The round things were gravestones (i should have made a key but was hoping they were easily identifiable)
The bottom is mainly a big open space for various rooms, cuz I got lazy and I wasnt sure how detailed I should be.
You are going for the "metroid" vania style right? so theres got to be big open rooms and some areas that are dead ends, not just flat surface to walk forward. I wanted to give a feeling of it being a maze, but I just didnt fill in all the paths for each floor yet. If you look at the stick figure you see how small Alucard is compared to the overall map, but I do want to make my outline even bigger. The part on the top right is not at all how I want it to look, actually none of it is how I want it to look lol. I'm trying to improve it now though.
I'll wait till I have it more complete to show you more, probably tomorrow. Also, I've never done this before so I'm trying to figure out a way to represent indoors or separate screens without making it confusing. Like I wanted the doors to go inside, on the left of the map theres a tunnel under the buildings but that should be "inside" with a separate screen. Like the various buildings in/around the cemetery (church, mortuary, etc) should have underground tunnels leading to tombs or catacombs.
Question: is there a limit to the size of an individual room, level, or map? does the engine require doorways to separate areas and/or to allow memory from being overloaded? I'm pretty sure the original game has to load between rooms right?
-Since we know that we actually appear almost at the same time as Maria does, you could try either give some clue about her appearing in town, so that some of NPC would mention her, or either you actually see her there first-time, and not in the castle (of course i do not know if you are going to voice her, and probably you would use her already voiced records) and run away, so afterwards, the Boss comes in and joins the fray.
-We are at the graveyard, so...... Why not putting a Dracula's grave? I don't really say you should, but it might be as a part of something bigger later in the game, if you wish it to be.
-You know the chairs? the chairs in a certain room caused ghosts to appear, and they could give you barley tea or deal damage? Well, why don't we actually do it *appear* in the church itself?
Oh hi there. I am from Afghanistan. Who are you himself?
We see Alucard running through the woods. Perhaps expand woods between the graveyard area, so it fills "thicker" and longer? So its a little bit away from the castle, even though its part of it? I dunno. I must read everything in here. Got a lot to catch up on!
Post by mithiusvampirekiller on Jan 28, 2019 18:51:01 GMT -5
Hi, I started the graveyard/cemetery section it is taking a long time and it has evolved into something a little different.I am still keeping to the graveyard area theme, though I have not got fully to that part just yet.
The Bell towers area is an area that connects to 2 cemeteries/graveyard sections A&B together. The cemeteries/graveyards are placed on either side ofthe bell tower. The player will be approaching from the left to the right. Starting in Graveyard/Cemetery A to Bell tower and Graveyard/Cemetery B.
So far I have created the end section of the bell tower that leads to the B section of the cemetery graveyard (still rough). my concept is still in early progress and a lot of things will need explanation in time I will add text. Also the graveyard needs to be fleshed out more with better ideas. I will try and flesh it out soon.
In my concept the main Bell tower has a Conjuratory room, a room in this Bell tower to summon evil demons, it is placed next to the tower in the upper area of the tower. It won't be floating as it looks like in the picture as I will be creating pillar supports that come from the room below. If you zoom in close enough you should be able to see the size of the Bell tower and graveyard/cemetery relative to Alucard.
The bell pulley system has a lot of details and I wanted something that looked real enough to hold the weight of a Bell that is many times larger than Alcuard. The Bell is slightly bigger than the bells in the Chapel area of SOTN and even has a similar look to it.
If the player rings the bell at a certain point and time in the game the Main bell tower opens up a path to the Dark Crypt.
I am working to a 256x256 pixel grid system for a single room.
Should note the Bell tower might need a loading screen room to the bell tower exit and entrance to make it consistent with the original SOTN.
I will update as I make progress and hopefully get feedback as it evolves, and hopefully incorporation, Alcard's crypt the graveyard and church. The Bell tower design I created could be considered a church like structure. To design a new area with the details of SOTN is very difficult and time consuming.
The graveyard portion of stage 1 has been fleshed out. At this point, A new thread is being put up for the remainder of the stage 1 concept art that I need created. Thanks to everyone who contributed.
Esco..... creator of the Castlevania SOTN Hacked Engine.
Morell: For once I really can't wait to hear from you, Esco.
Oct 4, 2019 13:40:13 GMT -5
Esco: Sorry about the wait. I had been busy moving these last few weeks. I replied to you, Morell!
Oct 23, 2019 2:05:37 GMT -5
Morell: That's okay. Moving is exhausting. Glad to hear from you again.
Oct 23, 2019 10:49:03 GMT -5
Esco: A warm welcome goes out to Yarrmateys, also known as Serio! Creator of the amazing Castlevania Fighting Game in Mugen! Be sure to treat him with the same respect you all treat me with.
Oct 28, 2019 17:49:40 GMT -5
Morell: I welcome thee to this "batcave", Yarrmateys! Good to have another determined one here.
Oct 29, 2019 10:52:13 GMT -5