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Offline Corpsecrank

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Oh make no mistake scv4 is one of my favorites from the series also. Up until sotn it was my favorite and still is my favorite of the stage based games in the series. I think the use of mode 7 and some of the crazy ideas they put into that had a lot to do with why I enjoyed it so much. Dizzying backgrounds and rotating stages was absolutely amazing at the time. I think some of the coolest parts where the mode 7 background stage the rotating stage and the clock tower I mean riding a chain through a stage hanging from the whip was to badass!

So yeah I think that game also has influence on me as well but I prefer to leave stage by stage play and the oops you didn't jump far enough stuff behind.

By the way. What does destructible terrain sound like to you? Good idea? I keep rolling that one around in my head but I am still having a hard time coming up with great ways to make that happen. Mostly does the terrain regenerate after the area is left or is it a one time deal. In a stage based game having it be a one time deal is a sure thing but in an open world what would you do? Simply make it a one time effect or just let it regen each time the area is loaded. Just looking for some opinion on it.
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Offline Belmontoya

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That's a tough one. What is the point of destroying the terrain? To unearth health reviving delicious roast beef? Or to get to secret rooms? I think that if you're going to have multiple players in at once, then perhaps it should regenerate? There's plenty of areas in CV games with destroyable bricks. I always thought it would be cool if they would have had a scenario where you have to destroy a floor tile to keep a hoard of zombies or some kind of enemy from getting at you.

Pitting jumping will never die! I'm an old school Prince of Persia fan too. I love that kind of stuff.

Sounds like your making a 6 stage CV4 inspried stage by stage game too? That's exactly what I'm trying to do man.

I'm working on my concept for the Death battle in my game right now.. I'll post it up soon.
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Offline C Belmont

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If destroying the terrain is just meant to be fun & mostly unimportant then you might as well make it come back, but if it's important to acessing new areas or requires the player to have a specific item in stock you would probably want it to be a one off thing. Think of The legend of Zelda, it's got grass, small rocks, big rocks & Bomb walls  some only need to be destroyed once while others are actually fun to destroy over again.

Offline Belmontoya

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Right on C Belmont. I used to run around in Zelda on the super nintendo just cutting grass for fun. I don't know why but somehow I could entertain myself for a long time that way..

Anyways, I whipped up this quick example of a cliffhanger Death battle I've been dreaming up. You fight death while trying to scale the castle walls of Peonari. Death's sickles not only hurt you but cut the ropes that you hang on to for dear life.

Still need to add a lot of detail to the scene, and as we all should know by now, this is not the finished graphics!

Let me know what you guys think of the concept.
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Offline VladCT

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So if you don't kill him faster than humanly possible, you're going to fall to your untimely doom. Neat.
Sarcasm aside, fighting Death on foot in the Classicvania games is already hard enough. Now why do you want to turn it to a nightmare by adding a stage gimmick on top of it? How about just making that some sort of a chase scene and having the real boss fight atop the walls?
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Offline Belmontoya

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Ohhh. I like the chase scene idea!
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Offline Belmontoya

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Remember though, you will be able to block the ropes from being destroyed by the sickles by attacking them. I've made sprites for diagonal 45 degree downward as well as upwards and straight up. I know this sounds kinda crazy, but I'm thinking about having the crouch button separate from the down button.. This also is just an idea at this time, but when I have ideas, I make sprites for them. I think it would be sweet to be able to whip down towards the ground without crouching.

The Death rope battle thing is meant more to be an offense/defense game. But I still like the idea of making that a chase scene.. It might be cool to have death stalk you like that a couple times actually. Kind of like in rondo.

Thanks Vlad!
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Offline Belmontoya

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And I should add, this would make you able to whip diagonal up and straight up from a couched position as well.. Kinda cool if you think about it. There are all kinds of situations where that sort of thing could be handy.
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Offline Corpsecrank

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Nah you guys missed the idea I was getting at. To be more specific I mean stuff that destroys the environment around the player. Certain actions would cause the background to be destroyed as an effect type of deal to add depth and detail. Kind of like the ledges in sotn in the area before the clock tower with huge blue skulls in the area below those ledges. The ledge crumbled away permanently. After the clock tower you had those elevators that lit torches as you rode them and that was a one time deal also. I wanted to go a bit more extreme with that concept and make all kinds of stuff destroyable and in different ways. Just a thought though not sure if or how I would use it.
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Offline Dracula9

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The Death mockup reminds me of the Death battle from Soul of Dracula. Nice concept.

As for destroyable terrain, I'm getting the image of the hero whipping a ceiling column to fall onto a boss chasing him, or knocking a tree down onto a small fire and burning a horde of enemies. Or something like that.

And I should add, this would make you able to whip diagonal up and straight up from a couched position as well.
I can't wait for that. I am quite curious how you're going to pull that off.

Also, I just want to say that you misunderstood me. I'm not angry or anything towwards you, so much as the manner in which you responded. But that's over and done with. Bygones.

Oh, I also want to ask, is that castle wall a 3D object or static? It looks like it would move around directionally of the player.


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Offline Donvermicelli

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I like this death battle concept. A great break from the: hey I enter boss room, battle starts -> end.

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Careful adding a button to crouch. I think that would be difficult to get used to even after playing the game a while. The less buttons that need to be pressed to get results the better. If the controls start getting to complicated it slows things down and makes the game a task to play.
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The game would still only use 8 buttons. I think its a really cool way to set this game apart too. I'm gonna set it up in my beta in a couple weeks and I'll see how it feels. The idea came to me while playing CV4. It bugged me that I had to jump to whip diagonal down, or use the whimpy nimble whip..

I want my cavern level to have really tight claustrophobic moments too- this would really be cool for that.
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Offline Dracula9

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A good, easy way to give a cavern stage a claustrophobic feel is to put a circle of light around the player, and the rest of the cavern is either too dark to make stuff out or pitch-black altogether. The circle of light would only illuminate areas directly near the player, and torches would be illuminative as well. If you did this, you'd have to make the light large enough to see traps and enemies that'd be hard to hit/dodge in the dark.


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A good, easy way to give a cavern stage a claustrophobic feel is to put a circle of light around the player, and the rest of the cavern is either too dark to make stuff out or pitch-black altogether. The circle of light would only illuminate areas directly near the player, and torches would be illuminative as well. If you did this, you'd have to make the light large enough to see traps and enemies that'd be hard to hit/dodge in the dark.

This sounds like that one corridor in Harmony of Dissonance. If you don't have those damned glasses you can't see s**t anywhere around you.
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