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The Castlevania Dungeon Forums => Fan Stuff => Topic started by: KaZudra on August 13, 2011, 02:10:04 AM

Title: Cv: accursed Seal Suggestion Thread
Post by: KaZudra on August 13, 2011, 02:10:04 AM
Not only that this game will be my contribution to a 25th anniversary project, I really want to know what everyone else wants to see in this remake, more imput means more cool stuff to have!
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: VladCT on August 13, 2011, 02:30:40 AM
First I want to ask you a couple questions: Will the ending requirements be time-based, completion-based or a combination of both? And how lenient will the requirements be?
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: KaZudra on August 13, 2011, 02:55:13 AM
hmmm... I've given this alot of thought.
I really want the game's ending to be factor based, a few examples like...
Killing Richter Early for bad ending
Not saving everyone in OOE for bad ending
Defeating Maxim in Castle B without Bracelets for good ending
and so on.

Time based may be a mode for speed-runs, but not for main story
Completion based isn't really all that fun when you discover 1 hidden room held your ending back.

an ending based on factors would be best for a more story driven element.

but honestly, I haven't finalized any ending factors, and I am open for suggestions and such given the thread topic.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: X on August 13, 2011, 05:40:38 AM
Quote
Killing Richter Early for bad ending
Not saving everyone in OOE for bad ending
Defeating Maxim in Castle B without Bracelets for good ending
and so on.

I don't think any of these options or those similarly based upon them would work for a CV2 remake. Since Simon is the only real character in the game aside from the basic NPC's there really isn't much for interaction with other main characters, putting aside the bosses of course. You just might have to rely on this:

Quote
Completion based isn't really all that fun when you discover 1 hidden room held your ending back.

Or you could get creative with the items in one fasion or another.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: KaZudra on August 13, 2011, 08:46:15 PM
I don't think any of these options or those similarly based upon them would work for a CV2 remake. Since Simon is the only real character in the game aside from the basic NPC's there really isn't much for interaction with other main characters, putting aside the bosses of course.

Did I mention that the NPCs are gonna be useful and possibly complex?
when I say remake I mean Remake not update, so I can put many, many possibilities in this game since the original is so vague.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: VladCT on August 13, 2011, 10:41:45 PM
Quote
NPCs are gonna be useful and possibly complex
What about the lying NPCs? Story-wise they could be loyal to Dracula out of fear or simply be part of a Dracula-worshiping cult.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: X on August 14, 2011, 02:36:05 AM
Quote
Did I mention that the NPCs are gonna be useful and possibly complex?
when I say remake I mean Remake not update, so I can put many, many possibilities in this game since the original is so vague.

Yeah that's right. Was it you or someone else that threw in the idea of making the crystal knights have more of a purpose in your game?
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: KaZudra on August 14, 2011, 02:48:26 AM
Yeah that's right. Was it you or someone else that threw in the idea of making the crystal knights have more of a purpose in your game?

it was Successor the Red i do believe, I don't remember which topic it was but he mentioned it and I really like the Crystal knights idea
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Inccubus on August 14, 2011, 02:59:29 AM
I'd like the mysterious woman from the Japanese manual to appear. Actually the entire orihginal backstory should have some representation in the game.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: KaZudra on August 14, 2011, 03:27:51 AM
I'd like the mysterious woman from the Japanese manual to appear. Actually the entire orihginal backstory should have some representation in the game.

oh that is still in there, either prologue or Opening cutscene.
The story isn't gonna change, its just gonna have more detail between the beginning and end.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Inccubus on August 14, 2011, 11:54:37 AM
I think there should be a stronger showing of major NPC characters too. It'll add variety and maybe a source of additional playable characters for alternate modes.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: A-Yty on August 14, 2011, 05:51:20 PM
What about the lying NPCs? Story-wise they could be loyal to Dracula out of fear or simply be part of a Dracula-worshiping cult.

This..is probably the best explanation I've seen that tries to rationalize a terribly frustrating gameplay element. My hat's off to you, sir  ;D
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: A-Yty on August 14, 2011, 06:04:11 PM
I would like the original Japanese story fleshed out. I'd like to see an intro like this; Simon visits "his family's resting ground, before the angel's hill". There he meets the spirit (who preferrably looks like Sara Trantoul) who debriefs him about the curse. Then he goes home,  puts his battle gear on, stands still like a badass for a couple of seconds and whispers to himself: "this time there's no turning back" and exits the door.

