Castlevania Dungeon Forums

The Castlevania Dungeon Forums => Fan Stuff => Topic started by: AuraTeam on March 30, 2015, 11:18:33 PM

Title: Castlevania: Spirit of Lords
Post by: AuraTeam on March 30, 2015, 11:18:33 PM
(https://www.dropbox.com/s/90r4lnhkj27fowt/Castlevania%20SoL%20Banner.png?dl=1)


Castlevania Spirit of Lords will describe the story after Dawn of Sorrow and battle of Alucard with the Walter Bernhard. The main Character explores Castles and advances through the many local areas like villages,cities,forests,etc. The program or engine which is used for the development of this game is a well known GameMaker:Studio.

Some Main Features :
     
Story Summary :
The game is setup in a time after Soma destroys the Dracula's Castle in Dawn of Sorrow, Genya Arikado (Alucard) sense the evils that they are somehow manage to come back to the Human World again and Alucard once again arrives the place of his birth by following the trails of dark energy and found the demon Castle resurrected, not of his own Father's but the Castle of the ruler of the Night Walter Bernhard

The Main Cast :
Alucard
Portrait:
(click to show/hide)

Some Supporting Casts:
(click to show/hide)

Early Demo Release:
(click to show/hide)

Early Gameplay video :

Downloading Link:
Download Early Demo (http://www.mediafire.com/download/9zdcq3xldujdp7d/Castlevania+Spirit+of+Lords+Demo.exe)

NOTE : Early Demo contains Co-op system and single room map , and we moved forward with this we removed Soma from playable character and made the game more like Sotn rather than Harmony of Despair type . our future demo version would have only Alucard as playable character

For quick future updates check on our Facebook page:
Facebook Page (https://www.facebook.com/pages/Castlevania-Spirit-of-Lords/683667611744582)
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on March 31, 2015, 10:45:05 PM
We had seen that people having difficulties to play and control our game because its 2 player local co-op and it can not be played as single player  :-\
That is why we decided to develop it again only with one character. We had discovered that most of the castlevania fans like Alucard instead of Soma, So we decided that our game develops again with Alucard as playable character.

We will give many attacks to Alucard like Soma he can perform many types of attack .
Alucard will also able to perform Heavy weapons, Light swords, Whip, Spears, Knifes, Punch-Uppercut etc in our game  ;)
and even souls too, Alucard can also harvest and use souls like Soma, i know it sounds odd  :P

Title: Re: Castlevania : Spirit of Lords
Post by: Jop on March 31, 2015, 11:14:17 PM
I like this a lot, keep going
Title: Re: Castlevania : Spirit of Lords
Post by: zangetsu468 on April 01, 2015, 08:27:37 AM
This is what the next CV should be. Nuff said.
Title: Re: Castlevania : Spirit of Lords
Post by: VladCT on April 01, 2015, 09:25:56 AM
We had seen that people having difficulties to play and control our game because its 2 player local co-op and it can not be played as single player  :-\
That is why we decided to develop it again only with one character. We had discovered that most of the castlevania fans like Alucard instead of Soma, So we decided that our game develops again with Alucard as playable character.

We will give many attacks to Alucard like Soma he can perform many types of attack .
Alucard will also able to perform Heavy weapons, Light swords, Whip, Spears, Knifes, Punch-Uppercut etc in our game  ;)
and even souls too, Alucard can also harvest and use souls like Soma, i know it sounds odd  :P
You know, you could try doing PoR's tagging mechanic so you don't have to merge Soma's moveset into Alucard's, see how that works out.
Title: Re: Castlevania : Spirit of Lords
Post by: darkmanx_429 on April 01, 2015, 06:59:19 PM
Not bad.. and this is looking pretty  solid.

