That's good news. The color scheme you're using now makes the guy feel more like an extra from Jem than a vampire hunter.That's truly outrageous...lol
I don't see how that could possibly be a bad thing, but-Anyways for Drac9 these may help:
Yeah. The final should look much nicer, but right now I'm just focused on getting the basic shit working right.
Hey, thanks a ton, man. Those DS tile rips are going to be wicked helpful.Those were some links from my personal collection...hee hee Glad to be of service.
I disagree Kaonstantine. Did starting out with the chain whip and the ability to perform a back flip spoil Rondo of Blood? I think not.
if the entire game's stage progression is designed taking into account the abilities possessed, it should be fine. ;)
Chain whip is an "upgrade" from the leather whip. Leather whip is the default weapon.
Right, but I never talked about starting out the game with 0 "upgrades" neither 0 abilities. I only talked about double jump and rolling (having re-exploration in mind). ;)
I like buying upgrades or getting them after defeating bosses, but if i have to choose from one of ypur options, i go with enemy-drops
Yep. In this context, the weapon levels qualify as upgrades.
On that note, do you think I should leave the weapon-ups faithful to Haunted Castle and drop ONLY from enemies (i.e. only get the sword from knight enemies, because why would a skeleton ghost have weapons), or a more traditional candle-drop? Or both?
Rather than finding them, they could be abilities you get automatically as you clear a stage.
Given that I most likely won't make this a map-based game (Lecarde Chronicles, able to revisit stages), I don't see how upgrades on abilities would work. I did think about making the roll available from the start and finding the double jump later on, but with the levels being one-time-only the player would be fucked in later stages with stage platforming that would require it (since, after all, it would be a waste of time to program the ability but not the stages to suit it). So, I think I'll just leave them both in from the get-go.
There won't be multiple character outfits/palettes, but that one's just placeholder anyway. The final will be an edit of X68000's Simon (since the outfit is pretty close to HC's Simon and requires minimal edit work on my part), but I'm just using Chronicles for the time being to make sure the changes in sprite origins (since Pedrozo's base engine uses Rebirth's Christopher) match up smoothly. And also because I found his sheet on my hard drive first and didn't feel like digging for the X68 sheet, especially when it would just be placeholder.So, here's basically what the final product will look like, once I have time/get around to actually converting the entire sheet to it:
All that stuff's still being worked on.Maybe an animation of it curling out?
In the meantime, I'm testing out the game map, since it'll be used come the beta. Edited to include more definition on the parchment (i.e. less contrast than the original on the brighter highlights), and expanded the final stage part of the castle. Also, trying out an idea for the "here's the boss" icon. I don't want to use the red dots from the original and things like moving bats/skulls have been done to death. I loved the Lords of Shadow maps fires, so I used them as reference.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi516.photobucket.com%2Falbums%2Fu321%2Fvampyre_04%2FMapMockup_zps4afa3fed.gif&hash=42f662659f45b87c57cd2770c8882e5e) (http://s516.photobucket.com/user/vampyre_04/media/MapMockup_zps4afa3fed.gif.html)
I think it looks pretty cool.
Hm....what about a fade-in to a sort of cinematic mockup of the stage (like, game environment concept art sort of look) once Simon reaches the midway point of the screen?For some reason to me that sounds more like something you would use for a loading screen and not an in-game graphic....but I could be wrong...lol
So, very minor update. VERY minor. Found a really simple way to get randomized piece fragmentation with a single object. Video displaying a few of the different types of piece sets.Love it!
Haunted Castle - Debug Room [Fragments Test] (http://www.youtube.com/watch?v=xIajXPi7NWs#)
Pretty damn good, I'd say, as shown with the mud women and Wall Widow (even though it glitches after the stopwatch).This is going to be a fun one! ;D
Haunted Castle - Debug Room [Stopwatch Test] (http://www.youtube.com/watch?v=zV7--PKJQy4#)
What the hell he's posting another damn video when will he post something other than a vi-hey, look, the stopwatch works.
Not every particle should be flying across the screen. It just looks 'hyper' silly that way. Think about the source of acceleration and force that caused the effect for each case individually.
