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Offline uzo

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Re: Castlevania: Simon's Destiny
« Reply #15 on: September 17, 2017, 03:54:12 PM »
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Thank you very much!

I'm currently testing a Castlevania styled backjump when you get hit by enemies. I have to see if it translates well in 3D, still, considering you can quicksave in this game, it wouldn't be as annoying

My first thought is to say no, just because its hard to really know your position in first person, in relation to the backwards space behind you. SO when you get hit and fall back off a cliff that's a rage quit level moment. It may also break the 'spirit' of these old Doom clone types.

That said, it is certainly worth experimenting with and seeing how it really feels.

Offline Batandy

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Re: Castlevania: Simon's Destiny
« Reply #16 on: September 18, 2017, 12:59:05 AM »
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My first thought is to say no, just because its hard to really know your position in first person, in relation to the backwards space behind you. SO when you get hit and fall back off a cliff that's a rage quit level moment. It may also break the 'spirit' of these old Doom clone types.

That said, it is certainly worth experimenting with and seeing how it really feels.
Yeah, as expected it didn't work out very well, still, it was worth a shot

The area right before the mummy fight. Takes some cues from SOTN's Colosseum
« Last Edit: September 18, 2017, 01:27:30 AM by Batandy »

Offline X

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Re: Castlevania: Simon's Destiny
« Reply #17 on: September 18, 2017, 09:42:05 AM »
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Oooo, that looks nice  :)
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Offline Batandy

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Re: Castlevania: Simon's Destiny
« Reply #18 on: September 24, 2017, 12:48:03 AM »
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Cinemassacre's Mike Matei played a closed beta build of the game!
« Last Edit: September 24, 2017, 05:59:34 AM by Batandy »

Offline Batandy

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Re: Castlevania: Simon's Destiny
« Reply #19 on: October 01, 2017, 02:40:51 AM »
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One of the rooms before the Frankenstein Monster boss battle


Currently working on Level 5, the Grim Reaper level!

Offline DarkDiablo1995

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Re: Castlevania: Simon's Destiny
« Reply #20 on: October 01, 2017, 12:07:01 PM »
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One of the rooms before the Frankenstein Monster boss battle


Currently working on Level 5, the Grim Reaper level!


Is it wrong that I'm already looking forward to whatever awesome mix of Heart of Fire is going to be played in stage 5? This is awesome, man. There's not a whole lot more I can say that someone else hasn't said already, here or on the ZDoom forum topic of the same name, so I will just give out my best wishes and prayers in your endeavor.
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Offline Batandy

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Re: Castlevania: Simon's Destiny
« Reply #21 on: October 05, 2017, 03:35:38 AM »
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Thank you very much  ;D

Who recognizes this hallway? Hint Hint: It's gonna be full of Medusa Heads.

Offline RichterBelmont12

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Re: Castlevania: Simon's Destiny
« Reply #22 on: October 05, 2017, 08:11:26 AM »
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Thank you very much  ;D

Who recognizes this hallway? Hint Hint: It's gonna be full of Medusa Heads.


Its the hallway Before the Death Fight eh? Lots of Medusa Heads and Axe Armors oooh boy.

Keep up the Great Work may put this mod in my Doom December for my Youtube Channel

Offline X

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Re: Castlevania: Simon's Destiny
« Reply #23 on: October 05, 2017, 09:29:40 AM »
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Yeah...THAT corridor  :P

I think everyone here who's played Castlevania knows just how trying that section of the game really is.
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Offline theANdROId

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Re: Castlevania: Simon's Destiny
« Reply #24 on: October 09, 2017, 10:22:09 AM »
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I think I lost more lives and life-points in that corridor than anywhere else in the game, and potentially everywhere else combined. :-S

Offline Jorge D. Fuentes

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Re: Castlevania: Simon's Destiny
« Reply #25 on: October 09, 2017, 04:27:39 PM »
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I love it!
If you make the action recoil when you get hit, do it like how they did it in Metroid Prime.  You do get some knockback, but you essentially are still in the same position.  It's minuscule.
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Offline Batandy

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Re: Castlevania: Simon's Destiny
« Reply #26 on: October 10, 2017, 03:15:21 AM »
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I love it!
If you make the action recoil when you get hit, do it like how they did it in Metroid Prime.  You do get some knockback, but you essentially are still in the same position.  It's minuscule.

I've ended up keeping the doom styled knockback, the recoil didn't work very well in 3d space

Clock Tower + small video of Level 6's starting area


Video:
http://webm.land/media/dblC.webm
« Last Edit: October 10, 2017, 04:24:34 AM by Batandy »

Offline X

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Re: Castlevania: Simon's Destiny
« Reply #27 on: October 10, 2017, 10:15:12 PM »
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Intersting. Although the bridge never collapsed in the original. But author's licence, right?  ;)

I'd be really interested, if after this project is finished, to see if it is possible to recreate Castlevania II in doom style. Although it might be a daunting task for sure. And probable resemble Elder scrolls Arena in some manor.
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Offline Batandy

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Re: Castlevania: Simon's Destiny
« Reply #28 on: October 10, 2017, 11:51:16 PM »
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I'm taking some liberties here and there since it's not a 1:1 remake, and the falling bridge adds some "spice" to the first section.

Yes, it would be possible to make a Castlevania II remake since you can add hub maps, npcs, dialogues and shops (The engine also supports Heretic, Hexen and Strife, so all these features are native with no coding required).
I probably will not make it after i'm done with this (maybe next year?), but if i'd do it i'd take way more liberties to improve the original, with good puzzles, good npc dialogue, more enemies, new locations, changes to the story.
The only hard thing would be doing the day-night system but i'm pretty sure it can be done since i've seen other people do it in their mods.

Offline Batandy

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Re: Castlevania: Simon's Destiny
« Reply #29 on: October 18, 2017, 02:32:38 AM »
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New teaser!

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