Castlevania Dungeon Forums

The Castlevania Dungeon Forums => Fan Stuff => Topic started by: ProjectDread on November 27, 2014, 02:06:32 PM

Title: Castlevania: Shadow of Ecclesia (Fan Project - New Demo Available)
Post by: ProjectDread on November 27, 2014, 02:06:32 PM
-Castlevania: Shadow of Ecclesia-
-Built with [DOMINUS ENGINE]-

Castlevania: Shadow of Ecclesia (Alpha Demo)



Quote
Test Shanoa’s resolve as you explore the “Decrepit Mansion”, a map created specifically for our Alpha Demo. Take advantage of a small arsenal of weapon glyphs and utilize powerful new combat abilities (such as the dodge roll and flying knee kick) to eviscerate your opponents. In addition, the Alpha Demo includes gear in your inventory that can alter Shanoa’s stats and appearance.

Download Link:
Castlevania Shadow of Ecclesia (Alpha Demo) (https://www.projectdread.com/wp-content/uploads/2017/10/Shadow-of-Ecclesia-v1.17m.zip)

Gameplay Gifs:
(https://projectdread.com/dominus_gifs/Cooldown_Combat02.gif)
(https://projectdread.com/dominus_gifs/AxeArmor01.gif)

Features in Alpha Demo:

Useful Tips:
This demo does not include a tutorial. A proper tutorial mechanic is in the works and will be featured in future demos.

Although this is the latest Pubic Release demo it is pretty outdated relative to the current closed build. We've added a significant amount of progress, and issues you'll run into in this demo may have been corrected. However, the general feel of the gameplay is still a fairly accurate representation of what the project currently plays like.  We're always looking for criticism and ways we can improve the project. If you have time, I'd love to hear your thoughts on the demo!

Previous Post Archive:
(click to show/hide)

Questions? Comments? Feel free to post your opinions here and I'll answer what I can. Cheers.
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: Chernabogue on November 27, 2014, 02:53:30 PM
Woah, that's freaking awesome. :) Nice job!
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: darkmanx_429 on November 27, 2014, 03:43:21 PM
NICE!!

It makes me happy that more people are using MMF2/Clickteam Fusion 2.5 on the Dungeon!

For a minute I thought I was the minority here!
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: X on November 27, 2014, 05:31:03 PM
I would like to put in a request for your game. Glyph whips. There weren't any in the original game sadly and this was disappointing as whip is somewhat of a set-standard when it comes to Castlevania. And make it strong glyph too  :D

Good luck with your project and Welcome to the Dungeon ProjectDread.
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: Shiroi Koumori on November 27, 2014, 07:22:09 PM
That looks really nice!
Welcome to the Dungeon ProjectDread!
You might also want to join the monthly contests that we're holding here.  :)
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: theANdROId on November 27, 2014, 09:22:13 PM
I completely agree with the whip glyphs statement!  Otherwise, what you have already is amazing!
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: Dracula9 on November 27, 2014, 09:33:10 PM
Very nice! I'm not sure what else to say that hasn't been said, but this is impressive.

Also, I've run into a bug. Obviously this scenario is unlikely in the finished version, but it still could happen. Shanoa can't slide if she's touching a zombie.
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: ProjectDread on November 27, 2014, 11:10:06 PM
Hey guys, thanks for the comments and the welcoming. I'm pretty horrid at spriting so I probably wouldn't be very useful at the monthly competitions but I'll check into it, haha. Also, interesting idea concerning the use of Whip Glyphs in the game; figured I'd try something with it. Here's a teaser.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_screenshots%2FEcclesia06.png&hash=b2fa07e5d4fa732703e61908746de559)
(click to show/hide)

@Dracula9:
Thanks for the comment. Currently the slide kick doesn't damage enemies but I'm trying to think of the best way to implement this. In the other DS Castlevania's, the slide kick attack always seemed useless to me so I'm trying to think of a better way to do it here. One idea I had is perhaps adding invincibility frames to you while you're slide kicking so you'd do a minor amount of damage to enemies you collide with while passing through them as well. Problem with this though is you could just slide kick through everything and not have to fight any of the enemies. This could be remedied by adding a cool down to it, but I'm not sure. Maybe I'll just keep it like the original game. You guys have any ideas?
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: X on November 27, 2014, 11:53:35 PM
Nice! However I would personally make the whip just a tad longer. Say two extra chain-links longer..? Kinda how Richter's Vampirekiller in PoR was longer then the one Jonathan used.
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: Inccubus on November 28, 2014, 11:50:51 AM
Nice work!
It's good to see more Castlevania projects popping up.

About the slide. I think simply adding in a short delay after a slide attack before you can do it again should mitigate the possibility of abusing it's invincibility frames. Plus, sliding through an enemy's feet to avoid the fight is really no different than jumping over them. Yeah just having a slight delay would be a good balance between avoiding enemies and the annoyance of getting hit pretty much every time a slide is attempted.

Whip length seems fine to me. Shanoa isn't a Belmont after all and she isn't using the Vampire Killer itself.
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: Rudolph LagnaGaisaer on November 29, 2014, 10:41:23 AM
Good work.There is a bug where if you hold one direction and press another you will walk without the animation.
not trying to discourage you, but seems that the  engine and language  that  you use are fit to 2D only games. and All Order of Ecclesia Assets Excluding rarely thing's like the HUD that contains the lifebar and some menus are 3D objects that doesn't rotate over the X axis. and 30 to 50 % of the enemies including Shanoa are just glued pieces of these object's each one containing a separated hitbox. that's why the Slide does damage and you still take damage if get hit.
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: Bloo on November 29, 2014, 12:51:29 PM
Wait a sec, what about this? : http://rezzzah.deviantart.com/art/My-castlevania-engine-271366399 (http://rezzzah.deviantart.com/art/My-castlevania-engine-271366399)   It has the same exact controls, intitial equip, everything. It kinda confuzzles me. I hope I don't sound like an asshole.

Also, could you upload that windows version? My eyes hurts.
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: Lelygax on November 29, 2014, 02:18:12 PM
Good work.There is a bug where if you hold one direction and press another you will walk without the animation.
not trying to discourage you, but seems that the  engine and language  that  you use are fit to 2D only games. and All Order of Ecclesia Assets Excluding rarely thing's like the HUD that contains the lifebar and some menus are 3D objects that doesn't rotate over the X axis. and 30 to 50 % of the enemies including Shanoa are just glued pieces of these object's each one containing a separated hitbox. that's why the Slide does damage and you still take damage if get hit.

Except that you can do all of that on 2D and no one would even notice the difference, except for that polygon enemies (peeping eye from PoR is a good example). You can add separate hitboxes that changes according to the animation if you wanted also.

Actually this bug that you mentioned is pretty common in fangames using built-in engines as a base and can be easily fixed, but almost everyone forget to do that, another similiar bug that can happen in these games is press up+left or up+right, so I ever try these combinations when Im testing something xD
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: ProjectDread on November 29, 2014, 11:31:07 PM
@IssoBelmont: Could you elaborate more on how you performed glitch? When you hold left + right at the same time I made it so Shanoa just stops moving, so I can't seem to recreate it. Also, I'm pretty sure Ecclesia is using some sort of 2D skeletal animation system for a lot of enemies. Even though it will be a pain in the ass to copy some of those assets (mostly bosses), I can emulate most of the enemies without too many issues. Slide kick having a separate hitbox near her feat is also easy mode, it just hasn't been implemented yet.

@ZeroSaberGreen: Ah, I played the Rezz engine some time ago and he's one of the people who initially inspired me to start this project as he seems to be the only person I could find who attempted to make a DS Vania engine. The control method in his game is comfortable for a DS-to-keyboard setup so I thought I'd use it on my game as well. Besides that and the fact that you start with a sword, there aren't many similarities to be had. Dominus Engine was programmed from the ground up so most things including the weapons system, physics, damage recoil, enemies etc. feel and function very different.



11/30/2014 EDIT: Thanks for the feedback guys, I made some minor changes to the engine and updated the DeviantArt Public Flash build.

