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The Castlevania Dungeon Forums => Fan Stuff => Topic started by: KaZudra on August 05, 2013, 02:09:03 PM

Title: [Brainstorming] Project Ideas
Post by: KaZudra on August 05, 2013, 02:09:03 PM
I haven't contributed to fan stuff in awhile, with my old computer and all the resources of that cv2 project fried, I was discouraged from it awhile.
that doesn't mean its all gone just yet...

A few projects I have had in mind to work on...

Harmony of Dissonance HD - This could be an easy project since HoD seems the to grow on everyone and most of its assets were just watered down SoTN textures

Simon's Quest - yep this project is still in consideration

Also a Skyrim mod, if anyone is interested, I wouldn't know where to start but that's how projects usually begin.


There is a Novel I mentioned, but its under Plot and Character rework with various back-story tweaks before I Tease the first Chapter.
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 05, 2013, 07:46:42 PM
Harmony of Dissonance or Simon's Quest, Im not much into Skyrim and a full game is always better than a mod IMO. These 2 projects interest me, since HoD is one of my favs (if not my fav) CV game, it would need some rebalancing since some spells break the game sequence (Sacred Fist + Ice Book) and some are very overpower (Sacred Fist + Wind Book) with a very low MP use. Sequence-breaking is ok, but OP things is a no no.

Also when I get our first spell book we rarely will use sub-weapons normally, so maybe adding a alternate button to use magic, at least as a optional feature, can be useful. Its much better than activate e deactivate books only to use hearts.
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 06, 2013, 06:32:20 AM
I was thinking of a Controls Rework for HoD Too, Mapped to Modern Controls of Course

D-Pad + Left Stick - Move Juste
Right Stick - Spellbook Wheel (Similar to LoI Orb Wheel)
RB + LB - Dash (Two Options, 1. Default - RB goes Right LB goes Left, 2. Modern Style - LB Backdash, RB Forward Dash, regardless of direction)
A (Cross) - Jump
X (Square) - Whip Attack
Y (Triangle) - Subweapon
B (Circle) - Subweapon + Spellbook
Back (select) Map, Also Add Map Markers to ease up on Backtrack wandering
Start - Main Menu
RT - Quick Equip Menu
LT - Quick Consume Menu

I'm Also Thinking We could be a little ambitious and Try a much Higher Resolution than Usual...

I was Thinking we Could Also make Juste's Dash into an Attack, Kinda Like Master Yi's Alpha Strike (New rework Version)
Title: Re: [Brainstorming] Project Ideas
Post by: VladCT on August 06, 2013, 07:19:55 AM
If you're going with SotN style for the character sprites, luckily you may already be (mostly) set in regards to the playable character sprites. Just ask Donoffrio for them, he's the one who made both Juste and Maxim's sprites for CV Fighter.

As for the dash attack thing, I was thinking maybe you could make it into a special attack where you press attack while dashing to use it.

For the dash directions, I bet most who have played HoD are used to the default style, so you might want to stick to that.
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 06, 2013, 02:19:40 PM
I might just make all the Juste Sprites, something very close to the original whilst add more frames to the animations,
I made a quick WIP Mockup of "HD" Juste, more Detail is needed, but here is an Idea


I'll probably Just Make/Use Sprites, Upscale by 2x and Touch em up to give grater detail instead of the 4x mockup
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 06, 2013, 04:01:02 PM
For the dash directions, I bet most who have played HoD are used to the default style, so you might want to stick to that.

Well, since the modern style will be optional, I see no harm in have this option too.

I might just make all the Juste Sprites, something very close to the original whilst add more frames to the animations,
I made a quick WIP Mockup of "HD" Juste, more Detail is needed, but here is an Idea

I'll probably Just Make/Use Sprites, Upscale by 2x and Touch em up to give grater detail instead of the 4x mockup

I remember those mockups, but it can be a pain to draw a entire sheet. Upscaling and touching up seems more realistic to me (Im not an artist, maybe you are talented in graphical art and its realistic to you, who knows), his tailcoat will need a fix in the walking animation, since it go up even more than his hair in the animation.

