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The Castlevania Dungeon Forums => Fan Stuff => Topic started by: BLOOD MONKEY on December 09, 2017, 11:43:52 PM

Title: Castlevania II: Simon's Quest X
Post by: BLOOD MONKEY on December 09, 2017, 11:43:52 PM
I know there have been a lot of these popping up recently, but I had another idea: An entire re-imagining of Casltevania 2, where only the core of the game remains. You play Simon Belmont in a metroidvania action adventure and gather the remains of Dracula in order to resurrect him and break the curse he has placed upon you and your people.

Improvements:
-Well crafted, interesting, and smooth graphics. Increased resolution and colours.
-Multi-chip soundtrack
-Full save system
-Map System
-Equipment System, similar to that of later Castlevania titles.
-Movement system akin to that of Richter's in SotN, but toned down and more suited for horizontal movement rather than vertical.
-Entirely reworked map to eliminate backtracking and monotony.
-Clever enemy placement and better designed dungeons.
-Actual real bosses that you have to defeat
-No more cryptic bullshit, and no more relying on townsfolk for all your information.
-Night comes gradually, and has no message at all.
-More true difficulty, less fake difficulty.

(https://i.imgur.com/0cVYZyL.png)
(https://i.imgur.com/MMadbRA.gif)

Still deciding whether or not it's an idea worth going with.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: Inccubus on December 10, 2017, 01:43:36 AM
This sounds more like a remake than a reimagining.

I know that these terms are often used very loosely, but let me explain.
To me a reimagining implies altering or even completely changing its genre.
Like an idea I wrote down years ago where I reimagined CV2 as a standard gothic-horror platformer with a light brancing path system, end-stage bosses, and alternate day and night versions of each stage.

This sounds more like, and I'm all for this, an enhanced remake that doesn't rely on preexisting assets.
Regardless, I think it would be very worth pursuing.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: PyramidHead on December 10, 2017, 02:12:04 AM
Personally, I would like to play it. There is never enough SQ stuff - I want more :D.

May be you would like to make a linear SQ version in the style of Castlevania 1? Like that "perfect sequel" people were expecting back then? Would be awesome. And of course it would be much easier and faster to make. Nowadays we have plenty of various metroidvania style games with RPG elements, so that stuff looks kind of generic these days (at least to me). Linear old-school action on the other hand never gets old. (Just an opinion :).
Title: Re: Simon's Quest Re-imagining Idea.
Post by: KaZudra on December 10, 2017, 05:25:53 AM
https://www.youtube.com/watch?v=g3MQozUzGbE&index=7&list=PL3_-twTUHjdPIDeQb6DwivQPNqt-_V2u3 (https://www.youtube.com/watch?v=g3MQozUzGbE&index=7&list=PL3_-twTUHjdPIDeQb6DwivQPNqt-_V2u3)
Here's Shimoine's playlist, let the VRC6 flow through you...

Also, keep a 16:9 aspect, and keep to 8-bit graphics, maybe even within the Master System's color Palette; a gradual palette swap on limited graphics is MUCH easier to handle, plus Parallax scrolling just looks impressive on 8-bit.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: Holy Diver on December 10, 2017, 07:43:07 AM
If you go with NES+ graphics a la Odallus and a leveling system that isn't going to make the game a walk in the park I'm in.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: BLOOD MONKEY on December 10, 2017, 08:57:51 AM
If you go with NES+ graphics a la Odallus and a leveling system that isn't going to make the game a walk in the park I'm in.

Exactly my thoughts.

16:9 aspect ratio and increased palette is a must, btw.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: Sinis on December 10, 2017, 03:10:58 PM
You could definitely expand on this concept and make a lot of the areas different from one another.  Each mansion can be a different area entirely say like an underground cave with a hidden chapel in it with a guardian looking over one of Dracula's remains.  More enemies, both new and old, definitely have a variation even with some specific to certain areas.  Another thing  you could expand upon is when the player gathers all of the remains and summons Dracula, Castlevania itself reforms but not entirely making the  player go through new 6 different stages to reach and destroy Dracula after fleeing from being resurrected.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: BLOOD MONKEY on December 10, 2017, 04:36:08 PM
You could definitely expand on this concept and make a lot of the areas different from one another.  Each mansion can be a different area entirely say like an underground cave with a hidden chapel in it with a guardian looking over one of Dracula's remains.  More enemies, both new and old, definitely have a variation even with some specific to certain areas.  Another thing  you could expand upon is when the player gathers all of the remains and summons Dracula, Castlevania itself reforms but not entirely making the  player go through new 6 different stages to reach and destroy Dracula after fleeing from being resurrected.

Hmm, it could always be a shortened sequence. Kinda like the first stage in Bloodlines.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: X on December 10, 2017, 10:19:08 PM
I like how you remade the Simon sprite attack. Very fluid. I'd give this title a shot.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: Sinis on December 11, 2017, 07:11:49 AM
Hmm, it could always be a shortened sequence. Kinda like the first stage in Bloodlines.


