Installing the demo now. Can't play til tomorrow. Shiiiiiit.....
EDIT: Said screw it and gave it a try. I am loving what I'm seeing.
Installing the demo now. Can't play til tomorrow. Shiiiiiit.....
EDIT: Said screw it and gave it a try. I am loving what I'm seeing.
Awww yus! Installing my demo now. EXCITEBIKE!!
I don't remember if I actually backed this or not, but if not I'm still picking it up day 1. Also is multiplayer local only or may there be some online play?
Edit: I wish they kept the 2d style of the concept art, but I'm still all in. I'm sure this is gonna be fucking amazing
damn i didn't back the $60 tier, i backed the $28 one. So no demo for me
Tentacle titty monster amuses me more than it should.
Frame rate issues aside, I really like what I see from the demo. Feels like a combination of SoTN and Ecclesia with modern graphics.
And I like both those things. I'll have to get over the running animation, but that's what backdash cancelling (sweeping the floor) is for.
Ecclesia was a massive bitch even on regular difficulty level. which I love. beat the game on level 1 cap hard mode, that's my jam baby.
can't wait to get home and try this out.
This looks fucking orgasmic!!! I cant wait for my "Castlevania" fix ._.
Delayed to first half of 2018
Wait, what?!
Email sent out to backers. Says they're hiring more developers and pushing it back a year.
https://www.kickstarter.com/projects.../posts/1666487We've got an important development update from IGA this week, and we wanted to make sure the backers were the first to hear it. In short: To ensure the game meets his quality standards, IGA is bringing on additional developers and has moved his estimate for the game's release back to the first half of 2018.
Koji Igarashi: "The last thing I want to do is keep our backers waiting, but after receiving such incredible support, I feel responsible for delivering the best product I possibly can. Again, I offer my sincerest apologies."
All of us on the campaign and development sides of the team are looking forward to playing the finished game as soon as we can, but as IGA says, we also want this game to be "done right the first time."
We'll continue to keep you updated on the development process every step of the way. (In fact, the next regularly scheduled update, featuring some songs and commentary from Michiru Yamane, is just about ready to go. And as IGA mentioned, you can expect more news about the development process as soon as it's available.)
Thanks again for all you've done to make such an exciting project possible.
505 Games to Publish
https://www.kickstarter.com/projects.../posts/1698207We've got news! And we wanted to get this to you as soon as possible, so we're breaking into our usual update schedule to report that:
A publisher has signed onto the Bloodstained project: We'll be working with 505 Games. They put together a video with IGA to make the announcement (and also show off some new footage of the game).
As you can see, one of the first things a publisher can help out with is action-packed video production.
Like IGA said from the beginning, none of this would be possible without the campaign all of you helped to build. We're excited to bring it to a wider audience, too, but everybody on the team is here to help IGA build the game you (and he) wanted from the start.
DICO and Monobit teams added to hasten Development
https://www.kickstarter.com/projects.../posts/1726987
Hello everyone! This is IGA.
It’s chilly here in Japan and I’ve caught the cold. My throat is sore and I’ve lost my voice.
But I’d like to give you an update regarding the environment of Bloodstained. First, we are going to change the way the environment is visually represented. Watching people play the E3 demo, I could see that players often didn’t know where a platform was, or whether the thing they were looking at was a wall or something they could pass through.
We’ve improved visibility by making the “front” side of platforms brighter, and more distant parts of the environments darker.
This is actually not the first time I’ve talked about the change in visual representation. During the time we’ve announced the delay, I talked about how we needed to change our environment-building method in order to work more efficiently.
After that article mentioned procedural generation, lots of backers in the forum expressed their concerns. To address those concerns, I’d like to explain our reasons for changing the development process and explain the way procedural generation will be used in the final product.
Before, we worked on environments on a texture-by-texture basis, which meant that each area required the individual time and attention of skilled artists and designers. To use our team more wisely, our new process is based more on physics, and makes use of procedural generation.
Naturally, you might be asking, what kind of procedural generation? How will it be used, and for what? To put it simply, we’re using it to auto-generate environmental grime and destruction effects.
We put together some comparison screenshots and video for this update to demonstrate the effect. On each image, the top is before procedural generation, and the bottom is after. Until now, roughness and shadows were drawn on the texture map to add surface texture (shadows, dirt marks, etc. on the albedo map).
I think it looks a lot better without the procedural generation in my opinion. Having said that, hurry the fuck up IGA!
I disagree. I like the procedural generation, it makes the dilapidated castle actually look like one, versus something that just repeats ad nauseum. Granted it's not all done by hand, but I'll take this over (obv. a more extreme example) Dragon Age 2, where there were like 6 assets for the entire game.