Nothing to write home about, here, but now that the stopwatch works, I can finally start working on the other subweapons. Got the Torch working this morning, but I need a little input on it.I would take out that minor exploding white sprite. That sprite would seem to me that is something for more of a screen clear. The torch looks cool but, I don't see the difference between that or using holy water. You need to make different so it stands apart from the holy water more...I knew the particles would look cool..lol
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fsadpanda.us%2Fimages%2F1730817-ROASNIA.gif&hash=299764a9008dbe783005bc5e45707dc9) (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fsadpanda.us%2Fimages%2F1730820-8S3Z9UM.gif&hash=0931a188a38f894bd8224ecfb8d0a7ed)
I can't quite decide if it's too OP or not. It uses up four hearts - and the stopwatch I've adjusted to use six to accommodate this one - and it's an almost guaranteed instant kill for any normal enemy that walks into the flames. The torch, while airborne, can briefly set any enemy it hits on fire, but only a single flame burst instead of a flame bath like when it touches the ground. Given what it does (and boy, does it do it well) and its rather small heart cost, I want to say it's cheap, but since I still plan on making hearts hard to come by (even with using candles and torches, which I plan on keeping spread out and more realistically placed). I don't know if that balances it out or not.
Also, worked on the fragment/particle physics, uzo. Second .gif shows them now.
I planned on having it be capable of destroying stage elements (such as burning an old wooden support to reach a platform or crush enemies). TheNow that's a interesting idea. Interactive backgrounds...I like that idea.
Well, after six straight hours of programming today, this is what I've gotten done. There are a few obvious works-in-progress, such as the Wraiths. With all this done, the only things I really have to get done now are Medusa and bugfixes on a few enemies (like the skeletons that died in one or two hits when they should have died in three, or the Ghost Skulls that - for whatever reason - didn't show up), which is great. I'm pretty damn happy with today.
Haunted Castle - Cemetery Stage Concept (http://www.youtube.com/watch?v=G4CISwm1DIg#)@4:28
Thanks. I actually think I'm going to remove the rainy wall-brick miniboss...thing...from the stage itself and make it a part of Medusa's boss battle (have her pull parts of the ceiling down and whack chunks of it off at you or something like that).You know what would be cool? If you had hidden bosses in the stage, but the hidden bosses effect other things in the stage without you knowing unless you discover them. Say, like a bridge is destroyed in the part of a stage that you have to run on. Then when you fight the hidden boss that particular bridge is destroyed in the background by the movements of the boss or something like that....
Maybe I'll make a series of extra-hidden Vic Vipers in each level that fall like that or something. Have them all unlock bonus shit or cheats if you get them all.
Pasting this from the video description (since this is embedded):
Haunted Castle - Cemetery Stage Concept (http://www.youtube.com/watch?v=G4CISwm1DIg#)
EDIT: Shit. I thought I cut that first segment out. Well, you can see Simon bugged out from what should have been a falling death, hence the soft reset. Son of a bitch!
(did anyone catch the Megaman reference with that, by the way?)
How is putting a few guards up before the boss such a bad thing?
I'm thinking the Mid boss music is one of the boss musics in SCVIV, or at least derivative of it.
Bit of an update.
A few screens of the new sub-boss that's replacing the rock-wall enemy, courtesy of ACE_Spark. Meet the Tree of Iscariot.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fsadpanda.us%2Fimages%2F1765342-SCF2GXY.png&hash=9bdd760cebd18c9698c305c08b56e20e)
He throws bags of silver coins and Tarzan swings. Yaaaaay.
And a few more songs.
Sub-Boss music (http://www.mediafire.com/listen/e228web728snkxy/Miniboss.mp3)
Dracula form 1 (http://www.mediafire.com/listen/kuz42op08pnfi7t/DraculaBattle.mp3)
Is it the exact same, though?
Well, the engine's gotten pretty solid and smoothly-running, so I have time to fiddle around with various effects and polish it a bit before the demo release gets finalized.Love the effect! I am assuming that everything on screen will be in slow mo and not totally stopped . Maybe, a blurred effect on the actives in the screen would help sell it a little better!