Updates on build v0.39a:
*Attempted fix for an animation glitch that could cause Shanoa to slide, attack, and stand in place at the same time. Please let me know if this corrected the "hold left+right" animation glitch.
*Fixed an audio glitch where the "landing" sample would play upon starting the test level.


Click Here for the Windows executable version (http://projectdread.com/dominus_engine/Dominus%20Engine.zip)
Note: Dominus Engine will automatically default to joypad controls if one is detected. x1 - x4 scaling and full-screen mode are supported. Custom controls are planned for future releases.

Click Here for the latest DeviantArt public flash beta (http://mhq-dragon.deviantart.com/art/Dominus-Engine-v0-39-496972310)
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: ProjectDread on December 23, 2014, 07:30:06 PM
Hey guys, project update. Started working on the Menu Screen / UI a while back. Here's a teaser:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_screenshots%2FStartScreenx2_WIP.png&hash=9fd50396c1364a18cad4a35875a386de)

Also, I'm looking for people who may be interested in joining the team and assisting with the project. As of now, here are the current positions available:

Beta Testers:
Mainly looking for people who have time to test and analyze early builds of the game to find bugs and make other gameplay-related recommendations. Will have early access to prototype builds of the game before public releases are available.

Spriters / Graphics Designers:
Create custom assets and make modifications to ripped Order of Ecclesia graphics. Right now I'm focusing on the start screen, and am open to suggestions here.


If anyone is interested, please send me a PM or reply in this thread. Feel free to post any questions you might have, happy holidays!
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: Bloo on December 24, 2014, 10:21:15 PM
Hey guys, project update. Started working on the Menu Screen / UI a while back. Here's a teaser:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_screenshots%2FStartScreenx2_WIP.png&hash=9fd50396c1364a18cad4a35875a386de)

Also, I'm looking for people who may be interested in joining the team and assisting with the project. As of now, here are the current positions available:

Beta Testers:
Mainly looking for people who have time to test and analyze early builds of the game to find bugs and make other gameplay-related recommendations. Will have early access to prototype builds of the game before public releases are available.

Spriters / Graphics Designers:
Create custom assets and make modifications to ripped Order of Ecclesia graphics. Right now I'm focusing on the start screen, and am open to suggestions here.


If anyone is interested, please send me a PM or reply in this thread. Feel free to post any questions you might have, happy holidays!

Dude, I'm open to Sprite and Design.
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: Dracula9 on December 24, 2014, 10:30:12 PM
I'd be open to beta-test, but I likely wouldn't be as regular as I'd like. If you're fine with a swing tester, I'm open for it.
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: ProjectDread on January 31, 2015, 12:42:23 AM
Hey guys, been a little while but I'm back with an update! I've mostly finished the "key config" screen that allows players to input their own custom keyboard / joypad controls. Didn't think it would cause me this much trouble but it's a serious pain in the ass in Clickteam Fusion, haha. At this point, I'm not surprised most fangame developers just opt not to be arsed with it all.

Here's a screenshot of the functional key binding screen:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_screenshots%2FEcclesia07.png&hash=3b752aaabe5111c15486ba758ea73538)
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: Chernabogue on January 31, 2015, 01:00:25 AM
I truly hope you finish this and allow a full editor mode. That'd be the dream: countless new OoE "hacks" :D
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: darkmanx_429 on January 31, 2015, 06:55:49 AM
Hey guys, been a little while but I'm back with an update! I've mostly finished the "key config" screen that allows players to input their own custom keyboard / joypad controls. Didn't think it would cause me this much trouble but it's a serious pain in the ass in Clickteam Fusion, haha. At this point, I'm not surprised most fangame developers just opt not to be arsed with it all.

Here's a screenshot of the functional key binding screen:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_screenshots%2FEcclesia07.png&hash=3b752aaabe5111c15486ba758ea73538)

Well dude you talking about enabling custom controls, that is never easy in any program to do from scratch!

Great job!
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: Aridale on January 31, 2015, 08:14:35 AM
its not that bad if you plan for it from the very beginning
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: X on January 31, 2015, 11:39:56 AM
Good job! I'm glad you're going through with Joystick customizations. It's become a chore messing around with JoytoKey or Xpadder when the option to play said games with joysticks should've been enabled into the games from the very beginning. At the very least you've taken a stand on it and deserve praise. Kudos to you ProjectDread.
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: darkmanx_429 on January 31, 2015, 02:10:16 PM
I can beta test.
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: Bloo on January 31, 2015, 03:41:13 PM
I can beta test.
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: ProjectDread on February 05, 2015, 03:45:45 PM
Thanks for the comments guys! I have some more updates on the game:

*Custom Controls are now completely implemented into the engine. The controls you bind are saved on your system so you only have to customize them initially and they will work for all future Windows versions of Dominus Engine.

*Screen resolution / game scale is saved after it's initially configured.

*A lot of the Shanoa rips online aren't quite animated correctly. For this reason, I've decided to rip them myself and replace / rework numerous animations currently in the game. So far I've redone the walking, running, turning, and some attacking animations and fixed issues with the sprite's center of gravity as well. Ultimately, this should mean animations look a bit more smooth.

*Tweaked direction code for the attack system. If you're facing one direction and attacking while holding the opposite direction, Shanoa will instantly turn around the moment she is next able to throw another attack. This should help with situations where you're surrounded by enemies on both sides and need to constantly switch your angle of attack.


For those of you interested in beta testing, please send me a PM with the best way to contact you (whether that be  email, Skype, etc.) and I'll send you the current prototype engine.
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: deadsanto123 on February 07, 2015, 08:05:27 PM
This looks amazing keep up the great work!
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: ProjectDread on March 30, 2015, 05:28:27 AM
Update on progress -
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2FShanoaMod.gif&hash=674d793235911a735743415826e5dd8c)
Because GIFs are fun.

Screenshots:
(click to show/hide)


Completely replaced all of Shanoa's animations with newly ripped and edited variants! My friend Kuro Kurome doubled the color palette and made some other modifications; it always bothered me how in-game Shanoa's hair was brown despite it being black in all of her portraits.

In addition, I've finished a implementing a Castlevania-styled camera system into Dominus Engine and it works great so far. Anyways, I'll probably be uploading another public test build shortly once a few more additions have been added. Please let me know what your thoughts are in the comments!
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: X on March 30, 2015, 09:55:25 AM
Quote
Completely replaced all of Shanoa's animations with newly ripped and edited variants! My friend Kuro Kurome doubled the color palette and made some other modifications; it always bothered me how in-game Shanoa's hair was brown despite it being black in all of her portraits.

Well according to the new vids her hair is still brown. Does that have yet to be changed? Other then that it looks good!
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: ProjectDread on March 30, 2015, 03:12:31 PM
Thanks, the hair does look a bit brown in the GIF now that I look back at it.. I think that's because the color palette was optimized to keep it relatively small in size, leading to distortion like that. Figured I'd post a comparison picture of Kuro's modified Shanoa and the old one so it's more clear.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_screenshots%2FShanoaComparison.png&hash=b57f9de8f01257a8c7d70194e6d0cc09)
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_screenshots%2FShanoaComparisonx2.png&hash=ebfb3e9d8e0559394f11892d211a164a)
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: darkmanx_429 on March 30, 2015, 05:12:18 PM
Update on progress -
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2FShanoaMod.gif&hash=674d793235911a735743415826e5dd8c)
Because GIFs are fun.

Screenshots:
(click to show/hide)


Completely replaced all of Shanoa's animations with newly ripped and edited variants! My friend Kuro Kurome doubled the color palette and made some other modifications; it always bothered me how in-game Shanoa's hair was brown despite it being black in all of her portraits.

In addition, I've finished a implementing a Castlevania-styled camera system into Dominus Engine and it works great so far. Anyways, I'll probably be uploading another public test build shortly once a few more additions have been added. Please let me know what your thoughts are in the comments!
Castlevania-styled camera? Please elaborate.
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: theplottwist on March 30, 2015, 05:29:03 PM
Update on progress -
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2FShanoaMod.gif&hash=674d793235911a735743415826e5dd8c)

This is shaping up to be beautiful, man.

