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Manga Art Gallery / Re: Kesashi's Gallery
« on: November 27, 2020, 12:47:32 PM »
I must apologise for not commenting here sooner... I've been aware of your really diligent work here for a while but never hopped in on the discussion for some reason... Anyways, I checked out your website for Blade Regalia and I found it to be pretty inderesting read :) As an avid gamer I have some feedback also if you would hear me out.
First off, I'm a sucker for stylised, cell-shaded graphics. More games are adpoting them now, following the popularity of "The Legend of Zelda: Breath of the Wild", but I think that there is still lots that can be done in this space. Anyways, I find your character art to be very unique, and it seems to translate well into 3D, in game models. I have two pieces of feedback on the art front really. 1) Consider adding at least an option for a comicbook outline reshade. This is my preference for games with cell-shaded graphics, as it really helps to make objects pop, helps with visual clarity and definition, and aesthetically captures the manga/anime feel well (if this is an aim of yours). Some fat linework, and maybe a cross-hatched shading layer on top of the cell shading, could go a long way here. 2) The style of the world assets should match the character art style more closely. It's possible that this is just currently placeholder, but some of the screenshots show scenes where the world asset textures (and weapon textures) are hugely different to the character textures. I promise that a consistent aesthetic always trumps a stark contrast here (Code Vein and the Fire Emblem: Three Houses came closest to skirting this line in my mind).
I think that re-design for Reina is really well realised by the way. Design-wise I think it's always important that the aesthetics of a character play a role in their kit in the moment to moment action.
Systems-wise, I have not played a lot of party based brawlers personally. I hear that Genshin Impact is doing really well (unsurprisingly, as it is a mobile/PC gacha game...), and seems to be slightly comparable in that you are collecting characters to add to your team, and then controlling one team member at a time in brawler action combat. Maybe overall your game is more closely aligned with Mass Effect or the new Final Fantasy games though. I think that modern party based action games need that level of party control now, whereby you can give the rest of the party orders to carry out with the tap of a button, whilst you still brawling with your currently controlled character.
On top of this, your combat needs to be really well refined, responsive and just plain fun. It should be these things to the extent that anyone would actively want to play it with just stick figures in a white box room - without any of your pretty character art. Ideally, brawlers want to include spectacle, responsiveness, fluidity and power-fantasy on the side of the player with engaging encounter design and AI on the side of the enemies. To be frank, I have played lots of action-RPGs, and almost all that are worth the money pretty much nail the player side of things. However, few, if any ever manage to balance this properly with world and encounter design. Monster Hunter is the pinnacle of encounter design really, because of how the monster AI, interacting with the environment, imparts such circumstantial and reactive experiences for the player. But it is not really a brawler or aRPG. I don't know exactly how you can really recreate this in a more horde based scenario... but having well telegraphed enemy attacks, AI strategy, and enemy variety that encourages changing tactics seems really important. A lot of horde based games just throw tons of enemies charging at you, but in my experience, curated groups of enemies in an area, where the AI knows how to interact properly with the environment and one another, always make for better encounters. Throwing less enemies at a player doesn't mean that the game pace has to slow down either, if the encounters are programmed to always challenge the player and keep them moving and reacting.
From what I've read, your general combat mechanics seem solid to me, although it's hard to tell how it all comes together to feel without playing.
The RPG elements of the game are interesting. It looks like you have characters with base ability sets, and then you can unlock different regalia outfits for each that alter the abilities. There are a few pitfalls to watch out for here. Firstly, I don't think you want to completely change up a character's role, nor lose what a player like about them, with the change in outfit, but you also want to avoid bland and minor changes that make it feel not even worth changing the regalia outside of min-maxing numbers. Personally, my approach to designing this system would be to have each outfit for a character focus on augmenting one of their abilities, with maybe minor tweaks to the others but mostly just a total character and ability reskin, and possibly intoduce a trade-off so that it may be worth using the base outfit in some scenarios also. They may also focus on different status ailments or something, and perhaps each outfit could imbue a unique ultimate. You have to be aware that there will always be a "best" option that players will gravitate towards, and with this many characters, it could be a nightmare to balance.