Definitely digging the co-op.
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on April 01, 2015, 11:26:53 PM
Thank you all for posting a reply at least there are some people who are counting on my game and also liked it ;D

So, We are trying to make our game like castlevania OoE where character explore many different areas. We are preparing a world map like Cv OoE, and we are ripping some stages sprite.
We had ripped Giant's Dwelling, minor prison, Ruva's Forest
Is there anyone who wants to help us in ripping Cv OoE stages then please reply Thanks in advance :)





Title: Re: Castlevania : Spirit of Lords
Post by: X on April 02, 2015, 09:58:34 AM
Just simply go here: http://www.spriters-resource.com/ (http://www.spriters-resource.com/)

They have CV resources from all consoles and handhelds. Their updates are quite frequent as well.
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on April 03, 2015, 10:37:36 AM
We are trying to give COMBOS!!! in our game some special weapon will only have combo.

we had made one combo of whip like Cv MoF :
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi1379.photobucket.com%2Falbums%2Fah152%2FAuraTeam%2FUntitled-2_zpsqwsptk2e.gif%3Ft%3D1427995659&hash=3a2a228020f17f0e82ca18668e924537)
but this is still incomplete it need some more changes

we hope you like this and yet we had made 2-3 combos of Alucard but we are getting problem in editing some sprites they looks weird :P

Title: Re: Castlevania : Spirit of Lords
Post by: BLOOD MONKEY on April 03, 2015, 01:14:20 PM
We are trying to give COMBOS!!! in our game some special weapon will only have combo.

we had made one combo of whip like Cv MoF :
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fi1379.photobucket.com%2Falbums%2Fah152%2FAuraTeam%2FUntitled-2_zpsqwsptk2e.gif%3Ft%3D1427995659&hash=3a2a228020f17f0e82ca18668e924537)
but this is still incomplete it need some more changes

we hope you like this and yet we had made 2-3 combos of Alucard but we are getting problem in editing some sprites they looks weird :P

Since it's Alucard, replace the whip with the Vorpal Sword from SotN, or even the Valmanway!
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on April 03, 2015, 09:32:55 PM
Since it's Alucard, replace the whip with the Vorpal Sword from SotN, or even the Valmanway!

No, we will not replace it but we will make a new for vorpal sword  ;)
We will make lots of combo for all types of weapon like Sword, Heavy weapon, Whip, knuckle etc
Title: Re: Castlevania : Spirit of Lords
Post by: BLOOD MONKEY on April 03, 2015, 10:26:22 PM
Alrighty. Just suggestin something.
Title: Re: Castlevania : Spirit of Lords
Post by: X on April 06, 2015, 11:34:18 PM
Quote
No, we will not replace it but we will make a new for vorpal sword  ;)
We will make lots of combo for all types of weapon like Sword, Heavy weapon, Whip, knuckle etc

You know you could always make the whip into the Whipsword from Area of Sorrow. It functions like a whip but is a sword. I think the reason why Kokushibyo suggested the whip be replaced was solely on the fact that this is Alucard and not a Belmont. It's odd to see Alucard using a whip and I can agree with it. You can do what you want as it is your game and you do get the final say, but a whipsword would be cool. And make it strong too if you decide to implement it.
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on April 07, 2015, 05:26:20 AM
Thanks for the suggestions

Take a look at this :
(https://lh3.googleusercontent.com/M80gwqC0CTz-yzzRyT2GWW-4M12exbXFOrT55GJ-bfM=w366-h207-p-no)

We are trying to make a new inventory menu for single player so we are working on this. Its just a preview of our inventory menu which is still incomplete.
We are giving some kind of elements affinity system like if you equip Ice brand so it increase your affinity points in Ice similar to Cv OoE. but the working has just begin so it need a little more time to complete ;)

Like us on FB and get more informed: https://www.facebook.com/pages/Castlevania-Spirit-of-Lords/683667611744582 (https://www.facebook.com/pages/Castlevania-Spirit-of-Lords/683667611744582)
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on April 15, 2015, 09:06:35 PM
Hello everyone !

Take a look at our new completed inventory menu

(https://lh3.googleusercontent.com/yJ3b2RxZVySRjx5TdF2PsILpEZnnGfnDqwIMHpxMFvE=w369-h207-p-no)
Title: Re: Castlevania : Spirit of Lords
Post by: Shiroi Koumori on April 16, 2015, 02:13:23 AM
I like the inventory menu.
Title: Re: Castlevania : Spirit of Lords
Post by: darkmanx_429 on April 16, 2015, 04:36:46 PM
Your YouTube vids look good, real good...
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on April 29, 2015, 01:46:43 AM
Hello Guys!!!