Also, Darkman, I think he means the thing where you can change rooms without the camera following you through the door, and automatically encompassing the next room in horizontal/vertical scrolling as needed.
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: Gunlord on March 30, 2015, 10:19:04 PM
Perhaps it's just ol' Gunlord, but is it just me or does Shanoa's chest look a lil bigger? :3
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: VladCT on March 30, 2015, 11:51:23 PM
It's probably the shading.
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: darkmanx_429 on April 18, 2015, 07:06:28 AM
Dominus Engine v0 51 - Order of Ecclesia Fusion 2.5 (http://www.youtube.com/watch?v=WbMjMB--GQE#)

Finally, got a moment to game test your new engine. Super solid and everything was working, I was trying to break it pretty good, hitting buttons simultaneously, jumping through walls to check collisions, breaking the screen to screen etc.

Man, this is really impressive for what you have so far!
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: ProjectDread on April 18, 2015, 09:03:12 AM
@Darkmanx and @Kokushibyō, I really appreciate the feedback! I notice you found one of my.. uh, "features" I accidentally left in the alpha demo I sent you (a debug WIP pause button)  :P. In addition, I've tweaked the gravity code a little bit and added a new animation so Shanoa's hair moves in the wind when performing a running jump.

Also, I have an update for you guys. Finally got decent progress on the start screen! Check it out below.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2FDominus_Menu.gif&hash=f205a1115b52c0bd7209c82b9f2f0183)
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: darkmanx_429 on April 18, 2015, 09:14:54 AM
@Darkmanx and @Kokushibyō, I really appreciate the feedback! I notice you found one of my.. uh, "features" I accidentally left in the alpha demo I sent you (a debug WIP pause button)  :P. In addition, I've tweaked the gravity code a little bit and added a new animation so Shanoa's hair moves in the wind when performing a moving jump.

Also, I have an update for you guys. Finally got decent progress on the start screen! Check it out below.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2FDominus_Menu.gif&hash=f205a1115b52c0bd7209c82b9f2f0183)

It's sooo pretty dude!
Title: Re: Dominus Engine (Ecclesia Fangame, Tech Demo Available)
Post by: ProjectDread on May 28, 2015, 04:26:52 AM
Dominus Engine v0.57b Released!

Quite a large update for you guys! We added lots of new features to Dominus Engine and have included a teaser for the full game that we're building with it... Castlevania: Shadow of Ecclesia.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_screenshots%2FTitleWIP2.png&hash=b6950e28009bb55f7c40179cd38766a6)


(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_screenshots%2FEcclesia13.png&hash=8a67137f472695337c765bc034aa14ac)
New inventory menu.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_screenshots%2FEcclesia14.png&hash=84be7101bd95248e648a3f740241b6a6)

Main New Additions:
*Castlevania-styled room transition system
*Added a Hammer glyph weapon
*Added a functional start screen / glyph weapons selection screen
*Added 3 customization glyph slots
*Added Title Screen teaser
*Tweaked gravity code

Download link:
Dominus Engine v0.57b (http://www.projectdread.com/dominus_engine/Dominus_Engine_v0.57b.zip)
Note: There is currently no error checking on the Custom Controls screen. You must input controls on this screen or else you won't be able to play the game!
Title: Re: Dominus Engine (Ecclesia Fangame, Update 5/28/15)
Post by: ProjectDread on June 24, 2015, 04:51:56 PM
New Update 6/25/15

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_screenshots%2FEcclesia15.png&hash=f0510fcd011bea2a4904f7f0fee0b8a5)

More Screenshots:
(click to show/hide)

New Content Added, Build v0.63:

I'm still looking for people who have time to Beta Test and provide feedback, so if anyone is interested please post in this thread or, alternatively, send me a PM. Skype communication would be preferred but I'm open on this front.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 6/25/15)
Post by: darkmanx_429 on June 24, 2015, 06:15:21 PM
My skype is Darkmanx_429.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 6/25/15)
Post by: X on June 24, 2015, 06:37:58 PM
I'm still waiting for the Beta to include the whip glyph you created  :'(
Title: Re: Dominus Engine (Ecclesia Fangame, Update 6/25/15)
Post by: darkmanx_429 on June 24, 2015, 06:48:08 PM
Like what you have done so far.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 6/25/15)
Post by: Chernabogue on June 25, 2015, 12:49:26 AM
Man, that's so awesome.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 6/25/15)
Post by: AuraTeam on June 25, 2015, 09:41:25 PM
Pretty cool ! as i seeing so far , i wonder if there'll be some more new stages, keep up the good work
and i wanna try beta version  ;D
Title: Re: Dominus Engine (Ecclesia Fangame, Update 6/25/15)
Post by: ProjectDread on July 28, 2015, 03:48:23 AM
Hey, it has been a little while but I have a status update.

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_screenshots%2FEcclesia20.png&hash=84fd9a13a7f68b2f30aa38b69ea21060)

(click to show/hide)


New Additions:
*Adaptive screen mode. Player can now adjust the screen however they want and the game maintains its aspect ratio, making things generally more convenient. Still a work in progress.
*Custom controls are now saved and displayed on startup.
*Game now has a default control config for both keyboard and joystick (when plugged in). Controls can still be tweaked if the player wishes.
*Slide kick range extended to Order of Ecclesia levels. It's now more feasible to use to avoid enemies in combat.

I plan on releasing a new demo soon, so stay tuned for further updates!
Title: Re: Dominus Engine (Ecclesia Fangame, Update 6/25/15)
Post by: ProjectDread on August 13, 2015, 05:38:21 AM
I'm still waiting for the Beta to include the whip glyph you created  :'(

Whip Glyph confirmed!


Weapons menu selection (icon sprite is temporary)
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_screenshots%2Fecclesia22.png&hash=1d74431c7aa9178b9e4dd470bb23354b)

See it in action, now with parallax backgrounds!
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2Fwhipglyph.gif&hash=5a6c78231b7d5b7c3b8ac5b763d6d2de)


Title: Re: Dominus Engine (Ecclesia Fangame, Update 8/13/15)
Post by: X on August 13, 2015, 09:38:50 AM
Quote
Whip Glyph confirmed!

YES!!!  :D
Title: Re: Dominus Engine (Ecclesia Fangame, Update 8/13/15)
Post by: theplottwist on August 13, 2015, 10:43:55 AM
Goddammit, dude. Every time you post something, my eyes tear up with joy :')
Title: Re: Dominus Engine (Ecclesia Fangame, Update 8/13/15)
Post by: eryson on August 13, 2015, 04:42:05 PM
The Whole thing is very impressive!
But hey, what will be the differences Between this fangame and the OoE game? New Stages? enemies? mechanics? history? customized sprites?
Title: Re: Dominus Engine (Ecclesia Fangame, Update 8/13/15)
Post by: ProjectDread on August 13, 2015, 09:58:09 PM
The Whole thing is very impressive!
But hey, what will be the differences Between this fangame and the OoE game? New Stages? enemies? mechanics? history? customized sprites?

Thanks for the comments everyone! For a little more info regarding this game, it will be an entirely new adventure taking place after the events of Castleania: Order of Ecclesia. The setting of the game will be different than OoE, and thus we'll have completely new maps and stages to explore. Being limited with resources, we will be seeing  lot of enemies from the previous games returning but I hope to be adding customized enemies and other assets as well (Shanoa's sprite has been modified and has more colors and detail than the original). The game will play similarly to other Castlevanias but I'll be changing several gameplay and combat-based mechanics as development continues (think PoR style "combo" abilities like Jonathan's flying knee kick and different colored cloaks ala SotN).
Title: Re: Dominus Engine (Ecclesia Fangame, Update 8/13/15)
Post by: zangetsu468 on August 13, 2015, 11:40:01 PM
Thanks for the comments everyone! For a little more info regarding this game, it will be an entirely new adventure taking place after the events of Castleania: Order of Ecclesia. The setting of the game will be different than OoE, and thus we'll have completely new maps and stages to explore. Being limited with resources, we will be seeing  lot of enemies from the previous games returning but I hope to be adding customized enemies and other assets as well (Shanoa's sprite has been modified and has more colors and detail than the original). The game will play similarly to other Castlevanias but I'll be changing several gameplay and combat-based mechanics as development continues (think PoR style "combo" abilities like Jonathan's flying knee kick and different colored cloaks ala SotN).

