Castlevania: Simon's Destiny [V1.2 OUT!]

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Re: Castlevania: Simon's Destiny

Postby JoeJoe90 » Sun Sep 17, 2017 5:40 am

Hmmm... looking at all these screenshots... videos...

I really want to play it already! It'll be a wonderful night to have a curse!

Very, very promising project!
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Re: Castlevania: Simon's Destiny

Postby Batandy » Mon Sep 18, 2017 3:29 am

Thank you all!

The area before the mummy fight, takes some cues from SOTN
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Re: Castlevania: Simon's Destiny

Postby SiFi270 » Mon Sep 18, 2017 5:02 am

Perfect! Now all it needs is this helpful sign from the C64 version.
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Re: Castlevania: Simon's Destiny

Postby SoulCircle » Tue Sep 19, 2017 10:27 pm

This is looking rather beautiful! I have always had a soft spot for mods for Doom consisting of Castlevania-based content, including the whip, the enemies, and, best of all, the levels. I agree heavily with you taking cues from SOTN for this. Keep up the great work.
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Re: Castlevania: Simon's Destiny

Postby Firebrand » Wed Sep 20, 2017 11:18 am

This project looks quite awesome!

I really would like to play it once you release something :), may I ask you something about it? what's your take on the maps designs? I understand you are basing the game on the first Castlevania game, are you doing a direct map conversion or something like that?
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Re: Castlevania: Simon's Destiny

Postby kadu522 » Wed Sep 20, 2017 3:11 pm

Well the dev is useing Castlevania 1 as base but it is not a 1:1 remake since.

1) is 3D to begin with.
2) he is takeing creative liberties to make this new levels. such as fog and more detail desing.
3)And he knows what a GOOD dificulty curve is. trust me. you don't want to fall into pits every 10 seconds. :lol:
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Re: Castlevania: Simon's Destiny

Postby Smashhacker » Thu Sep 21, 2017 8:40 am

Pretty good-looking Castlevania Doom mod you got in the making. It really feels like you are playing Castlevania in 3d. One issue I have though is that the stopwatch's timestop doesn't feel right, as the enemies move even when the timestop is still active. I would've written down as a fault with the engine, but a couple of mods have proven that it is possible to have a seamless timestop effect (the timestop in Skelegant's DIO mod and the adrenaline injector in Marrub's Lithium for example).
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Re: Castlevania: Simon's Destiny

Postby Batandy » Thu Sep 21, 2017 1:09 pm

Firebrand wrote:This project looks quite awesome!

I really would like to play it once you release something :), may I ask you something about it? what's your take on the maps designs? I understand you are basing the game on the first Castlevania game, are you doing a direct map conversion or something like that?


Thank you very much, it's not a direct conversion, it's more of a reinterpretation of the classic levels.

Smashhacker wrote:Pretty good-looking Castlevania Doom mod you got in the making. It really feels like you are playing Castlevania in 3d. One issue I have though is that the stopwatch's timestop doesn't feel right, as the enemies move even when the timestop is still active. I would've written down as a fault with the engine, but a couple of mods have proven that it is possible to have a seamless timestop effect (the timestop in Skelegant's DIO mod and the adrenaline injector in Marrub's Lithium for example).


Don't worry, i've tweaked it, it now works seamlessly.


Now working on MAP04
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Re: Castlevania: Simon's Destiny

Postby Scripten » Thu Sep 21, 2017 1:21 pm

Geez, Batandy. You make some of the best quality partial conversions and you put them out so damn fast. Every single screenshot here looks great.
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Re: Castlevania: Simon's Destiny

Postby DevilBlackDeath » Fri Sep 22, 2017 7:05 am

Scripten wrote:Geez, Batandy. You make some of the best quality partial conversions and you put them out so damn fast. Every single screenshot here looks great.

Damn right, I wish I was that talented :S
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Re: Castlevania: Simon's Destiny

Postby Drizzziit » Fri Sep 22, 2017 3:03 pm

This is pretty darn impressive. Looking forward to it.
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Re: Castlevania: Simon's Destiny

Postby R4L » Fri Sep 22, 2017 9:20 pm

:O

Holy crap! I love Castlevania, and this looks amazing!! Cannot wait to play!
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Re: Castlevania: Simon's Destiny

Postby Wivicer » Fri Sep 22, 2017 10:43 pm

I'm interested in this.
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Re: Castlevania: Simon's Destiny

Postby Batandy » Sun Sep 24, 2017 2:46 am

Cinemassacre's Mike Matei played a closed beta build of the game!
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Re: Castlevania: Simon's Destiny

Postby deliyuerek85 » Sun Sep 24, 2017 5:38 am

Hello guys, I'm new hier in the forums. I have seen the playthrough by mike of this awesome mod. You have done an amazing job and I hope this project gets finished soon. I can't wait to play it myself. Keep up the good work.
I want to share with you the cover art that I made for this game. Feel free to use it if you want.

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Reason: Image is too large! I've reduced it to a clickable thumbnail in accordance with the image posting rules. Please read them: https://forum.zdoom.org/viewtopic.php?f=48&t=56065
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