Maybe though I'd have everyone go through the castle re-imagined in a chaotic state while still keeping it player friendly.  Kinda like a new twist to something that was forced to come back into existence.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: Holy Diver on December 11, 2017, 11:16:02 AM
Exactly my thoughts.

16:9 aspect ratio and increased palette is a must, btw.
I'm a little opposed to increased palette.
Since I already mentioned Odallus, the NES feel in that game comes mostly from the fact that color limitations are mostly the same as those on the system(few places have too many sprite palettes).
Still, I'd have to see an example of what you mean to make a proper judgement.
I'm assuming you're adding colors due to the lack of dark and/or desaturated colors on the NES?
But I do agree that 16:9 is necessary.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: BLOOD MONKEY on December 11, 2017, 04:01:33 PM
I'm a little opposed to increased palette.
Since I already mentioned Odallus, the NES feel in that game comes mostly from the fact that color limitations are mostly the same as those on the system(few places have too many sprite palettes).
Still, I'd have to see an example of what you mean to make a proper judgement.
I'm assuming you're adding colors due to the lack of dark and/or desaturated colors on the NES?
But I do agree that 16:9 is necessary.

Quite the opposite. NES doesn't have enough variety in vibrant colours IMHO.Thinking about setting myself at an 80 colour limit. (as opposed to NES's 64 colours)
Title: Re: Simon's Quest Re-imagining Idea.
Post by: Holy Diver on December 12, 2017, 03:39:55 AM
Quite the opposite. NES doesn't have enough variety in vibrant colours IMHO.Thinking about setting myself at an 80 colour limit. (as opposed to NES's 64 colours)
Ok, but please tell me 8 palettes with 3 colors and 1 universal color is still a thing.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: BLOOD MONKEY on December 12, 2017, 04:33:10 AM
Ok, but please tell me 8 palettes with 3 colors and 1 universal color is still a thing.

Think more or less the limitations Shovel Knight sticks to. I'm not willing to compromise potential detail for sake of colour faithfulness. However, I'm not going to use colour where it is not necessary.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: X on December 12, 2017, 10:33:15 AM
I heard that Shovel Knight was created with the NES limitations in mind.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: BLOOD MONKEY on December 12, 2017, 01:25:46 PM
I heard that Shovel Knight was created with the NES limitations in mind.

In mind, but not followed to the fullest. Some colours were added, and there are many other things as well. (amount of sound effects playing at once, number of palettes on screen, sprite size, etc.) Basically something in-between the NES and Genesis in terms of performance.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: Dracula9 on December 12, 2017, 03:45:25 PM
16:9 aspect ratio ... is a must, btw.

highly debatable, but if the entire thing's gonna be structured and designed around it then it's fine--just don't go the route of "let's do traditional 256x240/224 but then stretch it to 16:9 because reasons"

-Multi-chip soundtrack

something like this i'm guessing? (https://drive.google.com/open?id=1K0zs6tjXO_-pWxOGs-jSvzJVi3QI4s8K)
Title: Re: Simon's Quest Re-imagining Idea.
Post by: BLOOD MONKEY on December 12, 2017, 04:52:03 PM
highly debatable, but if the entire thing's gonna be structured and designed around it then it's fine--just don't go the route of "let's do traditional 256x240/224 but then stretch it to 16:9 because reasons"

something like this i'm guessing? (https://drive.google.com/open?id=1K0zs6tjXO_-pWxOGs-jSvzJVi3QI4s8K)

stretching 256x240 is a dick move first of all
res will be 384x216.

and yes, that's a good example. it'll probably be all fakebit, i like having nice effects in there too.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: Dracula9 on December 12, 2017, 06:53:39 PM
yeah i can see this working out

(https://i.imgur.com/0vbgSvM.png)

(tinkered a few of some of optomon's old tiles since this won't actually be used for anything and i'm incredibly lazy)
Title: Re: Simon's Quest Re-imagining Idea.
Post by: Nightale on December 14, 2017, 02:46:45 PM
Great pixelart, I would play this gladly. Tho I never played original Castlevania II.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: BLOOD MONKEY on December 14, 2017, 06:49:49 PM
Great pixelart, I would play this gladly. Tho I never played original Castlevania II.

Don't.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: X on December 15, 2017, 09:41:25 AM
Quote
Great pixelart, I would play this gladly. Tho I never played original Castlevania II.

Give the game a shot and see if it's your thing. Not everyone likes it but I don't think its really all that bad. It does get confusing knowing not where to go or what needs to be done, but there are walk-throughs at you fingertips nowadays. It was the first game out of CV that I ever played and it's what got me hooked into the series. If you do decide to try it get the rom hack called Simon's Quest Redaction. It is a big improvement on the little annoyances in the original game.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: Nightale on December 15, 2017, 11:39:39 AM
I played castlevania I and III on NES finished both, and I saw Castlevania II on Angry video game nerd, that games has a lot hidden stuff, that is really weird.