This cancel dash in a attack sounds cool, but I think it would be better for Maxim, also speaking of him, you plan to implement a story and inventory to him? I thought about a neat idea, what if he obtained some Martial Books to gain some abilities?
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 07, 2013, 04:17:05 AM
Drawing a sheet is a Pain, but Juste would be Pretty Easy at first since he isn't exactly robust in animations (at first).
Here is a Sneak Peak of how "HD" Juste Would look Like...
I might Ask for the Cv Fighter Sprites and Edit them but it depends, I haven't seen them in awhile
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 07, 2013, 11:08:06 AM
2x seems to be enough, doesnt forget that if you make scaled sprites for Juste, you would need to scale all the rest. This one with blue outline seems the best, since this another one have some "squary-curves" in some places.

Anyway these 2 are really good.
Title: Re: [Brainstorming] Project Ideas
Post by: X on August 07, 2013, 11:21:02 PM
Those Juste sprites look good. The only thing I would recommend is losing the blue border around him. That was an Alucard thing and I feel that it's a good idea to make Juste as far removed from Alucard as possible since Juste is a Belmont and not a Dhampyre or Vampire. Also give him normal human skin color too. The pale look also screams Alucard.
Title: Re: [Brainstorming] Project Ideas
Post by: Inccubus on August 08, 2013, 02:29:05 AM
I second dropping the blue border. Never liked it in the original and it shouldn't carry over to an HD remake.
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 08, 2013, 02:41:13 AM
 IMO you should only remove the border and leave the blue trail that he leaves when moves, also his skin seems okay as it is since he is much more pale in artworks. If you dark even more his sking THEN it will look like Alucard, since Al's sprite depicts him with a more darker skin than even Richter. :P

 If you permit me ask, you've already planned if you are going to use, Game Maker, Multimedia Fusion 2, Construct, Unity or something else?
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 08, 2013, 02:56:32 AM
I'm pretty sure we Can make the Aura an optional effect, or implement it in a new more appropriate way such as Spells Flash the Aura a few frames to signify the channeling of magic (Since he is the Spellcaster Belmont)
Since The Sprites are in pre-alpha-concept phase, I was thinking of a slight redesign using parts from the below picks

Also Subweapons Showing up on Sprites might be a great concept

(click to show/hide)

IMO you should only remove the border and leave the blue trail that he leaves when moves, also his skin seems okay as it is since he is much more pale in artworks. If you dark even more his sking THEN it will look like Alucard, since Al's sprite depicts him with a more darker skin than even Richter. :P

 If you permit me ask, you've already planned if you are going to use, Game Maker, Multimedia Fusion 2, Construct, Unity or something else?
I'll work with whatever you can work with, I can help in any way possible, but alas, im not good with those...

I might pick up a course on the Unreal Engine at my College so 3D Fangames could be more prominent in the Future
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 08, 2013, 03:11:09 AM
Great idea, I dont know if you plan to do 2 sets of sprites again (one for facing each direction) but if yes, ic can be the most ambitious sprite sheet that I've seen.

I plan to return to MMF2 with baby steps, something can fail again MMF2 or IRL related, so I cant say Im the most reliable person, but one thing is for sure, I plan to release my engine for the community if I finish one (I've started one before but lost everything) since I've seen that the major problem for making fangames is a working engine. I've seen various kind of artists here and if the community join forces at sometime in the future, omg, it would rocks.

 Also, Im quite a newbie in that area too.
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 08, 2013, 03:20:39 AM
Great idea, I dont know if you plan to do 2 sets of sprites again (one for facing each direction) but if yes, ic can be the most ambitious sprite sheet that I've seen.

I plan to return to MMF2 with baby steps, something can fail again MMF2 or IRL related, so I cant say Im the most reliable person, but one thing is for sure, I plan to release my engine for the community if I finish one (I've started one before but lost everything) since I've seen that the major problem for making fangames is a working engine. I've seen various kind of artists here and if the community join forces at sometime in the future, omg, it would rocks.

