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He does have a frame 4. Flip the crack button. It has a backside hitbox just like in the 16-18 bit castlevania games.
We aren't interested in adding any additional toggles. If we wanted to make swing more of a thing, we'd have to do it some other way. And even then I think it's in a fine place. The way you describe it is definitely not the way we would do it.
Do note that ceilings stay on screen for a reason, you can swing on them one more time (or chain multiple) after which it will die.
Generally we've refrained from giving this character OTGs. It would make his already great knockdown tools way too good. I think Axe *can* otg if I recall correctly but you obviously need to be a god tier foresight planner to make that happen. That's the only real balanced way for us to have OTGs on this character.
Pull on projectiles wouldn't make the most sense. The point of the mechanic is to bring you closer to your opponent and that I feel would go against the design of the character of killing all options to run away and camp. Pull isn't for that sort of thing. Pre-emptive pull would add too much clutter to the UI as well. We've done well so far making it so UI only appears when it's applicable. That would generally go against that player friendly UI we've been working towards.
Bible Pages can pick up items. The spiral toggle will pick up everything in a wide area essentially.
When I was designing the character, I wanted a physics based "dangle" (it's real name is "Brandish Whip". But it wasn't going to happen. Instead we made a move based off of it. That being the Brandish attack in the Brandish stance. Which is aimable and great on block and in combos. It's in the spirit of the original.
"Whiplash" is both based on the SOTN incarnation of Brandish and the Whiplash attack from Circle of The Moon.
RNG weapons is not within the scope of the character or in the spirit of his design. If we did an Alucard, I still think it wouldn't be RNG. There's a lot of consequences on a technical level when you do an RNG character.
I'm glad you and many others feel so strongly about Belmont. He is a work of love (and spite) from me and my friend Tin. I designed the kit, did the sound design, wrote the codex, and am the voice of the character. However, without Tin, who did all the amazing faithful spritework, and almost all of the script related stuff, it would never have been possible.
That being said while I have ideas for a Soma character (which I think would be slightly more interesting than Alucard) I wouldn't expect us to make another Castlevania character any time soon. Tin has his own projects and whatnot and Belmont is already a character he maintains and updates. If we did another Castlevania character, he'd potentially return to sprite the character he said (to keep the artstyle consistent) but we'd want a different scripter.
I wouldn't get too excited for this either nothing is currently actively in the works. It's a potential future though.
Definitely keep experimenting with the character and reading the Codex. You still have a good bit to learn about him that will make you an even better player. Try to complete some of his achievements. You'll get more lore and cosmetics the more you complete.
Merry hunting!
We absolutely did try to give the "controller" feel to his movement. Heck the one toggle used to just be called "down" and meant to be like holding the down direction on the d-pad. I gave it context based names to make it easier to tell what it does for each moves recently.
Definitely put a lot of work into designing him to still function well within the limitations. So thanks for noticing!
- OTG's are really powerful and can easily become really degenerate in Yomi, so opted not to have any, despite that holy water would fun as one. Down whip is maybe. I can consider that. Grand Cross used to hit OTG but had to remove it cuz it ended up being a problem.
- Pickups on whip? Not a bad idea. I feel like that might be a bit awkward in practice though. Can at least give it some thought. As Thomas mentioned, Bible pages can pick up powerups, and Holy Water can burn hearts to create extra projectiles, as a way to get value out of them if they're too far to pick up reasonably.
- Swing toggle, sounds kinda fun. Though I'm not sure I could make it play well with moving objects. Making the swing half decent on the stationary platform was already a pain. I don't think it's in the cards but I don't dislike the idea in principal.
- preemptive pull? I'm gonna need a clearer explanation. I'm not sure how you're seeing this function since it's already an effect applied immediately after the hit.
- Brandish is the equivalent of the controlled whip move. That and Whiplash is meant to represent a full speed spin on that stance. Making it fully physics based IS possible, but not really something I want to personally tackle. Definitely considered it and did try to see if we could get another coder to make it happen. But didn't work out.
- RNG drops are not something I wanna get into, not to mention trying to balance rare but powerful items and expanding the move set. Could be neat for another character.
- Alucard also something I've thought about, but I have no idea how I'd trim down his equipment and move set into something sane without removing really iconic and cool things. So no real plans to give that a serious go unfortunately (that and too many other projects I need to get on)
- We do got discord channels on the main modding server and a few others if you ever wanna chat over there. Always down for it.
Lastly, sucks about the dead replay. Sounds like it was an awesome one.