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Post by Esco on Apr 9, 2019 10:48:07 GMT -5
For those who don't know, arena challenges are an extra feature planned for the engine that are outside of the regular game's story. Some examples of these would be: - To play thru a reverse version of the entrance, getting thru it in a certain amount of time with limited health and abilities
- To have a room full of enemies throwing projectiles and the idea is to get thru it without being hit... but without a shield or mist form
- Or to have a particular boss bottle where a boss has some kind of unique attribute like, for example, a battle with Slogra and Gaibon where once you damage one of them enough, he becomes invincible until you damage the other one was just as much. Basically making you fight them both the whole time.
- A small challenge room where you are locked into bat or wolf mode and have to get thru it, while dodging traps placed all over the room
- Or a room where you have to kill enough unlimited spawning enemies before time runs out as they are created faster and faster in greater varieties. While dying in 3-4 hits.
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Post by Esco on Apr 9, 2019 10:50:18 GMT -5
Here is phantasmos contribution: So unlike normal SOTN gameplay where you have a free exploration of castle at any point except in the boss room, this would be a challenge doors, where if you enter, you cant go back or exit in ANY way until you complete the stage. They shouldnt be a must-go-to room. Now there are options like: - Stage is outside of the castle map, a stage just like in older castlevania games. It could have its own map, but it doesnt use space in main map. Once completed, it can be never seen again and instead of the challenge doors there is a normal castle continuing. - Stage is part of the castle, once completed you can walk through it freely. Stages could be really fun or really challenging: - Like full room of something falling from the sky and you have to dodge it and jump over stuff like knives or fireballs or whatever until the end. - There could be an upgraded versions of normal enemies, with bigger sprites that move faster, have more hp and dmg etc. - Traps! - Fake bosses. Like a boss that you just barely defeated 10 mins ago with alot of struggle. Now there are 10 of them charging at you, but they die in 1 hit and transform into normal buffed enemy at death. - A room with TONS of gold that keeps falling and spawning out of 100 vases you can break, but each hit you take in the room or a mistake you make in some sense you loose % of gold you got in that room. - A boss in the final challenge room you can access in the game, or a secret challenge room. A fun boss. Maybe some boss that you dont fight but need to guess 3 times in a row in which giant hat is he hiding.Or a boss that takes away all of your items until you defeat him with nothing. Or a really tough boss that has alot of hazards in the room, like swinging axes and flamethrowers that burn the floor every few sec. Whatever you think of! They could be rly rewarding or just a fun place with challenges. Maybe useless items you receive after each challenge room you complete and you combine them into an useful item once you collect them all?
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Post by h00t on Apr 9, 2019 15:26:52 GMT -5
These are always fun! I loved doing challenge modes in Shinobi 3DS and Metal Slug 7. This is admittedly too much at once, but I'm taking a break from thinking of them. *It would be fun to zoom around Stage 1 of the first Gradius locked in the Bat form, as an autoscrolling "avoid the projectiles" exercise. There are quite a few different Gradius games that have that area sprited out already to choose from rather than doing them from scratch. You could replace the enemies expected in that area with skeletons, bone pillars hanging from the ceiling, bats or Medusa heads in place of those little flying ships, Salem Witches/Frozen Halves for those ships that shoot more projectiles, and even use Legion/Granfaloon's core in place of the Big Core boss that is Gradius tradition. *Miniature boss rushes that share particular themes. Like a focus on two-on-one battles where you first fight Slogra and Gaibon, then Werewolf and Minotaur, Succubus and Malphas, or even mixing those pairs to create new tag team attacks not seen in the campaign. Or perhaps one that is a recreation of Shaft's first fight in Rondo where you tackle the original CV1 bosses one after another in a row. *One arena with several Lesser Demons, where they're geared to multiply themselves as much as possible and you have to clear them all out under a time limit. Maybe there's one or two "chief" ones with more robust attack sets who are invulnerable until all of their clones are destroyed (and can restore their shields by making more enemies appear). *Specific platforming challenge stages where your character only has old-school Castlevania style jumping and physics at hand. In other words, a slower default movement speed, only one jump, can't change direction mid-air, with a fixed jump height and sizeable knockback on hit. I think some particularly evil areas to recreate in this sense would be
-the infamous hallway before Death in CV1, with an assortment of the bigger Knight type enemies in your way.