As it kind of says in the manual  8)
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: VladCT on August 14, 2011, 11:31:43 PM
This..is probably the best explanation I've seen that tries to rationalize a terribly frustrating gameplay element. My hat's off to you, sir  ;D
Well, to be fair that's the only logical explanation for them, I think.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Inccubus on August 15, 2011, 12:06:33 AM
Well, that is a logical explanation, but then also take into account the human penchant for rumor and gossip which isn't necessarily true despite the person's best intentions.

Are you gonna keep the overall structure of the OW as it were? There are some things that could use an update, like that dead end swamp that looks like it should lead back to Berekeley Mansion and the completely useless upper floors of the mountain cave that is part of the Uta Lower Road.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Jorge D. Fuentes on August 15, 2011, 12:50:05 AM
Wait, which swamp is that?  As far as I know, every swamp is in proper place except for the dead end near the end of the game, by the town of... Ghulash?
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Inccubus on August 15, 2011, 02:39:49 AM
That's the one. The one with the invisible stairs. If you look at the map in the manual it is right near by Berkeley Mansion.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: X on August 15, 2011, 03:53:51 AM
It's also near Castlevania too. I'd like to see something go in there for the game's sake and the player's sake too. I have a feeling that konami was going to put something there but ran out of budget or time.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Inccubus on August 15, 2011, 04:52:59 AM
It seems like there should be something there.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: KaZudra on August 15, 2011, 05:53:49 AM
http://nesmaps.com/maps/Castlevania2/Castlevania2.html (http://nesmaps.com/maps/Castlevania2/Castlevania2.html)

for all your cv2 maps

I'm taking any suggestions, music, even textures, I want the community to have a pretty stong tie into this project.

how does anyone feel about Horror stages where anything could happen?
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Inccubus on August 15, 2011, 04:51:55 PM
Here's the map from the manual too:
http://castlevania.wikia.com/wiki/Simon%27s_Quest_World_Map (http://castlevania.wikia.com/wiki/Simon%27s_Quest_World_Map)
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: X on August 15, 2011, 05:10:28 PM
Quote
how does anyone feel about Horror stages where anything could happen?

I'm getting mixed feelings about this. I suppose it could work so long as it isn't impossible for the player to succeed. I have played games where they've used similar ideas and just getting through them is like dragging my sack over a cheese grater  >:( :'(
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Claimh Solais on August 15, 2011, 07:23:25 PM
Here's the map from the manual too:
http://castlevania.wikia.com/wiki/Simon%27s_Quest_World_Map (http://castlevania.wikia.com/wiki/Simon%27s_Quest_World_Map)

Terror-tory. I lol'd heartily. I miss back when video games made those awesome puns... Now they're all bizness...



My suggestion would to be making each area of the place have it's own track. It can get pretty tedious listening to the same music tracks the entire game. You know, each mansion having a track, each forest/marsh/place-with-trees, etc. It'd give it more variety.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Inccubus on August 15, 2011, 08:55:23 PM
How about doing it by region instead of by terrain?
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: VladCT on August 15, 2011, 10:46:30 PM
For the music style, try using a more ambient one, like most of SotN's tracks for example.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Inccubus on August 15, 2011, 11:28:14 PM
I really wouldn't characterize SotN's music as 'ambient'. Most of CV64 & LoD is ambient.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: VladCT on August 15, 2011, 11:36:04 PM
Sorry, I didn't have much for comparison since I never heard any of the 64 games' tracks.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Jorge D. Fuentes on August 16, 2011, 12:04:38 AM
What you could do is, change the "Daytime" theme to a different 'brightness' oriented theme from the vast Castlevania discography, depending on what day.
Since the game takes place only on the span of a few days, you can potentially get six 'daytime' themes, and six 'night time' themes.

