Castlevania Dungeon Forums
The Castlevania Dungeon Forums => Fan Stuff => Topic started by: agoaj on October 05, 2012, 03:24:07 AM
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(http://agoaj.com/cvalpha/cv20121004.png)
Current Version: http://agoaj.com/cvalpha/CV%20Chronicles-2012-10-04.zip (http://agoaj.com/cvalpha/CV%20Chronicles-2012-10-04.zip)
Older:
http://dl.dropbox.com/u/75575258/CV%20Chronicles.zip (http://dl.dropbox.com/u/75575258/CV%20Chronicles.zip)
Hello everyone! I've taken up work as the programmer for Jorge's decade long Castlevania Chronicles: Dracula's Curse. You can thank Las for pointing me towards this project.
A lot of work has gone into making this game, but it's development history has been troubled. Jorge and John started with Blitz Basic and eventually moved over to C++ and DirectX. The code is extremely messy, not very C++, and not very documented. In taking up the mantle of programmer, I am doing a semi-rewrite. This will make it much easier to add new functionality and finish the game. I want to keep people up to date with weekly builds so you can see the progress I'm making(and help me keep making). Even if I am unable to finish this, my rewrite will make it MUCH easier for someone else to come along and gather the pieces and resurrect it and then toss holy water on it until it's done.
Right now I've had to kick Trevor back to the start, level's are bare bones too. Next on the list is getting Trevor back into his groove and moving like he used to.
Progress:
Rewrote DirectX code into OpenGL
Moved game onto SDL for everything but music.
Added native gamepad support
Wrote GameState system to manage transitions between the various game modes
Wrote a new Entity system and Collision system
Levels now display everything but animated tiles
Player can move around environment
To Do:
Full Level Loading
Level Transitions
Finish Trevor
Convert Enemies
Add Sypha
Add Alucard
Add Grant
Add missing enemies
Add missing bosses
Cutscenes
Add Sights To Whip
Add Hold Left Trigger To Aim Down Sights
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Very nice! Like the to do list. Jorge should be happy!
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Since the one of the first things that I saw in the internet have been Jorge's game, I thank you for that. Im waiting for almost 10 years nippah~
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Jorge and John started with Blitz Basic and eventually moved over to C++ and DirectX. The code is extremely messy, not very C++, and not very documented. In taking up the mantle of programmer, I am doing a semi-rewrite.
That was the same conclusion I came to when approached to look at it and possibly continue it. Jorge resisted the idea of me starting over with the code at that point, so I didn't continue with the project.
Kudos for taking up the mantle. I hope it works out good.
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I definitely wanna see this to come to full fruitation. The demo Jorge released years ago was pretty good. Very few if no glitches. The only thing that bothered me was that I was unable to play some of the later levels despite seeing them playable on you tube.
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The possibility of seeing this get tweaked and re-released? I have but one response:
4.3 Billion Dollars (http://www.youtube.com/watch?v=-GHX8dvuFUQ#)
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Yeah i know what you mean the 3 other levels: tower,castlebridge, and courtyard. Yep, they all looked very kick ass,but i've never heard of anyone that has played them,probalby just whoever was on the project from back in the day. That'd be my guess. I talked to Jorge about those levels, and wanted to see if Agoaj could add them in,but i'm not sure he completed them. Either way they are pretty awesome imo. Would be nice at some point to finally get to joust with baddies on those levels,aye!
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I need to kick the level editor's code over to you guys so you can add new objects.
New objects not being added are the reason some stages become unplayable:
Without teeter-totters, it is impossible to traverse the Haunted Ship and the Castle Courtyard.
Without a "CrumbleScrolling" screen transition effect, the Tower of Terror becomes too easy of a stage.
Without "Automatic Scrolling", I cannot do some of the Courtyard towers and definitely not the Clock Tower.
Without "Falling Blocks", the mountainous backside of the Castle becomes unclimbable (unless one uses Alucard... which we don't have yet).
I am glad this thread was created. As an administrator, I do not usually bring to attention stuff I'm working on (unless people specifically ask), but this is good! I'm happy to see this project "Resurrected" (sic).
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Well Jorge here's to hoping it will stay resurrected as it's been on the back burner for well over a decade.
*Raises glass*
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Sweet!! :D
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I know that you are cleaning up things, so to speak any word on any new stages or redesigns or such?
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-Getting the code and engine back up to speed first.
-Adding missing elements the old engine was missing
-Implementing a new stage editor.
-Creating new stages and implementing the characters.
I'm thinking this is the order in which things will happen.
Anything else is being kept secret as per the last time. :P
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-Getting the code and engine back up to speed first.
-Adding missing elements the old engine was missing
-Implementing a new stage editor.
-Creating new stages and implementing the characters.
I'm thinking this is the order in which things will happen.
Anything else is being kept secret as per the last time. :P
Any new gameplay types?