Sounds awesome. Will normal attacks drain mp also? I really liked this feature as it made the player be smart with their combos.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 8/13/15)
Post by: eryson on August 14, 2015, 07:40:35 AM
Thanks for the comments everyone! For a little more info regarding this game, it will be an entirely new adventure taking place after the events of Castleania: Order of Ecclesia. The setting of the game will be different than OoE, and thus we'll have completely new maps and stages to explore. Being limited with resources, we will be seeing  lot of enemies from the previous games returning but I hope to be adding customized enemies and other assets as well (Shanoa's sprite has been modified and has more colors and detail than the original). The game will play similarly to other Castlevanias but I'll be changing several gameplay and combat-based mechanics as development continues (think PoR style "combo" abilities like Jonathan's flying knee kick and different colored cloaks ala SotN).

Thats really awesome!!
About Dracula, try to find a Customised sprite of him!! Here in the forums have many talented artists, maybe someone can give you a formidable spritesheet!!
Title: Re: Dominus Engine (Ecclesia Fangame, Update 8/13/15)
Post by: ProjectDread on October 08, 2015, 06:10:56 PM
Status Update!

Here's a short list of some changes made since the last update:
*Damage system overhaul. Weapons now do specific types of damage. Enemies have resistances and weaknesses.
*Quality of life: Added new functionality to the Custom Controls screen.
*Rewrote large portion of weapons system. Makes it easier to add new Glyph Weapons.
*Animations for player death (sprite mods by Kuro kurome) completed and imported into the engine.
*Resolved glitch and tweaked camera system.
*Added "Disclaimer" splash screen.

Screenshots:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_screenshots%2FEcclesia28.png&hash=2d3905f39046cfebe19e0482a25defed)
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_screenshots%2FEcclesia23.png&hash=fbdd878c9b3880361a07785d586cbd50)
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_screenshots%2FEcclesia24.png&hash=903e2db225ea69aa5406960669907038)
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_screenshots%2FEcclesia25.png&hash=850f8bdea7e0c93b11d84dc552af3da7)
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_screenshots%2FEcclesia26.png&hash=31934480235f5f2357c3a1f579bcb2b1)
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_screenshots%2FEcclesia27.png&hash=ed770fc90f302647f4f7f1c05a1a4af0)
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/9/15)
Post by: darkmanx_429 on October 08, 2015, 08:23:58 PM
Good job with those updates dude!
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/9/15)
Post by: theplottwist on October 08, 2015, 10:06:38 PM
I'm in love with this. What an outstanding job, ProjectDread!
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/9/15)
Post by: Las on October 10, 2015, 01:52:28 PM
Congrats to the nice engine you have. I think you've done a nice job with it.

 I did however notice a gif on your thread. A village level, similar concept to what we have planned for POC

project level. I posted up a vid of it here some time back:
https://www.youtube.com/watch?v=2VAq4ZO1tiI&index=7&list=PLGE69xIga8bNgsAj4z-d0Njy8QSz4PJEq (https://www.youtube.com/watch?v=2VAq4ZO1tiI&index=7&list=PLGE69xIga8bNgsAj4z-d0Njy8QSz4PJEq)


It shows the level idea we are using and some effects aswell under Purge of Chaos playlist.
Where as i can i dont think i'd use some of the things you had..i did have plans for certain similar and non similar

backgrounds. An example would be houses background,houses/village areas, rock walls  but defintly not  graveyards,

more than likely not wygol houses but flooring. Obviously i think our enemies would be differnt and layout materials overall.

 I dont exactly want to go back and change concepts now or toss our level as i dont think it's fair to us to have to do so. Though our level isnt complete and though our concepts are probably different. I'd prefer to at least make this knowledgable to the forum.  I dont want to hear anything from anyone on terms of us being unoriginal in our persuit of what we'll do.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/9/15)
Post by: darkmanx_429 on October 10, 2015, 03:14:06 PM
Congrats to the nice engine you have. I think you've done a nice job with it.

 I did however notice a gif on your thread. A village level, similar concept to what we have planned for POC

project level. I posted up a vid of it here some time back:
https://www.youtube.com/watch?v=2VAq4ZO1tiI&index=7&list=PLGE69xIga8bNgsAj4z-d0Njy8QSz4PJEq (https://www.youtube.com/watch?v=2VAq4ZO1tiI&index=7&list=PLGE69xIga8bNgsAj4z-d0Njy8QSz4PJEq)


It shows the level idea we are using and some effects aswell under Purge of Chaos playlist.
Where as i can i dont think i'd use some of the things you had..i did have plans for certain similar and non similar

backgrounds. An example would be houses background,houses/village areas, rock walls  but defintly not  graveyards,

more than likely not wygol houses but flooring. Obviously i think our enemies would be differnt and layout materials overall.

 I dont exactly want to go back and change concepts now or toss our level as i dont think it's fair to us to have to do so. Though our level isnt complete and though our concepts are probably different. I'd prefer to at least make this knowledgable to the forum.  I dont want to hear anything from anyone on terms of us being unoriginal in our persuit of what we'll do.

Dude, to Dredd's credit he has been using this scene since last year and his project is waaay further than your project. It doesn't seem fair to me for him to change something when your project is still in it's infancy nor is it a ripoff  in the slightest at all... but that's just me.

Is that what we are doing in the forum now? Didn't you guys have tons of the same backgrounds and such for your CV3 project as BMC_Warmachine? I don't recall anyone calling foul then...

You said it yourself, you might have some same effects but you are going to use them a different way, I personally wouldn't sweat it. I don't think anything was intentional here.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/9/15)
Post by: ProjectDread on October 10, 2015, 06:57:49 PM
Congrats to the nice engine you have. I think you've done a nice job with it.

I did however notice a gif on your thread. A village level, similar concept to what we have planned for POC
project level. I posted up a vid of it here some time back:
https://www.youtube.com/watch?v=2VAq4ZO1tiI&index=7&list=PLGE69xIga8bNgsAj4z-d0Njy8QSz4PJEq (https://www.youtube.com/watch?v=2VAq4ZO1tiI&index=7&list=PLGE69xIga8bNgsAj4z-d0Njy8QSz4PJEq)

It shows the level idea we are using and some effects aswell under Purge of Chaos playlist.
Where as i can i dont think i'd use some of the things you had..i did have plans for certain similar and non similar
backgrounds. An example would be houses background,houses/village areas, rock walls  but defintly not  graveyards,
more than likely not wygol houses but flooring. Obviously i think our enemies would be differnt and layout materials overall.
I dont exactly want to go back and change concepts now or toss our level as i dont think it's fair to us to have to do so. Though our level isnt complete and though our concepts are probably different. I'd prefer to at least make this knowledgable to the forum.  I dont want to hear anything from anyone on terms of us being unoriginal in our persuit of what we'll do.

Hey Las, I appreciate the comment!
I don't particularly agree with your concerns regarding the stage design. Unless your project is built entirely of custom sprites, the majority of fangames are made using recycled assets so graphic overlap is inevitable. I don't believe anybody really sees an issue with it.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/9/15)
Post by: Las on October 11, 2015, 12:54:04 AM
@Projectdread.   I apolgoize i should have been more elaborate on your work youve done a very nice job on your game thus far controls are extermely smmooth very nice! Plus nice blade on the subrscreen btw. Apologies if it seemed blameful..that's not my intent though i understand how peopel may misinterpret. I stated that our ideas i didnt want to ditch..their are a number of reason..but i dont want to make spoiler alerts. Just stuff that is secret and rather unique the level core concept. Stuff that just can't be done in other areas. You'd know what i mean if i showed..but again spoiler alert(nooooo...)

