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Post by dragonkd on Aug 10, 2016 17:22:15 GMT -6
you know, I should probably comment on sotn. one thing I noticed is just how much time you spend walking, for instance, the upside down castle and the regular MUST be transposed through the throne room, and the librarian also takes a bit of a walk to reach even from the nearest teleport.
I would like to see more work on the clock tower area, taller towers with the linear rooms placed between them, but the falling bridges are definitely nice.
the marble gallery could have a few different branching paths that touched each other,
I love the difficulty ramp of the chapel,
the catacombs are great, with many unique enemies and areas, with loot scattered throughout,
the abandoned mine could do with more shafts,
the caverns were ok but could have capitalized further on alucards water problem, the well at the top might have had more chambers, and the farthest sections on the right and left could connect back to the entrance and outer wall respectively.
the upside down castle posed many interesting twists, marble gallery for instance, but areas could have used their own ost....
the underground garden could have been cool if it were designed less sloppily, and the prison was too much of the same.
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Post by dragonkd on Aug 9, 2016 22:21:11 GMT -6
well, they wouldn't just be remasters. see, I will remake all the games under one unified engine, so if you buy the entire set in a bundle you can mix and match characters and castles, as well as mod the existing content and do coop.
as far as existing content, it would be ported to 3ds, nx if unity provides support, x1,ps4, and pc all the castles will get a sort of remix, realtime lighting will be added, a host of other changes will be made (while not breaking the original feel of the games) and the enemy placement and difficulty will be one to be reckoned with. even for die hard fans.
also, I made another update post about apart.
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Post by dragonkd on Aug 9, 2016 22:15:43 GMT -6
another apart update. prologue is newly added and all but done, forest is started, needs more modelling and plants, new AI, crafting demonstration.
this begins to show it coming along as an actual game now.
todo: finish existing content make resources (stone, iron, wood, etc) make new enemers
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Post by dragonkd on Aug 9, 2016 22:10:56 GMT -6
if APART becomes a market success I plan on approaching konami about producing remasters of the igavanias, with no pay and 50% of final game earnings or so. konami wouldn't develop it in house anyway.
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Post by dragonkd on Aug 6, 2016 19:20:40 GMT -6
transformations shouldn't be as limited, I completely agree.
as far as humanoid transformations, they should keep mirriams normal movement abilities, possibly extend them (sprint, water, flight) have different attacks over her normal weapons and have elemental strengths/weaknesses.
non humanoids can do whatever, but hopefully are made that most of the world is still navagateable with them. if we get another wolf I want some serious speed and agility for instance, not limited to a single jump height.
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Post by dragonkd on Aug 5, 2016 14:14:47 GMT -6
right. well, as a closing unless anyone wants to add to this,
both cramped areas and large open areas have a place in castlevania, whats important is quantity and whether they match. what makes areas unique is not only their visual style, but the way the player is inclined to move through them.
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Post by dragonkd on Aug 4, 2016 21:15:14 GMT -6
to clarify, my top section was about how each vania ran a bit differently, so we may be comparing apples to oranges when comparing castles in terms of feel.
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Post by dragonkd on Aug 4, 2016 12:16:27 GMT -6
alright, I feel something needs to be said, and forgive me I only read the first page of the posts. when you speak about castle design, you aren't only speaking about the castle. the character you play as, the graphical horsepower, and how that space is used all come into play.
DO NOT TAKE CASTLEVANIA FOR GRANTED: we may all believe that all the vania games operate the same way, but they all(to some degree) use different measurements. for one, they used different screen sizes. field of view has ALOT of effect on how we perceive speed, and so does gravity and the players actual tile coverage per second, so while alucard has a different fov and movement speed, it may be an illusion just how fast he moves.
the ds vanias wanted to make more adequate use of space, and in the end I feel we need both cramped and open areas in equal measure. by the time bloodstained hits, you can bet you will be using zoom and pan on the map, so total castle space is bno problem.
now while we have both those cramped and open areas, they need to be filled correctly. if an area is more open and more of a journey, then the enemies should reflect that. they should be posted every so often to block your path, but not have a huge impact on your movement speed.
detail isn't an argument that can be fought as each vania was on different tier hardware.
now on the topic of detail, a castle will have many different areas, (it NEEDS to, the larger it is) but there should be some things not just on the design/color palette on the menu. #!:transitions between areas, and area placement, should be awe inspiring. think darksouls 1. #2: areas should look different, that's a given, but more importantly, gameplay should provide the feel. how enemies, rooms, and geometry are placed should be very important to how the player moves through an area. think the towers from sotn,(which I still believe are the most difficult area in the series) and how you would need to maneuver through them.
