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Bloodstained: Ritual of the Night Development Update 4

A pre-release demo of a game still in development, looks unfinished. Why is this a surprise to some people?

This isn't coming out in 2 to 3 months, it's still a year or so away.

Polishing is one of the very last things done in a dev cycle, not the earliest.

Yeah, sure, but... Polishing what?
Enemies? Bosses? Puzzles? Platforming?

Development started around a year ago and they still don't have anything but the core mechanics, and these are still looking rough. So I don't think they will get better than this with all the work they still have on their shoulders.

I hope they haven't shown what they actually have at the current stage, because what we have seen could haven been done in a month of development by a competent team.

Hopefully they will prove me wrong.
 
This is looking good now. I hate how long it takes to render polygonal graphics tho. I kinda wish they could have used sprites. Just HD ones.
 
Yeah, sure, but... Polishing what?
Enemies? Bosses? Puzzles? Platforming?

Development started around a year ago and they still don't have anything but the core mechanics, and these are still looking rough. So I don't think they will get better than this with all the work they still have on their shoulders.

I hope they haven't shown what they actually have at the current stage, because what we have seen could haven been done in a month of development by a competent team.

Hopefully they will prove me wrong.

They are polishing the core mecanics and getting feedback for the core mecanics with the demo.
Meanwhile their dev time will be focused to continue creating assets ( monsters, backgrounds , music , animations and so on )

They actually have the right approach here.
 
That's one Castlevania-ass not-Castlevania. I think the walk cycle and jump arc is perfect and matches the exaggerated "wading through air" animations that the old sprites had. Just needs a matching turn animation.
 
Still looking good to me! I feel like Miriam (and presumably the monsters) could still use a stronger cel-shader on them. I don't know that it should go all the way to Guilty Gear Srd levels, but it could still stand to look more "flat".
 
what we have seen could haven been done in a month of development by a competent team.

Such as?

This is looking good now. I hate how long it takes to render polygonal graphics tho. I kinda wish they could have used sprites. Just HD ones.

Hand drawn 2D Art can arguably take much longer. KOFXIII for example even used Rotoscoping 3D polygon character models into 2D Sprites because the process in of itself was incredibly time consuming and exorbitantly expensive. A single character taking apparently 7 to 8 months to complete.

It could be done sure, but then the budget for this game would exceed beyond the Kickstarter funding including the publisher backing, and likely wouldn't be coming out until late 2018 arguably longer just for the art assets alone.

Then you would run into the issue of the game being full priced at $60 and people would then argue a 2D sprite game in 2018 by a Indie studio shouldn't cost $60 bringing about the issue of the game never breaking even.
 
Looks great overall. Looking forward to trying out the demo for myself (I'm a $60 backer).

Character animations look a bit rough. Plenty of time for them to iron that out. Some people need to remember that polish is usually applied towards the end of a game's development.

The jumping looks a little floaty...but it also looks consistent with most Castlevania games including SOTN and the GBA games. And SOTN's jumping felt fine to me.
 
They are polishing the core mecanics and getting feedback for the core mecanics with the demo.
Meanwhile their dev time will be focused to continue creating assets ( monsters, backgrounds , music , animations and so on )

They actually have the right approach here.

Yes, it is the right approach. The problem is it has been a year already, and this should haven been the stage a long time ago.

Maybe there are a lot of assets and mechanics they still haven't shown (as I said, no enemies, bosses or puzzles shown yet), but unless that is the case, the core mechanics they are showing do not live up to the development time.
 
Yes, it is the right approach. The problem is it has been a year already, and this should haven been the stage a long time ago.

Maybe there are a lot of assets and mechanics they still haven't shown (as I said, no enemies, bosses or puzzles shown yet), but unless that is the case, the core mechanics they are showing do not live up to the development time.

Newsflash: Developing games takes a lot of time, especially for a small studio
 
Yeah, sure, but... Polishing what?
Enemies? Bosses? Puzzles? Platforming?

Development started around a year ago and they still don't have anything but the core mechanics, and these are still looking rough. So I don't think they will get better than this with all the work they still have on their shoulders.

I hope they haven't shown what they actually have at the current stage, because what we have seen could haven been done in a month of development by a competent team.

Hopefully they will prove me wrong.

We haven't seen any "mechanics." We saw the character moving from left to right.
 
Yes, it is the right approach. The problem is it has been a year already, and this should haven been the stage a long time ago.

Maybe there are a lot of assets and mechanics they still haven't shown (as I said, no enemies, bosses or puzzles shown yet), but unless that is the case, the core mechanics they are showing do not live up to the development time.

Did you just watch the trailer and not read the update or something? There is a demo for E3 next week and being released to backers. I can assure you that they're not bringing a demo where all you can do is move around an empty environment to a major tradeshow.
 
Yes, it is the right approach. The problem is it has been a year already, and this should haven been the stage a long time ago.

Maybe there are a lot of assets and mechanics they still haven't shown (as I said, no enemies, bosses or puzzles shown yet), but unless that is the case, the core mechanics they are showing do not live up to the development time.