Themes you can use.
Day 1 - Bloody Tears (Day), Monster Dance (Night)
Day 2 - Battle of the Holy (Day), Moon Fight (Night)
Day 3 - Cross a Fear (Day), Invitation of a Crazed Moon (Night)
Day 4 - The Hidden Curse (Day), Cross Your Heart (Night)
Day 5 - New Messiah (Day), Mad Forest (Night)
Day 6 - Slash (Day), Forest of Monsters (Night)
Day 7 - Tragedy's Pulse (Day), Platinum Moonlight (Night)

Another thing you can do is, name each area and give it a daytime and night-time track, taking care to flesh out the areas to their own nice tunes.

It'd be something like this:
Jova (all towns use "Silence of Daylight" for day, and "Monster Dance" for night)
Mansions only use one tune since they're the same whether it's night or day.
AREA - Day Tune/Night Tune
EAST (of Jova)
Jova Woods         -   Bloody Tears/Shudder
South Bridge      -   Cross a Fear/Moon Fight (All Bridges use these)
Veros Woods         -   Forest of Monsters/Platinum Moonlight
Berkeley Mansion   -   Dwelling of Doom
Town of Veros
Denis Woods         -   Mad Forest/Stream
Dabi's Path         -   Crystal Teardrops/Abandoned Pit
Town of Aljiba
Aljiba Woods       -   The Hidden Curse/Cross Your Heart
Rover Mansion      -   Hard Won Nobility
Carmilla Cemetary   -   Awakening/Emerald Mist

WEST (of Jova)
Belasco Marsh      -   Cemetary/Dead Beat
The Dead River      -   Slash/A Clashing of Waves
Brahm's Mansion      -   Clockwork Mansion
Jam Wasteland      -   Opus 13/Psycho Warrior
Town of Alba
Sadam Woods         -   Praying Hands/Stalker
Storigoi Graveyard   -   Original Sin/Darkness
Town of Ondol
Deborah Cliff      -   Jaws of a Scorched Earth/Tragedy's Pulse

NORTHERN SECTION
Bodley Mansion      -   Demon Guest House
Uta Lower Road      -   The Waterfalls/Riddle
Debious Woods      -   Ripe Seeds/Edge of the Sky
Joma Marsh         -   Walking on the Edge/Fate to Despair
Laruba Mansion      -   Silent Madness
Wicked Ditch      -   The Cave/In The Castle
Town of Doina
North Bridge
Dora Woods         -   Vampire Killer (Saturn)/Beginning
East Bridge
Denis Marsh         -   Revenge/Nightmare
Town of Yomi
Graveyard of Vlad   -   Shrine of the Apostates/Etude for the Killer
West Bridge
Ruins of Castle Dracula - Within These Castle Walls
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Inccubus on August 16, 2011, 12:05:27 AM
@VladCT: You're not missing out on much, I think that between the two games you could put together one decent album. SotN, as we know, has a great soundtrack. Very melodic and catchy tunes. CV64 is basically a few good tracks with a lot ambient noise in between. The main site probably has the OST or listen to it on youtube.

@ON Topic: I was thinking more along the lines of each area should have 4 songs at most. Two for the town itself, and two for all the outer areas. Transition areas such as the bridges and rivers can all share two songs. All underground areas can have one tune. I don't think the underground areas where the sunlight doesn't reach should have a Day/Night music and the monsters should always be stronger there. And of course each Mansion can have it's own tune.

For example:
Jova area-
Town of Jova - Silence of the Daylight / Monster Dance (shared by all towns)
Jova Woods 1 (east), Jova Woods 2 (west) - Battle of the Holy / Bloody Tears

South Bridge - Stream / Riddle (shared by all bridges & rivers)

Veros area-
Town of Veros - "
Veros Woods 1 (west), Berkeley Mansion Entrance, Veros Woods 2 (east of Berkeley) - Ripe Seeds / Mad Forest
Berkeley Mansion - Dwelling of Doom

Dabi's Path - Demon Seed (shared by all caves)

Etc., etc. ...

And about monster strength, I think only undead monsters and demons should get stronger at night. All other monsters that couldn't give a rat's ass about the daylight (like wolves and spiders) should have their stats averaged between their original day and night variations.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Jorge D. Fuentes on August 16, 2011, 12:14:51 AM
@VladCT: You're not missing out on much, I think that between the two games you could put together one decent album. SotN, as we know, has a great soundtrack. Very melodic and catchy tunes. CV64 is basically a few good tracks with a lot ambient noise in between. The main site probably has the OST or listen to it on youtube.