@Darkman. Perhaps he did or didnt i dont know..who's to say. I am merely showing what we had..and don't want to ditch what we've done if dont need to. I never mentioned for him to change anything. He should do as he chooses. My point is i dont want to get called out on using an similar concept. I think i mentioned it so if i build a level that has similarites people wont' go oh it's just a rip off. And yeah our game may not be fully develped as i can't code well enough yet...but honestly..Poc has ideas have been around since '12. So i am sure i have quite a few original concepts.

What' this about bmc? taking backgrounds? Not to my recollection,Dude i think our project and his our very original in alot of ways. I've never once commented negatively on his project. And i'm pretty sure he's never said anything on ours or at least that i'm aware of. but i see no real rip offs in either game. Both seem very original in their own taste. And To be honest. I'm not even sure where that came from. This thread has nothing to do with that project. I'm merely laying out conveyed  concept for PoC ideas..that's about it.  If you wanna go into great detail about the only thing from bmc's game we had ideas for but he beat us to the punch are 1.reflective waterwalls(which clearly gm8 can't fuly handle) and 2. 2 Dos Giant armors. I was actually shocked when i seen them in his keep.Shockingly uncanny. Because we'd made rooms 3 and 4 for both Dos Armors(not red) in ironically the keep in designated areas..   As for us..i can't say i see too much similariteis in levels or designs.... Not gonna buying it guy..

I notice you have a tendancy to downplay our project's for your buddy's, and that tunes getting old fast. People will freely decide what they like.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/9/15)
Post by: ProjectDread on October 11, 2015, 01:53:28 AM
No worries, Las. Perhaps I could have done a better job wording my post. I meant to say that I don't believe anybody on here will think negatively on any of the stage ideas put forth so far, for either of our projects.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/9/15)
Post by: eryson on October 11, 2015, 08:30:21 AM
Dude, to Dredd's credit he has been using this scene since last year and his project is waaay further than your project. It doesn't seem fair to me for him to change something when your project is still in it's infancy nor is it a ripoff  in the slightest at all... but that's just me.

Is that what we are doing in the forum now? Didn't you guys have tons of the same backgrounds and such for your CV3 project as BMC_Warmachine? I don't recall anyone calling foul then...

You said it yourself, you might have some same effects but you are going to use them a different way, I personally wouldn't sweat it. I don't think anything was intentional here.

This wasn't Really necessary to say, Dude. Putting fire in a Very old discussion will Helps nothing here.

Anyway, Great Improvementes in your engine, Dread!
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/9/15)
Post by: darkmanx_429 on October 11, 2015, 11:40:14 AM
@Projectdread.   I apolgoize i should have been more elaborate on your work youve done a very nice job on your game thus far controls are extermely smmooth very nice! Plus nice blade on the subrscreen btw. Apologies if it seemed blameful..that's not my intent though i understand how peopel may misinterpret. I stated that our ideas i didnt want to ditch..their are a number of reason..but i dont want to make spoiler alerts. Just stuff that is secret and rather unique the level core concept. Stuff that just can't be done in other areas. You'd know what i mean if i showed..but again spoiler alert(nooooo...)

@Darkman. Perhaps he did or didnt i dont know..who's to say. I am merely showing what we had..and don't want to ditch what we've done if dont need to. I never mentioned for him to change anything. He should do as he chooses. My point is i dont want to get called out on using an similar concept. I think i mentioned it so if i build a level that has similarites people wont' go oh it's just a rip off. And yeah our game may not be fully develped as i can't code well enough yet...but honestly..Poc has ideas have been around since '12. So i am sure i have quite a few original concepts.

What' this about bmc? taking backgrounds? Not to my recollection,Dude i think our project and his our very original in alot of ways. I've never once commented negatively on his project. And i'm pretty sure he's never said anything on ours or at least that i'm aware of. but i see no real rip offs in either game. Both seem very original in their own taste. And To be honest. I'm not even sure where that came from. This thread has nothing to do with that project. I'm merely laying out conveyed  concept for PoC ideas..that's about it.  If you wanna go into great detail about the only thing from bmc's game we had ideas for but he beat us to the punch are 1.reflective waterwalls(which clearly gm8 can't fuly handle) and 2. 2 Dos Giant armors. I was actually shocked when i seen them in his keep.Shockingly uncanny. Because we'd made rooms 3 and 4 for both Dos Armors(not red) in ironically the keep in designated areas..   As for us..i can't say i see too much similariteis in levels or designs.... Not gonna buying it guy..

I notice you have a tendancy to downplay our project's for your buddy's, and that tunes getting old fast. People will freely decide what they like.

I wasn't putting fire in anything dude nor was the post meant to be offensive. I just felt that you were kinda jumping the gun. First off, no one was accusing you of "stealing" anything nor asking  you to remove anything from your game so why would you all of a sudden insinuate (which you did) for him to use what he wants to use in a certain way all while saying you don't want to have to change something for your game.  Why would you have to change anything at all for your game? You do know that I have been beta testing Dredd's game for a little while now behind the scenes and he ripped all his sprites himself? That's why I felt I could say something.

Additionally, I  brought up Warmahine's example because (even though you claim you don't know about it,*PG 46. his thread) ever since that whole fisco about your two games you've been super defensive about you basically plagiarizing other people's work. Hence this post here.

Finally, let's be crystal clear I have never downplayed your project to his in the slightest. In matter of fact I have given him grief about certain areas of his demo that needed polishing privately and publicly. You can go back on his threads and see my suggestions all over the place. Same with your guys. I have actually been commenting about your project since it's infancy, throghout the numerous programmers, and changes in art style etc. so who am I influencing what to like? All I have been doing is giving my personal opinions, you can take it for what it is or ignore it.

If you want to talk about "tendency", alot of guys have a tendency of crying foul if someone has a different opinion on a project and get all bent out of shape just because it's the "flavor of the month." You talk about letting people decide what to like? You should practice what you preach because everyone starts saying ol, he's just going with Warmachine project because it's his buddy over ours even when all the suggestions that I posted on your game were constructive. You can go back anywhere on your thread and see where I left feedback on all your level videos including the revamped ones, how I talked about how I felt you were losing the originality you had when you were using your original art style when Obrek was part of your project. I even talked about how I liked the glowing stalactites in your revamped cave sections. Never once have I mention either of the 2 games in the same breath on either threads.

When Esco sh8T all over my Vamprotector Project I didn't get all bent out of shape. When people suggested for me to change this palette in my levels, or this mechanic guess what? I changed it, not because I had to but because I want to ensure the highest quality product out there for everyone to enjoy. And I eventually won Esco over about my project, even though it sounded jerkish at the beginning.

Don't accuse me of something I wasn't doing bro, I actually like both of your projects. Don't take stuff so personal, remember I am not coming from "oh I am going to bash this project over that one" I am a Game Designer and I do it for a living so yes I like giving my 2 cents on people's projects to include my own. But that's only because as a fan it would be nice to have great games to their highest potential, but you obviously don't have to listen to any of my suggestions at all.

As far as this thread hell, I even suggested that you not to sweat any " potential" issues regarding that particular background...

The point was to me it seemed you were making a big deal over nothing.

Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/9/15)
Post by: Gunlord on October 11, 2015, 02:33:05 PM
Yes, after looking at the levels I don't think anybody plagiarized from anyone else here. The similarities are likely a coincidence, nothing more, not any sort of inappropriate lifting or anything like that. I think the people of both projects should be cool with each other :)
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/9/15)
Post by: darkmanx_429 on October 11, 2015, 04:30:13 PM
Yes, after looking at the levels I don't think anybody plagiarized from anyone else here. The similarities are likely a coincidence, nothing more, not any sort of inappropriate lifting or anything like that. I think the people of both projects should be cool with each other :)

Thank you Gunlord, there shouldn't be anything to worry about.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/9/15)
Post by: ProjectDread on October 19, 2015, 05:05:59 AM
Status Update:


Heavy Attack System Implemented!



Changes since last update:
*Heavy Attack System implemented. Shanoa can initiate a Heavy Attack by pressing Up + [X] / Up + [Y].
*As opposed to normal attacks (which drain MP), Heavy Attacks consume hearts with each use.
*Shanoa will automatically regenerate hearts over time.

