Test Shanoa’s resolve as you explore the “Decrepit Mansion”, a map created specifically for our Alpha Demo. Take advantage of a small arsenal of weapon glyphs and utilize powerful new combat abilities (such as the dodge roll and flying knee kick) to eviscerate your opponents. In addition, the Alpha Demo includes gear in your inventory that can alter Shanoa’s stats and appearance.
Good work.There is a bug where if you hold one direction and press another you will walk without the animation.
not trying to discourage you, but seems that the engine and language that you use are fit to 2D only games. and All Order of Ecclesia Assets Excluding rarely thing's like the HUD that contains the lifebar and some menus are 3D objects that doesn't rotate over the X axis. and 30 to 50 % of the enemies including Shanoa are just glued pieces of these object's each one containing a separated hitbox. that's why the Slide does damage and you still take damage if get hit.
Hey guys, project update. Started working on the Menu Screen / UI a while back. Here's a teaser:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_screenshots%2FStartScreenx2_WIP.png&hash=9fd50396c1364a18cad4a35875a386de)
Also, I'm looking for people who may be interested in joining the team and assisting with the project. As of now, here are the current positions available:
Beta Testers:
Mainly looking for people who have time to test and analyze early builds of the game to find bugs and make other gameplay-related recommendations. Will have early access to prototype builds of the game before public releases are available.
Spriters / Graphics Designers:
Create custom assets and make modifications to ripped Order of Ecclesia graphics. Right now I'm focusing on the start screen, and am open to suggestions here.
If anyone is interested, please send me a PM or reply in this thread. Feel free to post any questions you might have, happy holidays!
Hey guys, been a little while but I'm back with an update! I've mostly finished the "key config" screen that allows players to input their own custom keyboard / joypad controls. Didn't think it would cause me this much trouble but it's a serious pain in the ass in Clickteam Fusion, haha. At this point, I'm not surprised most fangame developers just opt not to be arsed with it all.
Here's a screenshot of the functional key binding screen:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_screenshots%2FEcclesia07.png&hash=3b752aaabe5111c15486ba758ea73538)
Completely replaced all of Shanoa's animations with newly ripped and edited variants! My friend Kuro Kurome doubled the color palette and made some other modifications; it always bothered me how in-game Shanoa's hair was brown despite it being black in all of her portraits.
Update on progress -Castlevania-styled camera? Please elaborate.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2FShanoaMod.gif&hash=674d793235911a735743415826e5dd8c)
Because GIFs are fun.
Screenshots:(click to show/hide)
Completely replaced all of Shanoa's animations with newly ripped and edited variants! My friend Kuro Kurome doubled the color palette and made some other modifications; it always bothered me how in-game Shanoa's hair was brown despite it being black in all of her portraits.
In addition, I've finished a implementing a Castlevania-styled camera system into Dominus Engine and it works great so far. Anyways, I'll probably be uploading another public test build shortly once a few more additions have been added. Please let me know what your thoughts are in the comments!
Update on progress -
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2FShanoaMod.gif&hash=674d793235911a735743415826e5dd8c)
@Darkmanx and @Kokushibyō, I really appreciate the feedback! I notice you found one of my.. uh, "features" I accidentally left in the alpha demo I sent you (a debug WIP pause button) :P. In addition, I've tweaked the gravity code a little bit and added a new animation so Shanoa's hair moves in the wind when performing a moving jump.
Also, I have an update for you guys. Finally got decent progress on the start screen! Check it out below.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2FDominus_Menu.gif&hash=f205a1115b52c0bd7209c82b9f2f0183)
I'm still waiting for the Beta to include the whip glyph you created :'(
Whip Glyph confirmed!
The Whole thing is very impressive!
But hey, what will be the differences Between this fangame and the OoE game? New Stages? enemies? mechanics? history? customized sprites?
Thanks for the comments everyone! For a little more info regarding this game, it will be an entirely new adventure taking place after the events of Castleania: Order of Ecclesia. The setting of the game will be different than OoE, and thus we'll have completely new maps and stages to explore. Being limited with resources, we will be seeing lot of enemies from the previous games returning but I hope to be adding customized enemies and other assets as well (Shanoa's sprite has been modified and has more colors and detail than the original). The game will play similarly to other Castlevanias but I'll be changing several gameplay and combat-based mechanics as development continues (think PoR style "combo" abilities like Jonathan's flying knee kick and different colored cloaks ala SotN).