The N64 games have great music.  Here's some of the better tunes.
Silent Madness
Gametracks - 149 - Annex silent madness (Castlevania 64) (http://www.youtube.com/watch?v=3KaITSZ7kcQ#)
(I picked it for the last mansion)

CastleVania Legacy of Darkness Soundtrack ~ Castle Wall ~ Watchtower (http://www.youtube.com/watch?v=49W2fOAqQHg#)

Castlevania 64 OST: 04 - Shudder (http://www.youtube.com/watch?v=ONqmaMyNw9k#ws)
Shudder (I picked it for night-time town zombie attacks)

Castlevania - Legacy of Darkness OST - Maze Garden (http://www.youtube.com/watch?v=IvpBYl8pqKo#)
This also works awesome for Night-time Zombie Town Attacks (Maze Garden)

Castlevania - Legacy of Darkness OST - The Outer Wall (http://www.youtube.com/watch?v=hA9Mlvxa-WA#)
And the Outer Wall (with a little VK Chord in there)

CastleVania Legacy of Darkness Soundtrack ~ Tower of Ruins ~ Thorny Grave (http://www.youtube.com/watch?v=JCnW8DFkUUw#)
This actually works for any CV2 Forest.

The N64 game music is so underrated.  I didn't even put the awesome rendition of "The Sinking Old Sanctuary" or "Dance of Illusions"... or new tracks such as "Toothed Wheel", "Concert of Another Dimension", and "Underground Waterway".
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Jorge D. Fuentes on August 16, 2011, 12:17:18 AM
And while on the subject of the monster strength, I don't think only undead monsters and demons should get stronger at night. All other monsters that couldn't give a rat's ass about the daylight should have their stats averaged between their day and night variations.

You could also make plants stronger in the day and weaker at night... but there are only, like, two plant enemies so I guess that wouldn't work.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Inccubus on August 16, 2011, 01:36:43 AM
I didn't say the music was bad!  :'(
Just that there isn't much of it and during the game a lot of areas have ambient crap instead of music. You gotta admit that most of the other games much more robust soundtracks.

Good idea about the plants. A few more could always be added to make them more relevant too.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: X on August 16, 2011, 03:12:32 AM
I would also personally choose the CV64 version of watchtower over the LoD version. I think the LoD version added in pieces to the tune that were unnecessary as the piece itself was perfect as is. I don't know about anybody else but I can definitely noticed it when I listen to both versions.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Jorge D. Fuentes on August 16, 2011, 03:13:58 AM
I noticed.
The CV64 version uses a Chorus sample, while the LoD version uses Strings.  This is the most predominant change.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Inccubus on August 16, 2011, 08:43:18 AM
I had a really close look at the maps from both the US and JAP manuals of CV2 and updated them a bit to make the whole thing jive better. Judging from the approximate distances on the original maps I came up with about 7 new areas and  noticed that a lot of existing areas should be much bigger.

And about Denis Marsh looking like it should lead back to Berkeley; it should. It's right near by it on the map and I also noticed the forest to the south east of that mansion is called Denis Woods. If it were up to me I'd add a secret passage in Denis Marsh that allows access to a new basement area of Berkeley and an additional forest area connecting Denis Marsh to Denis Woods.

The area to the west of Jova, designated as Belasco Marsh is way the fuck to the north west, there should be a second long forest area between it and Jova.

Between Veros and Dabi's pass there should be a forest area.

There should be a long ferry ride between the Yuba Lake area and Rover Mansion. Maybe add an above ground entrance since the thing seems to be situated on an island in the middle of the lake.

The thing they call Uta Lower Road 1 & 2 are actually the northwestern river bank and a sort of ruined mountain fortress. There should probably be two actual cave areas to either side of this ruin, and for gods' sake put the crack-headed gypsy bitch at the top of the area in order for there to be a reason to go up there other than "ha ha you're stupid, there's nothing here".

The tornado is stupid, replace it with a secret entrance to a new cave area.