See it in action:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2Fheavyattack01.gif&hash=fef3375d3cac768a5cb15a03bba45dcc)

We'd love to hear what you guys think and get some feedback for the new system. Any questions or comments? Let us know your thoughts!
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/19/15)
Post by: VladCT on October 19, 2015, 05:19:39 AM
Does this replace glyph unions?
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/19/15)
Post by: ProjectDread on October 19, 2015, 06:02:08 AM
@VladCT: Yeah, the Heavy Attack will replace the glyph union system present in Order of Ecclesia. Although the glyph union was a pretty awesome idea, most glyph combinations you could achieve were either not unique, or resulted in nothing (the force push). Another problem I had was that even though glyph unions were immensely powerful, they all consumed vast amounts of hearts (which are finite in nature and also very slow to collect / replenish). In my opinion, this actively discourages the player from using the ability and severely limits its viability outside of boss battles.

For Castlevania: Shadow of Ecclesia, we're aiming to provide added utility and usefulness with the Heavy Attack system. Although these attacks aren't as damaging as glyph unions they consume far less energy per use. Also, Shanoa's hearts now regenerate over time which allows heavy attacks to be used much more often than glyph unions. We hope the new combat system we're developing both empowers the player and encourages them to make full use of Shanoa's new abilities to get get out of tough situations.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/19/15)
Post by: eryson on October 19, 2015, 07:54:12 AM
It will make the thing more dinamic. I personally liked it.  :)
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/19/15)
Post by: Inccubus on October 19, 2015, 04:09:59 PM
Nice! That does sound intriguing, though I have to say that regenerating hearts seems a bit strange for a Castlevania game.
I think it wouldn't seem as strange if it were the other way around and  MP was the regenerating factor and Hearts the more limited commodity. At the end of the day both MP and Ammo (Hearts) are game mechanics designed to be limiters. The strangeness I sense is definitely one that comes out of nostalgia and expectation, though.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/19/15)
Post by: zangetsu468 on October 19, 2015, 05:05:21 PM
This is looking hot, I like that Wygol village is an actual level with enemies.
Will there be people to interact with like in OOE?
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/19/15)
Post by: ProjectDread on October 20, 2015, 03:21:38 AM
This is looking hot, I like that Wygol village is an actual level with enemies.
Will there be people to interact with like in OOE?

Thanks for the comment. There will indeed be NPCs the player can interact with in the game. We don't want things to be too dialog heavy, so we're definitely going to focus more on gameplay elements first.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/19/15)
Post by: X on October 20, 2015, 11:16:15 PM
If there are complications about using heart ammo for heavy dual-glyph attacks then why not do it like this: The normal attacks no longer use any magic. That would be no different then any other weapon user from the series, and it shouldn't be an issue. This way you can then use the magic meter for the heavy combo attack instead. As for the hearts, you could always bring back the sub-weapons or have the hearts be utilized for something else entirely; like money, as they were in CV II.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/19/15)
Post by: zangetsu468 on October 21, 2015, 12:25:50 AM
I don't like the idea of normal attacks not using mp, that would make spamming attacks too easy. Imo this is what set OOE's gameplay aside from the rest.

With there be difficulty modes? Lv01 cap?
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/19/15)
Post by: X on October 21, 2015, 05:41:04 PM
The weapon spamming could also feed of the magic meter as well. Just not when you are using only one arm to attack only.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/19/15)
Post by: ProjectDread on November 21, 2015, 06:09:49 PM
Update:
I've added some new features to Dominus Engine over the past month. First, the title screen has been completely revamped and is now more reminiscent of the Nintendo DS entries of the series. In addition, I've tweaked a few gameplay mechanics that I feel compliment the new combat system. Most notably, I've modified the Backdash to have invincibility frames so under the right circumstances it can now be used to avoid enemy damage. Typically in the Castlevania games I've played the Backdash has never had much purpose besides acting as an attack-cancel, this change will add some more utility to the ability. The heavy attack sequence for the sword has been sped up drastically as well.
 
Castlevania: Shadow of Ecclesia, title screen.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2Fdominus_titlescreen.gif&hash=adf2fa671f5e197db7130f6250af7662)
 
Castlevania: Shadow of Ecclesia, backdash.
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2Fdominus_backdash.gif&hash=7adb586bb94737accaa96f5fc51a7164)


Join the Team:
We're actively looking for spriters and graphic artists to help with the project. More specifically, we're looking for new and modified character animations. If you're interested in working on Dominus Engine with us, please send me a PM.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 11/22/15)
Post by: theplottwist on November 22, 2015, 12:11:08 AM
Welp, your new backdashing mechanic just increased the speedrunning possibilities and general game-breaking-shenanigans possibilities by 450%  ;D
Title: Re: Dominus Engine (Ecclesia Fangame, Update 11/22/15)
Post by: X on November 22, 2015, 10:18:07 AM
Quote
The heavy attack sequence for the sword has been sped up drastically as well.

That sounds awesome! It doesn't make sense to have weight encumbrance on a magically manifested weapon. For none manifested weapons, sure. But not magically manifested ones.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 11/22/15)
Post by: FanOfDracula on November 23, 2015, 12:52:19 AM
for me... just is.... awesome  =O i want play... i waiting... xD
Title: Re: Dominus Engine (Ecclesia Fangame, Update 11/22/15)
Post by: ProjectDread on December 02, 2015, 10:05:15 PM
Update:

Shanoa has learned Jump Kick:
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2Fdominus_jumpkick.gif&hash=8646b2d11c7ca68364c7cbf88d0e317d)
Title: Re: Dominus Engine (Ecclesia Fangame, Update 12/3/15)
Post by: X on December 02, 2015, 10:51:09 PM
Like Soma's ability from Dawn of Sorrow, eh?  :)
Title: Re: Dominus Engine (Ecclesia Fangame, Update 12/3/15)
Post by: eryson on December 03, 2015, 05:54:36 AM
Beautiful Scenario.
Very Beautiful.  :)
Title: Re: Dominus Engine (Ecclesia Fangame, Update 12/3/15)
Post by: zangetsu468 on December 03, 2015, 05:00:47 PM
She couldn't do that in OOE?
Title: Re: Dominus Engine (Ecclesia Fangame, Update 12/3/15)
Post by: ProjectDread on December 03, 2015, 09:09:49 PM
Thanks for the comments guys.  :) To answer Zangetsu's question, the jump kick has indeed been a common ability throughout the Nintendo DS Castlevania games. In Castlevania: Shadow of Ecclesia you're going to be able to do a lot more with it, like a certain Castlevania enemy that has been around since pretty much the beginning.  ;)
Title: Re: Dominus Engine (Ecclesia Fangame, Update 12/3/15)
Post by: ProjectDread on March 26, 2016, 03:46:48 PM
Update:
We've been working on the game and adding new features since the last post. Here's a video showing off some of the new additions to the engine.



Here's a direct link if the above video does not load. (https://www.youtube.com/watch?v=KwVAavMryVY)
Title: Re: Dominus Engine (Ecclesia Fangame, Update 3/26/16)
Post by: X on March 27, 2016, 12:06:46 AM
I love the fact that you continue to refine your engine before you actually make a game with it! And seeing that whip glyph in action? I want this game made, like yesterday!  :D
Title: Re: Dominus Engine (Ecclesia Fangame, Update 3/26/16)
Post by: FanOfDracula on March 27, 2016, 12:24:22 AM
oh man! is very cool!! has a very fluid movements  :o  ;D
Title: Re: Dominus Engine (Ecclesia Fangame, Update 3/26/16)
Post by: Aridale on March 27, 2016, 10:05:39 AM
I love the fact that you continue to refine your engine before you actually make a game with it!

This is where I always get burnt out. I can make a system or engine like its no ones business and I tweak and add so much to it I never actually get anywhere game related then I shelf it and move on to somethin else... it sucks lol
Title: Re: Dominus Engine (Ecclesia Fangame, Update 3/26/16)
Post by: X on March 27, 2016, 10:30:39 AM
Quote
This is where I always get burnt out. I can make a system or engine like its no ones business and I tweak and add so much to it I never actually get anywhere game related then I shelf it and move on to somethin else...

