Re: [Audyssey] Castlevania was: Developer time was: My Opinion of Q9

2009-11-21 Thread dark
True tom, however so many of the concepts are fairly generic I don't see the 
problem.


You could for instance have a skeletal horseman with a lance,  just not 
called Raodain, a giant flying bat boss just not referd to as the zap bat 
etc.


I'm surprised that the dracula novel is pd,  but if so that offers some 
interesting possibilities,  Mina dracula as a boss? or Lucy?


Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 21, 2009 2:53 AM
Subject: Re: [Audyssey] Castlevania was: Developer time was: My Opinion of 
Q9




Hi Dark,
Actually, Bram Stoker's novel, Dracula, is now in the public domain. So 
not only is Count Dracula in the public domain so are the other main 
characters in the novel. I guess what people need to be aware of there are 
two copyrights to think about when developing games or any other 
multimedia.
The book itself is in the public domain. However, various radio 
broadcasts, movies, and of course any games using Dracula are not. So even 
though Castlevania uses a lot of common public domain enemies etc I still 
have to be careful how much of the original game I reuse for my own clone.


smile


dark wrote:
Nice idea Bryan, however my point was that other than in the castlevania 
series, whips as holy weapons that have power over even normal undead 
like skeletons and zombies, let alone vampires etc are rather 
unknown,  I'm not sure why nintendo chose to give Simon a whip in the 
first place other than it being cool rather like Indiana jones' whip is 
cool.


As though Tom would obviously for copywrite reasons create an audio 
castlevania game which did not use the Belmont Family,  or possibly 
the Vampire killer whip,  why not include a more biblically logical 
weapon such as King Soloman's spear, the sword of Richard the Lion heart 
etc.


I'd hope Count Dracula was enough of a general public or historical 
character (there was afterall really a Count called vlad tepes dracula), 
for him to be useable in the game, even if all the other character's from 
stokers novel,  Johnathan Harker, mena and lucy etc wouldn't.


Beware the grue!

Dark.



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Re: [Audyssey] Castlevania was: Developer time was: My Opinion of Q9

2009-11-21 Thread Thomas Ward

Hi Dark,
Absolutely. That's why I've been thinking off and on of doing a good 
Castlevania clone. The game is so generic that no one can come and pull 
the plug on it by screaming about copyrights. It is like, 'copyrights? 
What copyrights?
Take the Belmont's out of the picture, drop the Castlevania name, and a 
few miner modifications here and there and bingo. No more copyright 
problems to worry about. Hehehehe!


dark wrote:
True tom, however so many of the concepts are fairly generic I don't 
see the problem.


You could for instance have a skeletal horseman with a lance,  
just not called Raodain, a giant flying bat boss just not referd to as 
the zap bat etc.


I'm surprised that the dracula novel is pd,  but if so that offers 
some interesting possibilities,  Mina dracula as a boss? or Lucy?


Beware the Grue!

Dark.



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Re: [Audyssey] Castlevania was: Developer time was: My Opinion of Q9

2009-11-21 Thread dark

True indeed Tom.

Actually, sinse many developers,  particularly for arcade games rarely 
do their homework as far as research goes, you might even improve upon 
things.


For instance, instead of just cobbling together a skeletal horseman boss and 
giving him a good name,  as was done with Raodane, why not have him be 
an actual resurrected skeleton of a historical character, brought back as a 
skeleton under the vampire's control?


imagine one of the three musqiteers as a skeleton,  or martial su of The 
napolionic wars?


That would be both a cool boss, and an interesting bit of plot,  and not 
one included in original castlevania.


Even if the boss was just a smack and avoid affair in the best arcade 
tradition, this could make things much more fun!


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 21, 2009 5:11 PM
Subject: Re: [Audyssey] Castlevania was: Developer time was: My Opinion of 
Q9




Hi Dark,
Absolutely. That's why I've been thinking off and on of doing a good 
Castlevania clone. The game is so generic that no one can come and pull 
the plug on it by screaming about copyrights. It is like, 'copyrights? 
What copyrights?
Take the Belmont's out of the picture, drop the Castlevania name, and a 
few miner modifications here and there and bingo. No more copyright 
problems to worry about. Hehehehe!


dark wrote:
True tom, however so many of the concepts are fairly generic I don't see 
the problem.


You could for instance have a skeletal horseman with a lance,  
just not called Raodain, a giant flying bat boss just not referd to as 
the zap bat etc.


I'm surprised that the dracula novel is pd,  but if so that offers 
some interesting possibilities,  Mina dracula as a boss? or Lucy?


Beware the Grue!

Dark.