SO basically these are what the map should consist of minimum:

Town of Jova
Jova Woods 1
South Bridge
Veros Woods 1
Veros Woods 2 -it would make sense if this had an alternate path to Denis Woods 1-
Berkeley Mansion
Town of Veros
Veros Woods 3
Denis Woods 1
Denis Woods 2
Dabi's Path 1
Dabi's Path 2
Aljiba Woods 1
Tunnel to Yuba Lake
Yuba Lake Shore -crystal summons ferry dude-
Yuba Lake
Rover Mansion
Aljiba Woods 2
Town of Aljiba
Camilla Cemetary
Jova Woods 2
Belasco Marsh
Dead River 1
Dead River 2
Bram's Mansion
Dead River 4
Jam Wasteland South
Deborah Cliff South -might be a good idea to have the cliff face be it's own room-
Dead River 4
Town of Aldra
Sadam Wasteland 1 -renamed cause it uses the wasteland tileset, not the forest one-
Strigoii Cemetary -renamed cause it uses the cemetery tileset, not the graveyard one-
Sadam Wasteland 2 -renamed cause it uses the wasteland tileset, not the forest one-
Town of Ondol
Jam Wasteland North
Deborah Cliff North -might be a good idea to have the cliff face be it's own room-
Deborah Cave
Bathory Mansion -pretty obvious this is what they meant-
River Shore -formerly known as Uta Lower Road 1-
Uta Tunnel 1 -being under a river this cave could be designed with a lot of standing water pools like the Underground Cavern area in SotN-
Mountain Ruins -formerly known as Uta Lower Road 2-
Uta Tunnel 2
Devious Wasteland -obvious mistranslation, and also renamed for tileset-
Joma Marsh 1
Laruba Mansion
Joma Marsh 2 -leads back to Camilla Cemetery, but is one way only baring any new relics-
Wicked Ditch
Town of Doina
North Bridge
Dora Woods
East Bridge
Denis Marsh -secret paths should lead to new Berkeley Mansion basement, and new Denis Woods 2
Town of Yomi -formerly known as Ghoulash-
Vlad Graveyard
West Bridge
Castlevania -THIS SHOULD BE EXPANDED INTO A PROPER, if however small and ruined, CASTLE AFTER DRACULA'S REVIVAL-

Another thing that would make things more interesting is not having every room have only left and right exits. Since a lot of these areas have different orientations on the map they should have different way to enter them. For example, instead of Veros Woods 1 having a cave that leads to the town and a right exit to the second section; why not have a foreground town gate that lead to Veros Town and at the far right have a clearing in the background that works like a Mansion door. That way it shows that Veros Town is towards the south and Veros Woods 2 is towards the north in an obvious way that also breaks up the monotony of simply walking off screen. Another good example is the Entrance to Laruba Mansion. Since Joma Marsh 2 is towards the south west and Joma Marsh 1 is due west, it would be cool for the room to have the left exit go to Joma Marsh 1, The foreground exit can be on the left side for Joma Marsh 2, and the entrance to Laruna Mansion can be oriented as the right side exit.

As for Castlevania itself. Initially, it should be the same pathetic ruin that it was in the original with maybe a couple of minor, decrepit enemies lingering. After Dracula's revival the castle should revive as a half-formed mess. You could call it the Demon Castle Corpse and it could consist of some twisted mishmash of levels that combine some features from pairs of CV1 levels. That would make it shorter, but would allow for some really interesting new stage layouts. If you really wanted to get creative you could implement randomly generated levels or at least rooms chosen at random from a selection. I had this idea for a dynamic CV years ago, but haven't gotten to the point where I want to do it yet.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: KaZudra on August 16, 2011, 06:30:41 PM
Castlevania -THIS SHOULD BE EXPANDED INTO A PROPER, if however small and ruined, CASTLE AFTER DRACULA'S REVIVAL-

Walk in Ruins, Just like Cv2, Fight Dracula Spectre, Depending on your completion of extra activities, Dracula Spectre Reveals to be a front to revive Dracula.
Last Area - Castlevania- Much like the metroidvanias consists of many areas, but as a twist, they are all floating and attached by chains.
your going through the reviving castle, fighting bosses in areas and working you way up to a NEW dracula battle.