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Farmystrongstories.com%2Fblog-assets%2Fthomas-harper%2Fimages%2Fluke_NOOOOOO.jpg&hash=1bedb86da0bcc85b5c112197ac99e32d)

Quote
it sucks lol

Ya damned right, it does, lol!
Title: Re: Dominus Engine (Ecclesia Fangame, Update 3/26/16)
Post by: Lelygax on March 27, 2016, 08:39:29 PM
This is where I always get burnt out. I can make a system or engine like its no ones business and I tweak and add so much to it I never actually get anywhere game related then I shelf it and move on to somethin else... it sucks lol

I don't want to sound disrespectful, but why not donate some old engine that you dont want to use anymore to the community? This way your dream can hopefully still live on in some way lol

And yeah, it sucks really hard :(
Title: Re: Dominus Engine (Ecclesia Fangame, Update 3/26/16)
Post by: zangetsu468 on March 29, 2016, 02:34:46 AM
You had me at Ecclesia...
You had me again at whip glyph.

I actually wish this was a real game.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 3/26/16)
Post by: KaZudra on August 03, 2016, 08:10:28 AM
....
Title: Re: Dominus Engine (Ecclesia Fangame, Update 3/26/16)
Post by: KaZudra on August 10, 2016, 12:14:28 PM
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Forig12.deviantart.net%2F7a1d%2Ff%2F2016%2F223%2Fe%2F5%2Fskullomania_by_arcangeraziel-dadi6zg.png&hash=81c65c81c864f939d32c9fe0e707a0eb)
This was surprisingly more work than I imagined, still not finished, but a progress report.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 3/26/16)
Post by: BMC_War Machine on August 10, 2016, 01:13:12 PM
Very clever use of the DS man eater skulls in front  8)
Title: Re: Dominus Engine (Ecclesia Fangame, Update 3/26/16)
Post by: Kale on August 10, 2016, 01:45:47 PM
That looks cool. Only thing I'd say about it is. you shouldn't have such a leveled ground of skulls. Having it popped up like the big front skull would make it look much nicer and more natural, but considering that you aren't finished, I'm guessing that might be something you were planning anyway.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 3/26/16)
Post by: X on August 10, 2016, 05:33:01 PM
Kale's got a point. But it looks bad@$$ all the same. Don't quite now  :)
Title: Re: Dominus Engine (Ecclesia Fangame, Update 3/26/16)
Post by: ProjectDread on August 10, 2016, 10:25:56 PM
Greetings! Just to formally introduce it, KaZudra has joined Team Dominus and will be helping us with designing levels for the project. We've got some really awesome stuff in development that I can't wait to show off!
Title: Re: Dominus Engine (Ecclesia Fangame, Update 3/26/16)
Post by: Chernabogue on August 12, 2016, 02:20:29 AM
All this looks very good. :)
Title: Re: Dominus Engine (Ecclesia Fangame, Update 3/26/16)
Post by: General_101 on August 16, 2016, 09:20:04 PM
Glad to see that this is still happening.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 3/26/16)
Post by: ProjectDread on October 04, 2016, 06:24:07 PM
Check out our new start menu and equipment screen (both work in progress). Like Castlevania: Symphony of the Night, equipping different cloaks will change the color of the cloak Shanoa has in-game.
Custom start menu sprites created by: Siikikala

(https://scontent.fsnc1-1.fna.fbcdn.net/v/t1.0-9/14469723_1543266419032518_7098334392279030137_n.png?oh=0454d16a89d7dcc5c134e525a515786c&oe=58A3F332)

(https://scontent.fsnc1-1.fna.fbcdn.net/v/t1.0-9/14570412_1543267325699094_2129543757084750043_n.png?oh=a1879c1cffb60ea4f14747b5dd93dc37&oe=586A1005)
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/4/16)
Post by: X on October 04, 2016, 07:32:57 PM
Nice to know this project of yours is coming along! Although I don't think Shanoa is wearing a cloak. I'm not sure what it's called but it looks like the same thing Nathan Graves was sporting in CotM. A cloak is very similar to a cape but covers more of the person the a cape would. Just FYI  :)  I do like the idea of having her outfit change color when you get something new. It's kinda a shame that only SotN had such a luxury and the later games didn't.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 10/4/16)
Post by: ProjectDread on December 31, 2016, 06:33:13 PM
Castlevania: Shadow of Ecclesia returns from its slumber with another update!


Equipment Screen
(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2Fdominus_equipment.gif&hash=d2ea44a5280ca3e47008284355e3ff5f)

Everything present is subject to change in future updates, as this is still a work in progress.

Title: Re: Dominus Engine (Ecclesia Fangame, Update 12/31/16)
Post by: Bloo on December 31, 2016, 08:09:33 PM
That looks pretty sweet, dude! Are the actual clothes going to change or just the palette? Pretty sweet either way. Always wanted to see my equipment change in SotN.

I can't seem to get the most recent demo working. As soon as I exit the options screen all the options reset and I can't do anything with it because the controls aren't mapped.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 12/31/16)
Post by: ProjectDread on January 01, 2017, 11:32:47 AM
Thanks! Equipment found throughout the game will all be based on Shanoa's default gear, so in-game you'll mostly be seeing palette swaps. Since there are less overall equipment pieces than previous IGAVanias, equipment you do find will offer more diverse gameplay changing attributes.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 12/31/16)
Post by: Inccubus on January 06, 2017, 11:39:10 PM
That's pretty damn nice. The palette swapping is a great idea, especially having the clothes and breastplate separated.
Title: Re: Dominus Engine (Ecclesia Fangame, Update 12/31/16)
Post by: ProjectDread on February 19, 2017, 01:05:36 AM
Big update today!

The Bloody Zombie is back, and he's much more formidable this time around. Also, since traditional level design and tile-mapping was becoming increasingly time consuming, we've adopted a more simplistic style for our test level for now. For the time being, our main focus will be on adding new features and gameplay mechanics to Castlevania: Shadow of Ecclesia.

More to come soon!

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2FBloodyZombieFight01.gif&hash=60caa2dc2163caa8dd5afaf8952a54ec)

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2FBloodyZombieFight02.gif&hash=b1307338dd66c1f4604863ed59ee418b)
Title: Re: Castlevania: Shadow of Ecclesia (Fangame, Update 2/19/17)
Post by: X on February 19, 2017, 11:00:45 AM
Good animations! I Like how Shanoa has more speed when using her magical great sword glyphs. Since they aren't real great swords they won't slow her down at all.
Title: Re: Castlevania: Shadow of Ecclesia (Fangame, Update 2/19/17)
Post by: ProjectDread on April 18, 2017, 11:52:06 AM
I've been hard at work and have some new features I'd like to show off for Castlevania: Shadow of Ecclesia.
Since the last update much has been added, including a full utilization of OoE Tilesets and a new lighting engine!

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2FDominus_Lighting01.gif&hash=a2665de58bef341b26a50e62f1c3bf61)

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2FDominus_Lighting02.gif&hash=640ee527952e059ee24301e18854c397)
Title: Re: Castlevania: Shadow of Ecclesia (Fangame, Update 2/19/17)
Post by: theplottwist on April 18, 2017, 05:57:15 PM
I've been hard at work and have some new features I'd like to show off for Castlevania: Shadow of Ecclesia.
Since the last update much has been added, including a full utilization of OoE Tilesets and a new lighting engine!

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2FDominus_Lighting01.gif&hash=a2665de58bef341b26a50e62f1c3bf61)

(https://castlevaniadungeon.net/forums/proxy.php?request=http%3A%2F%2Fwww.projectdread.com%2Fdominus_gifs%2FDominus_Lighting02.gif&hash=640ee527952e059ee24301e18854c397)

Lovely effect. Also, a question: Are you still using Fusion?