A big thing for me, which is why I stopped playing games like Warframe and Diablo III, is the requirement for constant narrative hook. If your game is going to be singleplayer/coop then player impact on the shape of the game world is just a necessity. Pushing time-trials and leaderboards and challenge tiers in a static world can interest a few people, but overall is just not really a compelling reason to play the game. A good gameplay loop and fun combat can keep someone playing much longer than they would otherwise - Warframe is a good example of this, with currently only about 8 hours of narrative hook but keeping me playing for ~800hours until reaching the point where it felt like the empty, static husk that it is - but once a player reaches a certain level of power where they are comfortable in taking on any challenge the game can throw at them, the lack of dynamics in the world and narrative (which PvP can offer to a certain extent) really starts to show. I actually think that the old Dynasty warriors games (5 in particular) did a farily good job of narrative, drawing me back in to replay the same battles over and over from different character's perspectives with unique narrative each time.
I believe that content in the game should always be unlocked by playing the game, and that drive to play should always be tied to narrative progression to give you a reason to play the content. What little narrative and worlbuilding Warframe actually had outside of the main story missions was bolstered greatly when they used to do unique questlines for suits and collectible lore entries, but when a new item that came out with an aquisition method that was a story-less grind then I couldn't care less about getting it. Therefore I recommend that the extra character outfits be unlocked through character specific questlines, and the outfits themselves should have established lore that fleshes out your world. On the topic of your world, it seems massive! I wonder if you've considered doing something like the "Empires" entries in the Dynasty Warriors series? That sort of management, choose your own progression through the world to a specific goal (in that case it is conquering all of China), adds to replayability by offering unique, emergent narratives each time. However, regardless of what type of grand narrative progression you choose, I would not skimp on the moment to moment storytelling on a character level. From what I've seen of Genshin Impact, even that gacha game has a lot of story for collectable characters. I think that even a game like League of Legends is a better game for the lore and character interactions that the champions have, even if you do not see it play out in most 5vs5 games (aside from a few of the characters that specifically interact in pre-programmed ways).
I think that 150 characters is an insane number, especially if you want this to be a narrative focused experience... not to mention you then want 3 outfits and kit re-designs per character... I would rather have a coice of 8 well developed heroes for each role, making sure that they are all established in the world and story, and have solid character to character interactions written out, well made individual questlines, with individual motives and goals to push player desicion making, AND well designed character kits and outfits etc. Be careful not to stretch yourself too thin, because if the characters and the world lack depth, then the depth of the player's investment will be shallow too.
Anyways, I wish you and your team every success, and I look forward to downloading and trying out the game at some point
First off, I'm a sucker for stylised, cell-shaded graphics. More games are adpoting them now, following the popularity of "The Legend of Zelda: Breath of the Wild", but I think that there is still lots that can be done in this space. Anyways, I find your character art to be very unique, and it seems to translate well into 3D, in game models. I have two pieces of feedback on the art front really. 1) Consider adding at least an option for a comicbook outline reshade. This is my preference for games with cell-shaded graphics, as it really helps to make objects pop, helps with visual clarity and definition, and aesthetically captures the manga/anime feel well (if this is an aim of yours). Some fat linework, and maybe a cross-hatched shading layer on top of the cell shading, could go a long way here. 2) The style of the world assets should match the character art style more closely. It's possible that this is just currently placeholder, but some of the screenshots show scenes where the world asset textures (and weapon textures) are hugely different to the character textures. I promise that a consistent aesthetic always trumps a stark contrast here (Code Vein and the Fire Emblem: Three Houses came closest to skirting this line in my mind).
I think that re-design for Reina is really well realised by the way. Design-wise I think it's always important that the aesthetics of a character play a role in their kit in the moment to moment action.
Lengthy game design discussion where I make assumptions and take liberties...
Systems-wise, I have not played a lot of party based brawlers personally. I hear that Genshin Impact is doing really well (unsurprisingly, as it is a mobile/PC gacha game...), and seems to be slightly comparable in that you are collecting characters to add to your team, and then controlling one team member at a time in brawler action combat. Maybe overall your game is more closely aligned with Mass Effect or the new Final Fantasy games though. I think that modern party based action games need that level of party control now, whereby you can give the rest of the party orders to carry out with the tap of a button, whilst you still brawling with your currently controlled character.