Thanks for the comments everyone! For a little more info regarding this game, it will be an entirely new adventure taking place after the events of Castleania: Order of Ecclesia. The setting of the game will be different than OoE, and thus we'll have completely new maps and stages to explore. Being limited with resources, we will be seeing lot of enemies from the previous games returning but I hope to be adding customized enemies and other assets as well (Shanoa's sprite has been modified and has more colors and detail than the original). The game will play similarly to other Castlevanias but I'll be changing several gameplay and combat-based mechanics as development continues (think PoR style "combo" abilities like Jonathan's flying knee kick and different colored cloaks ala SotN).
Congrats to the nice engine you have. I think you've done a nice job with it.
I did however notice a gif on your thread. A village level, similar concept to what we have planned for POC
project level. I posted up a vid of it here some time back:
https://www.youtube.com/watch?v=2VAq4ZO1tiI&index=7&list=PLGE69xIga8bNgsAj4z-d0Njy8QSz4PJEq (https://www.youtube.com/watch?v=2VAq4ZO1tiI&index=7&list=PLGE69xIga8bNgsAj4z-d0Njy8QSz4PJEq)
It shows the level idea we are using and some effects aswell under Purge of Chaos playlist.
Where as i can i dont think i'd use some of the things you had..i did have plans for certain similar and non similar
backgrounds. An example would be houses background,houses/village areas, rock walls but defintly not graveyards,
more than likely not wygol houses but flooring. Obviously i think our enemies would be differnt and layout materials overall.
I dont exactly want to go back and change concepts now or toss our level as i dont think it's fair to us to have to do so. Though our level isnt complete and though our concepts are probably different. I'd prefer to at least make this knowledgable to the forum. I dont want to hear anything from anyone on terms of us being unoriginal in our persuit of what we'll do.
Congrats to the nice engine you have. I think you've done a nice job with it.
I did however notice a gif on your thread. A village level, similar concept to what we have planned for POC
project level. I posted up a vid of it here some time back:
https://www.youtube.com/watch?v=2VAq4ZO1tiI&index=7&list=PLGE69xIga8bNgsAj4z-d0Njy8QSz4PJEq (https://www.youtube.com/watch?v=2VAq4ZO1tiI&index=7&list=PLGE69xIga8bNgsAj4z-d0Njy8QSz4PJEq)
It shows the level idea we are using and some effects aswell under Purge of Chaos playlist.
Where as i can i dont think i'd use some of the things you had..i did have plans for certain similar and non similar
backgrounds. An example would be houses background,houses/village areas, rock walls but defintly not graveyards,
more than likely not wygol houses but flooring. Obviously i think our enemies would be differnt and layout materials overall.
I dont exactly want to go back and change concepts now or toss our level as i dont think it's fair to us to have to do so. Though our level isnt complete and though our concepts are probably different. I'd prefer to at least make this knowledgable to the forum. I dont want to hear anything from anyone on terms of us being unoriginal in our persuit of what we'll do.
Dude, to Dredd's credit he has been using this scene since last year and his project is waaay further than your project. It doesn't seem fair to me for him to change something when your project is still in it's infancy nor is it a ripoff in the slightest at all... but that's just me.
Is that what we are doing in the forum now? Didn't you guys have tons of the same backgrounds and such for your CV3 project as BMC_Warmachine? I don't recall anyone calling foul then...
You said it yourself, you might have some same effects but you are going to use them a different way, I personally wouldn't sweat it. I don't think anything was intentional here.
@Projectdread. I apolgoize i should have been more elaborate on your work youve done a very nice job on your game thus far controls are extermely smmooth very nice! Plus nice blade on the subrscreen btw. Apologies if it seemed blameful..that's not my intent though i understand how peopel may misinterpret. I stated that our ideas i didnt want to ditch..their are a number of reason..but i dont want to make spoiler alerts. Just stuff that is secret and rather unique the level core concept. Stuff that just can't be done in other areas. You'd know what i mean if i showed..but again spoiler alert(nooooo...)
@Darkman. Perhaps he did or didnt i dont know..who's to say. I am merely showing what we had..and don't want to ditch what we've done if dont need to. I never mentioned for him to change anything. He should do as he chooses. My point is i dont want to get called out on using an similar concept. I think i mentioned it so if i build a level that has similarites people wont' go oh it's just a rip off. And yeah our game may not be fully develped as i can't code well enough yet...but honestly..Poc has ideas have been around since '12. So i am sure i have quite a few original concepts.