Currently I'm working on something to make the Stopwatch feel more "real," and not just a floating clock. Something that shows that there's a field of energy or something. This is what I've come up with so far, but it's still being worked on. I'm actually discussing possible effects and changes for it on Inc. as I'm writing this up.
Chronomage ain't got shit on me (http://www.youtube.com/watch?v=gXOuaM3bFgM#)
Yeah, I'm thinking of making some kind of clock face bound to the view that changes like the Stopwatch in DXX/Rondo. Maybe even using Roman numerals.
As for the effect, I've been digging around on GMC boards, and the only way to ideally make everything grayscale would require me to make two sets of every single graphic and write a code trigger in every object, and I sure as shit ain't doing all that.
However, I'm looking into a surface redraw effect that would (if I'm reading it right) make the background solid white and all objects(though I'm sure I could edit Simon's shit to be exempt) solid black. Assuming I can get it to work without using up too much memory and the exemptions work as I'd like, do you think that would look okay? I don't know if sudden shifts to solid colors would look good, though the idea is very appealing, since on a technical stretch stopping time around you would also stop the visible rebounding of color in things and all that.
EDIT: OR, I could scrap the desaturation of color and make the enemies slow down their movement and animation speed before stopping completely. That way I can sell the effect better and not have to go nuts on potentially-good-potentially-failing script implementations.
I'm so fucking giddy right now you guys have no idea.
Got the color inversion working, by a painfully simple rectangle-surface draw.
Just four lines of codeand a little bit of tweaking, and voila.(click to show/hide)
I guess this would be the Inverted Castle...? (http://www.youtube.com/watch?v=7R_weGGijQI#)
(ThouAegis ought to recognize this particular code snippet ;))
I record them as video, convert the video to a gif, and cut out unneeded frames and resize as necessary.Great job on those platforms dude! I think they are great as is. I was thinking the stopwatch would be cool so you could use it to freeze platforms to make it easier for you to cross pitfalls. If you wouldn't have the stopwatch, then of course regular platforming would be a little bit harder for the player. Also what would be cool is if the stopwatch also stops the gears in the clocktower from spinning. Just some gameplay ideas for you and food for thought.
As for the bouncing, yes, it's intentional. They're colliding with a separate object specifically made for directional reversal, since there have been tons of bugs of them getting stuck in walls. It may or may not be kept that way in the final, since it works seamlessly as-is.
Silly me, I didn't post the inversion effect on the stage itself!
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FsFJbQl4.png&hash=1639355d8bd6d6495a34ff45bf33051e)
I think it's high time the Stopwatch gained a little more importance than just stopping enemies. I think I'm gonna make it a full-on gameplay mechanic for potential alternate routes and hidden items/areas/bosses.
Also in DXC, they did a new room where you need to use the clock subweapon to enter, I think its in clock tower.
Now that most everything in beta is working (except Medusa because I haven't quite found a sheet of her I want to use yet), I have time to polish.
Water shaders, bitches.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.pictureshack.us%2Fimages%2F46596_water.gif&hash=94e6dcab15ec183989bb68a26624271c)
Not currently, no. I just finished up leaving YouTube for Dailymotion, so video progress is going to be stale for a bit.
It's simple enough, though. It draws a long water sprite and alters it by means of a sine, and each wave generates a subimage trail on whatever's coded to be underneath the water, giving the illusion of deep-water distortion.
For whatever reason, though, it doesn't want to distort the background. Haven't figured out why just yet.
EDIT: Forgot to post this one. The distortion gets stronger as the water gets deeper, though this gif is pretty shitty at showing that off. That's what I get for cutting out frames to loop it.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FWR72kFx.gif&hash=4ea6add24a673448ceaf9ae20b5cd941)
I guess I'm one of Zobek's followers now, woo.
Anyhow, still working on it, but like I said in another thread, I'm (begrudgingly, now) coding for a group, so time to work on this one is practically nonexistant.
Got the bomb done. Mostly.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGce3nc7.gif&hash=939898267eaf3c170ce3650d3e0e34b4)
That's my new favorite effect I've done. Who knew Nova Skeleton's blast discharge would work for a bomb so well?