As we are working on inventory menu, equipping system so, we are planning to give a Dark magic or Dark spell system to Alucard rather than Soma's soul system like in our old Demo.
Dark spells system is can similar to Charlotte's spells or it can be like Spell tree. It's not decided yet that what would be more good

It would be grateful for us if you share your opinion about it ;D
Title: Re: Castlevania : Spirit of Lords
Post by: X on April 29, 2015, 09:58:42 AM
Go with a spell tree. That's never been done in CV history before and this project of your could be the first time a spell tree is used.
Title: Re: Castlevania : Spirit of Lords
Post by: Shiroi Koumori on April 30, 2015, 02:35:05 AM
A spell tree is much more interesting and fun.
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on May 02, 2015, 09:33:05 PM
@X
@Shiroi Koumori

Thanks for your suggestions, We observed that Spell-Tree gonna much much difficult than an ordinary Spell system like in Cv PoR so we are planning to use normal Spell system 
Title: Re: Castlevania : Spirit of Lords
Post by: X on May 03, 2015, 08:58:13 AM
A spell tree doesn't need to be difficult. In fact it can be very simplistic. Look around at other games that utilize spell trees and it should give you an idea.
Title: Re: Castlevania : Spirit of Lords
Post by: Las on May 05, 2015, 07:17:06 PM
Sound nice....Ironically we too had similar ideas for alucard in one of our games POC,...and the use of black magic. I had already started a dark implode ball move which alucard can drawy up energy into and suck things into a black hole...similar and bascilaly the same thing as what is used in thor movie. We also had him using new id's..as well as maria, and annette. I am not sure if we'd keep annette as black magic..seeing how original she was going to be a gypsy.  Also i had concept ideas for dark matter(which would a triangular projectile..that shoots out beams of light randomly in a radious..devasting whatever lie in it's path. 

I dont mean to be intruding or rude...as obviously you have a great game wiht nice ideas so far Aurateam. I just dont want to have to throw out ideas by me and my team mates had for Purge of Chaos. Similar i have already sprited up heavy weaponry overhand attacks, samurai moves,familar id's,subscreen..and various things prepared for our game..though i didnt mention him..i was refering to him..as i mentioned secrets in the game..as unlockalbe.... I had even made a different set moves for overhand and samurai for esco's game.I think what i'll do is explain things better in a Purge of CHaos thread for ideas only(not the actual game...). This hopefully will clear things up as our im' sure our games will be totally differnte either way. My apologies..i feel that i have to be a bit more active and less passive on the forum about ideas...probalby not allowing much in the way for secrets... I've personal;ly seen alot of ideas..identicall at times to ours..in others games..and at times..it sorta kills what i wanted to do...then if i do do it..when i can finally get to it..i get called out for taking ideas..which i previously had a...it isnt exaclty fair to me... .hopefully you understand.. As i've said i'll post up a thread on POC and explain further..
Title: Re: Castlevania : Spirit of Lords
Post by: Gunlord on May 05, 2015, 08:25:11 PM
That's a good idea, Las. I also recommend PMing the Spirits of Lords guys to make sure everything's cool. Still, I don't think there should be any trouble, both of you seem to be doing your own thing and there's no evidence of any intentional plagiarism or anything like that at all. So I think we're all cool :)
Title: Re: Castlevania : Spirit of Lords
Post by: Las on May 05, 2015, 11:46:08 PM
Yeah recently i did talk with Aurateam..and mentioned my ideas on alucard and stuff like that and congradulat him on his game. He offered to help with SCV3..but could not get the engine to run. I have to try and cut down the size anyways..It should run..but it's sorta picky..I have one guy who may help convert it..that's sorta what i think i need at this rate. Im just chippin' away at what i can until i reach where i have to only code..if that comes up then it's off to learn gml code..for POC project(seeing how it'll be from scratch) then work my way back to SCV3 and eventually SCv which should be easy to finish). Sadly code help isnt easy to find and with limited internet i learn where i can. I understand others have their own projects going on and i respect that..it's just really tough on me when i see alot of my ideas incoroporated into others games..because they can reach plateu's in coding that i can't yet. keep in mind SCV3 isnt easy to deal with..It's obreck's engine..so i only know so much...it'd be better if i knew how to code ahead of time..before i came unto SCV3..sadly..i was just getting out of my last band and lost my job.I had no idea so many fan games get shelved..yikes. So it's been a bit tough to push for that game..but i wont give up..neither with this project or SCV. Oh the ideas just flow like a river in my head. If only now i could code and code well..