 Also, Im quite a newbie in that area too.

I love to be ambitious, I might try to go all out on Juste, but If I do that I'm gonna be safe and start with 1x sprites and later see what happens
Title: Re: [Brainstorming] Project Ideas
Post by: X on August 08, 2013, 06:14:31 AM
Quote
IMO you should only remove the border and leave the blue trail that he leaves when moves, also his skin seems okay as it is since he is much more pale in artworks. If you dark even more his sking THEN it will look like Alucard, since Al's sprite depicts him with a more darker skin than even Richter. :P

I personally think that Juste having a more human skin tone would be better. Alucard is still pale in his own right but when you look at Juste, for a human he's deathly pale. The kind that tells you he's very, very sick or near death. I'd give him a skin tone that is slightly more rich in color when compared to Alucard. Juste will still be on the pale side, but he will look more healthy. Besides the artwork for Juste shows him with color in his face while the in-game art has his face with almost no color; as if they left it gray-scale and forgot. I feel he should have a more human skin tone as he is a human after all.

And while I feel that the blue outline should be removed I like your idea KaZ about using it only when his spell tomes are activated. In fact you should change the color of the outline depending which spell tome is active.

Blue (Ice tome)

Green (Earth tome)

Yellow (Wind tome)

Red (Fire tome)

? (Shadow tome) Whatever color you can think of for this one.

This would work well for a magic user rather then leaving him as an Alucard clone.

OH, I almost forgot to mention; When it comes to the whip tip upgrades which are elemental excluding the others, the whip should properly reflect the element in use as the original game never did that. Food for thought  ;)
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 08, 2013, 06:57:23 AM
That would be awesome, and well, a design rework should fix Juste's Skin tone, as well as a good number of fixes, also Purple would be a cool color for shadow book.

As I stated Ambitious, I'm thinking of a LoS style Progressive Sprite where a new Piece is added when a key Item is Obtained; Examples include...

Juste Would have a Tome Strapped to his coat (like the First Artwork in previous post)

Sub Weapons would Show up on Juste and Get modified Throwing animations (Holy Water gets a grab off of belt before Throw)

Cloaks Will Change Juste's Coat Color (Like Symphony)

Flip Priority might See a Comeback, it depends how many base animations there would be (The progressive additions are gonna be an overlay)

Mapping should be very simple, although since this is a fan project we could add to it where it would be appropiate

Speaking of Mapping, who's up for more Destructible environments? (Ive been exploring thosegame with PhysX)


*Edit another Concept of Juste
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 08, 2013, 11:55:08 AM
I personally think that Juste having a more human skin tone would be better. Alucard is still pale in his own right but when you look at Juste, for a human he's deathly pale. The kind that tells you he's very, very sick or near death. I'd give him a skin tone that is slightly more rich in color when compared to Alucard. Juste will still be on the pale side, but he will look more healthy. Besides the artwork for Juste shows him with color in his face while the in-game art has his face with almost no color; as if they left it gray-scale and forgot. I feel he should have a more human skin tone as he is a human after all.

Wait, you mean the portrait in the inventory or his sprite? Because he looks fine to me in this custom made by KaZ. I said that Alucard sprite had a darker-skin tone compared to his artwork, his artwork his very pale (same for Juste), but Juste sprite seems okay to me now, since he is a bit pale in the artwork and is using almost a Maria palette in this edit.

Mapping should be very simple, although since this is a fan project we could add to it where it would be appropiate

Speaking of Mapping, who's up for more Destructible environments? (Ive been exploring thosegame with PhysX)

That can be cool, since we're talking about 2 castles that interact with each other (also in the original game we had a good example for enemies that when killed, interact and destroy some things on the map). In fact now that Im thinking about it, its one of the most interactive Metroidvania games that I can remember, we even had a part where you kills a enemy with a trap only to make a wooden floor floats in his blood and reach Death's Boss xD
Title: Re: [Brainstorming] Project Ideas
Post by: X on August 08, 2013, 02:44:07 PM
Quote
Wait, you mean the portrait in the inventory or his sprite?