Because it has a fuse and is not C4, and the timing would kind of have to make you think about when to use it as opposed to simply getting an instant explosion.
Because it has a fuse and is not C4, and the timing would kind of have to make you think about when to use it as opposed to simply getting an instant explosion.
It's gonna be able to blow up stage elements too, you know.
Little more proof I'm still working on it.
Videos you might like (http://www.dailymotion.com/video/x1nxayz)
EDIT: Whoops, I nearly forgot. Double-Jump and Funky Roll Thing (very strongly considering making that the in-game name just for a goof) are now disabled at the game's start and need to be acquired. Right now they can be unlocked with simple little floating orbs like in SotN, but I'm planning on making at least FRT a boss-defeated ability (and it'll be acquired from beating Medusa, since it seems fair that the snake chick gives you a somewhat-slithery roll ability, and also because it's a really basic move that naturally needs to be available early on).
The backwards bone-toss was and is a bug in the skeleton's code, but I think it's funny, so I'm probably going to keep it in. It doesn't happen terribly often, usually just when you get within his throw range while he changes direction. It's not like it's terribly cheap or unfair, and I do have to at least TRY and replicate some degree of Haunted Castle's infamous difficulty. A similar occurrence, that I'm NOT removing, is that the unfinished Axe Armors (hence why they're not in the video) can catch and rethrow different Armor's axe.
And yes, the Bone Halberds are serious fucking business. Those bad boys can kill you quickly if you're not careful. So can the Bloody Zombies, given how fast their swipe is.
Also, Jorge, you wouldn't happen to have SotN's sounds dumped by any chance, would you? I need a few SFX (mainly Bloody Zombie's stuff and a couple other things like the Bone Halberd's spinning noise) that aren't in the package Serio gave me a while back, and there aren't any working ISOs of SotN I can rip them from. If I had the disc/money to buy the game it wouldn't be a thing, but sadly that's not the case.
I'm also going to send out an incomplete stage demo, if anyone's interested. All I really have to do is finish up a few other enemies and get Medusa done and the stage one beta's finished.
The backwards bone-toss was and is a bug in the skeleton's code, but I think it's funny, so I'm probably going to keep it in. It doesn't happen terribly often, usually just when you get within his throw range while he changes direction. It's not like it's terribly cheap or unfair, and I do have to at least TRY and replicate some degree of Haunted Castle's infamous difficulty. A similar occurrence, that I'm NOT removing, is that the unfinished Axe Armors (hence why they're not in the video) can catch and rethrow different Armor's axe.I can give you my sound packs if you PM where to send them.
And yes, the Bone Halberds are serious fucking business. Those bad boys can kill you quickly if you're not careful. So can the Bloody Zombies, given how fast their swipe is.
Also, Jorge, you wouldn't happen to have SotN's sounds dumped by any chance, would you? I need a few SFX (mainly Bloody Zombie's stuff and a couple other things like the Bone Halberd's spinning noise) that aren't in the package Serio gave me a while back, and there aren't any working ISOs of SotN I can rip them from. If I had the disc/money to buy the game it wouldn't be a thing, but sadly that's not the case.
I'm also going to send out an incomplete stage demo, if anyone's interested. All I really have to do is finish up a few other enemies and get Medusa done and the stage one beta's finished.
Well, Jorge, IIRC I didn't ask Serio for the full SotN package. I think I asked him for the CVBla sounds, and in that folder were subfolders with some SotN and CVIV sounds. I suppose I could always go ask him again, but he seems more aloof than usual in board activity (but then, I'm fairly dead on there myself).
And dark, I'm not usually a stickler for keeping my email private; at least, not my most frequently used/forum/social one.
dracula37@live.com
And Simon's sprite is placeholder. I have to edit his X68000 sheet, and I'm really fucking lazy.
Changed the HUD.
Old New
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FCRgef55.png&hash=3b4a8754848436a7d887d2b56e20b182)
Thoughts?