But yeah thank's fro the support their Gunlord..i was actually writing up more of a list and will post that thread soon. I may include sprites but with the recent plagarism issues..im not sure..I am going to post who did what sprites on our project if i do..so everyone knows we did it even if it ends up in another project. At any rate...I'm tuning out for the night! I'll tty guys tommorow.
Title: Re: Castlevania : Spirit of Lords
Post by: ProjectDread on May 06, 2015, 01:07:32 AM
That's a good idea, Las. I also recommend PMing the Spirits of Lords guys to make sure everything's cool. Still, I don't think there should be any trouble, both of you seem to be doing your own thing and there's no evidence of any intentional plagiarism or anything like that at all. So I think we're all cool :)

I never understood this. Games borrow mechanics and concepts from each other all the time, it's hardly plagiarism.
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on May 06, 2015, 07:54:20 AM
We want to say thanks to all of you who is supporting us
and wish you best of luck Las for your game we hope you will get a coder/programmer soon  :)
We know developing a game is not an easy job.
There are many people who is giving their best to us, Jop and Drameloch Cruz they both helping us in sprite, they made Alucard's Spear attacking sprite and many more. Now Alucard can use a standard whip and spear attack
Title: Re: Castlevania : Spirit of Lords
Post by: Las on May 06, 2015, 03:32:44 PM
That's cool..yeah thanks for understanding. I will post up a thread to show our ideas that will obviosuly be differnt than yours. I just think it is wise for me to at the very least post up the ideas..so i dont run into trouble later on.  I am less concerned with someone stealing art i post than getting to an idea on something before i do..because everyone knows if someone takes anothers artwork..anyone can do that..But it's the innovative side of someoen that peopel take interest in. How original a game concept or design is. And yeah i agree i dont like plagarism..so i am trying to take every step i can to avoid any drama on the forum. Also progamming games i'm sure isnt easy..i've certaingly got a long way to go myself in terms of learning..i would love to find a programmer who likes the ideas we have..and i'm willng to make some sacrifices in terms of compromise..but again..i think too it's best we finish up what we can on SCV3 and SCV before pushign full speed on POC ideas. SCV3 and SCV arent far from being complete other than coding. So that maybe can be relied on by another coder or i can come back to coding them once i've learned enough.  But thanks for the support guys..much appreciated!
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on May 14, 2015, 10:06:52 PM
Hey Guys!
Check our some new updates on Equipping Menu, We added a rectangular box that shows name, icon, element, state increasing

(click to show/hide)


Thanks to Julián Ordoñez Paz (Jop) and Drameloch Cruz for making some new icons of weapon
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on May 27, 2015, 10:10:55 AM
Hello There !
We are giving Sub-weapons in our game, some different sub-weapon such as Boomerang (MoF),Electric Bomb (MoF) and many more
here's some screenshots
(https://lh4.googleusercontent.com/-PhVyxYSWPoY/VWX5RvylifI/AAAAAAAAAS4/QkugzXicnvE/w898-h508-no/Screenshot_86.png)

(https://lh3.googleusercontent.com/-VpZkYqIEnBs/VWX5Rr9_0qI/AAAAAAAAAS0/-gfhxzZSJJw/w896-h505-no/Screenshot_87.png)
Title: Re: Castlevania : Spirit of Lords
Post by: X on May 27, 2015, 10:19:29 AM
Looks like you got some weapons there that I don't recognize. What are they?
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on May 27, 2015, 10:37:04 AM
They are Sub-Weapon from Castlevania Mirror of Fate
(click to show/hide)
Title: Re: Castlevania : Spirit of Lords
Post by: ProjectDread on June 21, 2015, 06:01:20 AM
Any chance there might be some more updates on this game? You guys have made tons of progress in a very short amount of time, and from what I've played thus far I'm impressed with your engine. The menu system is looking pretty good as well, reminds me of SoTN. If there's one thing I'd suggest looking into, I believe your native resolution is too high for the sprites you're using. It makes it look like there's a lot of unused and empty space in some of your screenshots. Seeing as how the sprites you're using were made for games with a resolution of 256x192 (DS) and 256x240 (PS1), I'd recommend lowering it to be more in line with that. Perhaps if you change the resolution you can just upscale the graphics from there, maybe even put in some magnification filters to keep things looking nice.

