From Software's Kuri Kuri Mix

#11
(2013-01-15, 11:50 PM)Guyra link Wrote: Also, I just watched the first episode of a Let's Play of the first King's Field US release, and I noticed there were actually enemies missing from what I'm used to in the European release. Like, at the start of the game, in the room where you pick up the Iron Mask from a barrel, there's supposed to be a kraken which wasn't there. Same thing with the room next to it, the one with the healing spring. That room contains two krakens in the European versions. That's three enemies missing from the start of the game in the US release - or three additional enemies in the European release, depending on how you look at it. I wonder how it is in the original Japanese release.

I think either the krakens were off screen or the player had already cleared them out. A game would not glitch that way as CPUs are very straightforward to emulate. I have not noticed any issues with PS1 games from the PSN store. That reminds me of a thought I had earlier today though. Just that it would be good to fix SOM so it doesn't have this annoying thing where monsters revive as soon as you move away from them. That's something that could easily be fixed, though I suppose it might be a cool effect for a fog monster, but most of the time it is just ridiculous and too easy to exploit. Hell it would probably just be nice to have a time limit on the respawn. I don't think there is anything like that.

I do intend to make a Castlevania game as soon as there is a working whip. That and shields will probably be feasible before the middle of the year. But what I intend to make is just a system that lets people make Castlevania levels that are self contained that can be used to generate Dracula's castle by randomly (or manually) interlinking the corridors between them.

I have a plan for a intro and outro story and 3 boss setup that will maximize the possibilities castle wise and not infringe on Konami (\<span> site blocked, contact your administrator/bbs2/index.php?topic=62.0)
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#12
(2013-01-15, 11:50 PM)Guyra link Wrote: Castlevania games made with SoM would be cool, indeed. Now, I haven't tried my hands on SoM personally, but I would bet you could pretty much make any kind of first person type of game. From KF type of games, to Quake like FPS, or Echo Night and Shadowgate 64 like adventure games. Am I right?

I expect that eventually it will only be limited to the Adventure genre, which is pretty broad. It's not hard to jump from first person to third person, and then you can start playing with the camera for different kinds of third person, there will be networked multiplayer for sure, then you can have a party and do turn based stuff. That's a JRPG right there. I can even do something like a shmup by having the game scroll by on its own accord. I think making the grid for the maps adjustable would not be too tough. You'd probably want a long skinny map for a shmup. All I know for sure is if a lot of artwork for SOM gets built up it will be a waste to not do the work to expand the structural possibilities.

Quote:Or technology that makes AI much more realistic, etc.

There is no such thing as this. The AI is really good in From's games. For Armored Core at some point there was even a program that would learn from the player. It was even a feature in many of the games. The players submitted their trained AIs. And From setup a tournament where the AIs played against the best players in Japan and put the winning AIs in the next game.

Fighting games have an interesting approach to AI. Basically the opponent can do just the right counter move for just about everything and then its just a matter of dumbing down the AI for lower difficulty settings and the early fights. I wish Dark Souls worked like that NG+ wise, then it might be worth playing if it didn't require so many freaking hours to play through the game. I have time to play a game like Dark Souls about once every few years, and I probably can't afford to play it again even if I wanted to.

Since I started playing it late December its about 80 hours, or 2 full time work weeks that I could not spend working on Sword of Moonlight. And I am probably not half way finished. If there is ever a day when there are more good games than people can play there will be a serious backlash against all of the senseless padding and backtracking companies like From' put in their games to try to justify their ridiculous price tags to players who apparently have nothing else to be doing.
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#13
(2013-01-16, 02:10 AM)dmpdesign link Wrote: 100% agree. I thought about making one, but I will be producing a 2d clone instead at some point, hopefully this year.
Ooh, sounds interesting. 2D clone of which game?
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