On another note, what is the plot of your project?
Title: Re: Castlevania: Shadow of Ecclesia (Fan Project)
Post by: XombieMike on April 30, 2017, 06:14:45 PM
I love that lighting effect. In a dimly lit area you would only be able to see a bit ahead of you. This adds a good bit of horror to the environment. Lighting should be used in most places, but this effect is great when you want to use it.
Title: Re: Castlevania: Shadow of Ecclesia (Fan Project)
Post by: PyramidHead on September 29, 2017, 11:25:07 AM
The game looks awesome. Any news? :)
Title: Re: Castlevania: Shadow of Ecclesia (Fan Project)
Post by: ProjectDread on October 03, 2017, 07:21:37 PM
The game looks awesome. Any news? :)

We have been working on the game continuously behind the scenes and will have some new features to show off soon!
Title: Re: Castlevania: Shadow of Ecclesia (Fan Project)
Post by: AISTODIAOLO on July 17, 2018, 03:53:02 PM
um...since it's been a long time. is this dead? i have it in my bookmarks.
Title: Re: Castlevania: Shadow of Ecclesia (Fan Project)
Post by: ProjectDread on July 17, 2018, 05:42:27 PM
um...since it's been a long time. is this dead? i have it in my bookmarks.

The game is very much alive! We've actually been making some great additions to the project (such as new enemies, a new addition to the map, gameplay and optimization improvements, etc.). Most of our updates are posted on our Shadow of Ecclesia Facebook Page (https://www.facebook.com/ShadowOfEcclesia/) first, so if you'd like to keep up with everything going on with project please consider checking it out.
Title: Re: Castlevania: Shadow of Ecclesia (Fan Project)
Post by: zangetsu468 on July 17, 2018, 09:21:30 PM
I wager it's released before KH3
Title: Re: Castlevania: Shadow of Ecclesia (Fan Project)
Post by: Shiroi Koumori on July 17, 2018, 11:37:45 PM
I wager it's released before KH3

Thanks for the laugh! :)
Title: Re: Castlevania: Shadow of Ecclesia (Fan Project)
Post by: zangetsu468 on July 18, 2018, 04:53:13 AM
Thanks for the laugh! :)

We share an interest in XV, boobs and now sense of humour, you're officially my CVD kindred [Tetra] Spirit!  :)
Title: Re: Castlevania: Shadow of Ecclesia (Fan Project)
Post by: darkmanx_429 on July 18, 2018, 07:47:00 AM
The game is very much alive! We've actually been making some great additions to the project (such as new enemies, a new addition to the map, gameplay and optimization improvements, etc.). Most of our updates are posted on our Shadow of Ecclesia Facebook Page (https://www.facebook.com/ShadowOfEcclesia/) first, so if you'd like to keep up with everything going on with project please consider checking it out.

Didn't know there was a FB Dredd. I just followed the page. Nice to hear from you!
Title: Re: Castlevania: Shadow of Ecclesia (Fan Project)
Post by: ProjectDread on October 27, 2019, 10:29:55 AM
I was debating just creating another thread since this is a pretty severe Necro-Post, but this is a substantial Necro-Post indeed. The project is alive and well, and we've made many great strides since the last update posted here. Over the last year we've released a public alpha demo, changed numerous game mechanics, added several new features, and have since announced a modernized, upcoming demo build.

Castlevania: Shadow of Ecclesia (Alpha Demo)



Quote
Test Shanoa’s resolve as you explore the “Decrepit Mansion”, a map created specifically for our Alpha Demo. Take advantage of a small arsenal of weapon glyphs and utilize powerful new combat abilities (such as the dodge roll and flying knee kick) to eviscerate your opponents. In addition, the Alpha Demo includes gear in your inventory that can alter Shanoa’s stats and appearance.

Download Link:
Castlevania Shadow of Ecclesia (Alpha Demo) (https://www.projectdread.com/wp-content/uploads/2017/10/Shadow-of-Ecclesia-v1.17m.zip)

Gameplay Gifs:
(https://projectdread.com/dominus_gifs/DecrepitManorIntro_WIP.gif)  (https://projectdread.com/dominus_gifs/Cooldown_Combat02.gif)
(https://projectdread.com/dominus_gifs/AxeArmor01.gif)  (https://projectdread.com/dominus_gifs/EquipScreen.gif)

Features in Alpha Demo:

Useful Tips:

Although this is the latest Pubic Release demo it is pretty outdated relative to the current closed build. We've added a significant amount of progress, and issues you'll run into in this demo may have been corrected. However, the general feel of the gameplay is still a fairly accurate representation of what the project currently plays like.  We're always looking for criticism and ways we can improve the project. If you have time, I'd love to hear your thoughts on the demo!
Title: Re: Castlevania: Shadow of Ecclesia (Fan Project)
Post by: Aceearly1993 on October 27, 2019, 06:35:09 PM
 I thought the control scheme is pretty faithful to what it was in the DS Castlevanias except for one tiny little detail:
In Original OoE if press backdash + crouch button at the same time during attack motion, the attack motion will be canceled and character will backdash for a minimum length which is the shortest backdash length the system is allowed to do. But here it's not applied.

I noticed the presence of Map system in your demo (though it's dummied out in the demo for some reason I can't get it), I thought the map checking could be mapped to one button during action (things like the standalone map button in GBA Castlevanias) to check map for current dungeon while pause menu can check overall world map.

Also I encountered serious frame rate drops during action, I don't know if it's because my laptop is not powerful or sort but It would be good to add system requirements to your posts and add general graphics config in-game.

Anyway I'm glad you came all the way to the playable demos, and keep up your good work!!!
Title: Re: Castlevania: Shadow of Ecclesia (Fan Project)
Post by: aensland on October 29, 2019, 11:52:22 AM
Yes, it has small frame drops when many enemies are on screen, but nothing game breaking.
It's a pretty good demo overall, it's great you managed to replicate a lot of stuff from the original game.
Title: Re: Castlevania: Shadow of Ecclesia (Fan Project)
Post by: Scarlet starlet on October 29, 2019, 03:50:26 PM
Beautiful work!
Title: Re: Castlevania: Shadow of Ecclesia (Fan Project - New Demo Available)
Post by: ProjectDread on November 06, 2019, 05:51:59 PM
Quote
In Original OoE if press backdash + crouch button at the same time during attack motion, the attack motion will be canceled and character will backdash for a minimum length which is the shortest backdash length the system is allowed to do. But here it's not applied.
You're probably the only person I've seen who acknowledges this was a thing in the original game. I hesitate to call it a feature because I legitimately thought it was a bug when I was first
encountered it! I didn't include this as it's one of those things I didn't think provided any value, but it is quite funny having Shanoa crouch-glide across the floor in the original game.

Quote
I thought the map checking could be mapped to one button during action (things like the standalone map button in GBA Castlevanias) to check map for current dungeon while pause menu can check overall world map.
This is a really good idea, I'll replay the GBA games and see if this isn't something I can replicate.

Quote
Also I encountered serious frame rate drops during action
Quote
Yes, it has small frame drops when many enemies are on screen, but nothing game breaking.
I've made some major optimization changes to the engine singe this demo was released. Since then I've more then quadrupled the map size and number of interactable objects present. Hoping that with the optimization changes this shouldn't have a noticeable effect performance or gameplay, but this is difficult to test because I haven't personally ran into framerate issues on my setup. Do you mind posting your system specs?

Thanks for the feedback!
Title: Re: Castlevania: Shadow of Ecclesia (Fan Project - New Demo Available)
Post by: Aceearly1993 on November 11, 2019, 01:20:47 AM
Quote from: ProjectDread
I've made some major optimization changes to the engine singe this demo was released. Since then I've more then quadrupled the map size and number of interactable objects present. Hoping that with the optimization changes this shouldn't have a noticeable effect performance or gameplay, but this is difficult to test because I haven't personally ran into framerate issues on my setup. Do you mind posting your system specs?

Thanks for the feedback!

I'm at a 2012 laptop with Windows 7 64 bit OS, Intel Core(TM) i5 2450M CPU @ 2.50GHz and just upgraded RAM to 12GB in earlier this year, individual graphic card broken down long ago and only the internal Intel HD3000 Graphic intact.