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Re: [Audyssey] Castlevania was: Developer time was: My Opinion of Q9

2009-11-21 Thread Thomas Ward

Hi Dark,
Hmmm...That's an interesting suggestion. If there is one thing I like 
better than programming it is studying and researching history. As long 
as I could remember I've always had an interest in archeology, history, 
and anthropology. That's why movies, books, and games like Indiana 
Jones, Rogue Angel, and Tomb Raider are so appealing for me. They give 
me a chance to look into the passed, even a fictional one, and  combine 
history with action and adventure.


As a game developer with a passion for history and historical figures I 
could easily see myself writing a game based on some important 
historical person such as Joan of Ark. In terms of historic heroes Joan 
of Ark definitely stands out. From what we know about her combat skills 
and leadership ability she basically shows up one day in 1428 at the 
palace of Charles VI and tells him she has a message from God that 
France will fall if the English are not defeated at Orleans. Where upon 
Charles gives her command of the French army, and she proceeds to break 
the six month long siege at Orleans in nine days. Afterward she goes on 
to have several more stunning victories before she is captured and 
burned at the stake for the eronious crime of wearing mens clothing. A 
lot of people think she was exicuted for witchcraft, but that was a 
roomer started by the English to attempt to discredit Charles VI's claim 
to the thrown by associating him with a mystic or witch.


Anyway, getting back ontopic, I'm sure I can dig up some kind of 
historic figures for the game to use as lower bosses if I wish. Still 
since this is suppose to be an arcade game loosely based on Castlevania 
adding too much historical information, creating new bosses, etc would 
probably be overkill. All I really wanted to do was create a nice 
generic clone of Castlevania that captured the same great play and fun.


Cheers!


dark wrote:

True indeed Tom.

Actually, sinse many developers,  particularly for arcade games 
rarely do their homework as far as research goes, you might even 
improve upon things.


For instance, instead of just cobbling together a skeletal horseman 
boss and giving him a good name,  as was done with Raodane, why 
not have him be an actual resurrected skeleton of a historical 
character, brought back as a skeleton under the vampire's control?


imagine one of the three musqiteers as a skeleton,  or martial su 
of The napolionic wars?


That would be both a cool boss, and an interesting bit of plot,  
and not one included in original castlevania.


Even if the boss was just a smack and avoid affair in the best arcade 
tradition, this could make things much more fun!


Beware the grue!

Dark.



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Re: [Audyssey] Castlevania was: Developer time was: My Opinion of Q9

2009-11-21 Thread dark
Well Tom, simply because a plot is there doesn't mean people have to bother 
with it unless they wish to.


Take the mega man series for instance. There is extensive information on 
every single robot master, what order they wer ebuilt, what their 
personalities are like, what purpose they bwere originally made for etc.


For instance, Metal man, in Mega man 2 was created as an improved clone of 
Cut man in the original game, though was givern an incredibly haphazard and 
slapdash personality by wily sinse his intelligence circuites were cobbled 
together later.


This sort of information was revealed both in later games, and through books 
like the famous perfect Works source books, which reveal heavily detailed 
back stories on game series and are a staple of any long running or highly 
popular game in japan.


If you had historically significant and interesting bosses in a castlevania 
type arcade game, either have the character discover an item such as a 
scroll or book which sat in their inventory and was chosen to read or not at 
leasue,  or just write a highly comprehensive manual with extensive boss 
information. I'd prefer the first option, sinse finding the info in game 
would also mean the player could read up on each boss before fighting 
her/him in game, --- thus making things very immediate and avoiding 
spoilers,  but if this sounds like cluttering up the inventory too much, 
you could just include a bestiary file in the game detailing enemy and boss 
historical information,  which obviously only the most interested 
players would read.


This is again something which would be great in audio games, sinse however 
much information can be gathered about an enemy's nature and attacks from 
sound (and I admit this is a lot), there are details you can't gather.


For instance, if you had marsial sue as a skseltal boss,  other than by 
reading information, theere's no way the player could know he was wearing 
the remains of a french army uniform,  however good sounds the ratling 
of his bones, and jingling of his medels made.


Reading this information would be no advantage in game,  being as the 
game was an arcade game, and of course up to the choice of a player to read 
or not as they pleased.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 21, 2009 7:00 PM
Subject: Re: [Audyssey] Castlevania was: Developer time was: My Opinion of 
Q9




Hi Dark,
Hmmm...That's an interesting suggestion. If there is one thing I like 
better than programming it is studying and researching history. As long as 
I could remember I've always had an interest in archeology, history, and 
anthropology. That's why movies, books, and games like Indiana Jones, 
Rogue Angel, and Tomb Raider are so appealing for me. They give me a 
chance to look into the passed, even a fictional one, and  combine history 
with action and adventure.