Also, X, here's what I meant. I have to convert all of Simon's X68 sheet into this:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FS7nelhh.png&hash=55be81f836adc10a4007c731a29b79cb)
While also adding in custom animations, like making this sword swing less shitty.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGOBppiR.gif&hash=7c977262567c5ce39f2715b45d38b301)
And with this, all the subweapons (except the Laurel, which I may or may not put in) are done.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fgxtyk3V.gif&hash=a433fbf52a9e531bed86c0824abae9fa)
Also, studying Esco's HACKED engine for AI coding. Got a weaker version of his Beast Dracula up and running fairly well, as well as getting into the 3D functions with the blackhole. These two things can be considered Alpha, as I really only need to change up the AI and attacks and fiddle around with some art lock so that I'm not essentially stealing Esco's hard work. Credit's heading his way, naturally, but I'm super excited over this (despite the boss being piss-easy), so I couldn't wait until after art lock and AI change before posting about it.
Dracula-Beast Alpha Test (http://www.dailymotion.com/video/x1vv7pf)
Also starting to get off my ass and get Simon's sheet done.
And with this, all the subweapons (except the Laurel, which I may or may not put in) are done.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fgxtyk3V.gif&hash=a433fbf52a9e531bed86c0824abae9fa)
Also, studying Esco's HACKED engine for AI coding. Got a weaker version of his Beast Dracula up and running fairly well, as well as getting into the 3D functions with the blackhole. These two things can be considered Alpha, as I really only need to change up the AI and attacks and fiddle around with some art lock so that I'm not essentially stealing Esco's hard work. Credit's heading his way, naturally, but I'm super excited over this (despite the boss being piss-easy), so I couldn't wait until after art lock and AI change before posting about it.
Dracula-Beast Alpha Test (http://www.dailymotion.com/video/x1vv7pf)
I'm really liking the final boss video despite the fact that it looks easy. I love the music for the final boss. It feels updated, but still fits for Haunted Castle.
Also starting to get off my ass and get Simon's sheet done.
That depends. Is the sprite Simon's X68 outfit?
Also, the cross WOULD go that fast, if the dagger didn't do that already. I could always replace the dagger with it, though...
AI updated.
Dracula Alpha 3 (http://www.dailymotion.com/video/x1wqtoi)
Yes, it is. In fact, here is the animation. The Air-effect needs some work though. As for the cross, I think Simon * should throw it sideways, kinda like you would throw a ninja star.
*Also, when, or if, is there going to be a demo?
He does if you touch him directly.
Anyway, fixed the damage variable, finished up adding in the Laurel, and fixed the BGM streams. Hopefully nothing else pops up.
http://www.mediafire.com/download/ie4m7as5g8mmel8/Demo+2_1.zip (http://www.mediafire.com/download/ie4m7as5g8mmel8/Demo+2_1.zip)
Engine's coded for up+attack. Too lazy to change.
And in my own defense, not every fangame has to play like CVBla.
While also adding in custom animations, like making this sword swing less shitty.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FGOBppiR.gif&hash=7c977262567c5ce39f2715b45d38b301)
And the hearts-spawn thing was a bug in the rays' parent object, which is just a plain enemy parent, coded to randomly drop hearts on death. Fixed.
I might do something like that. Put The Master in as a joke bonus character or something.
Anyway, decided on Chronicles Medusa. However, given that she has a segmented tail, I'm torn between linking it by outlandishly tedious code, or just animating the tail by hand. Did a few animations in the latter style, wanted input on how they look.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FO6QVpJO.gif&hash=229ab8c06fbd95fad75bc9fe7402dc02) (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FYH9IizX.gif&hash=7e2e4b671b6fe31428d51a61a3efe481)
Portrait's Medusa fight was pretty good, I thought.
But hero-sized Medusas have usually been rather meh, yeah. Trying to give her a decent fight.
I actually liked the petrification spell in PoR. I thought it was the most realistic out of all the Medusa fights throughout the series. And the only way to counter it was to look the other way (away from Medusa's gaze). Also giving Medusa more physical attacks like a fighter would make her more interesting too. You could have one them be like that of a grappling attack; where she wraps her tail around you and squeezes, just like a Python. Another attack could be where she bites you and you get poisoned, just like a Viper. And she could spit poison at you just like a Cobra.