Also, in addition I believe lowering the resolution would make level design easier and would make the overall look of the maps more aesthetically pleasing. Lastly, I agree with your decision to allow for solo play! The idea of a coop Castlavania is pretty cool, hell this game was sort of reminding me of Harmony of Despair when I first downloaded it. Main issue is that seeing as this is a fangame (and a Castlevania one at that, making it double niche lol), it was impossible for me to play because I don't know very many people who are interested in these types of games. Making the game exclusive to 2-player mode really limits your overall potential player-base, which IMO is already small as it is. Just my two cents. :)

Nice work though, looking forward to seeing more from you in the future!
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on June 21, 2015, 09:33:26 PM
Thanks a lot ProjectDread !  :)
We can't lower the resolution now, if we do this then we have to face a lot of issues and you are right lowering resolutions will make our level designing much easier but we have no choice left rather that keep going forward ,anyways thanks again  :)
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on June 21, 2015, 09:56:54 PM
Developing of a forest stage has started, we are doing quit good in it, its Ruva's Forest from Cv OoE but its level design is quit different from OoE's Ruva's Forest,  This forest will be like you have to find a key or something (haven't planned yet what should it be) and then find a place to fit it to open forest's gate.

We also made many enemies:
All enemies are more intelligent if compared to our previous demo version.

Here are some screen shots
(click to show/hide)
Title: Re: Castlevania : Spirit of Lords
Post by: DarkPrinceAlucard on June 23, 2015, 06:06:04 AM
I'm so looking forward to this game!

This is truly great work here, I just hope you guys finish it, I have seen to many great fangame projects remain in what seems to be permanent limbo to many times...

Good luck to you guys!
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on June 23, 2015, 07:21:41 AM
I'm so looking forward to this game!

This is truly great work here, I just hope you guys finish it, I have seen to many great fangame projects remain in what seems to be permanent limbo to many times...

Good luck to you guys!
Thanks DarkPrinceAlucard  ;D
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on June 26, 2015, 09:55:12 PM
Hey Guys
Here's our another video, showing you some cool sub-weapons, take a look at it  :)





Title: Re: Castlevania : Spirit of Lords
Post by: Castle34hk on June 28, 2015, 01:58:57 AM
Great work keekp it up thnak you and good luck mister;)
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on August 15, 2015, 08:05:32 PM
Hey Guys , long time no see, we took so much time to post our update this time
Added new stage "Wygol Village"
(https://lh3.googleusercontent.com/3h1AudXDppTvTIRNeiYT4rwOdUBavvMaAMKQj-5-vNo=w896-h504-no)

More Screenshots
(click to show/hide)

Added/Fixed a lot of new things
Fixed Alucard
Added Cv like room transition
Added Villagers
Added/Fixed new Enemies

and Working on World Map system currently, keep your eyes open for further updates 





 
Title: Re: Castlevania : Spirit of Lords
Post by: BLOOD MONKEY on August 15, 2015, 09:10:15 PM
This is shaping up to look like a successor to Harmony of Despair, and I can't tell if I like that or not...
Title: Re: Castlevania : Spirit of Lords
Post by: The Bizarre Trooper on September 10, 2015, 02:31:50 AM
Have you ever tought of giving both Alucard and Soma some Alt. skin/colors? i mean it would be awesome if the Alt. Skin for Alucard would be his LOS counter-part, and for Soma, he would have his AoS outfit! =) The Alt. Color palette is pretty easy to do tough since you get to choose the variation's of colors! Why this idea? well it would make the game more fun and to get the Alt. Skins you'd have to enter the ever classic Konami code!
Title: Re: Castlevania : Spirit of Lords
Post by: zangetsu468 on September 10, 2015, 03:14:53 AM
Damn this looks nice
Title: Re: Castlevania : Spirit of Lords
Post by: Lelygax on September 10, 2015, 04:36:34 AM
I like these skies and moon. They are so pretty. They are from some game or you guys drawn it? Really pretty.
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on September 10, 2015, 07:08:25 AM
Have you ever tought of giving both Alucard and Soma some Alt. skin/colors? i mean it would be awesome if the Alt. Skin for Alucard would be his LOS counter-part, and for Soma, he would have his AoS outfit! =) The Alt. Color palette is pretty easy to do tough since you get to choose the variation's of colors! Why this idea? well it would make the game more fun and to get the Alt. Skins you'd have to enter the ever classic Konami code!
First of all we dropped the idea of 2 player co-op , but i might possible that we make this game with 2 playable characters Alucard and Soma , and about Alt. skin/colors yea this idea is good and thanks for suggestion , but we can't do it because of lack of knowledge about programming, thanks anyway
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on September 10, 2015, 07:13:30 AM
Thanks zangetsu468  ;D

