect the main story at all.
Personal Ideas/Wants. Lore items as extras, friendly access, priority on gameplay. I want to see some items and loot that we can't normally get from the main (which is a given), but I also want them to have unique descriptions that helps us learn more from this universe. Assuming this IP continues, it could possibly hint at future time settings or explain why Demon Castles are possible in the first place (assuming, again, that we have to explore another castle in another game). I believe it'll be best to hold off the dungeons up until a certain point in the main game where we gain an item to access it, and then it can be accessed from the menu to have easier saving/loading (Instead of having to load up your save file, going to an area, and then loading again to access the castles). Lastly, since this is the first time Igarashi and his team have ever worked on procedural dungeons of this scale (I believe), I understand if some of what I discussed is not possible to put in within their time frame. I want this to be the best possible experience possible, so I hope they do the best they can make this feature as enjoyable as it can be.
Final Thoughts. Igarashi has mentioned how he liked games that motivates people to try playing the game during different time periods. I think the dungeons can best be used to this purpose. For example, near the Halloween season there can be dungeons and enemies with "pumpkin heads" or classic monster costumes with cheesy horror castle themes and limited-time Halloween themed loot (like a Pumpkin sword). For Xmas they can have an "Ice Castle" with snow/ice demons wearing Santa hats. Maybe the boss of that castle can be a demon wanting to overthrow Santa Claus, so it dresses like him..?
Any way! That's all I have for my thoughts on this feature, with the info that I had. I apologize if there were any details mentioned that I missed that clarified how they'll implement this system.
((I used Bloodborne as a reference because it is the most recent game to have a main world, while also having this feature.))
What are your thoughts on this?
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Post by H on Jul 18, 2015 11:49:09 GMT -6
Definitely keep it varied. Have some bosses use unique attacks,while some of the just be tanks for possibly earlier areas. Also, unrelated to both ideas, but it'd be cool if we finished off a boss but it came back. For example:
We finish off a boss, it "dies", it comes back maybe in the next room, causing us to become nervous but maybe it'll go down in a hit or two (or it just dies off finally on it's own). Or maybe it goes into a second phase.I remember fighting that particular boss in Super Metroid, and although the fight itself wasn't anything special, the fact that it's physically destroyed, it tried to come after us anyway, left me being more cautious of bosses after that, wondering if they would pull something similar.
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Post by H on Jul 18, 2015 8:08:01 GMT -6
I listen to pretty much any genre. I try to avoid listening to anything promoting violence though, that is my main exception. I listen to Bach when cleaning/homework, I listen to electronic music when working out, and I listen to 80s music when I want to jam at home or when I am driving! Oh, and I really like Brandon Flower's music. Very catchy, new wave vibes from him.
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Post by H on Jul 18, 2015 7:57:09 GMT -6
Here is my nerd tattoo: From Bioshock. Only have it on my left wrist. Got it about 4 months ago. I was a huge fan of the System Shock series, and although Bioshock wasn't as good as those, I thought the design looked cool enough to have.
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Post by H on Jul 18, 2015 7:47:50 GMT -6
The only thing I have pre-ordered at this moment is Star Wars Battlefront, and MGS5 Limited Edition. Huge Star Wars fan, and I have a lot of friends who will play it as well. Although I am sad that Konami has put in micro transactions in it, it is Kojima's last official MGS game so I must play this witness the story coming into a full close!
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Post by H on Jul 18, 2015 7:41:19 GMT -6
Edit; OMFG YOU TOOK A SCREENSHOT AT THE WORST TIME XD The line before being leon saying we should go to hell (litt.) we were joking of course, we all went to hell Best of times hehe . Very nice written guide btw, at least I know how to help better and learned a bit more of the material system. Time to go questing for stuff later today! I have the game but never played it, anyone recommend a good tutorial? I hadn't played the game before either, and I mostly entered the server blind. Our friends in the server are very helpful though, and they've helped me understand the game much better (and it's more fun to learn with others than by yourself). There is a lot to understand to the game if you are starting from nada.
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Post by H on Jul 17, 2015 22:26:50 GMT -6
Here's the "monument" I was working on for those of you who haven't joined yet. I have renamed the catacombs to the "Temple of the Night" and will hopefully be adding more rooms soon. Overall, today was another fun day! I will try to be more useful in future battles. (Oh, the chat is friendlier than it seems in the picture, hell is an actual place in the game! Don't be afraid to join us ))
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Post by H on Jul 16, 2015 22:15:46 GMT -6
Finished the monument itself tonight (besides a few blocks, but I'll add those in tomorrow). I still need to expand and put the finishing touches on the room surrounding it as well so be careful when exploring it. Today was very lag free, thank you!
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Post by H on Jul 16, 2015 17:51:12 GMT -6
Game flow is very important in CV games. I'd definitely enjoy a few clever puzzles in there, but the harder ones should probably be out of the way and give you an appropriate award for spending time doing so. (Just like the water levels I suggested in the LoS thread. Optional to explore early, but not necessary to continue the main game). I personally like puzzles that gave you vague hints on what to do in certain rooms such as "Wait 2 cycles at the throne of time" which could be something like wait at top of the clock tower for 2 minutes to unlock a room. I also like ones with no hints but strange interactions with the room. For example, you hit a mirror, and it slowly changes angles, maybe if you hit that curtain next to it and the moonlight reflects off it, it destroys a certain wall? For those I like them to be much more complex. Maybe to initially hit the mirror, they can cleverly place an enemy nearby to make you accidentally hit the mirror while discovering the interaction with it.
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Post by H on Jul 16, 2015 13:54:00 GMT -6
Congrats! Looking forward to your further contributions to the community!
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Post by H on Jul 16, 2015 11:17:16 GMT -6
Hackerstained: SHODAN of the Night.
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Post by H on Jul 16, 2015 10:01:33 GMT -6
Thank you so much for sharing this! I had no idea about this at all. This'll make an awesome surprise gift to a good friend
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Post by H on Jul 16, 2015 9:47:12 GMT -6
Studentstained: Debts of the Night.
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