This project has many partners, of course, but the mystery partner offering to code Umbra into a game is none other than Dracula9 -- the same Dracula9 who is providing Alucard's voice. Yes, he's a voice actor, wants to code AND has contributed to the plot of Umbra so many times now I have lost count. I must also point out there are music tracks made by him for the project, too. Jack of all trades, as they say.
Oh my sweet children, you have no idea how much we have butted heads already over specific design decisions. Fortunatelly, things seem to work themselves out and become better from the conflict.
Before I pass the word to Dracula9 so he can speak, I want to enlighten you about some design choices made for the
possible game to be developed:
-- Game Maker 8.0:
The engine choosen by D9 to develop the entire thing. You may think GM is too underpowered but we're not trying to build the next Call of Duty. The project might need to be ported later to a more powerful engine, but we'll work with it for now. D9 is known to have done some pretty awesome stuff with it, including his very own fangame of Haunted Castle.
-- It'll be Metroidvania:
I believe most of you expected this. However, there will be a bigger focus on platforming and puzzles and smaller focus on levelling. RPG elements ARE present, but we'll aim to simplify them, or to create a new formula that encourages exploration and discourages grinding. With multiple, independent characters to focus on, levelling up doesn't work as well as it does for one character or for a party. More on this later.
-- Hearts are now experience:
Umbra is placing a bigger focus on Hearts by making the subweapons evolve through collecting them from candles. In other words, the more hearts you get, the stronger will the equipped subweapon become. All characters will already come with all subweapons. And yes, Subweapons still consume an unit akin to MP. Which takes me to the next topic:
-- The Focus MP system:
Every character will have MP, used for numerous things from subweapons to special moves. But, since Hearts are now a way to level up subweapons, then a new function will be present to replenish MP, which is a simple focus system: Hold down a button, and the character will recover MP slightly faster than by simply waiting, yet will become vulnerable to enemy attack in the process. MP will also be recovered through traditional methods, such as saving, potions and by itself very slowly.
-- The Character Switch system:
The game's multiple characters will be handled more or less like The Lost Vikings does. Each character will be controlled independently and, unless the game allows a character to stay with you, you're NOT controlling them all together. Switching between characters will mean also switching to their respective positions on the map. Of course, as I said, the plot or the map itself will demand sometimes that certain characters stay together. During these periods, switching characters will work just like in Portrait of Ruin. This is why there will be a smaller/different focus on levelling -- every character must be millimetrically balanced for this system to work. With each character acting independently, there can't be a levelling system that levels all of them at the same time like there was on Portrait of Ruin, but, at the same time, there must be an incentive for players to fight monsters. This levelling system is not yet fully developed, but some ideas already exist.
-- One character may not get where another can:
Obviously, and just like Castlevania III. The game version of Umbra is being designed with this in mind, and you can expect Lenora, for instance, to reach places that the other heroes can't. The same can be said for each of them. The plan is to have entire areas be only accessible by one or two characters only. This will be accomplished by having specific mechanism/obstacles that only specific characters can interact with.
-- Special Enemy Interactions:
There are plans to have certain enemies react according to specific interactions with them. Results can range from instakilling to imediatelly increasing item drop rate to 100%. Think of this like using ice magic to attack fire enemies but harder to figure out, yet more rewarding. It'll be more a matter of context than "rock beats scissors."
-- The castle lives:
It's funny to hear about the castle being a living entity, yet having no actual representation of this. Therefore, now, we're planing having the castle itself be an active adversary throughout the game.
These are just some of the ideas being designed, but
everything is subject to change as the development goes along. There are plenty more to come, and with Dracula9's help, they can potentially become reality. Speaking of Dracula9, now it's his time to talk:
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The fuck am I supposed to say to build off of all that good shit? Yeesh. Talk about a tough act to follow.
Where's that cat-bag gif...need to shoot for three postings.
Anyway, this had been in deliberation for a while and so far every programming concern brought up by Plot has been addressed, and I've more or less given the greenlight of "yes, this or that can be done--might be a royal pain in the ass to get it working, but it can be done and I can think of ways to effectively do it."
After dropping HC due to a large lack of any real direction (only a handful of things were ever fully fleshed-out, the rest was either carbon-copying the original or winging it), I've been bemoaning that all that work might have been for nothing--but this potential endeavor would right that wrong, as I would no longer have to conceptualize, visualize, AND program everything. Less stress for me, and more joy in bringing the ideas of others to life.
That said, this is still just an idea. Nothing has been set in stone for programming anything just yet--though I have offered to build a base physics engine just to see how everything might look in motion.
Anyway:-------------------
As Dracula9 said and I must corroborate for the 9384209384th time, there is a plan, but not a certainty. The ideas have more or less evolved into a plan, but a certainty is something we CAN'T offer. We are people who do not dwell in extremes, and the last thing I want is to start somethingand then never finish it.
Every mechanic and design decision is going through Dracula9, because he's the one who can say what can or cannot be done. Some things will be invariably scrapped, but we both have experience with working with limitations. As I said, we butt heads all the time, but this has more to do with creative decisions than mechanical decisions. On the creative side we both argue to improve the ideas and make it better, but on the mechanic side there's no arguing: Dracula9's word will be final.
Also of importance: D9 has the
Variable Zero project happening right now. I don't want to interfere with this, so as of now, the entire game design is on the discussion level. Once the development begins in a pratical manner, you will know.