Updated 30-12-2022 - SOTNH: Conceptual Ideas, New Zones, Items and Creatures
Dec 28, 2022 10:43:07 GMT -5
Esco likes this
Post by darkxon on Dec 28, 2022 10:43:07 GMT -5
Hello Esco and other members of the forum.
I want to contribute with some ideas for new zones and bosses. I'm Spanish and my English is not very fluid so sorry for that. To the point:
This is a great challenge for the development team, since a game of these characteristics involves a lot of work and effort, desire and motivation, which is why I open this post where I am going to put all my conceptual ideas hoping that the development team use some of them and that they can create the definitive version of this great game that we all want.
Of course, when creating the new areas, we must take into account that we do not want Dracula's castle to become a jumble of doors and rooms, therefore, according to my idea, each area must have its own ecosystem, that is, its own mechanics, enemies unique to that area, as well as a decoration and background accordingly, for example, it does not make sense to place the torture chamber at the beginning of the map and not in a higher area, but rather in an underground area adjacent to other areas similar as the cursed prison or the caves can be.
My idea as i said earlier is give to these zones unique monsters and creatures (Most of them are for Castlevania IV, and Castlevania Chronicles but i think that are usable within the game with some sprite rework).
Members of the high class of nobles, that has been invited by the count to one of his depraved banquets and ball parties that he hosted in his castle; after participate in these events most of the spirits of these guests return to the castle at the moment of his death to reminisce these moments of joy for the eternity.
. Once members of the high class, now cursed spirits at the service of Dracula.
. Some of these spirits attained some fame in life.
Once exquisite furniture used in the castle banquets and parties, now inhabited with mischievous poltergeists which lives inside of these rotten wood and oxidized metal.
. Once luxurious furniture to serve the guests.
. Perhaps some of these old pieces of wood retains something of value.
A strange mirror that reflects the sins who dare to looking it. The inner self of the guest comes to life to hunt him until the rest of his days. ( When the player reflects itself in these mirrors, he must confront some deformed demons of itself or new creatures demon type,once the players defeat the creature the mirror shattered into pieces.)
. Some of these exquisite mirrors are used by Dracula to travel large distances.
. Perhaps some of them allowed access to other parts of the castle.
Bizarre picture that drips blood and moves by itself in search of new victims to catch within itself forever.
.Once a beautiful painting, now reflects the corrupted soul of the castle master.
A pair of demon maids who serves the lord of the castle. Her ability to tidy up is impeccable-both with castle and its intruders.
. Both were human once, but now none of them have any memories of her past.
. Her only objective is fulfill the desires of his master.
A magical creature, made entirely by pieces of crystal that shattered from some of the mirrors of the hall which only purpose is to erradicate unexpected visitors.
. Its made by crystal, there is something to doing serious damage to him.
. Inmune to almost all type of magic attacks.
Other monsters that probably populates these zones are, killer Dolls, Imps, Ouija tables, Pierrots (clown doll), French dolls, various types of demons like Malachi etc.
I want to contribute with some ideas for new zones and bosses. I'm Spanish and my English is not very fluid so sorry for that. To the point:
THE EXPANDED CASTLE
Have you ever wondered while playing the original the immensity of details of the backgrounds of the original game? The desire to continue exploring Dracula's castle until you see the last corner of it? That door that is only part of the decoration and you think that you wish you could go through it?
The idea of the expanded castle is to provide the normal castle map as well as the inverted one with new areas, enemies and bosses as well as of course new items of various kinds. This can be done in the following ways.
1. Adding those new zones to the existing main map in the game. Yes, we still have space to introduce new areas but sooner or later it will end, in addition to the fact that if we introduce many new areas, the map will give the impression of being all crowded together, leaving a very unaesthetic result.
2. Create new zones from scratch and add them to what I call the back of the castle (the normal castle and the inverted castle both have their back zones of course). Accessible through doors strategically placed in areas of the main map and that Alucard can go through to reach the back of the castle, leading to new areas or additional rooms.
3. You also have to have the initial map (Stage 0) that could have its own map and by extension may or may not be revisitable throughout the game to discover new secrets, items and even a mini zone.
Going back to the previous idea, think of the rear areas of both castles as an extension of them, the original map being the front part and the new one the rear areas. They would be like two new castles with their own interconnected areas, enemies, bosses and others that would give the game more depth.
This idea is not new since Esco in one of his oldest demonstration videos showed us all the potential of the new Alucard in the game, among them I am interested in bringing all that potential to light by favoring the creation of new puzzles and mechanics such as throwing and push objects, activate mechanisms turned into a bat, access new areas turned into a wolf (I think this transformation is very wasted in the original game), more utility for the super jump and the double jump, enter and exit doors from the bottom of the screen and many more things that will make the game a better experience. Of course we will have to think of Richter and Maria as well but perhaps for now we will stay with Alucard and what he is capable of doing.
The idea of the expanded castle is to provide the normal castle map as well as the inverted one with new areas, enemies and bosses as well as of course new items of various kinds. This can be done in the following ways.