What' this about bmc? taking backgrounds? Not to my recollection,Dude i think our project and his our very original in alot of ways. I've never once commented negatively on his project. And i'm pretty sure he's never said anything on ours or at least that i'm aware of. but i see no real rip offs in either game. Both seem very original in their own taste. And To be honest. I'm not even sure where that came from. This thread has nothing to do with that project. I'm merely laying out conveyed concept for PoC ideas..that's about it. If you wanna go into great detail about the only thing from bmc's game we had ideas for but he beat us to the punch are 1.reflective waterwalls(which clearly gm8 can't fuly handle) and 2. 2 Dos Giant armors. I was actually shocked when i seen them in his keep.Shockingly uncanny. Because we'd made rooms 3 and 4 for both Dos Armors(not red) in ironically the keep in designated areas.. As for us..i can't say i see too much similariteis in levels or designs.... Not gonna buying it guy..
I notice you have a tendancy to downplay our project's for your buddy's, and that tunes getting old fast. People will freely decide what they like.
Yes, after looking at the levels I don't think anybody plagiarized from anyone else here. The similarities are likely a coincidence, nothing more, not any sort of inappropriate lifting or anything like that. I think the people of both projects should be cool with each other :)
This is looking hot, I like that Wygol village is an actual level with enemies.
Will there be people to interact with like in OOE?
The heavy attack sequence for the sword has been sped up drastically as well.
I love the fact that you continue to refine your engine before you actually make a game with it!
This is where I always get burnt out. I can make a system or engine like its no ones business and I tweak and add so much to it I never actually get anywhere game related then I shelf it and move on to somethin else...
it sucks lol
This is where I always get burnt out. I can make a system or engine like its no ones business and I tweak and add so much to it I never actually get anywhere game related then I shelf it and move on to somethin else... it sucks lol
I've been hard at work and have some new features I'd like to show off for Castlevania: Shadow of Ecclesia.
Since the last update much has been added, including a full utilization of OoE Tilesets and a new lighting engine!
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2FDominus_Lighting01.gif&hash=a2665de58bef341b26a50e62f1c3bf61)
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2FDominus_Lighting02.gif&hash=640ee527952e059ee24301e18854c397)
The game looks awesome. Any news? :)
um...since it's been a long time. is this dead? i have it in my bookmarks.
I wager it's released before KH3
Thanks for the laugh! :)
The game is very much alive! We've actually been making some great additions to the project (such as new enemies, a new addition to the map, gameplay and optimization improvements, etc.). Most of our updates are posted on our Shadow of Ecclesia Facebook Page (https://www.facebook.com/ShadowOfEcclesia/) first, so if you'd like to keep up with everything going on with project please consider checking it out.
Test Shanoa’s resolve as you explore the “Decrepit Mansion”, a map created specifically for our Alpha Demo. Take advantage of a small arsenal of weapon glyphs and utilize powerful new combat abilities (such as the dodge roll and flying knee kick) to eviscerate your opponents. In addition, the Alpha Demo includes gear in your inventory that can alter Shanoa’s stats and appearance.
In Original OoE if press backdash + crouch button at the same time during attack motion, the attack motion will be canceled and character will backdash for a minimum length which is the shortest backdash length the system is allowed to do. But here it's not applied.You're probably the only person I've seen who acknowledges this was a thing in the original game. I hesitate to call it a feature because I legitimately thought it was a bug when I was first
I thought the map checking could be mapped to one button during action (things like the standalone map button in GBA Castlevanias) to check map for current dungeon while pause menu can check overall world map.This is a really good idea, I'll replay the GBA games and see if this isn't something I can replicate.
Also I encountered serious frame rate drops during action
Yes, it has small frame drops when many enemies are on screen, but nothing game breaking.I've made some major optimization changes to the engine singe this demo was released. Since then I've more then quadrupled the map size and number of interactable objects present. Hoping that with the optimization changes this shouldn't have a noticeable effect performance or gameplay, but this is difficult to test because I haven't personally ran into framerate issues on my setup. Do you mind posting your system specs?
I've made some major optimization changes to the engine singe this demo was released. Since then I've more then quadrupled the map size and number of interactable objects present. Hoping that with the optimization changes this shouldn't have a noticeable effect performance or gameplay, but this is difficult to test because I haven't personally ran into framerate issues on my setup. Do you mind posting your system specs?
Thanks for the feedback!