The petrification should work like Blizzard Buffalo's ice blast: Not taking up the whole screen, but only one way to dodge. And if you decide to just turn away from it, it hurts you a little bit.
Yeah. I always have. I have nothing against a group/team, but I know how I want things, and I know that people are busy with their own shit. The most I typically ask of people is sprite/code/etc. help, and even those requests are both rare and small.
It might be a slow going, but I'm learning this shit at my own pace, and that's worth it.
Anyway, changed the VK sprite, and worked in button-held-longer-duration and flamewhip capabilities.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F6tDQyWZ.gif&hash=b22e94abe02d22037c42bd15391c2b48) (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FzylA7SD.gif&hash=da554669c940bd2a4ee6d493ec9f2989) (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FcQq5bbO.gif&hash=b7d2e46610edcb83096c7da6d57163d3)
Flame endowment, currently, will be a separate powerup from the weapon upgrade (and be harder to find), and will imbue both the chain whip and sword with fire, increasing all damage by one base point and giving fire-element status (I'm tinkering with statuses as of late, looking like it'll work well). Haven't decided if it'll wear off after a while, last till the end of the stage, or be lost upon being hit. Since the sword already is a no-hit keeper, I dunno if doing that twice is a good idea.
You could make it have a time limit, but instead of getting it as a whip upgrade, it costs like 20 hearts or something to initiate. Something like down + item crash button to activate. Just don't make the startup too flashy/long, or it'll result in the player getting trapped and damaged.
That idea has been in the works since the Torch. Don't worry, there will be plenty of destroyable/interactive stage elements and gimmicks.
I've even played around with the idea of being able to get a flame whip upgrade that lasts the whole game by finding a Soul Reaver-esque Fire Forge that also lets you ignite the Sword, but I don't know how left-field that would be. Since the game's stage-progressive, incorporating a single font of power like that would be more difficult than, say, putting in a Metroidvania or open-world game.
On the note of fire-based things, finally got Lossoth to stop breaking.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi516.photobucket.com%2Falbums%2Fu321%2Fvampyre_04%2FLossoth2_zpse61946dd.gif&hash=1913eb0f56977fc8dd8f3982f3ca58a1) (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi516.photobucket.com%2Falbums%2Fu321%2Fvampyre_04%2FLossoth1_zpsbf7e6a50.gif&hash=51f29527142947f9195a56ec6181adfe)
Now if only I can get the Axe Armors to work properly...right now they don't want to use their cooldown timers, and that means a SEA OF AXES.
So, on a side note, I've worked out a bunch of boss movesets. Text lists and doodles together.
MedusaSketches(click to show/hide)(click to show/hide)
Bone Dragon KingSketches(click to show/hide)(click to show/hide)
Skeleton LeaderSketches(click to show/hide)(click to show/hide)
DraculaSketches(click to show/hide)(click to show/hide)
And I also finalized on a design for Dracula.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FSEObXa8.png&hash=16f71c1559d2401a347d2645f8a4807f) (https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FeDmBYmQ.png&hash=fc8f8126920cf1745308578f1fbb668f)
What Hellsing reference?
Also, ignore the Iron Throne look, poles were a bad idea. Removing.
And Death is going to be in, yes. He'll be replacing the Monster as the Clocktower boss.
Actually, I'd totally forgotten about an old idea I had regarding this, that I never posted for feedback.
Have the Stone Golem, half-destroyed, follow and attack you a second time in the Clocktower. Have him squish the Monster after you defeat him or something, kinda like Balore and the Darkwing Bat. It just always struck me as odd that a monstrosity like that went down so easy. And since he was chained up in the original Haunted Castle, I can easily justify him as being another being akin to the Forgotten One, so having him wreck the Castle up to kill you makes a little more sense.
And with that, have Death be a halfway boss of the Castle Keep, so as to have genuine reason to break that stage up from one long-ass bridge.
X, for the love of God, if you inadvertently spoil one more damn thing I have planned...
You know Drac, you could've just not commented on it. Just because he guessed right doesn't mean you have to tell him that. :P
You know Drac, you could've just not commented on it. Just because he guessed right doesn't mean you have to tell him that. :P