This remake idea here looks solid here, like something that could be a lot of fun.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: Inccubus on December 18, 2017, 04:34:37 AM
I recommend the retranslation patch after trying the vanilla one to give you some perspective on what could have been.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: Aridale on December 18, 2017, 02:44:28 PM
I love the retrans patch so much Im getting a custom NES cart of it so I can retire my CV2 cart
Title: Re: Simon's Quest Re-imagining Idea.
Post by: zangetsu468 on December 19, 2017, 01:17:35 AM
I played castlevania I and III on NES finished both, and I saw Castlevania II on Angry video game nerd, that games has a lot hidden stuff, that is really weird.

This remake idea here looks solid here, like something that could be a lot of fun.

The last time avgn played it on James & Mike Mondays, he stated that there was a marsh field that lead to a dead end, but he was incorrect, there is an invisible staircase which allows the player to escape and backtrack to the entrance of that 'room'.

I am still waiting for an official cvii remake, but since I wont hold my breath, I'll gladly play this when the time comes.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: BLOOD MONKEY on December 19, 2017, 05:18:42 PM
Personally, I would like to play it. There is never enough SQ stuff - I want more :D.
Great pixelart, I would play this gladly. Tho I never played original Castlevania II.


aaaahhhhhhhhhhhh
Title: Re: Simon's Quest Re-imagining Idea.
Post by: Aceearly1993 on December 27, 2017, 11:30:35 PM
Oh I'll never forget that funny time when James is talking to Mike about the ending as a mess in that James & Mike Mondays video.


Too bad the fan made CV2 Revamped didn't get a balance overhaul...
Title: Re: Simon's Quest Re-imagining Idea.
Post by: VladOfWallachia on December 28, 2017, 12:06:31 AM
I heard that Shovel Knight was created with the NES limitations in mind.

They do a really convincing job of making the game look like an NES game, even though the NES is nowhere near capable of displaying that game.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: BLOOD MONKEY on September 02, 2020, 04:28:51 PM
Lmao old thread.

Anyways, you could consider this a "revival" of the project, although there wasn't much there to begin with.
new animations
(https://i.imgur.com/pJIY9eF.gif)
(https://i.imgur.com/p1LHSiu.gif)
(https://i.imgur.com/7w9jTGp.gif)

slightly edited logo
(https://i.imgur.com/hYPWen3.png)
Title: Re: Simon's Quest Re-imagining Idea.
Post by: X on September 02, 2020, 06:39:26 PM
Animations look solid from here  ;)

The whip animation looks really good with the extra movements too.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: BLOOD MONKEY on September 05, 2020, 07:45:07 AM
Animations look solid from here  ;)

The whip animation looks really good with the extra movements too.

thank you!

I'm debating whether I want to go with 100% new tilework, or reuse parts of the fabled Thaddeus / optomon CV2 hack. To my knowledge, optomon has said the art is free use. I'd still like to contact him about it though.
(https://i.imgur.com/1afCKam.png)

they seem to pair well with some of my original tiles and sprites, especially the backgrounds.

(https://i.imgur.com/GsG5ouV.png)

gamemaker footage coming soon, hopefully.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: X on September 05, 2020, 10:29:28 AM
Quote
I'm debating whether I want to go with 100% new tilework, or reuse parts of the fabled Thaddeus / optomon CV2 hack. To my knowledge, optomon has said the art is free use. I'd still like to contact him about it though.

You could go with both. Do a test sheet to see if they mesh well together. In terms of contacting optomon, if he's given permission for others to use his homemade assets then I'm sure all you really need to do is credit him and he'll understand. Believe me I agree that contacting him is the surefire way of doing things. I'm like that myself  ;)

As for the logo I'd personally stick with the classicvania one. It helps to differentiate it from the IGAvanias and it just has more style in my mind.
Title: Re: Simon's Quest Re-imagining Idea.
Post by: BLOOD MONKEY on September 06, 2020, 08:01:38 AM
As for the logo I'd personally stick with the classicvania one. It helps to differentiate it from the IGAvanias and it just has more style in my mind.

(https://i.imgur.com/ZCnycBu.png)

are u sure bout that
Title: Re: Simon's Quest Re-imagining Idea.
Post by: Holy Diver on September 06, 2020, 10:31:15 AM
(https://i.imgur.com/ZCnycBu.png)

are u sure bout that
Uhhh, maybe he meant the classic font. But whatever. I prefer the IGA font anyways.
Title: Re: Castlevania II: Simon's Quest X
Post by: eryson on September 25, 2020, 02:58:29 PM
(https://i.imgur.com/0cVYZyL.png)
(https://i.imgur.com/MMadbRA.gif)

what is the meaning of the DX? i see it in a lot of remakes of already existent games :3
Title: Re: Castlevania II: Simon's Quest X
Post by: theplottwist on September 25, 2020, 03:14:42 PM
what is the meaning of the DX? i see it in a lot of remakes of already existent games :3

deluxe?
Title: Re: Castlevania II: Simon's Quest X
Post by: BLOOD MONKEY on September 25, 2020, 06:03:14 PM
deluxe?

that would be correct

no updates except that i'm working on something in gamemaker studio