Things I'm working on, with context!
After playing some Shantae, There has been some fresh ideas coming to the table, some ideas more solidified.
I'm working on some creative plane shifting, I have a few areas in mind to do this, so far the Water Passage and Forest are going to be planned to do it.
HUD design is a bit of a pain, I can't decide between the old-school Horizontal or the Vertical, Also stock subweapons vs. Hearts (in this case, Bloodlines Crystals).
I'm working on variants of enemies, It'll be cool to have a random generated appearance of common enemies to keep things fresh, speaking of variants, I'm working on Horizontal Medusa Heads that move in the foreground and background instead of up and down.
Further Description, Jure Grando is updated, noticing a similarity of boss choices in a similar manner, Jure will be rather unique, as historically the "First" Vampire in real life, He was beheaded, which gave inspiration for a more unique take, how about a vampire who can freely dismember his limbs and attack you with them? Think of it like Vampire hunter D, Monsoon, and that Catgirl from Skullgirls in a blender.
Touhou fans rejoice!, Death is going to be all-out bullet hell, this was planned from the beginning.
Simon's redesign is being done for two reasons, 1. it'll fit better with the narrative, you're a cursed individual essentially going on an adventure to break the curse on both yourself and the entire land. there is obvious JRPG influences *Cough* Ys *Cough*, and 2, This rendition of Simon's quest is about 3% of the original game, depending if more creative liberty is taken and if Konami ever decides to send a cease and desist my way (it's been happening lately, gotta prepare for the worst these days as a fan) It'll be rather easy to just change a few things to make it original, hopefully I can just keep it as a Simon's Quest.
Variants, why?, Heavy rain and Undertale taught me something valuable, you can stuff as much filler in a game but it won't make it good, but a well done, seemingly personalized experience is worth remembering turning a short 10 hours into something that seems way longer.
Mood Setting, the game will be dark and atmosphering when it needs to be, it'll also be lighter at times, with a touch of fantasy mixed in, maybe if I'm clever enough I could evoke some feels, The idea is to make a game that is both fun and an experience.
NPCs, there's a line between having to talk to them and wanting to talk to them, I'll just leave it at I'm putting some effort into making them interesting, some are direct, some are indirect, some will help you, some you will help, and best of all, FUCK FETCH QUESTS!
Will there be humor?
Well...
Corpus Caver (The Dark Priest)
As a minor yet big player in Simon's quest. He was responsible for dracula's resurrection. This time around his intentions are unclear, maybe he's just hiding out?
Google that name for a few laughs.
Progress has been slow this week, been a long week without days off, next week will be different