I was referring to his inventory portrait in general. His sprite is good, there's color in it. But his portrait image is just too pale for a human which is why he comes off as an Alucard look-a-like.

That new stance for Juste is interesting Kaz however the only thing that stands out is his hair. It has a little too much volume in it. Too poofy. Reduce it by a pixel's width and adjust it accordingly and it should work out.
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 08, 2013, 03:16:07 PM
Ah, I have noticed I was Drawing on the Original Sprite when I had one with a modified leg for a more masculine pose.
Also, the Hair should be fine now, what does everyone think?

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Ffc05.deviantart.net%2Ffs71%2Ff%2F2013%2F220%2Fc%2F7%2Fjuste_new_concept_by_arcangeraziel-d6h7nt5.gif&hash=04d6bd424d23b149ca89008dcbacfc3ea593b0bb)
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 08, 2013, 03:35:36 PM
Its better but lose his charm, unless you plan to get even more ambitious and do a normal stance and a battle stance like some games does. Dont take it bad, it is awesome, but I've never imagined him in a so agressive pose (other than showing is fist in anger in a cutscene).

Well, this stance atleast have some space between his arm and torso, so you can add a book layer easily this way.

Here is a example:
(https://castlevaniadungeon.net/forums/index.php?action=dlattach;topic=6406.0;attach=3305;image)
Title: Re: [Brainstorming] Project Ideas
Post by: X on August 08, 2013, 10:51:26 PM
It's getting there but the hair is still a lot more then what we normally see him with. This might help you out a bit. Juste's hair is long and straight with no volume to it. Like those of native Americans or Asians, his hair is mainly flat, straight and conforms to the natural size of his head. I could do a pixel demonstration for you if you like, but only with your permission.
Title: Re: [Brainstorming] Project Ideas
Post by: VladCT on August 08, 2013, 11:57:47 PM
Did you edit those sprites from Reimu, by any chance?
Also, before it's way too late...
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fimages3.wikia.nocookie.net%2F__cb20080812120256%2Fcastlevania%2Fimages%2Fa%2Fa4%2FJustefull.gif&hash=786c7ff92584487a7de938916cc52574e1cc0f9b)
Note the coat tails.
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 09, 2013, 12:14:08 AM
Now that you mentioned it, it really seems to be Reimu as a base.
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 09, 2013, 01:47:37 AM
Now that you mentioned it, it really seems to be Reimu as a base.
Did you edit those sprites from Reimu, by any chance?
Also, before it's way too late...
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fimages3.wikia.nocookie.net%2F__cb20080812120256%2Fcastlevania%2Fimages%2Fa%2Fa4%2FJustefull.gif&hash=786c7ff92584487a7de938916cc52574e1cc0f9b)
Note the coat tails.

You guys got me, Reimu is the base, it was the only base I can find that was "wide" enough yet "Slim" enough to add to...

Its better but lose his charm, unless you plan to get even more ambitious and do a normal stance and a battle stance like some games does. Dont take it bad, it is awesome, but I've never imagined him in a so agressive pose (other than showing is fist in anger in a cutscene).

I don't intend for Juste's poses and movements to be aggressive, I wanted him to have an open and aware combat idle, like a agile acrobat sorta speak
Title: Re: [Brainstorming] Project Ideas
Post by: X on August 09, 2013, 05:09:41 AM
Here KaZ. I'd just thought I'd throw this your way. The only real change is his hair like i mentioned before. Tell me what you think? It also helps with his head-to-body proportions too  ;)
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 10, 2013, 01:46:39 PM
Here KaZ. I'd just thought I'd throw this your way. The only real change is his hair like i mentioned before. Tell me what you think? It also helps with his head-to-body proportions too  ;)
The hair is actually a perfect fix, I'll be building the other sprites with that model.