@Lelygax
thank you , Both of the backgrounds were just edited by us,  they aren't our art , they were taken from internet
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on September 10, 2015, 07:55:32 AM
Hello guys
the development of Spirit of Lords is going smoothly  8)
we updated our Forest stage , added save and load system

and we are working on story right now , yes we haven't planned our story yet :P
thanks to theplottwist for helping us in our story
In our story we are appearing the Lords of shadows from LoS1 but not as LoS's Story , they have no relation from LoS they are like separate new characters , Carmilla and Cornell are confirmed and still plaining for a new one   

you can see the Screenshots
(click to show/hide)
Title: Re: Castlevania : Spirit of Lords
Post by: ProjectDread on September 11, 2015, 02:48:23 AM
The screenshots don't appear to be loading for me.
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on September 11, 2015, 03:38:28 AM
The screenshots don't appear to be loading for me.

Let me know if they are still not appearing , we updated the link
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on October 21, 2015, 01:18:01 AM
Hi everyone,

we are going in a good speed , here we are confused in Spell System.
We are in favor to make "Spell Tree" system but would it be great?
we want your suggestion
Title: Re: Castlevania : Spirit of Lords
Post by: VladCT on October 21, 2015, 03:38:37 AM
Depends on how well you think you can execute it. I mean, it's great that you want to do things a little differently, but first ask yourself "can I do it justice?"
Title: Re: Castlevania : Spirit of Lords
Post by: AuraTeam on October 21, 2015, 04:18:11 AM
Depends on how well you think you can execute it. I mean, it's great that you want to do things a little differently, but first ask yourself "can I do it justice?"

yea of-course we can, and we want to make something new. we asked this one a long time ago people are in favor of this idea , now we can make it.
we are just gathering some suggestions for it , now we think it would be good idea , by the way thanks for the comment
Title: Re: Castlevania : Spirit of Lords
Post by: Jop on October 21, 2015, 10:08:17 AM
Yes please YES!!!!! If its a big spell tree better XD!!!
Title: Re: Castlevania : Spirit of Lords(Updated 10/29/2015)
Post by: AuraTeam on November 02, 2015, 08:24:08 AM
New Quest system implemented!! to make the game little more explorable
You can obtain quests from Non-Playable Characters there is no separate NCP from whom you can get quests , you can obtain quests from anyone

Some Screenshots
(click to show/hide)

Good News!
We got a music composer for our project he is quite good , he made an Ost for our project check this out
Cold Violence (http://www.mediafire.com/listen/0q87j116hphmru7/Lord+of+Spirits.ogg)
Let us know how is it guys
Title: Re: Castlevania : Spirit of Lords(Updated 10/29/2015)
Post by: eryson on November 02, 2015, 09:27:13 AM
This quest system can make the things more "interesting"  ;D
Anyway, this music is composed using MIDI samples?
Title: Re: Castlevania : Spirit of Lords(Updated 10/29/2015)
Post by: AuraTeam on November 02, 2015, 09:37:54 AM
@eryson no the music is not composed using any MIDI sample by the way thanks 
Title: Re: Castlevania : Spirit of Lords(Updated 10/29/2015)
Post by: ProjectDread on November 02, 2015, 02:37:04 PM
Are those screenshots upscaled? Is it possible you can post a screenshot at the games default resolution for a comparison?
Title: Re: Castlevania : Spirit of Lords(Updated 10/29/2015)
Post by: AuraTeam on November 02, 2015, 08:59:42 PM
Are those screenshots upscaled? Is it possible you can post a screenshot at the games default resolution for a comparison?