As a game developer with a passion for history and historical figures I 
could easily see myself writing a game based on some important historical 
person such as Joan of Ark. In terms of historic heroes Joan of Ark 
definitely stands out. From what we know about her combat skills and 
leadership ability she basically shows up one day in 1428 at the palace of 
Charles VI and tells him she has a message from God that France will fall 
if the English are not defeated at Orleans. Where upon Charles gives her 
command of the French army, and she proceeds to break the six month long 
siege at Orleans in nine days. Afterward she goes on to have several more 
stunning victories before she is captured and burned at the stake for the 
eronious crime of wearing mens clothing. A lot of people think she was 
exicuted for witchcraft, but that was a roomer started by the English to 
attempt to discredit Charles VI's claim to the thrown by associating him 
with a mystic or witch.


Anyway, getting back ontopic, I'm sure I can dig up some kind of historic 
figures for the game to use as lower bosses if I wish. Still since this is 
suppose to be an arcade game loosely based on Castlevania adding too much 
historical information, creating new bosses, etc would probably be 
overkill. All I really wanted to do was create a nice generic clone of 
Castlevania that captured the same great play and fun.


Cheers!


dark wrote:

True indeed Tom.

Actually, sinse many developers,  particularly for arcade games 
rarely do their homework as far as research goes, you might even improve 
upon things.


For instance, instead of just cobbling together a skeletal horseman boss 
and giving him a good name,  as was done with Raodane, why not have 
him be an actual resurrected skeleton of a historical character, brought 
back as a skeleton under the vampire's control?


imagine one of the three musqiteers as a skeleton,  or martial su of 
The napolionic wars?


That 

Re: [Audyssey] Castlevania was: Developer time was: My Opinion of Q9

2009-11-21 Thread Thomas Ward

Hi Dark,
Oh, I wasn't talking about what the end users would think of a complex 
plot or story for a arcade game like Castlevania, but how much work goes 
into it from the developers end. As a game player the more complex and 
interesting the plot the better. However, as a developer I'm pretty 
weary of stressing my brain and doing in depth research for game plot 
and game development. What I'd like to do for a change is just write 
something for the fun of it without having to put much work into the 
project. Working on MOTA has pretty much drained me emotionally and 
physically and i need to recharge my batteries you could say. Working on 
a triditional Castlevania game is one way to create a game that doesn't 
really need a great deal of background research if I don't want too.


dark wrote:
Well Tom, simply because a plot is there doesn't mean people have to 
bother with it unless they wish to.


Take the mega man series for instance. There is extensive information 
on every single robot master, what order they wer ebuilt, what their 
personalities are like, what purpose they bwere originally made for etc.


For instance, Metal man, in Mega man 2 was created as an improved 
clone of Cut man in the original game, though was givern an incredibly 
haphazard and slapdash personality by wily sinse his intelligence 
circuites were cobbled together later.


This sort of information was revealed both in later games, and through 
books like the famous perfect Works source books, which reveal heavily 
detailed back stories on game series and are a staple of any long 
running or highly popular game in japan.


If you had historically significant and interesting bosses in a 
castlevania type arcade game, either have the character discover an 
item such as a scroll or book which sat in their inventory and was 
chosen to read or not at leasue,  or just write a highly 
comprehensive manual with extensive boss information. I'd prefer the 
first option, sinse finding the info in game would also mean the 
player could read up on each boss before fighting her/him in game, --- 
thus making things very immediate and avoiding spoilers,  but if 
this sounds like cluttering up the inventory too much, you could just 
include a bestiary file in the game detailing enemy and boss 
historical information,  which obviously only the most interested 
players would read.


This is again something which would be great in audio games, sinse 
however much information can be gathered about an enemy's nature and 
attacks from sound (and I admit this is a lot), there are details you 
can't gather.


For instance, if you had marsial sue as a skseltal boss,  other 
than by reading information, theere's no way the player could know he 
was wearing the remains of a french army uniform,  however good 
sounds the ratling of his bones, and jingling of his medels made.


Reading this information would be no advantage in game,  being as 
the game was an arcade game, and of course up to the choice of a 
player to read or not as they pleased.


Beware the grue!

Dark.



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Re: [Audyssey] Castlevania was: Developer time was: My Opinion of Q9

2009-11-21 Thread dark
I understand your issues with Mota and your desire not to embark on a long 
research issue.


However it firstly seems you've got a lot of information on the subject 
yourself naturally,  ie, the long discourse on Elizabeth Bathory,   
and secondly this is certainly an area others could assist with. #


My position on research might be a bit unrealistic compared to yours,   
afterall I have been a student for 7 years and actually do my own research 
every week for my doctorate.


Also, there doesn't have to be huge amounts of backstory,  just enough 
to be interesting. This is why I love the first of the Soul blade games so 
much, sinse unlike it's successors, it was very historically accurate indeed 
concerning the events of the 15th century across Europe and asia.


I know from the history I've done on that period, that though it's plot is 
really nicely written,  it probably didn't take more than a good 
inspection of an ideots guide to Europe and Asia circa 1650 to look up.


