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Post by allooutrick on Feb 2, 2016 11:37:03 GMT -6
I would love to see something similar to what Star Ocean 3 and 4 did. That is having optional / unlockable areas where enemies start of at an end game level of difficulty and strength and by the time you beat those areas you're able to wipe out the final boss easily. Assuming that the max level won't be reached by the time most players beat the game this can help completionists reach 100% for levels and items. Tying into there being an insanely hard secret boss of course.
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Post by allooutrick on Jan 23, 2016 17:51:12 GMT -6
I actually thought of a system like that (and apparently strider does that too) where your char has a bubble around the map cursor and the map fills in based on your exact position instead of a grid, its a neat idea but imagine having 99.9% of the map done and now youre searching through this massive map for the places where theres a tiny gap cause there was a platforming section or a long ceiling (this could be made less difficult by having area% for each section but then you are outright telling the player that theyre done which might color your willingness to keep exploring or give away secrets too easily) If you look at the grid in sotn you can find areas where you have to move to a specific spot on the edge of a gridpoint to trigger a map square (i can think of at least 2 areas, ones a couple places in chapel along the ledges, and theres a place in inverted where you have to swim up along a slope in wolf form for one square and superjump into a corner to get the other square), its not perfect 1 screen/1 grid square there, the handhelds however do use 1/1 almost exclusively, but then if you look at loi or cod the map reveals based on a grid but the edges of the map follow the contours of the area perhaps the grid could be kept to make spotting holes much easier but make a grid square equal half a screen instead of a full screen with a general outline of the boundaries of each area? One thing though that was really cool about ooe was the map for wygol village, that rough charcoal sketch look was really cool and i think itd be interesting to see again applied to a full area as a concept art, i worry itd make the maps ingame a little too busy and itd hinder note placement Those are some good points. Referencing Star Ocean 3 again, there was an area late into the game that covered a massive amount of space and I wanted to complete the map entirely to see what reward it would give me. I got to roughly 98 percent after putting an hour or two in of mostly running around and avoiding every battle I could. The frustration was definitely there. I also never knew that about SotN. Also your idea about smaller grid squares makes good sense.
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Post by allooutrick on Jan 22, 2016 14:52:48 GMT -6
the grid style map feels like a limitation rather than a feature. Many rooms in igavanias seem to be set at certain lengths to accommodate to the map because if the map says a single room is 3 squares long and only 1 square high then the room can not realistically be 2 and 3/5s of a square. It won't fit the structure of the map. Star Ocean 3 had an excellent system for a map. Each area, except towns and inhabited buildings, had a map that was absolutely blank. As you moved around then whatever was within 15 feet of you was filled in whether it was the walls of the area, rocks, or other obstacles. If Bloodstained can combine that map system with its metroidvania gameplay then we can see rooms of much more varying sizes and shapes as well as a map with areas drawn in that are easily identifiable so confusion about what's where will be minimized. To end on a happy note I have enjoyed exploring every hole and roof of these games regardless of my opinions.
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Post by allooutrick on Jan 22, 2016 14:40:02 GMT -6
I think March is way too specific of a date for something like game development. There are so many variables that have to be taken into consideration (programmers getting sick, family emergencies, unforeseen bugs, etc). More realistically we can expect it in the first half of the year, maybe in a time frame between June and September. Iga had the concepts of this game down and, if I remember right, the story too, before the Kickstarter even began. So that's a piece of development time already done. The team he employed is also said to be very skilled in what they do which can accelerate the process compared to an ordinary team. We also have all those bonuses added in that were funded which will undoubtedly add to the time it takes to complete the game. Lastly the average game these days takes one to two years to make and they already have a portion of creative process done (namely sequels). Taking all this into consideration I'd say that their time frame is pretty reasonable. Two years roughly for a fresh 2D game that has a 3D world is a small order compared to the modern sensation of open world 3D games.
Edit: I feel like I'm talking in circles but I refuse to alter my posts more than slightly. I just feel that words, once said, can't be taken back so the same should apply to the posts I write.