No ProjectDread , screenshots are not upscaled The game is upscaled itself but only gamplay. All added assets like Quest popup, TextBox, Inventory Menu etc they are designed according to 1280*720 resolution , the game is half HD and half double scaled xD
Title: Re: Castlevania : Spirit of Lords(Updated 10/29/2015)
Post by: Donoffrio on November 02, 2015, 09:31:32 PM
Interesting, ever thought of adding more characters besides Alucard and Soma?
Title: Re: Castlevania : Spirit of Lords(Updated 10/29/2015)
Post by: AuraTeam on November 03, 2015, 12:56:39 AM
Interesting, ever thought of adding more characters besides Alucard and Soma?

You are talking about playable characters i guess , but the main and only playable character is Alucard not even Soma is playable and we might add Soma in future. we never thought about anyone else just because Alucard and Soma have special power and varieties of weapons xD
Title: Re: Castlevania : Spirit of Lords(Updated 10/29/2015)
Post by: zangetsu468 on November 03, 2015, 01:07:51 AM
Cold violence never sounded so sexy. ;D
Title: Re: Castlevania : Spirit of Lords (Updated 11/3/2015)
Post by: AuraTeam on November 23, 2015, 01:52:27 AM
Added a lot of new things to game , We are developing our character once again as the current character contains some minor bugs and complicated programming. The new character gonna be more like actual Game character

The main update for today Brand new Monster's Encyclopedia menu

(click to show/hide)
Title: Re: Castlevania : Spirit of Lords (Updated 11/23/2015)
Post by: AuraTeam on December 21, 2015, 05:26:28 AM
Hey there , we are still alive
Updates   8)
-Re-programming of character complete , fixed a lot of bugs and now Alucard is more like actual game without any glitch
-added a new trail effect behind Alucard
-updated/fixed many sub-weapons
-Imparted a item drop system.
-Updated the equipping menu , now equipments/items are stackable( upto 9 items )
-Added options for equipping or destroying items and you can have only 24 equipments at a time.
-Enemy name would appear bottom-left corner on contact.
-Imparted a Minotaur, he would appear as a boss for forest stage

Bunch of Screenshots
(click to show/hide)
Title: Re: Castlevania: Spirit of Lords
Post by: AuraTeam on January 01, 2016, 05:50:46 AM
Hey Guys check this out 8)
Spirit of Lord's gameplay preview


We are looking for artist for dialog portrait and some other stuff if there is any please contact us  :)
Title: Re: Castlevania: Spirit of Lords
Post by: AuraTeam on January 02, 2016, 07:42:10 AM
Is nobody is interested in our game ? :-\  :(
Title: Re: Castlevania: Spirit of Lords
Post by: Dark Nemesis on January 03, 2016, 02:31:36 AM
I am, nice and smooth gameplay you have there, but what really i like is the stages design. Keep up the great work, i hope to see more.
Title: Re: Castlevania: Spirit of Lords
Post by: zangetsu468 on January 03, 2016, 04:47:06 AM
It looks really good, but I personally am not a fan of the "floating" enemies as their presence and movement seems pasted in.
Sorry if that offends anyone, it's just my opinion. The level of polish to the environments is awesome though.
Title: Re: Castlevania: Spirit of Lords
Post by: ProjectDread on January 03, 2016, 06:19:19 PM
Here are some of my thoughts and observations after watching the video.

Things I liked:
The engine is solid. All of the features such as player animations, inventory, movement, and fluidity of control are all well programmed. More often than not the thing that beaks most fangames is an engine that doesn't perform well. You guys clearly have a good foundation built and that's quite an accomplishment. Backgrounds and parallax effects are well implemented. In terms of Metroidvania engines, this is certainly one of the best ones I've played in a while.

Things that can use improvement:
As Zangetsu468 pointed out, the floating enemies seem really out of place. Aesthetically they just don't fit in with the rest of the Castlevania sprites you have, and their animations are lacking as well. For example, the floating troll only seems to have 2 frames of animation: floating and scythe swing. The beam that comes out from the scythe isn't animated very well at all, it just sort of appears and moves towards the players position at a consistent speed. Maybe adding some acceleration and onion-skinning to the beam would make it more convincing. Also, I'd highly suggest adding more frames to the enemy as well.