ending that will give you best ending.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: julianbelmontxx1 on August 16, 2011, 08:47:33 PM
Walk in Ruins, Just like Cv2, Fight Dracula Spectre, Depending on your completion of extra activities, Dracula Spectre Reveals to be a front to revive Dracula.
Last Area - Castlevania- Much like the metroidvanias consists of many areas, but as a twist, they are all floating and attached by chains.
your going through the reviving castle, fighting bosses in areas and working you way up to a NEW dracula battle.

ending that will give you best ending.

that reviving castle concept sounds interesting.
suggestion:make simon able to run,that would make the game more versatile in my opinion.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: KaZudra on August 16, 2011, 09:30:44 PM
that reviving castle concept sounds interesting.
suggestion:make simon able to run,that would make the game more versatile in my opinion.

gonna do a Skyward sword bit where you can run for a set amount of time which can be upgraded, of course the bar regens much quicker than depleted but not as much where you can abuse it.

so instead of double tapping forward It'll be -> + RT or something for ease of evasion or quick travel on areas.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: VladCT on August 16, 2011, 11:21:36 PM
Walk in Ruins, Just like Cv2, Fight Dracula Spectre, Depending on your completion of extra activities, Dracula Spectre Reveals to be a front to revive Dracula.
I'd suggest using Theme of Dracula from SCV4 (http://www.youtube.com/watch?v=YR_mX6JDfm4#) for the Dracula Spectre fight, starting when you enter the underground shrine.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: KaZudra on August 17, 2011, 02:08:58 AM
I'd like to say thx for the suggestions, I have taken them all into consideration.
Just to let guys know i am reading them all as they are posted so don't feel like I'm ignoring anyone.

I'm proud to announce that my Cv 2 remake will feature Vampires, and more that 1 or 2!
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Inccubus on August 17, 2011, 04:19:47 AM
Cool, one of the things I liked about the N64 games was that there were minor vampires to fight, which I always thought was strange to not have in a game featuring Dracula as the big cheese.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: KaZudra on August 19, 2011, 06:09:09 PM
Since everyone seems to Dig Classic and Chronicles Simon, how could I change Super Simon to make him more appealing?
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: X on August 19, 2011, 11:04:47 PM
Quote
I'd suggest using Theme of Dracula from SCV4 for the Dracula Spectre fight, starting when you enter the underground shrine.

Oh Hell Yeah! That is just freaky. Fighting a corps Dracula with this tune playing in the background is awesome!
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: KaZudra on August 20, 2011, 02:56:45 AM
Oh Hell Yeah! That is just freaky. Fighting a corps Dracula with this tune playing in the background is awesome!

I'm probably gonna use the original since the intro part Puts chills down my spine.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: KaZudra on August 24, 2011, 04:59:14 AM
whilst  I rid of computer problems (which normally doesn't happen), I've got a few Ideas to Share.
Chronicles Style Simon Could have a MMX Zero like Feel and Control including 3 - 4 hit combo

Super Simon is Being edited for fan appeal, I'm looking at a Certain Chronicles concept art and gears are turning.

The Berkeley Mansion Will be Expanded, ALOT, this'll be a huge area when its done.

a new character, Simply called The Herald, would act as a cult ringleader to resurrect Dracula, also Members of the Crystal knights will play big roles.

The other Side will be an "Other World" will kinda have a Silent Hill effect, but based on Castle B (HoD), this , If Successful, could add horror to the game.

Simon himself is Cursed. It'l be represented as a glowing red root structured scar which grows and Glows brighter in Cutscenes (if any).

Due to the condition of the Curse, Simon Cannot use the Vampire Killer, after a few side quests you can rid his curse and gain the VK, Which can be upgraded to a Light Whip (strongest in game, can also kill red skeletons, Based on 4th upgrade in Bloodlines)

there will be plenty of stage puzzles to open up areas.

there will be a Doppelganger boss, If  Possible, his Whip will spill blood on the walls when he strikes.

One Area will have a Gallery, two Secret stages will be hidden there.

Following up on Tradition, I want to make Fuhma an Unlockable character after completing a secret stage.