I've been thinking really hard on this project, I'll make more resources and post a Topic later, in the meantime, I would love for everyone to place in suggestions to make HoD a better game overall.
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 10, 2013, 02:10:58 PM
We need a more harder game :P
Since you like to expand things, make a Maxim mode where he gain some abilities from martial books/scrolls and the castle isnt separated in two. So it can act like his training quest that his mentioned in the story.

Also its really strange that we dont know nothing about the Merchant, even he doesnt know how he appeared in Castlevania LOL
And in the ending he doesnt appear, so its not clear what happened to him in the end. Some things are better left unexplained, so do as you see better.
Title: Re: [Brainstorming] Project Ideas
Post by: X on August 10, 2013, 03:38:10 PM
Quote
Also its really strange that we dont know nothing about the Merchant, even he doesnt know how he appeared in Castlevania LOL
And in the ending he doesnt appear, so its not clear what happened to him in the end. Some things are better left unexplained, so do as you see better.

I second this. The merchant was also a victim of IGA's lack of attention to the characters of his story, like Trevor was in CoD. Just disappeared and left us wondering WTF happened to him. A HoD remake is a good opportunity to fix this issue and him having a little more back story would also be refreshing.
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 10, 2013, 04:10:53 PM
With his clothes and tent we can assume that he seems to be someone from a Arabia, I say that because he reminds me of Aladdin.
Title: Re: [Brainstorming] Project Ideas
Post by: X on August 11, 2013, 12:28:36 AM
I don't think he's Arabic Lelygax, although at this point he could be from anywhere since he has no back story. I'd say his stylization of clothing is western medieval during the late period just before the Renaissance; areas that one would associate with places like France, Spain, Portugal, and even England. If he did come out of Arabia aka the Ottoman Empire, then he would no-doubt be wearing a turban of some type.
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 11, 2013, 01:12:57 AM
Since you know so many things like that (for real, Im not that good in geography AND clothes that they used at this time, even if doesnt have anything to do with geography lol) you know where these tents are from too? If we analyze these little details we can make this be more consistent.
Title: Re: [Brainstorming] Project Ideas
Post by: X on August 11, 2013, 03:33:46 PM
Well technically he's not in a tent per se, but it can be called that. It's a type of vender stand, like the ones you'd see in market places today. Merchants use them in order to keep their goods out of the weather so to speak.
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 11, 2013, 04:36:56 PM
I know, since I dont know the correct name I call it "tent" xD
But if we analyze the type of it, we cant get any information from it?
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 11, 2013, 07:07:31 PM
Some new Ideas...

Air Dashing - will provide a combat advantage and gives a device to make some challenging sections in the maps (so that it wont be flat and repetitive)

LT to go to Castle B(A) - Yep, I've been playing Guacamelee, or course this would be a late game function

More characters to bring out story, Either it be Talking Bosses or just lost wanderers in the castle, the interaction would bring a better story telling... if done right that is...

Upgrades - how about Spellbooks can be leveled up on usage granting new abilities, buffs, and other stuff...


Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 11, 2013, 07:51:46 PM
Air dashes seems to be a good idea, Maria have it in SOTN for PSP, IIRC. But I can only see this working with a limit of 1 air dash until you touch the ground again, like the high jumps. Otherwise we could escape enemies and feel like the game is broken, that happened with me in SOTN a lot of times, because I could simply fly with the bat form above enemies and ignore them. Thats my opinion.

What is LT? You mean the buton LT from Xbox controller?

I like these upgrade ideas, also these characters could be dragged to Castlevania like the merchant, without knowing why they are there. Some of them can even be people that Maxim knew in the past and have been dragged here because of his memories. xD
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 12, 2013, 03:59:31 AM
I was thinking 1 midair dash only too, But I want to add to the enemy AI (but do little to stats) so that encounters wont be pushovers, but not roadblocks.

