02-24-2015, 07:38 PM
(This post was last modified: 02-24-2015, 08:15 PM by ronny14.
Edit Reason: Some information on future plans wasn't included.
)
Castlevania Redux (WIP Title) is a project of mine that started as a completely different game.
The goal of this project is to remake the NES Castlevania in a Dracula X gameplay style. However, aesthetically the game is faux 8-bit. Faux meaning I'm not following memory limitations, but only using the NES pallette and bitcrushed sound samples. This is one of the first projects where I've had everything organized and logged. I'm rendering a new Alpha (I started with 0) at the end of every development session.
Screenshots (Alpha 2):
The game will have updated versions of the original 6 stages (1,2,3,4,5, & 7) , plus 3 alternate stages (2', 3', & 4') and 2 new stages. (6 & 8) The alternate stages will be accessed similarly to RoB, meaning that you will have to take a hidden path to access a different boss, and ultimately access the alternate path. You must continue to exlpore to stay on the alternate path; if you find yourself fighting one of the original bosses, you're back on the main path. A new character that plays Maria's role (Fast & overpowered, made for explorers & people who find Simon too hard to use) is in her conceptual stages. Several new enemies will be added, and old ones will be expanded upon or completely re-interpreted.
Videos (Alpha 1):
Video (Alpha 2):
All comments/criticism/suggestions/ideas welcome! If I use an idea of yours, you'll be featured in the credits. After the game is out of Alpha stages, I will release most major Betas publicly. If you contribute to the debugging process, you'll also be featured in the credits. Should I get bored/abandon this project, I will release the source code. (I've finally gotten over that stinginess. On that note, if you see something you don't know how to do in Game Maker, feel free to ask.) Thanks for reading!
The goal of this project is to remake the NES Castlevania in a Dracula X gameplay style. However, aesthetically the game is faux 8-bit. Faux meaning I'm not following memory limitations, but only using the NES pallette and bitcrushed sound samples. This is one of the first projects where I've had everything organized and logged. I'm rendering a new Alpha (I started with 0) at the end of every development session.
Screenshots (Alpha 2):
The game will have updated versions of the original 6 stages (1,2,3,4,5, & 7) , plus 3 alternate stages (2', 3', & 4') and 2 new stages. (6 & 8) The alternate stages will be accessed similarly to RoB, meaning that you will have to take a hidden path to access a different boss, and ultimately access the alternate path. You must continue to exlpore to stay on the alternate path; if you find yourself fighting one of the original bosses, you're back on the main path. A new character that plays Maria's role (Fast & overpowered, made for explorers & people who find Simon too hard to use) is in her conceptual stages. Several new enemies will be added, and old ones will be expanded upon or completely re-interpreted.
Videos (Alpha 1):
Video (Alpha 2):
All comments/criticism/suggestions/ideas welcome! If I use an idea of yours, you'll be featured in the credits. After the game is out of Alpha stages, I will release most major Betas publicly. If you contribute to the debugging process, you'll also be featured in the credits. Should I get bored/abandon this project, I will release the source code. (I've finally gotten over that stinginess. On that note, if you see something you don't know how to do in Game Maker, feel free to ask.) Thanks for reading!