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Post by allooutrick on Jan 21, 2016 9:54:39 GMT -6
How did goobsausage figure this out in 35 minutes? Well done to goob and xombiemike
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Post by allooutrick on Jan 20, 2016 23:07:38 GMT -6
Thinking about how Axiom Verge removed every bit of its story for the speed run mode I've come to think: wouldn't it be awesome if the npc's still did their animations at the appropriate times and places in the story but you never trigger the event yourself? To elaborate imagine we're playing Symphony of the Night and you meet Maria in the corridor, it's speed run mode and so instead of stopping to chat you run straight past her as she stops to begin the cut scene that'll never occur. Another instance would be in Dawn of Sorrow when you meet the antagonists in the Wizardry Lab. They prepare themselves to mock and harass you but nope. Running by. As an addition to this the characters can go through their entire animation for the original scene.
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Post by allooutrick on Jan 20, 2016 22:55:02 GMT -6
I love the combination of character 3 background 1 for close ups. You get a nice amount of detail and Miriam looks fabulous. Though I like character 1 background 3 for the zoomed out perspective, which I assume will be the distance the camera will be for most of the gameplay, because character 3 zoomed out looks like there's too much detail for the screen to properly display but the background here looks incredible. The level of detail shown and contrast of colors looks great compared to background 1 which feels more simplistic.
I had to vote 3 / 3 though because I see this one proving the most beneficial to the game world and having the most potential for Miriam, and perhaps other characters. I would love to see a hybrid of 1 and 3 for Miriam though. Keep the coloring, ideally, but with less emphasis on the hand drawn look to balance out her level of detail when zoomed out.
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Post by allooutrick on Jan 16, 2016 14:42:48 GMT -6
Both styles have their pros and cons. With a battle boss it's always going to be about a level of skill which, to me, is what's good about it. Their downside though is they can become tedious to fight even before you beat them the first time, let alone other play throughs. Puzzle bosses provide a unique experience when you first encounter them but become incredibly easy when you have them figured out. Because of this I voted for a balance of both. It wouldn't be as fun to me if I knew that that every boss is just going to require me to smack it one hundred times or if every boss will need me to sit back and watch for what to do.
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Post by allooutrick on Jan 8, 2016 16:12:06 GMT -6
This is a fair point you and others have brought up. My "counter" (I mean that figuratively, not to discredit your point) is that while I would share your concerns if we were talking about a live-action movie (then again cosplayers can work some magic when they put their minds to it) I'm not so sure how much of a concern it should be here. Since this is a video game, there can't be an "accident" so that concern will never come to pass. Furthermore, it seems clear to me Miriam's default outfit isn't built with practicality in mind (or rather it isn't the primary concern). Between the burlap flap on her right side, her exposed back, the asymmetrical arm gauntlets, etc. it's clear that highlighting the curse was also a major consideration (and should remain so IMO). Practicality in character design is always a tricky subject because you don't want to completely break suspension of disbelief but you still want enough leeway to do cool things that can't/won't work IRL. Given the intentions of the character design, this doesn't break suspension of disbelief at all for me but I know where that line is can be especially subjective - more so than perhaps other aspects of this discussion. I love that about video games too. Seeing things that are otherwise impossible, or at least incredibly unlikely such as Borderlands' guns, mechanics of The Unfinished Swan, Sin from Final Fantasy 10, is a large reason why I play them and rpg's specifically. Also admittedly one design choice of one part of one character in the game is an incredibly small detail to get worked up on. I still would like to see that changed and will play this game until the disc is worn beyond use regardless if her outfit is adjusted or not.
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Post by allooutrick on Jan 8, 2016 13:13:49 GMT -6
The only concern I have is how low the outfit sits on her breasts. It looks like she's one jump away from them popping out. I have no doubt she's going to be doing a lot of movement in the game (running, jumping, smacking something) which is a lot of opportunities for the outfit to work against her. If you're fighting or running for your life I imagine the last thing she would want is for her chest to start getting in the way because they found their way out of the outfit.
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Post by allooutrick on Jan 8, 2016 5:00:53 GMT -6
The shader is starting to look incredible
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Post by allooutrick on Jan 6, 2016 12:22:45 GMT -6
That sounds like a lot of work for the devs but would be so hilarious. Maybe they can include the brush in the release version and add those features to it in a later update so they can keep their original time line intact.
