Castlevania Dungeon Forums
The Castlevania Dungeon Forums => Fan Stuff => Topic started by: Belmontoya on April 03, 2012, 09:37:38 PM
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Just wanted to give a heads up.
We now have a small team of people working on this project and are discussing it solely on it's own forum, and no longer in the CV dungeon.
I wanted to make one final notification that if anyone is interested in joining the team for "Castlevania: The Rise of Nosferatu," please contact me.
We could use more help with artwork (as the magnitude of creating a game with all original artwork is perpetually growing). Sprite creation and hand drawn art skills are welcome. I would like to have someone involved in creating cinematic art. As always, Programming skills are also welcome.
Above all else, the most important thing is to have enthused people involved who frequently check-in and give input on the progress of the project.
Message me if you are interested in joining the reincarnation of a legacy.
Thank you!
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I'm not good enough in any of those things but I think everybody would like to hear more about the story or see some art or projects if you have some already. :3
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Interesting logo. It looks like a dragon is encompassing the 'C'.
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Yes, that is a dragon encompassing the C. It is the symbol for the order of the dragon which Vlad Tepes belonged to. This project has been on a hold for while because I am super busy with my band's new album.
I intend to pick this back up soon though. If anyone wants to get on board let me know.
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I noticed that it looks like the player is supposed to confront Death while jumping from one rope to another, having a pit of doom below.
It's a risky move. Please notice that Castlevania: Dracula X from the SNES was criticized for the pillar-jump-extravaganza battle vs Dracula. And Death is often considered an opponent just as difficult as the Count himself. Having a match with him while pretending you're Tarzan might prove a very frustrating experience.
However, if the game physics is done right, then maybe...
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It's part of a chase scene. The actual fight is meant to happen on a balcony. These shots are only meant to be taken at face value as examples of the original artwork that has been done for the game.
These are actually really old shots too. I just posted them for the hell of it because I haven't been on here in like 6 months or something.
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On a side note, I really like the idea of fighting a boss in a changing environment. It always seems that when a boss fight happens in CV a door locks and you get stuck in one room. I love the idea of being pursued by a boss and the opportunity it can bring to the player to have to lure the enemy into a more auspicious location to lay the final blow.
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I also like the idea od changing environments. Please observe Ys series which, starting from Napishtim, became a series of 3D slashers similar to DMC or the two PS2 Castlevanias. In Ys Origin, when you fight the true final boss, Darm, your adversary can directly interfere with the arena, breaking it into pieces that change their positioning while Darm is still attacking. Quite the challenge. If the player falls into the pit, they are captured by Darm's tentacles and that costs them quite the part of their lifebar.
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Uhhhhh, Montoya, check your PMs. We have a problem.