1. Adding those new zones to the existing main map in the game. Yes, we still have space to introduce new areas but sooner or later it will end, in addition to the fact that if we introduce many new areas, the map will give the impression of being all crowded together, leaving a very unaesthetic result.
2. Create new zones from scratch and add them to what I call the back of the castle (the normal castle and the inverted castle both have their back zones of course). Accessible through doors strategically placed in areas of the main map and that Alucard can go through to reach the back of the castle, leading to new areas or additional rooms.
3. You also have to have the initial map (Stage 0) that could have its own map and by extension may or may not be revisitable throughout the game to discover new secrets, items and even a mini zone.
Going back to the previous idea, think of the rear areas of both castles as an extension of them, the original map being the front part and the new one the rear areas. They would be like two new castles with their own interconnected areas, enemies, bosses and others that would give the game more depth.
This idea is not new since Esco in one of his oldest demonstration videos showed us all the potential of the new Alucard in the game, among them I am interested in bringing all that potential to light by favoring the creation of new puzzles and mechanics such as throwing and push objects, activate mechanisms turned into a bat, access new areas turned into a wolf (I think this transformation is very wasted in the original game), more utility for the super jump and the double jump, enter and exit doors from the bottom of the screen and many more things that will make the game a better experience. Of course we will have to think of Richter and Maria as well but perhaps for now we will stay with Alucard and what he is capable of doing.
Of course, when creating the new areas, we must take into account that we do not want Dracula's castle to become a jumble of doors and rooms, therefore, according to my idea, each area must have its own ecosystem, that is, its own mechanics, enemies unique to that area, as well as a decoration and background accordingly, for example, it does not make sense to place the torture chamber at the beginning of the map and not in a higher area, but rather in an underground area adjacent to other areas similar as the cursed prison or the caves can be.
HALL OF MIRRORS (MAIN CASTLE) - FORGOTTEN HALL (INVERTED CASTLE):
A mysterious zones of the Dracula's castle that comunicate with other dimensions and remains as a forgotten and isolated halls used for depraved guest banquets, bizarre ball parties and ceremonies, full of old furnishings, exquisite chandeliers and strange pictures as well as a lot of mirrors of different sizes and shapes that reflects the inner self of the people who looking them or perhaps gives to the viewer access to some strange places or valuable items..
The zone, Hall of mirrors in the normal castle probably is divided in two sub-zones with his own music, the Haunted Ballroom with exquisite furniture and paintings and the second sub-zone the Collection Hall with mirrors, statues and armors for display. Meanwhile the zone in the inverted castle the Forgotten Hall, has some bizarre decoration and traps for the players as well is populated with demons and creatures from other dimensions.
These zones, will probably has a strange fog like a miasma near the floor that enhances the impression that the player is in an isolated area of the castle in another dimension or sort.
The zone, Hall of mirrors in the normal castle probably is divided in two sub-zones with his own music, the Haunted Ballroom with exquisite furniture and paintings and the second sub-zone the Collection Hall with mirrors, statues and armors for display. Meanwhile the zone in the inverted castle the Forgotten Hall, has some bizarre decoration and traps for the players as well is populated with demons and creatures from other dimensions.
These zones, will probably has a strange fog like a miasma near the floor that enhances the impression that the player is in an isolated area of the castle in another dimension or sort.
Another option is locate these zones in the main map, a possible entrance to the Collection Hall could be found on the left side of the Long Library, while the entrance to the Haunted Ballroom could be found in the Marble Gallery area under red block open by floor switch, another possibility is to place these areas only accessible by using the cursed mirrors. If the player find one of this mirrors can enter these isolated zones but not entirely, perhaps need some item or relic to progress or he need to find other mirrors to enter in these zones but doing so the player appears in other location of the same zones. The entrance to Forgotten Hall is located in the inverted castle, being the reverse of the previous areas, but divided into two areas in the area equivalent to the Haunted Ballroom, we face the jesters Pierrot and Polichinela, fleeing after the fight to find them again in the area where is the inverse of Collection Hall where we will face the master puppeteer, Scaramouche.
(Mouse Left click to view image and zoom the image to see the area changes.)
Other idea, imagine that the player finds one of these mirrors on the main map but it is broken. It will be necessary to equip some object or activate some puzzle in the castle or in that area to be able to repair the mirror and be able to enter inside.
BESTIARY:
My idea as i said earlier is give to these zones unique monsters and creatures (Most of them are for Castlevania IV, and Castlevania Chronicles but i think that are usable within the game with some sprite rework).
Dancing Spectres:
Members of the high class of nobles, that has been invited by the count to one of his depraved banquets and ball parties that he hosted in his castle; after participate in these events most of the spirits of these guests return to the castle at the moment of his death to reminisce these moments of joy for the eternity.
. Once members of the high class, now cursed spirits at the service of Dracula.
. Some of these spirits attained some fame in life.
Animated Furniture (Poltergeist):
Once exquisite furniture used in the castle banquets and parties, now inhabited with mischievous poltergeists which lives inside of these rotten wood and oxidized metal.