-pretty much any clock tower stage in series history
-A redo of the Intro Dracula fight entirely on slim pillars like the SNES Dracula X final boss. -A vertical autoscroller in the style CV3 (where the stage would move upward abruptly, one large chunk at a time). Maybe here the goal isn't an "end point" but just to last a certain amount of time. -Smaller nonlinear "puzzle" stages ala MSX Vampire Killer. The goal is to find the key(s) to the exit within the time limit. And just like that game, you have only the health you start with to reach the end.
*Expanding on Phantasmos' gold collection challenge... Fighting to get more gold than an opponent in the stage before reaching the end or before time runs out. I think a good enemy type for this kind of challenge would be Evil Grant, who harasses you by chucking knives/axes and jumping around, perhaps ramming into you occasionally to knock out an amount of gold for him to steal. Something like Kirby Super Star's Gourmet Race, but with more challenging platforming sections, and maybe less emphasis on just bulldozing ahead.
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Post by Phantasmos on Apr 9, 2019 20:12:03 GMT -5
- Playing as Axe Armor in a challenge
- Playing as an enemy in a challenge, like boomerang skeleton
- A challenge where you have to catch a certain enemy ( like a shining ball) that runs around the entirely empty Colosseum area. You have to outsmart it to catch it. (or maybe not empty?)
- A challenge where a boss ( or anything else) asks you to cast a certain spells. Like starting with just a Summon Spirit. Then asks you to cast Hellfire-Summon Spirit. Then asks you to cast Soul Steal-Tetra Spirit -Soul Steal again. etc etc. This could also be used in some normal boss fights in story gameplay, like in time periods it is required to cast a certain spell to break his barrier or he damages you heavily.
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Post by Esco on Apr 12, 2019 19:25:22 GMT -5
Keep them coming, mi gente! This is some good stuff.
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Post by bartimaeus on Apr 14, 2019 7:57:17 GMT -5
- Escaping the castle (or a stage) while it collapses (Metroid style). In all Castlevania games, the character watches as the castle collapses after you beat the final boss, but we have never played/seen the character escaping out of it.
- A room where you have to spend an amount of time mid-air, jumping on enemies, without touching the floor.
- A hard stage full of platforms and moving traps, where you have to use all movement abilities to beat it. Like Training Hall in Order of Ecclesia or White Palace/Path of Pain in Hollow Knight.
- Balls that fall slowly, and you have to avoid them touching the ground by attacking them. When attacked, they may dissapear or return to top.
- Fighting enemies or boss while the stage is moving/scrolling and you have to jump betweeen platforms. Examples:
- The enemy is chasing you.
- You are chasing the enemy and you die if get out of the screen.
- There are enemies spawning and you have to kill an amount of them, or survive an amount of time.
- Or the stage is not moving, but is made of platforms that dissapear temporally if you spend more than several seconds on it, so you have to keep moving. Or the platforms move down while you stand on it.
[/ul]
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Post by Markooz on Apr 19, 2019 15:03:42 GMT -5
Definitely the arena should be at the Colosseum. If possible, with audience watching and vibrating as in the "Colosseum of Fools" in Hollow Knight. All ideas quoted are very good!
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Post by Esco on Apr 20, 2019 12:17:09 GMT -5
Definitely the arena should be at the Colosseum. If possible, with audience watching and vibrating as in the "Colosseum of Fools" in Hollow Knight. All ideas quoted are very good! I disagree. Wholeheartedly. Making it just use the tileset from the Colosseum would greatly limit what I could do arena challenges wise to just that area. Meaning I then wouldn't be able to do any that used reverse castle stages, or areas from other CV games, earlier areas in the game etc. Not to mention people would quickly get tired of seeing the same backgrounds over and over and over, etc. The audience idea isn't bad. But just wouldn't work here either for that reason.
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Post by reapone on Jun 10, 2019 22:25:42 GMT -5
-Option to play an arena horde mode with the game speed multiplied.
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Post by Phantasmos on Jun 15, 2019 1:54:01 GMT -5
Series of challenges where after starting you are unable to use pause button to pause or change items.
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Post by Aether on Jul 14, 2019 9:54:49 GMT -5
How about something with survival waves?
The enemies get stronger and stronger through each wave and the rewards are better and better if you can survive longer and longer. I don't know if it's too early or even possible to talk about multi-player but if that EVER becomes a thing, which is doubtful, I feel like it would fit right in here.
There could even be a gimmick thing on certain waves like you can only use polearms or you can't use spells, etc.
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