On top of this, your combat needs to be really well refined, responsive and just plain fun. It should be these things to the extent that anyone would actively want to play it with just stick figures in a white box room - without any of your pretty character art. Ideally, brawlers want to include spectacle, responsiveness, fluidity and power-fantasy on the side of the player with engaging encounter design and AI on the side of the enemies. To be frank, I have played lots of action-RPGs, and almost all that are worth the money pretty much nail the player side of things. However, few, if any ever manage to balance this properly with world and encounter design. Monster Hunter is the pinnacle of encounter design really, because of how the monster AI, interacting with the environment, imparts such circumstantial and reactive experiences for the player. But it is not really a brawler or aRPG. I don't know exactly how you can really recreate this in a more horde based scenario... but having well telegraphed enemy attacks, AI strategy, and enemy variety that encourages changing tactics seems really important. A lot of horde based games just throw tons of enemies charging at you, but in my experience, curated groups of enemies in an area, where the AI knows how to interact properly with the environment and one another, always make for better encounters. Throwing less enemies at a player doesn't mean that the game pace has to slow down either, if the encounters are programmed to always challenge the player and keep them moving and reacting.
From what I've read, your general combat mechanics seem solid to me, although it's hard to tell how it all comes together to feel without playing.
The RPG elements of the game are interesting. It looks like you have characters with base ability sets, and then you can unlock different regalia outfits for each that alter the abilities. There are a few pitfalls to watch out for here. Firstly, I don't think you want to completely change up a character's role, nor lose what a player like about them, with the change in outfit, but you also want to avoid bland and minor changes that make it feel not even worth changing the regalia outside of min-maxing numbers. Personally, my approach to designing this system would be to have each outfit for a character focus on augmenting one of their abilities, with maybe minor tweaks to the others but mostly just a total character and ability reskin, and possibly intoduce a trade-off so that it may be worth using the base outfit in some scenarios also. They may also focus on different status ailments or something, and perhaps each outfit could imbue a unique ultimate. You have to be aware that there will always be a "best" option that players will gravitate towards, and with this many characters, it could be a nightmare to balance.
A big thing for me, which is why I stopped playing games like Warframe and Diablo III, is the requirement for constant narrative hook. If your game is going to be singleplayer/coop then player impact on the shape of the game world is just a necessity. Pushing time-trials and leaderboards and challenge tiers in a static world can interest a few people, but overall is just not really a compelling reason to play the game. A good gameplay loop and fun combat can keep someone playing much longer than they would otherwise - Warframe is a good example of this, with currently only about 8 hours of narrative hook but keeping me playing for ~800hours until reaching the point where it felt like the empty, static husk that it is - but once a player reaches a certain level of power where they are comfortable in taking on any challenge the game can throw at them, the lack of dynamics in the world and narrative (which PvP can offer to a certain extent) really starts to show. I actually think that the old Dynasty warriors games (5 in particular) did a farily good job of narrative, drawing me back in to replay the same battles over and over from different character's perspectives with unique narrative each time.
I believe that content in the game should always be unlocked by playing the game, and that drive to play should always be tied to narrative progression to give you a reason to play the content. What little narrative and worlbuilding Warframe actually had outside of the main story missions was bolstered greatly when they used to do unique questlines for suits and collectible lore entries, but when a new item that came out with an aquisition method that was a story-less grind then I couldn't care less about getting it. Therefore I recommend that the extra character outfits be unlocked through character specific questlines, and the outfits themselves should have established lore that fleshes out your world. On the topic of your world, it seems massive! I wonder if you've considered doing something like the "Empires" entries in the Dynasty Warriors series? That sort of management, choose your own progression through the world to a specific goal (in that case it is conquering all of China), adds to replayability by offering unique, emergent narratives each time. However, regardless of what type of grand narrative progression you choose, I would not skimp on the moment to moment storytelling on a character level. From what I've seen of Genshin Impact, even that gacha game has a lot of story for collectable characters. I think that even a game like League of Legends is a better game for the lore and character interactions that the champions have, even if you do not see it play out in most 5vs5 games (aside from a few of the characters that specifically interact in pre-programmed ways).
I think that 150 characters is an insane number, especially if you want this to be a narrative focused experience... not to mention you then want 3 outfits and kit re-designs per character... I would rather have a coice of 8 well developed heroes for each role, making sure that they are all established in the world and story, and have solid character to character interactions written out, well made individual questlines, with individual motives and goals to push player desicion making, AND well designed character kits and outfits etc. Be careful not to stretch yourself too thin, because if the characters and the world lack depth, then the depth of the player's investment will be shallow too.
Anyways, I wish you and your team every success, and I look forward to downloading and trying out the game at some point