I'm going to do some research on areas for inspiration for new content for the game.

There may be a 2 Layer map which utilize Front Facing Doors, and to add more content to small areas.

I beg you to leave suggestions and how you think of my Ideas. Its very vital to the project (though temporary on pause, it's still very much alive)
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: X on August 24, 2011, 07:03:03 AM
Quote
a new character, Simply called The Herald, would act as a cult ringleader to resurrect Dracula, also Members of the Crystal knights will play big roles.

Interesting, but that kinda goes against what the base-story is. The cult wouldn't need to resurrect Dracula since Simon is already poised to do that. If anything the cultists keep there eye on Simon and maybe help him a little along the way in order to achieve Dracula's revival since the two seem to be in collusion, though their purposes are different. However once Dracula's resurrection has begun they turn around and try to kill Simon. I'm not sure what you have in mind for the trek through a restructuring Castlevania but having the cult leaders as bosses who're attempting to stop Simon's progress through Castlevania before he reaches a weakened yet reviving Dracula, would be interesting concept. Just throwing this out there  ;D
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: KaZudra on August 24, 2011, 08:34:28 AM
Interesting, but that kinda goes against what the base-story is. The cult wouldn't need to resurrect Dracula since Simon is already poised to do that. If anything the cultists keep there eye on Simon and maybe help him a little along the way in order to achieve Dracula's revival since the two seem to be in collusion, though their purposes are different. However once Dracula's resurrection has begun they turn around and try to kill Simon. I'm not sure what you have in mind for the trek through a restructuring Castlevania but having the cult leaders as bosses who're attempting to stop Simon's progress through Castlevania before he reaches a weakened yet reviving Dracula, would be interesting concept. Just throwing this out there  ;D

that's essentially what the Herald is, He's a Frequent boss and also a means to draw Simon into traps and such, on the plus side its another character for interaction.
he's a sort of a "Isaac", but as it goes, he'll be a factor in the story.

If you Fight Dracula's Spectre While still cursed, You'll get the Bad (or even worst) ending.

If you Fight Dracula Spectre while uncursed, The Herald will intervene at the end, Sacrificing himself to finish the revival of dracula, thus granting a brand new area.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: VladCT on August 24, 2011, 11:05:24 AM
The Herald will intervene at the end, Sacrificing himself to finish the revival of dracula, thus granting a brand new area.
Sounds rather familiar, don't you think?
*cough*Barlowe*cough*
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Pemburu Vampir on August 24, 2011, 11:19:17 AM
Well, Akumajo Dracula: The Stolen Seal had elements from Dracula II: The Accursed Seal.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: KaZudra on August 24, 2011, 07:37:44 PM
Sounds rather familiar, don't you think?
*cough*Barlowe*cough*

that's an idea, its subject to change many times since I'm using the non-deving time to work on story.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: KaZudra on August 29, 2011, 07:47:24 AM
Okay,
REVEAL: This game will use a Castle B concept but intentionally uses horror elements as opposed to Action.

General Idea, how can I invoke fear in a 2D side scroller (Limbo does it pretty well)?
Any Suggestions?
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: VladCT on August 29, 2011, 12:31:33 PM
One thing's for sure: the music has to have a dark, foreboding, and oppressing feel. Like some of SCV4's tracks for example.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: X on August 29, 2011, 04:53:13 PM
Quote
One thing's for sure: the music has to have a dark, foreboding, and oppressing feel. Like some of SCV4's tracks for example.

I agree on this too. But what about CVII's Dracula castle theme 'within these castle walls'? I found it fit the atmosphere quite nicely. You still gonna keep it?
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Inccubus on August 29, 2011, 08:15:52 PM
You guys know my design philosophy: "Never take away from a remake, only add to what's already there."
This goes for the soundtrack too.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Pemburu Vampir on August 29, 2011, 08:30:18 PM
So, that tornado event should be in there?
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: KaZudra on August 29, 2011, 09:34:21 PM
You guys know my design philosophy: "Never take away from a remake, only add to what's already there."
This goes for the soundtrack too.