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Post by allooutrick on Jan 5, 2016 17:58:00 GMT -6
Seeing how Miriam's story is already rather tragic as well as her relationship to Gebel I would like to see the game keep that as the focus. A dark, melancholy story with only the possibility of hope. At the same time though I don't want that to be the only focus. It's easy to get desensitized to it all, whether it's humor or dread, when that's all you're exposed to. They should include light hearted moments, maybe flashbacks, her and Gebel reminiscing during whatever brief moments of sanity he shows, etc to both drive home the original idea that this is a dark story and to keep things from getting stale.
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Post by allooutrick on Dec 28, 2015 12:51:43 GMT -6
After letting the new design alteration settle in I find myself still in approval of the change and my assumptions that it gives the impression she's trying to hide the curse, and being outpaced by it, lacking. What strikes my curiosity now is how low her outfit sits on her chest. It's still high enough to cover a nipple realistically but it just looks off to me. Like at any moment a high jump can cause some exposure. Just my two cents.
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Post by allooutrick on Dec 20, 2015 20:54:37 GMT -6
I agree wholly with XombieMike. The test videos show some nice graphics for something that is only in its alpha stages. We also have the concept art to go by which have been impressive throughout. In addition to these the games Koji Igarashi has been known for have all had a solid art direction.
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Post by allooutrick on Dec 11, 2015 13:49:17 GMT -6
I don't mind if things go without explaination. Being able to form my own ideas about why things are with the knowledge of what already has been given to me can make things interesting. The souls games (dark souls, demon's souls) either had things on the side for you to find or just figure out. You could play those games start to finish not having a clue of what happened if you wanted to. But that much mystery is something that should be avoided in game design I think. Then there are games on the complete other end of the spectrum where it's story story story and you can't skip past most of it (final fantasy 10, mass effect) and I just want to get back to playing the game. Now these are all good games in their own rights but everything in moderation is the way I think it should be, including context. If a critter fluttering around a lamp in a basement of the castle is doing just that then I would wonder how it got down there. Maybe there's a large crack in the ceiling with light filtering through from the outside. Then I can assume it came from that crack. The game can tell me that itself but I don't think it would be necessary for a detail that small.
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Post by allooutrick on Dec 11, 2015 11:10:39 GMT -6
Episodic really isn't the best term. I believe Square Enix US used that wording in a press release, but in truth what we're hearing now is something mroe along the lines of a single FF with sequels. I believe the people involved also worked on .hack, which was like this. So, in all likelihood, I'm thinking there will be 3-4 15-30 hour games. If they render everything FF7 has in as much detail as what we see from Midgar here, then that is definitely a lot of game and I can kind of understand it that way. Anyway, FF7 isn't really even in my top 5 FFs haha, but I'll probably still get this. I boycotted it for a long time, didn't play it until after FFX, because I felt betrayed they left 2D back when I was...12. I hope it's more along those lines or as Thrashinuva put it. I'm all for content that's spread across multiple discs like the original FF7 was. I hope you had a good time when you played it. FF7 was my entry point into the series and I do agree with you there. This remake is graphically impressive so far and those graphics are likely going to take up huge amounts of space.
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Post by allooutrick on Dec 11, 2015 9:14:43 GMT -6
This game will be episodic? That's a deal breaker for me I was really looking forward to this too.
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Post by allooutrick on Dec 9, 2015 14:16:54 GMT -6
Bloodstained probably wouldn't exist if Konami didn't lose it's mind. As you put it they, at their core, are all about profits. They need to be certain that what they're investing millions of dollars into will make a profit and metroidvania's aren't seen as something profitable anymore (though that may change with the wake up call that was the Kickstarter for Bloodstained). In this interview Koji Igarashi talks about many things, including his story of trying conventional methods to get Bloodstained to be made a reality:
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Post by allooutrick on Dec 9, 2015 8:58:11 GMT -6
I've liked most of the abilities and progression methods of Igavanias actually and thought Order of Eclessia's version of a high jump to be a clever change of pace.
My only hope is that they don't do what Harmony of Dissonance (I think it's this game) did with breakable blocks. That being you learned to shoulder tackle them and they respawned every time you left the room. If we get an ability that lets us damage the environment to progress I would like the environment to stay damaged.
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