New Update 6/25/15More Screenshots:New Content Added, Build v0.63:- New "Frontier Village" map
- Added the following enemies: Skeleton, Bat
- Numbers appear from enemies to show how much damage was dealt
- New "Global Room Refresh" system. Enemies will reset when you leave / enter each room
- Numerous bug fixes, optimizations
I'm still looking for people who have time to Beta Test and provide feedback, so if anyone is interested please post in this thread or, alternatively, send me a PM. Skype communication would be preferred but I'm open on this front.
[Recent Content]Dominus Engine v0.57b Released!Quite a large update for you guys! We added lots of new features to Dominus Engine and have included a teaser for the full game that we're building with it...
Castlevania: Shadow of Ecclesia.
New inventory menu.
Main New Additions:*Castlevania-styled room transition system
*Added a Hammer glyph weapon
*Added a functional start screen / glyph weapons selection screen
*Added 3 customization glyph slots
*Added Title Screen teaser
*Tweaked gravity code
Download link:Dominus Engine v0.57bNote: There is currently no error checking on the Custom Controls screen. You must input controls on this screen or else you won't be able to play the game![Older Content]
More Screenshots: About:Greetings! I'm ProjectDread but I pretty much go by "Dragon" or "DragonX24" everywhere else online. I'm technically new to these forums but I've lurked around for a while and was impressed by some of the sprite work and music compositions I've seen here thus far. Figured this would be a good place to go for some feedback on a new fangame I started up a couple of months ago. The "Dominus Engine" (or EcclesEngine, there's not an official title yet) is my framework that I'll use to build my own Castlevania: Order of Ecclesia inspired game. Dominus Engine is being built with Clickteam Fusion, and although I aim to make it play similarly to Order of Ecclesia it's going to have several unique features and design choices.
Story elements and gameplay mechanics are still up in the air as nothing is really finalized yet. There's not too much here yet, but I'm looking for some feedback and would like your opinions on the project so far. A playable alpha demo is available at the bottom of this page, it's attached to my DeviantArt page so please check it out and leave a comment! All criticism and ideas are appreciated! Future iterations of Dominus Engine will be uploaded here, so I'll to keep you guys updated as progress continues!
Current Features in Tech Demo:*Flash build available and HTML5 planned (near future).
*Most physics are implemented, including: Walking, Jumping, Double Jumping (possible upgrade), Crouching, Slide Kicking (possible upgrade, does not currently damage enemies), Back Dashing, and Slope Detection.
*Basic attack system (supports multiple physical glyph weapons although only the Sword is currently available.)
*Basic damage recoil system (attack differs depending on player state).
*Functional mana system (attacking drains MP, cannot attack when MP is zero)
*Basic enemy system, includes re-spawning zombies.
*Wygol village exterior map (ripped by Geckosan)
Planned Features:*HTML5 build and export options
*HP system and death (not hard to do, most likely will come sooner rather than later)
*Castlevania-styled camera system (functional prototype complete, just not included in the Tech Demo)
*Pause screen, menu system
*Multiple selectable glyph weapons
*Different enemy variation
*HP Increase item / MP Increase item
Roadmap Ideas (open to suggestions):*Weapon elemental abilities
*Enemy elemental resistances
*Leveling system?
*
Where do I play?Interested in trying out the latest Dominus Engine tech demo?
Click Here for the latest DeviantArt public flash beta!Windows Version Now Available!Click Here for the Windows executable versionNote: Dominus Engine will automatically default to joypad controls if one is detected. Custom controls are planned for future releases. x1, x2, x3, and x4 scaling, and full-screen mode are supported.