this is true, but I have changed a bit in the game, promptly, I'm making the First mansion.... a mansion.
as for the other levels, I'm gonna make them other buildings (example: Death's Mansion is now a Clock Tower)
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: KaZudra on August 30, 2011, 06:28:19 PM
Alrighty, I'm announcing that the Berkeley Mansion is getting a major overhaul, While still keeping Inspired Parts of it, I'm adding roughly 10x to the stage...
Reason, How many Mansions are THAT small? I'm looking at a few Certain Horror-esque Games that take place during a mansion, I want to know what YOU want in the mansion.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Inccubus on August 30, 2011, 07:39:18 PM
Generally when I design a stage that is supposed to represent a building I like for it to have elements that make sense to a real world building of the same type and not just have the 'game' stuff only.

For example, in a large mansion one would expect to find guest rooms, servants quarters, a large den, a small library, that sort of thing.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: thernz on August 30, 2011, 08:02:51 PM
I hope you're completely redoing the layouts too instead of just adding on because Simon's Quest's level design was simply abysmal.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: Inccubus on August 30, 2011, 10:34:30 PM
Keep some of it, though. Or else you're loosing the nostalgia factor and might as well be making a brand new game insead of a remake.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: KaZudra on August 31, 2011, 01:51:55 AM
I hope you're completely redoing the layouts too instead of just adding on because Simon's Quest's level design was simply abysmal.
The Parts of the Stage are gonna remain, but yes, the overall structure will be completely different, same goes for all the other "mansions"

Keep some of it, though. Or else you're loosing the nostalgia factor and might as well be making a brand new game insead of a remake.
The nostalgia factor will be where its remebered the most, Outdoors.
Iintend only to add on to the outdoors parts, but for the "Mansions" I have to make them completely different from the outdoors to contrast each other, to transition the mood. I will not change the big Picture of Castlevania 2, but I will add all the little details that the original lacked.

Generally when I design a stage that is supposed to represent a building I like for it to have elements that make sense to a real world building of the same type and not just have the 'game' stuff only.

For example, in a large mansion one would expect to find guest rooms, servants quarters, a large den, a small library, that sort of thing.
I estimated that this mansion alone will be 1/4 - 1/2 the size of SoTN's castle, all all the real world elements will have to go in or else things will get boring.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: VladCT on September 14, 2011, 08:49:08 AM
Earlier you mentioned that Dracula (Final) will have 3 forms. Unless you have already picked out the music for the three of them, I'll suggest the following:

First form:
Castlevania: The Arcade Music Illusionary Dance (Dracula 1st Form 19) (http://www.youtube.com/watch?v=pLnIoENsgZk#)

Second form:
Castlevania: The Arcade Music Black Night (Dracula Final Form 20) (http://www.youtube.com/watch?v=uM8_3Xdo-nA#)

Final form:
Castlevania PachiSlot II OST: Capriccio of the Scarlet Moon (http://www.youtube.com/watch?v=-4dGj07eRmM#)
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: KaZudra on September 14, 2011, 02:49:12 PM
Earlier you mentioned that Dracula (Final) will have 3 forms. Unless you have already picked out the music for the three of them, I'll suggest the following:

First form:
Castlevania: The Arcade Music Illusionary Dance (Dracula 1st Form 19) (http://www.youtube.com/watch?v=pLnIoENsgZk#)

Second form:
Castlevania: The Arcade Music Black Night (Dracula Final Form 20) (http://www.youtube.com/watch?v=uM8_3Xdo-nA#)

Final form:
Castlevania PachiSlot II OST: Capriccio of the Scarlet Moon (http://www.youtube.com/watch?v=-4dGj07eRmM#)

Actually, I was planning on using both arcade Songs lol.
As Capriccio of the Scarlet Moon, It feels more like an opening song to me.
but there is a good change the final form will be Simon's Theme or something.
Title: Re: Cv: accursed Seal Suggestion Thread
Post by: VladCT on September 14, 2011, 09:45:02 PM
I had a feeling that you'd have a differing opinion. As for Dracula (Spectre)'s second form, I would've suggested The Vampire's Stomach...if someone had made an arrangement of it. Either way, I would suggest against using HD's version of Nothing to Lose, since it's a bit too metal for a battle against a spirit, or at least that's what I think.