Dr. Mario
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Well, because I don't remember if I actually made a thread for this, here's one with updated pictures. This is a CV3 hack that optomon and I are doing that will feature fully non-linear play (kind of like SotN) and four playable characters, along with other features, I'll get into those more when I'm not about to go to a bar.
Screenies:
Whew, there's a lot of them. |
AlexAR
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Wow, those screens look very nice and detailed. I bet it took you ( or whoever drew those graphics) a long time to get em so detailed. Will your game have collectible power ups that the player needs to explore the castle, like double jump, block pushing, or bat transformation?
This being Castlevania 3, are you gonna have a wall climbing power or spell casting power ups? What about the music? The music, for me, was hands down the most memorable aspect of your last hack. Will this one include custom music as well?
Keep up the great work Dr. Mario. |
Dr. Mario
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Basically the way it will work is that there won't be collectible power-ups, instead you'll start the game as Richter Belmont, as you go through the castle though you'll find areas that he can't access though, so you'll have to explore and find other characters (you will be able to have a full part of four by the end). Here's some examples:
There will be blocks the only Maria's spells can destroy
A room that's high up so only Armund or Alucard will be able to reach them
A corridor that is covered in spikes, so you will have to use Alucard's bat form to cross it
So essentially instead of getting items, you have to find new playable characters. We're also tossing around the idea of leveling up your health bar when you beat a boss. So there will be some element of exploration with that. I plan on making areas that aren't necessary to beat the game, but they will have another boss in it so you can extend your life bar more.
The duties in this hack are pretty much the same as they were in Chorus. I'm doing most of the design work, and optomon is doing all the coding, new features, and music. |
Hiryuu
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Ultra-awesome...I thought that you were done after Chorus though...unless I was mistaken the last time that I was in IRC.
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 If you're doing something that rewards exploration, perhaps you should remove that damn timer.
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Dr. Mario
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| Posted on 07-05-08 09:10:01 PM (last edited by Dr. Mario at 07-05-08 06:11 PM) |
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Fate: I probably said that in frustration at some point knowing me. Every time I finish a hack it's my "last one", probably because it has brought me to the point of wanting to drive off of a mountain.
XK: Yeah, I mean we're pretty much going to re-work the whole Heads Up Display for this, I mean there's a ton of pointless stuff in it as of right now. The timer has to go, the "BLK" part will be gone. We're possibly removing lives, we haven't figured out how that will work yet though. You'll either have one life, or infinite. Unless we make the score useful somehow we'll probably remove that too. The bare bones of it will be Player life, Boss life, Hearts, Sub-Weapon, What character you are playing, and what part of the castle you are in. |
AlexAR
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That sounds great Dr. Mario, just the way I imagined it. Now, I know you're not taking suggestions, but you know what would be cool, if your secondary weapons could to toggled through. You know, the axe, dagger and holy water items. I always hated how in the original games, you'd have to lose one to gain another, most times unwillingly as you plowed through candles and such.
Being able to press down+B or something to let you switch from axe to throwing dagger would be a cool feature. You could implement them as genuine power ups too. Like there could be barriers that only an axe could break, or switches that could only be hit with a thrown dagger.
Just my 2 cents. Oh, and I vote for infinite lives, game over screens are so depressing. |
Dr. Mario
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<object width="425" height="344"><embed src="http://www.youtube.com/v/AdV2VmMQiqg&hl=en&fs=1" type="application/x-shockwave-flash" allowfullscreen="true" width="425" height="344"></embed></object>
Everything works at least enough to start designing levels.
Here's what's new:
GFX obviously
Walking off the side of the screen takes you to a new room
Walking through a door takes you to a new section of the castle
Killing the boss doesn't end the level anymore |
Hiryuu
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Of course, the way it is right now, having the TIME 400 that drops to 0 after you waste the boss and stays there is kinda weird. Since that's going in the final product, I guess that's nothing to concern with.
You weren't eventually shooting for a map screen via START or SELECT or something of that nature were you? It could get Metroid-like with confusion pretty quick otherwise I would think.
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Dr. Mario
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| Posted on 07-08-08 08:44:41 PM (last edited by Dr. Mario at 07-08-08 05:47 PM) |
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| Yeah, there's still some kinks, like the time, and losing all your hearts. That's why it only mostly works. We're going to end up using the area where the time routines are stored for some other feature probably, we just haven't gotten that far. And yes, we are planning on putting in a map screen via the select button, you're also going to be able to choose your character through that if it works right. |
Hiryuu
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| Posted on 07-08-08 09:03:48 PM (last edited by Fate Testarossa at 07-08-08 06:04 PM) |
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So how close to a system like SotN are we talking here?
Almost feels like you could push it to a level-up system if you had the time and space.
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Dr. Mario
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Yeah we've already been talking about doing something like that. We just aren't sure what is going to be leveled up yet. The score will be your EXP. Chances are we won't have interchangeable weapons, just upgrades. So like if we have enough room and it could work some examples would be:
Richter- Leather Whip->Longer whip->Chain Whip->Morning Star->Vampire Killer->Flame Whip
Armund- Dagger->Sword->Holy Sword
Alucard- Short Sword->Broad Sword-> Alucard Sword |
TheGreatGuy
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| Posted on 07-09-08 05:27:55 PM (last edited by TheGreatGuy at 07-09-08 02:30 PM) |
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Upgrades for weapons sounds perfect, I was wondering how you'd fit the whole weapon powerup thing into the game after I saw the video, with you getting the normal upgrades in the beginning. Also, how are you going to work continuing into it? If you're using passwords, will there be another way to get them outside of dying? Some sort of "save point"(or maybe "Password Point"?), or on the map screen with the character selection?
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Dr. Mario
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| Posted on 07-11-08 09:10:14 AM (last edited by Dr. Mario at 07-11-08 06:10 AM) |
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Maybe something like this
We don't know yet though.
This is looking about done. If there's enough room I might add stuff, and if there's a lot more room I might make another tileset, I'm not sure. |
Googie
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Ha, I like the way the characters are looking, it's freakin sweet. ;D
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Dr. Mario
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| Posted on 07-17-08 01:04:38 PM (last edited by Dr. Mario at 07-19-08 05:04 PM) |
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Here's the Undead Captain boss I'm working on.
**EDIT**
optomon posted this over at RHN
"Maybe not the most insightful picture, but this is a screenshot of a test "loading room" that appears between two different levels. And it works now like its supposed to. There is currently still room left for at least five other special rooms, some of which we are planning to use as "shortcut rooms" where the player can teleport to other parts of the castle. Also, note the "time". There is currently still room left for five other special rooms, The ram slots previously used for time are effectively going to be used for the player's X Y coordinate location in the Castle that will be used for the game's real time map."
**EDIT2**
This dude don't mess around. |
Dr. Mario
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| Posted on 08-22-08 05:54:10 AM (last edited by Dr. Mario at 08-22-08 04:43 AM) |
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So I'm finally getting to put in some graphics and do some light level design
There's going to be a couple of familiar areas in the Castle Entrance to anyone who's played the original CV
I also toned this down a lot so it doesn't want to make you rake your eyes out as much
Mmmm portal shortcut rooms. |