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Elden Dark King's Demon's Blood Ring Fieldborne Souls thread
i'm one of the sickos that liked castlevania lament of innocence and yeah that is a solvable problem
make your spooky garden area, your haunted theater, your dank cave, but eliminate the videogame ass hub room and do real level design with soulslike combat...
i would flip my shit
Yeah, this is the first thing that came to mind.
LoI wasn't bad... it was just ahead of its time. Combine LoI with Soulslike and you'll have the next big Castlevania hit.
The mad wizard did mad wizard stuff, now enjoy this poison swamp teleporter maze.
Absolute solvable problem, like you and others have said. Heck, you don't even have to limit yourself to castles - both Rapture from the bioshock series, or the Space Station in 2017 Prey, or even The Oldest House in Control show ways you could tackle this issue.
Heck, i'd consider being monotonous in locale to be a demirt, since one of the risks of desinging a game area like this is players having a hard time navigating it - Having more clearly defined sub-biomes like The Libaries, The Gardens etcera helps ameliorate that issue.
I'm always surprised by how many people have strong feelings about Dark Souls 1 design.
Like, I think it's really neat, but that's the whole of it. I never once felt disappointed in any of the other games for not doing it as well.
Not that I'm any stranger to placing a lot of value on things other people don't care about (I care so, so much about the way my character and their attacks/weapons look in games).
You could also have it be the full estate of somewhere. Even in the US there are places that have enormous footprints that would be cool settings for a game like that. Like a haunted version of the Biltmore and the surrounding countryside/town/
In May 2022, Hollow Knight: Silksong won a "Most Anticipated Game" award from Unity. In response, Team Cherry thanked the community for their support and said "It can't be too much longer, surely!"
You could also have it be the full estate of somewhere. Even in the US there are places that have enormous footprints that would be cool settings for a game like that. Like a haunted version of the Biltmore and the surrounding countryside/town/
This is probably how i'd tackle it - a mix of a giant fucking building, connected estate, and conencted side builkdings, spice with caves and other vertialcity as needed. I think you could build something real special with enough care.
I think I just had an epiphany about the entire subgenre. The appeal for me isn't that it's hard and failure might be costly, it's that it's hard and failure likely doesn't matter at all. If anything, the risk of losing resources just gets in the way. What matters is that I can explore and loot an area until I get my face kicked in, and it will stay partially explored and looted. Dying isn't a failure state that renders everything that I just did pointless, it's a normal part of progressing through the game.
I'm thinking back to the old Sierra gridders Shadow of Yserbius and Fates of Twinion, which were designed for multiplayer but also had solo offline versions. They made heavy use of powerful enemies to cut off exploration, but also had nearly zero penalty for dying to them. Stepping on a tile might throw you into an inescapable battle with a pack of clay golems, and all that would happen is that you learned to avoid that particular tile and the area in general until you've grown strong enough or gained the resources to defeat a pack of clay golems. Stepping in pits would usually result in your death but would sometimes lead to new areas, so you generally wanted to step into every pit you found, with glimpses of unreachable sections of pit tantalizing you for the future. I loved those games.
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Yeah, this is the first thing that came to mind.
LoI wasn't bad... it was just ahead of its time. Combine LoI with Soulslike and you'll have the next big Castlevania hit.
Absolute solvable problem, like you and others have said. Heck, you don't even have to limit yourself to castles - both Rapture from the bioshock series, or the Space Station in 2017 Prey, or even The Oldest House in Control show ways you could tackle this issue.
Heck, i'd consider being monotonous in locale to be a demirt, since one of the risks of desinging a game area like this is players having a hard time navigating it - Having more clearly defined sub-biomes like The Libaries, The Gardens etcera helps ameliorate that issue.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
miyazaki can make this happen
Like, I think it's really neat, but that's the whole of it. I never once felt disappointed in any of the other games for not doing it as well.
Not that I'm any stranger to placing a lot of value on things other people don't care about (I care so, so much about the way my character and their attacks/weapons look in games).
GRRM levels of trolling, the mad bastards.
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This is probably how i'd tackle it - a mix of a giant fucking building, connected estate, and conencted side builkdings, spice with caves and other vertialcity as needed. I think you could build something real special with enough care.
Steam: https://steamcommunity.com/id/TheZombiePenguin
Stream: https://www.twitch.tv/thezombiepenguin/
Switch: 0293 6817 9891
They also then get their hands on From. There are possibilities, not all of them leading to good places. Bloodbourne Remastered finally maybe?
Oh, and Spike Chunsoft.
I'm thinking back to the old Sierra gridders Shadow of Yserbius and Fates of Twinion, which were designed for multiplayer but also had solo offline versions. They made heavy use of powerful enemies to cut off exploration, but also had nearly zero penalty for dying to them. Stepping on a tile might throw you into an inescapable battle with a pack of clay golems, and all that would happen is that you learned to avoid that particular tile and the area in general until you've grown strong enough or gained the resources to defeat a pack of clay golems. Stepping in pits would usually result in your death but would sometimes lead to new areas, so you generally wanted to step into every pit you found, with glimpses of unreachable sections of pit tantalizing you for the future. I loved those games.