Are you a backer? Because they've shown enemies already. This demo isn't meant to be a representation of the actual full game.
 
Compare this to symphony of the night. The movement feels identical. All the metroidvanias have floaty jumps and a "smooth" walk.
 
Yes, it is the right approach. The problem is it has been a year already, and this should haven been the stage a long time ago.

Maybe there are a lot of assets and mechanics they still haven't shown (as I said, no enemies, bosses or puzzles shown yet), but unless that is the case, the core mechanics they are showing do not live up to the development time.

Have you participated in many Kickstarters?

They rarely show everything that they have. Much of the time, whatever alpha, beta, or demo they make available is extremely rudimentary, and not really indicative of the current state of the game.
 
Shaping up nicely!

I hope they make it a little bit less floaty though.

She might be a tiny bit higher with a tiny bit less gravity, but her arcing and ability to reach platforms above her head height is almost right in line with the way Alucard moves in SotN. I think they just need to make it "look" snappier to match whatever it is people think they're seeing.
 
They're progressing quite well in a short period of time. This is still quite early on, but being honest I don't believe they'll hit early 2017. Definitely going to be pushed.
 
They're progressing quite well in a short period of time. This is still quite early on, but being honest I don't believe they'll hit early 2017. Definitely going to be pushed.

Need to remember the content is also going to be staggered and not all there at release.

Most of the extras from the stretch goals will be coming afterwards kind like how Shovel Knights content was staggered as well.

Getting the base game out by 2017 is entirely feasible.
 
After seeing how much the game progressed visually from one update to the next, I can't doubt anything from these guys.

GOTY 2080 right there, can't wait.
 
I'm actually surprised they were able to keep their promise of having something playable for this E3 that they made last E3. I had a feeling they weren't going to hit that mark but they sure showed me up :)

Yeah, sure, but... Polishing what?
Enemies? Bosses? Puzzles? Platforming?

Development started around a year ago and they still don't have anything but the core mechanics, and these are still looking rough. So I don't think they will get better than this with all the work they still have on their shoulders.

I hope they haven't shown what they actually have at the current stage, because what we have seen could haven been done in a month of development by a competent team.

Hopefully they will prove me wrong.

Oh look, a backseat developer talking like he/she actually knows their stuff :P
 
Cool, I had to check my email history to see how much I backed for, I hit the 60 dollar level, so looks like I'll get it. Can't wait for this game!
 
Personally I find the visual style pretty solid for 3D visuals, it has the right atmosphere but then again framerate aside I thought the much maligned Mirror of Fate looked decent on 3DS.

I think the animations look good, but can the main character run? Because she's moving slooooooooow.

Slow motion run is like the Igavania tradition, makes half the playable characters in vania look like they're on a brisk stroll or strut.
 
Oh man, I'm getting some serious Rondo of Blood, Stage 5 vibes from that environment style. I love it.

reminds me of the dracula x remake for the psp

Yeah, Bloodstained looks shockingly similar to Dracula X Chronicles in motion (same engine?). Is there staff overlap with the contractor that made that one? Hopefully the final product will run at a smooth 60 FPS.
 
Ritual of the Night is shaping up very nicely. I also like the small touch that the protagonist's walk cycle has a nice rhythm to it, similar to the Belmont's walk cycle in the older Castlevania games.
 
Yeah, Bloodstained looks shockingly similar to Dracula X Chronicles in motion (same engine?). Is there staff overlap with the contractor that made that one? Hopefully the final product will run at a smooth 60 FPS.
I noticed the visual similarities myself, but no. This game uses Unreal 4.
 
Yeah, Bloodstained looks shockingly similar to Dracula X Chronicles in motion (same engine?). Is there staff overlap with the contractor that made that one? Hopefully the final product will run at a smooth 60 FPS.

I doubt the PSP ran UE4 :P. And UE4 seems like a pretty nice engine, should run at 60 easily, at least on PC.
 
for a game like this i would prefer a 2d sprite and not a 2.5d

It would make the game way more expensive... they don't have that much money, and they announced it as 2.5D already. That won't change now.

So, she walks. And walks. And walks.

She slides!

And walks. And walks.

Congratulations... that's like every game in the series, if you remove the enemies...
 
I backed at the $100 level for PS4 and I think I'm going to back again before the 13th just so I can get a physical copy on Vita as well. This really looks great. I'm pleased with the progress!
 
It looks nice, but maybe the lighting could stand out more. I see a lot of brown and greenish boards that could really use a touch of those colored lights. Or maybe the enemies will break things up a bit.
 
Yeah, sure, but... Polishing what?
Enemies? Bosses? Puzzles? Platforming?

Development started around a year ago and they still don't have anything but the core mechanics, and these are still looking rough. So I don't think they will get better than this with all the work they still have on their shoulders.

I hope they haven't shown what they actually have at the current stage, because what we have seen could haven been done in a month of development by a competent team.

Hopefully they will prove me wrong.

Spoken like someone who has never touched game development at all.
 
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