. Once luxurious furniture to serve the guests.
. Perhaps some of these old pieces of wood retains something of value.
Cursed Mirror:
A strange mirror that reflects the sins who dare to looking it. The inner self of the guest comes to life to hunt him until the rest of his days. ( When the player reflects itself in these mirrors, he must confront some deformed demons of itself or new creatures demon type,once the players defeat the creature the mirror shattered into pieces.)
. Some of these exquisite mirrors are used by Dracula to travel large distances.
. Perhaps some of them allowed access to other parts of the castle.
Magical Painting:
.Once a beautiful painting, now reflects the corrupted soul of the castle master.
Ghoul Maids (Proserpina and Persephone):
A pair of demon maids who serves the lord of the castle. Her ability to tidy up is impeccable-both with castle and its intruders.
. Both were human once, but now none of them have any memories of her past.
. Her only objective is fulfill the desires of his master.
Crystal Golem:
A magical creature, made entirely by pieces of crystal that shattered from some of the mirrors of the hall which only purpose is to erradicate unexpected visitors.
. Its made by crystal, there is something to doing serious damage to him.
. Inmune to almost all type of magic attacks.
Other monsters that probably populates these zones are, killer Dolls, Imps, Ouija tables, Pierrots (clown doll), French dolls, various types of demons like Malachi etc.
BOSS: Hall of Mirrors - Alucart
(¿Remember the armor set that has engraved the name of Alucart in it?. Well, one idea is to make a powerful doppelganger of Alucard full equipped to make this boss, as the player enter in the boss room and reflects in the giant mirror of the room, his dark counterpart comes to life and enter in this world to attack him. Under construction.)
A powerful shape-shifting demon with comes to life to hunt Alucard for his past sins, and suplant him afterwards. Has a strange connection with his soul and knows all about of Alucard's doubts and fears.
. A demon who is better don't underestimated him.
A strange creature from another dimension. Master of demon forgery and manipulation, he is always accompanied by two jester puppets, male (Pierrot) and female (Polichinela) who serve as arms and legs to spread his corruption into Dracula's castle. Probably Pierrot can have melee attacks Polichinela ranged attacks. (This boss has two phases. The player must confront the two jesters first in sub-zone of the inverse Haunted Ballroom, fleeing after the battle to confront the two again in the sub-zone of the inverse Collection Hall among with the Master Puppeteer, Scaramouche, if the player want to do serious damage to Scaramouche is a must to defeat the two jesters first, the second phase is more difficult, with some area and debuff attacks to evade. Under construction. )
. He is the creator of various magical creatures that inhabit the castle.
I think this three tracks have a lot of potential:
Hall of Mirrors in normal castle would have two themes: Haunted Ballroom (Chandeliers Theme from SNES Castlevania IV) and Collection Hall (Pillared Corridor from SNES Castlevania IV as well..I think these tracks with some corrections to match the music style of SOTN will be fit awesome in the game.)
For forgotten Hall (Inverted Castle) this track will be perfect in my opinion.
A powerful shape-shifting demon with comes to life to hunt Alucard for his past sins, and suplant him afterwards. Has a strange connection with his soul and knows all about of Alucard's doubts and fears.
. A demon who is better don't underestimated him.
BOSS: Forgotten Hall - Master Puppeteer, Sacaramouche:
A strange creature from another dimension. Master of demon forgery and manipulation, he is always accompanied by two jester puppets, male (Pierrot) and female (Polichinela) who serve as arms and legs to spread his corruption into Dracula's castle. Probably Pierrot can have melee attacks Polichinela ranged attacks. (This boss has two phases. The player must confront the two jesters first in sub-zone of the inverse Haunted Ballroom, fleeing after the battle to confront the two again in the sub-zone of the inverse Collection Hall among with the Master Puppeteer, Scaramouche, if the player want to do serious damage to Scaramouche is a must to defeat the two jesters first, the second phase is more difficult, with some area and debuff attacks to evade. Under construction. )
. He is the creator of various magical creatures that inhabit the castle.
MUSIC:
I think this three tracks have a lot of potential:
Hall of Mirrors in normal castle would have two themes: Haunted Ballroom (Chandeliers Theme from SNES Castlevania IV) and Collection Hall (Pillared Corridor from SNES Castlevania IV as well..I think these tracks with some corrections to match the music style of SOTN will be fit awesome in the game.)
Hall of Mirrors Sub-zone 1 (Normal Castle) - Haunted Ballroom
Hall of Mirrors Sub-zone 2 (Normal Castle) - Collection Hall.
For forgotten Hall (Inverted Castle) this track will be perfect in my opinion.
Forgotten Hall (Inverted castle) : Tower of Dolls
And that's it for now. Sorry for the long post. Probably I have to drawing a concept level when i have more time until then, thank you for read me and happy new year 2023 to everyone.
Log:
28-12-2022 - Thread created- Added Zone: Hall of Mirrors - Forgotten Hall
30-12-2022 - Added Expanded Castle, Added some details, and fixing typos.
Next: Attack patterns of bosses and creatures, concept level details.