LT or L2, I'm thinking of Controllers since Keyboard you can map any function to any key

I'm working on a map right now, but I need some Colors, I don't want the game too bright or too dark, I'm certain someone has a recolored version of the game, I would love to take samples
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 12, 2013, 04:06:27 AM
Try that famous rom hack:
Castlevania Revenge of the Findesiecle: Julius Mode (http://www.youtube.com/watch?v=7Jw8j4NXv7k#)
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 12, 2013, 02:25:46 PM
Helps alot, but getting/making hires "textures" is a bit of a pain, I'm also putting the game at SoTN's 207px height and changing up the map from there...
A little run down on inspiration but I'm gonna basically make the original but with better res and color.... at least thats my aim...
Title: Re: [Brainstorming] Project Ideas
Post by: X on August 12, 2013, 03:24:23 PM
I remember playing that hack. Buggy as hell. I never knew when the game was going to freeze on me, or get stuck because several of the introduced characters had no moves or abilities to get you through some of the castle segments.
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 12, 2013, 04:50:29 PM
I remember playing that hack. Buggy as hell. I never knew when the game was going to freeze on me, or get stuck because several of the introduced characters had no moves or abilities to get you through some of the castle segments.

You should have played a very old version then, I've played the last 2 (at the time, like 2 or 3 years ago I think) and they are fine, I've played it until the end with Juste and Maxim and it never frozen on me. Megaman and Mario can end the game easily, since they are only a Maxim with sprite-swap. Julius too since he is a Juste with sprites-swapped.

I never played much with these bonus chars, but I've at least seem their moveset and on youtube you can find full playthoughs, you should try this again with the latest version :D

Helps alot, but getting/making hires "textures" is a bit of a pain, I'm also putting the game at SoTN's 207px height and changing up the map from there...
A little run down on inspiration but I'm gonna basically make the original but with better res and color.... at least thats my aim...

Well, you are doing a lot more than this since you are planning to insert new things and change some of them for better too, also more inspiration can come with the time :P

Also some parts can use SOTN tiles if they are very similar. Since maps are static they should be more easy to polish than edit a entire sprite-sheet for a char/enemy. Take your time and try to write all ideas on a *.txt or something, even if they are scrambled (I did this a year ago before losing all my data and it did wonders at the time). ^^
Title: Re: [Brainstorming] Project Ideas
Post by: X on August 12, 2013, 11:36:15 PM
Quote
I never played much with these bonus chars, but I've at least seem their moveset and on youtube you can find full playthoughs, you should try this again with the latest version :D

Do you have a link?
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 13, 2013, 12:04:07 AM
http://www.romhacking.net/hacks/325/ (http://www.romhacking.net/hacks/325/)

IDK if thats the same version or this one is even newer than mine, my hacked ROM is in my Wii, otherwise I would let you have it via PM. You need to apply this patch in a Japanese ROM.

Also this one is unrelated, but removes that border aura thing and works in any version, you cen even try to mix these 2 and see what happens.
http://www.romhacking.net/hacks/677/ (http://www.romhacking.net/hacks/677/)

edit: OMG! I've found another one:

Castlevania Harmony of Dissonance (Traducido: EspaƱol Latino) ~ [Parte 01/11] (http://www.youtube.com/watch?v=WKQoiWCahuA#ws)

edit2: I've found a 4shared link for the hacked rom, I'll send it be PM.
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 19, 2013, 09:28:03 PM
Okay, I need a few things for this project....

First up, I need some significant history, something I can put into influence in changing or adding new content...

Second up, Its gonna take a bit of time to get more on this game done, but more members working on it will help this game get finished.
We need basically everyone needed, I'm just a single pixel "artist" but with alot of ideas, possibly a "Director" maybe...

Third, I need all the dialogue, to tell a better story one must have the original story...


