store.steampowered.com/app/3470140/... Play the demo now!
store.steampowered.com/app/3470140/... Play the demo now!
Aaahh bueno, nada para el futuro cercano, pero algo estoy planteando π
Spent a couple of days working on a tool to help record a trailer for my game and ended up fixing a ton of things that have been broken for years and I was putting off...
Including:
- NPC path finding animations
- Adaptative audio
- Faulty post processing
- Idle animation transitions
Im happy!
Gracias!!!
jajaja me tranquiliza leer eso!
Y yo que estaba nervioso de explicarme mal en chunks de 300 caracteres...es complejo, osea me parece precioso que la gente se sumerja en el mundo y forme teorΓas, pero se forman sectas raras en algunas esquinas de youtube y demΓ‘s
Yeah it doesnt feel very sincere.
If the writers wanted us to find some important detail to the story, I really dont think it'd be tucked away behind some texture or other obscure asset.
Exactly!
But also like...why even bother at all hunting for lore and world-building truths if you cant be bother to interpret the themes or what the story is trying to say on a more profound level?
Ppl who treat the game as a big cleverly crafted puzzle with a singular solution.
Sometimes a texture on a minor asset is just there to create an impression and not for some lore reason. The medium (AAA specifically) doesnt really allow for such things imo.
I love mystery and fantasizing about these worlds. Its a testament to how good the worldbuilding is that we go so far to investigate every corner or the mythos. I played the entire game taking notes.
Guess im more talking about the "lore finally solved" types.
Its missing the forest for the trees.
Been on my mind for a while, but I bring it up now cause I recently watched the new @sophiepilbeam.bsky.social vid and it made me feel better about my take lol
I too have an issue w people who talk about ~Legendary big M~ as being the sole reason behind everything in the game.
I believe in author theory but this feels cultish at times.
Theorycrafting and headcanons are cool but lets not pretend there's always a definitive solution to the mysteries.
Besides, the more interesting theories are always the ones that consider the themes and not just the ingame texts
I wish the souls community would stop hyperanalyzing every bit of lore in the game and instead shifted their attention to overarching themes/concepts
It gets to a point where ppl are doing backflips to justify something clearly re-writen half way through dev that doesnt stand at all on solid ground
(Im only a bit mad I didnt come up with one of these dungeon ideas myself)
The ending is also a great reminder of why I love dark fantasy so much, the focus on the unsettling rather than a display of power or big climactic fights. Plasti has always been great at this.
This book focuses on a main god, just like the 2nd one did. Its not as heavy on world-building but it does a great job at fleshing out some concepts we were told about in the past.
The sections with other "friendly" characters are more meaningful too and it helps sell the idea of a living world.
I think Vermis 3 is my fave in the trilogy!
It feels more disjointed and has odd jump cuts at times (maybe this is more of an open world type of adventure?)
But the dungeon crawling concepts are some of Plasti's best work, specially on the 2nd half.
Te acompaΓ±o en el sentimiento π€§
OMG this is incredible
I think its easy to love Latria for how wildly different it is to everything else, but Shrine of Storms holds a special spot for me and still feels like something very unique in more subtle ways
The the narrow walk around the precipice...so simple and yet so perfect
Jo, muchas gracias π₯²
A ver si lo termino antes del 2030 y la gente no se olvida jajajajaja
Coincido totalmente!
De todas formas tengo esperanzas en que encuentren ese nuevo sistema de combate. El propio estudio es consciente de las limitaciones actuales.
OjalΓ‘ un arpg mΓ‘s chiquito en el que experimenten con ello un poco, antes de portarlo al ER2, que es algo casi que garantizado jajaja
Jajajaja nada, al final es que lo he escrito por ambos sitios porque es algo que siento muy fuertemente y soy un ansias.
EstΓ‘ guay poder hablar del tema <3
MΓ‘s allΓ‘ de esto me gustarΓa que estos juegos retomasen la exploraciΓ³n como su fuerte principal. Es triste que gran parte de la comunidad los ve como obstΓ‘culos de combate donde todo trata sobre ser el tio mΓ‘s fuerte
Si para esto el combate tiene que volver a algo mΓ‘s lento, me parecerΓa respetable
Me gustarΓa ver una evoluciΓ³n donde importe el espacio y nuestro contexto con el jefe. Que no baste con rodar hacia el frente. Que la arena tenga un sentido.
El sΓ©kiro es otro mundo porque el juego entero estΓ‘ construido alrededor del parry, pero no se cΓ³mo de realista es adaptar eso a un rpg.
Comparto el sentimiento pero para nada la soluciΓ³n que propones.
Creo que los parries se estΓ‘n estandarizando en todo y casi que para el detrimento del gΓ©nero. Al final es otro reaction timing como el roll, con mΓ‘s risk reward.
ArtΓculo muy chulo al respecto:
rexzakel.wordpress.com/2024/09/09/t...
Solodev por aquΓβ
Its excellent.
There's far weirder music out there that people enjoy, its just not that common in games, sadly.
Also the fact that all zones have a singular checkpoint and the entire thing is cleverly designed around it.
Just like in DS1, the world feels dangerous and you have to carefully plan out your route. I miss that feeling in the recent games.