The floating knight enemy, same as the troll, does not aesthetically fit in with the rest of the graphics. His movement seems very stiff as he floats up and down, and he only has 1 frame of animation. You should consider using Spriter or something to animate the knight, make him breath, move his sword a bit occasionally. This would make it feel more alive, rather than being a single image that floats awkwardly towards the player. The slight up and downward movement of the knight could have some acceleration / deceleration  added to give it more of a ghostly appearance rather than the sharp, abrupt up and down movement it currently has.

Since the game is 720p, be sure to make use of all of that extra screen space as in my opinion some of the rooms shown lack a lot of content for their size. You should take a look at Valdis Story: Abyssal City. It's a Metroidvania that has a larger resolution and aspect ratio like your game, and I think they did a great job constructing the levels. Almost all of the rooms have platforms to navigate, puzzle elements, and modest enemy placement to keep the player entertained.


Besides the things I mentioned above you've definitely got something good going on here.  :)
Can you share any information about what kind of story this game is going to have? It looks like it takes place during the same time period as Order of Ecclesia which is really cool.
Title: Re: Castlevania: Spirit of Lords
Post by: darkmanx_429 on January 03, 2016, 06:24:31 PM
Please also include the ability to zoom in as seen in HOD.
Title: Re: Castlevania: Spirit of Lords
Post by: Lumi Kløvstad on January 03, 2016, 06:31:45 PM
I can't really pretend to be an expert here on the technical stuff, but I can at least say that this looks like it's shaping up well and I'm eager to give it a try once my Windows rig is built.

At this rate, what would you estimate the time to to functional completion is?
Title: Re: Castlevania: Spirit of Lords
Post by: AuraTeam on January 03, 2016, 09:10:09 PM
thank you all for commenting  :)
@ Dark Nemesis thanks i really appreciate what you say

@ zangetsu468 i got your point man as ProjectDread explained it  , i will try to figure it out

@ ProjectDread thanks for those great words  :) and i will see what i can with those enemy you told me to improve
about the screen, yea i also thinks that its kinda empty as our screen resolution is high it surely need something more, i have played Valdis Story and i have also seen it's beautiful environment. but the problem in my project is lack of sprite resources for environment but i'll try to manage something for it , thanks for pointing this thing out

The story part is written at top of 1st page you can read it from there

@ darkmanx_429 i will try to add it

@ The Sterling Archer thanks, mmm.. at this rate i cant say what time would it take but if everything goes fine i hopefully release it in 2017 maybe :P   
Title: Re: Castlevania: Spirit of Lords
Post by: VampireKillerX on May 29, 2016, 04:46:36 PM
Your game is lookin good. Keep up the great work   :)
Title: Re: Castlevania: Spirit of Lords
Post by: Castle34hk on March 21, 2018, 12:56:41 PM
No updates for a while now is the project dead?
Title: Re: Castlevania: Spirit of Lords
Post by: BLOOD MONKEY on March 21, 2018, 05:20:33 PM
Dont' be necropostin like that. If you're concerned, I'd recommend you PM AuraTeam. He'd post an update if he had one.
Title: Re: Castlevania: Spirit of Lords
Post by: theplottwist on March 21, 2018, 07:41:11 PM
Hello! I'm coming on behalf of AuraTeam (who are unable to answer at this moment) to respond.

The Castlevania: Spirit of Lords project is no longer in development. No progress has been for a very long time, and the involved parties no longer have interest in continuing.
Title: Re: Castlevania: Spirit of Lords
Post by: Dracula9 on March 22, 2018, 03:34:36 AM
lotta necroing today it seems
Title: Re: Castlevania: Spirit of Lords
Post by: Shiroi Koumori on March 23, 2018, 12:51:22 AM
Hello! I'm coming on behalf of AuraTeam (who are unable to answer at this moment) to respond.

The Castlevania: Spirit of Lords project is no longer in development. No progress has been for a very long time, and the involved parties no longer have interest in continuing.

I'm locking this topic.