Sorry for being a little lazy on this project, personal life is kinda down the shitter but you guys make my days better,
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 19, 2013, 10:05:11 PM
What about music? They are needed or you already have them? Sorry to hear about your being kinda down, be better buddy. :(

Im like a slug right now, I've got a TON of tutorials for MMF2 (GM isnt friendly enough to my brain. It doesnt matter if the program can do all sort of things and bring cofee to me at night if I cant work with it in less than 3 months, since Im used to MMF2 it will be easier to work with) and Im finding some neat things that I dont knew that are possible before. But Im still literally a newbie and doesnt have anything to show for now, since I dont even started anything, Im focusing on ripping sprites for now, so if you need something let me know.
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 19, 2013, 11:39:33 PM
Oh boy music, I forgot about that... I haven't even got started on that...

BTW I thought of a new stage idea, how about a section of the castle tailored to the save-room theme?
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 19, 2013, 11:45:49 PM
Like a secret save area with corridors and this sort of things? We could add fake candles and fake furniture there between the real ones, like a table between ouija tables xD
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 20, 2013, 12:03:31 AM
yeah, also I've been reading alot of feedback from the game, Color of the maps need alot less grey
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 20, 2013, 12:07:56 AM
Here or in another place too? I would like a place to see some feedback about games too.
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 20, 2013, 12:37:01 AM
mainly the Wikipedia sites and various internet places.

the main issues of the game are:
Color, Too much Grey and Color in Spots ect., too bright
Sound Quality is low
Gravity is Wierd

other various things like that, which are easy fixes
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 20, 2013, 12:57:59 AM
Hmmm, so we already know the basic here.
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 24, 2013, 11:20:39 PM
You have been welcomed back into the shadows of the Hell House...
Business beacons, you've arrived where it all began,
The Curse and it's master, Dracula must be destroyed.

Which game would you rather see first?
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 24, 2013, 11:38:33 PM
This is from Castlevania 2 right? lol

I really dont know, since HoD can be revamped easily with SotN graphics it would be faster (also no one did a Metroidvania remake yet) and would need less story to be made, since its already good and only needs some tweaks. Sure, we can add more features, but its not needed to really be a good game.

In CV2 we would need to choose bosses, rework almost all the map (not location places, but their layout), choose more musics and add a lot to the plot.

I can give you a 3rd option, one that I remembered only yesterday that being LEgends. I dont know if you are interested in this game, but a suggestion doesnt hurt anyone right? xD

Since it really tried to be like a Metroidvania (JP version features a save system instead of password, a lot of optional features that changes the ending, conversation, trap rooms, magic instead of subs, branching paths in stages, etc.) we could try to do something with it, or even transform it in a Metroidvania without level ups.

The problem is that it would be even more troublesome, since it would be a even more harder task. I tried to give a better suggestion only to worsen the things and notice it in this last paragraph, damn :-/
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 25, 2013, 12:00:23 AM
Castlevania 2 would still have power-ups, It'll have alot in common with LoI, you don't level up but you'll obtain power-ups for you base stats and equipment will cover the rest...
The map will be reworked to have warp points and save points, some mechanics will be ditched altogether such as pitfalls disguised as floors, others will be reworked.
It will be a metroidvania with pitfalls though, but it wont be too punishing...

Harmony of Dissonance, I want to theme Castle A with a not as bright, winter-like color scheme to contrast with Castle B's Fire-like and chaotic scheme but with 90% less grey.
This will lead me to rework some maps to look a bit distant to the original design... but in good nature.
Castle A will get some reworking in layout, but castle B will be reworked a bit more so the contrast wouldn't be just color and a few broken spots...

plus you really don't see enough snow in castlevania....
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 25, 2013, 12:31:01 AM
Well, it snows in Romania?

IMO opinion these fake floors could be these falling blocks that start to break on you step on it. Also we dont have these kind of platforms that rotates when you jump in them, it should be a good idea to bring them back for some mansions and maybe even for a wodden bridge area.
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 25, 2013, 01:19:40 AM
Well, it snows in Romania?

IMO opinion these fake floors could be these falling blocks that start to break on you step on it. Also we dont have these kind of platforms that rotates when you jump in them, it should be a good idea to bring them back for some mansions and maybe even for a wodden bridge area.

