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After years of hiatus, I am resuming the development of this game. Since the original post is now locked, I'm creating this new thread to keep you updated.
What is Clan de la Luz?
A metroidvania game project with influences from Konami's SOTN and AoS.
Is it Clan de la Luz a remake of some kind?
No. The main intention is to create a new game from ground up (original art, graphics, story, music, etc).
Why should i care for another metroidvania game?
Because the world needs a SOTN 2.0. In my opinion, the metroidvania genre is in a point where it needs to evolve, without losing its 2D roots. This is the final goal of the project.
What are the main features of this project? Is there something of interest in it, beyond being another castlevania "clone"?
Well, i can't go into details right now for obvious reasons. In the finished game you can expect to find some of the classics elements, like many weapons and items, inventory, a map similar to that of SOTN, shapeshifting powers, etc. I can tell you that under certain circumstances, you'll be able to perform combos or finishing moves. I want to reserve other features as a surprise.
Will the game be released soon?
Unfortunately, no. This projects demands a lot of work and time (specially on spriting).
Some little captures. Remember: this is WIP :)
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*Thanks to BMC_War Machine for his spelling check services ;D
Time to work on a more interesting look for the main character, since his current outfit is too plain.
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Still unsure about what to pick.
Name: Nil Fernandez.
Age: 21.
Location: Spain.
Nil lives with his grandparents and his sister. He lost his parents in a car accident, at the age of 10. Following his father's footsteps, Nil studies archeology. He is interested in mythology and rituals of ancient cultures. Nil's other passion is music. Along with some of his classmates, he formed a band called "Numen".
Strange circumstances surrounded the 'death' of Nil's parents. Their bodies were never found at the scene of the accident. This has disturbed Nil from long time ago. Sometimes he feels his grandparents do know more about the accident, but they seem to avoid the subject every time he tries to talk about it.
School/classes are ending and Nil is preparing for his recital tonight. He ignores how much his life is going to change very soon...
I used these designs as references:
(https://s-media-cache-ak0.pinimg.com/564x/0d/f8/6c/0df86c639761bf9d7398ad27d2e15abb.jpg)
(https://s-media-cache-ak0.pinimg.com/236x/d0/42/12/d042121d124b7870df19ac667128916c.jpg)
I think the menu is a little confusing. Having a visual representation of the controller is a good idea, but it can have complications. For example, the "X,Y,A,B" buttons have different mapping locations depending on which controller you're using.
Here are some examples I found online which might be a good reference:
Hyper Light Drifter
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.ninja-blues.com%2Fwp-content%2Fuploads%2F2016%2F04%2FHyperLightDrifter-Controls.png&hash=e9ca0319ef9f4db5be38bfc30b318949)
Shovel Knight
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fyachtclubgames.com%2Fwp-content%2Fuploads%2F2014%2F06%2Fbindings.png&hash=a665d5980209b66d53c3b19f9a665125)
Starbound
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FLgT7Yfv.png&hash=a607090ada0adcf89bd2aa4206fa83c9)
My two cents would be to go with a more generic "Action -> [KEYBINDING GOES HERE]" layout. I think all of the examples I posted above share this style. It's simple and easy to read, I think your menu has a lot going on which makes it harder to understand.