The Diasporic Crypt (WIP)
Posted: 03 Feb 2016, 21:24
EDIT: I have decided the full game will be called The Lost Catacombs. Except that name is already taken by another Unity project, so I'm calling it The Diasporic Crypt.
I'm a somewhat fan of Castlevania so I made this little demo in GodotEngine. It's not exactly like Castlevania though, and there are some minor differences, but I took some inspiration from it.
https://github.com/Algorithmus/Castleva ... ree/master
youtu.be/aKJrP0A3cgw
youtu.be/KX0NlsMH6Qc
youtu.be/ZNzaBTUoHSU
(Don't mind the bleeding ladder. The graphic is just missing.)
This started off as a simple demo for GodotEngine and an implementation of common platforming elements from an article online, but I stuck in some other stuff as well. The full game implementation is under a separate branch.
I picked the platforming genre even though I consider myself primarily a point and click/visual novel/RPG gamer because platform games are more focused on action and adventure playing styles, and generally require less complicated or sophisticated storylines--which is something I'm not very good at. Of course you can have a platform game with a good storyline, but a simpler storyline is not going to ruin the gameplay or the entire game itself.
The math and physics required for such a game doesn't really bother me anyways.
The only real concept for this game that I have right now is essentially that you're a "mecenary" vampire hired to go on quests for other vampires with more money and means than you, where you fight monsters (sometimes because the client wants you to for fun), collect rare treasures, or just go out at night to stalk people for blood.
Features:
-Classic platformer game with basic platformer features and ledge and ladder climbing
-Two characters to choose from with different abilities to fit either a more adventure type style or a fighting style
-swinging and hanging on certain tiles
-attack chain system
-blood sucking (they're vampires)
-underwater motion
-moving platforms/other tiles
-translations (en and de for now)
-magic system + attach effects to attacks
-enemies
-"demonic" system
-other tiles like switches
-other RPG elements like HP and stats that affect how fast you kill enemies
Roadmap (some of this stuff is a bit complicated to explain, so feel free to ask for one. I have an entire wiki document set up for all this planning):
-gui stuff (in progress)
-level designing and planning
Right now, I'm just borrowing sound assets from places like Newgrounds and Sounddogs (I didn't pay for them; I just took the low quality preview samples), but I would eventually like to replace them with sounds from OpenGameArt or freesound.org--if I could just find the right sounds. See, I'm kind of picky about the sounds, and have difficulty finding the right ones. Maybe I'm just not using the right keyword in my search. If anyone wants to volunteer for the sound effects or make some music, that would be very nice.
If someone else wants to flesh out a better storyline than I could ever come up with, feel free to offer suggestions.
I'm doing most of the graphical assets right now as well. I'm probably not really going to need more people for the graphics, but if I had more people interested in it, it would just take less time.
I'm a somewhat fan of Castlevania so I made this little demo in GodotEngine. It's not exactly like Castlevania though, and there are some minor differences, but I took some inspiration from it.
https://github.com/Algorithmus/Castleva ... ree/master
youtu.be/aKJrP0A3cgw
youtu.be/KX0NlsMH6Qc
youtu.be/ZNzaBTUoHSU
(Don't mind the bleeding ladder. The graphic is just missing.)
This started off as a simple demo for GodotEngine and an implementation of common platforming elements from an article online, but I stuck in some other stuff as well. The full game implementation is under a separate branch.
I picked the platforming genre even though I consider myself primarily a point and click/visual novel/RPG gamer because platform games are more focused on action and adventure playing styles, and generally require less complicated or sophisticated storylines--which is something I'm not very good at. Of course you can have a platform game with a good storyline, but a simpler storyline is not going to ruin the gameplay or the entire game itself.
The math and physics required for such a game doesn't really bother me anyways.
The only real concept for this game that I have right now is essentially that you're a "mecenary" vampire hired to go on quests for other vampires with more money and means than you, where you fight monsters (sometimes because the client wants you to for fun), collect rare treasures, or just go out at night to stalk people for blood.
Features:
-Classic platformer game with basic platformer features and ledge and ladder climbing
-Two characters to choose from with different abilities to fit either a more adventure type style or a fighting style
-swinging and hanging on certain tiles
-attack chain system
-blood sucking (they're vampires)
-underwater motion
-moving platforms/other tiles
-translations (en and de for now)
-magic system + attach effects to attacks
-enemies
-"demonic" system
-other tiles like switches
-other RPG elements like HP and stats that affect how fast you kill enemies
Roadmap (some of this stuff is a bit complicated to explain, so feel free to ask for one. I have an entire wiki document set up for all this planning):
-gui stuff (in progress)
-level designing and planning
Right now, I'm just borrowing sound assets from places like Newgrounds and Sounddogs (I didn't pay for them; I just took the low quality preview samples), but I would eventually like to replace them with sounds from OpenGameArt or freesound.org--if I could just find the right sounds. See, I'm kind of picky about the sounds, and have difficulty finding the right ones. Maybe I'm just not using the right keyword in my search. If anyone wants to volunteer for the sound effects or make some music, that would be very nice.
If someone else wants to flesh out a better storyline than I could ever come up with, feel free to offer suggestions.
I'm doing most of the graphical assets right now as well. I'm probably not really going to need more people for the graphics, but if I had more people interested in it, it would just take less time.