I was thinking of the same thing, also bring back whip swings and possibly climbing ropes, make it a metroidvania with a good embrace on platforming since a good number of areas you really dont go back to...
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 25, 2013, 02:45:02 AM
Instead of warps, why dont add shortcuts? They would act almost like a warp if we think about the system involved, but would be places in the road that you press up and then Simon walk in direction of it, screen fades and changes to the connected location, with simon coming off this road. Like in Rambo or Friday 13th for NES.
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 25, 2013, 02:48:32 AM
I would only do this if I have a map system that is easily navigable when it comes to that...
I remember Megaman ZX having this and the map was unnavigable
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 25, 2013, 03:04:24 AM
The map will continue exactly the same, but there will be a sign next to this shortcut in the road telling to where this shortcut goes. Like in Red Riding Hood jokes in these old cartoons.

Them we could mark this area like a warp room is marked in the map, with a different color. So the system for checking the map would continue the same.

It could be even easier if you wanted to make separate maps for each area, because we could do like in Super Metroid then. We could put written "Jova" written near the shortcut in the map display for example then.
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 27, 2013, 11:55:10 PM
this can work rather well, plus on Simon's quest I plan to completely overhaul the dungeons but preserve notable layouts in the stages, the first being the mansion being modeled more like a mansion (references are being taken from a certain famous mansion)
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 28, 2013, 01:14:13 AM
Good idea, you are picking layouts from where? I've never researched about mansions or architecture before.

This could be used for HoD file select I think:
Castlevania The Arcade OST: Underground ~MENU~ (http://www.youtube.com/watch?v=WiK0PcBRCCI#)

Arcade album have a lot of good remixes, so if you need something to put you in the mood, try it.
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on August 30, 2013, 11:54:30 PM
LOL Luigi's Mansion
I was gonna use alot of the Arcade tracks in the Simon's quest remake

Plan is that I'm gonna map out the first important area in both games and a few animations, then let peeps vote for what they wanna see first, but I will complete both one day...
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on August 31, 2013, 12:45:24 AM
LOL Luigi's Mansion
I was gonna use alot of the Arcade tracks in the Simon's quest remake

Plan is that I'm gonna map out the first important area in both games and a few animations, then let peeps vote for what they wanna see first, but I will complete both one day...

LOL, MetroidQuest added a top-secret area that is a aquatic stage from Super Mario Bros. 1, a Luigi Mansion could be a fun idea if you hide it well.

Yeah, its better to do the basic first, then develop new things from there for sure.
Title: Re: [Brainstorming] Project Ideas
Post by: KaZudra on September 10, 2013, 12:27:55 AM
Shooting out some new Ideas...
A Castlevania like game based on Frankenstein and his creations...
a game based around Walter.
Title: Re: [Brainstorming] Project Ideas
Post by: Lelygax on September 10, 2013, 02:45:42 AM
Shooting out some new Ideas...
A Castlevania like game based on Frankenstein and his creations...
a game based around Walter.

That Frankstein idea is cool, he did another creation other than The Creature and his bride? It would be cool to add his laboratory in that deadend near the end in Simon's Quest.

I've thought about bringing Walter back to life in a CV Fighter scenario (this idea isnt accepted very well) and someone did some comics about Walter interfering with time to revive in SotN time. So I can see this working.
Now if you meant a game before LoI that could be a little difficult, but stil fun if done right.  Otherwise would've been bored to death until LoI.
Title: Re: [Brainstorming] Project Ideas
Post by: Johnny on September 13, 2013, 07:23:00 PM
Actually rather than outright copy Castlevania or even have a game based on it, why not just have the feel of the game with a bunch of changes. A 2D Non Linear game with a completely custom concept yet still remains dark and creepy. Seems now a days Vampires, Werewolves, Demons and Zombies are pretty cliche. How about a new type of monster and source of evil. That could be pretty interesting.