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Post by dragonkd on Jul 30, 2016 22:47:48 GMT -6
I believe he was speaking of the middle easter sand devils, commonly confused with genies.
also, baphomet would be correct.
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Post by dragonkd on Jul 28, 2016 13:29:27 GMT -6
the goatmen would be satyrs, and theres nothing wrong with some greek myth is there?
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Post by dragonkd on Jul 28, 2016 13:27:17 GMT -6
since we have absolutely wonderful animation here, I wonder if we will get nicer looking slashes like the rapier from sotn?
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Post by dragonkd on Jul 26, 2016 23:42:04 GMT -6
well that's all fine and dandy, I had a difficult time getting the heaven sword in sotn due to droprate I am going to update the list at the top of this post, once we get rolling a bit more, I will start the vote for sotn stuff. (then we move on to the next game)
and I want to stress, its not necessarily about weapon strength or useability. if a weapon is cool, has a story, is fun to use, etc these are also reasons. this is meant to get some insight as to what makes an item stay in someones head and be remembered. so, anything goes.
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Post by dragonkd on Jul 26, 2016 23:35:13 GMT -6
to be fair, the ds as well as most headphones couldn't produce bass anyway. there may very well be bass ingame, but the speakers available were not suited to it.
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Post by dragonkd on Jul 26, 2016 11:35:00 GMT -6
my favorite mix was the iron shield. if you bought that before you got the shield rod you were set for the rest of the game. I will have to check the categories list for bloodstained later... I don't know what painting you mean. the throwing jewel would come to be known as the ricochet rock, and it is in most games. I would like to add the holy rod and the crystal cloak to the mix.
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Post by dragonkd on Jul 26, 2016 11:30:21 GMT -6
I thought the nebula whip was cool, but its stats and how much of a pain it was to use meant it became useless when you got it.
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Post by dragonkd on Jul 25, 2016 13:54:46 GMT -6
salamander whipsword. done.
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Post by dragonkd on Jul 24, 2016 23:06:34 GMT -6
the sound effects on sotn are special to me. they had a lot more punch to them
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Post by dragonkd on Jul 24, 2016 19:18:32 GMT -6
marsil from sotn was intended, you know, the one that acted like several sticks of dynamite, but as a sword? no one? well I don't blame you. the flame demons cry is nightmare fuel to grind through.
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Post by dragonkd on Jul 24, 2016 10:46:05 GMT -6
hello everyon, I recently had posted in the weapons suggestion list about the sotn marsil, and the idea occored to me that we should dissect each of the castlevania games to determine the best equipment from each. we will go game to game starting with sotn. afterwards we will pick up to three winners from each category.
CURRENT LIST: SOTN: WEAPONS: MARSIL SHIELD ROD HOLY ROD HEAVEN SWORD POWER OF SIRE DYNAMITE
EQUIPMENT BLOOD CLOAK CRYSTAL CLOAK ELEMENTAL CIRCLETS JOSEHPS CLOAK (due to custom colors) SUN/MOONSTONE(time synced effects) SKILLS/MAGIC/ETC RICOCHET ROCK
RULES: the current game being discussed is castlevania SOTN, so only post equipment from there for now. equipment do not need to be judged solely on stats/useability once we reach the desired number of suggestions we will move to the next game. once each game has suggestions we will take a vote. the best few will have an analysis done on them, and I will submit it to the equipment suggestions
if I haven't made myself clear, equipment means items, armor, and all manner of skills. happy hunting
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Post by dragonkd on Jul 24, 2016 10:20:52 GMT -6
IGA stained army of the night
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