Beware the grue!

Dark.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 22, 2009 2:06 AM
Subject: Re: [Audyssey] Castlevania was: Developer time was: My Opinion of 
Q9




Hi Dark,
Oh, I wasn't talking about what the end users would think of a complex 
plot or story for a arcade game like Castlevania, but how much work goes 
into it from the developers end. As a game player the more complex and 
interesting the plot the better. However, as a developer I'm pretty weary 
of stressing my brain and doing in depth research for game plot and game 
development. What I'd like to do for a change is just write something for 
the fun of it without having to put much work into the project. Working on 
MOTA has pretty much drained me emotionally and physically and i need to 
recharge my batteries you could say. Working on a triditional Castlevania 
game is one way to create a game that doesn't really need a great deal of 
background research if I don't want too.


dark wrote:
Well Tom, simply because a plot is there doesn't mean people have to 
bother with it unless they wish to.


Take the mega man series for instance. There is extensive information on 
every single robot master, what order they wer ebuilt, what their 
personalities are like, what purpose they bwere originally made for etc.


For instance, Metal man, in Mega man 2 was created as an improved clone 
of Cut man in the original game, though was givern an incredibly 
haphazard and slapdash personality by wily sinse his intelligence 
circuites were cobbled together later.


This sort of information was revealed both in later games, and through 
books like the famous perfect Works source books, which reveal heavily 
detailed back stories on game series and are a staple of any long running 
or highly popular game in japan.


If you had historically significant and interesting bosses in a 
castlevania type arcade game, either have the character discover an item 
such as a scroll or book which sat in their inventory and was chosen to 
read or not at leasue,  or just write a highly comprehensive manual 
with extensive boss information. I'd prefer the first option, sinse 
finding the info in game would also mean the player could read up on each 
boss before fighting her/him in game, --- 
thus making things very immediate and avoiding spoilers,  but if this 
sounds like cluttering up the inventory too much, you could just include 
a bestiary file in the game detailing enemy and boss historical 
information,  which obviously only the most interested players would 
read.


This is again something which would be great in audio games, sinse 
however much information can be gathered about an enemy's nature and 
attacks from sound (and I admit this is a lot), there are details you 
can't gather.


For instance, if you had marsial sue as a skseltal boss,  other than 
by reading information, theere's no way the player could know he was 
wearing the remains of a french army uniform,  however good sounds 
the ratling of his bones, and jingling of his medels made.


Reading this information would be no advantage in game,  being as the 
game was an arcade game, and of course up to the choice of a player to 
read or not as they pleased.


Beware the grue!

Dark.



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[Audyssey] Castlevania was: Developer time was: My Opinion of Q9

2009-11-20 Thread dark
Nice idea Bryan, however my point was that other than in the castlevania 
series, whips as holy weapons that have power over even normal undead like 
skeletons and zombies, let alone vampires etc are rather unknown,  I'm 
not sure why nintendo chose to give Simon a whip in the first place other 
than it being cool rather like Indiana jones' whip is cool.


As though Tom would obviously for copywrite reasons create an audio 
castlevania game which did not use the Belmont Family,  or possibly the 
Vampire killer whip,  why not include a more biblically logical weapon 
such as King Soloman's spear, the sword of Richard the Lion heart etc.


I'd hope Count Dracula was enough of a general public or historical 
character (there was afterall really a Count called vlad tepes dracula), for 
him to be useable in the game, even if all the other character's from 
stokers novel,  Johnathan Harker, mena and lucy etc wouldn't.


Beware the grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 20, 2009 12:41 PM
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9


Why not both? Perhaps you could set it up so that the vampire could be 
harmed by the whip but not actually slain. So the player could use the 
whip to get the vampire near to death, so to speak, then the stake or 
whatever weapon could be a special weapon which alone had the power to 
actually finish the vampire off. It might be kinda like the battle with 
Gannon in the original Legend of Zelda. He could be harmed with the sword 
but not slain. Once he turned red the only way to finish him off was the 
silver arrow, otherwise he would heal. It took my brother months to figure 
that out.
Homer: Hey, uh, could you go across the street and get me a slice of 
pizza?

Vender: No pizza. Only Khlav Kalash.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 19, 2009 9:11 PM
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9



Hi Dark,
HInteresting suggestion. I guess the only question is how much 
like true Castlevania do we want to go with this remake. Personally I 
don't have a problem giving our hero a spear, stake, or some other 
special vampire weapon instead of a whip, but the whip is very classic 
Castlevania. Without the whip it would be missing a core element of the 
game.
As you pointed out yourself perhaps the best part of the whip is that you 
could upgrade it with a more powerful whip until you got the long chain 
whip. That was definitely one of the better weapons in the game, and gave 
you a lot of attack range and could dispatch monsters quickly. Although, 
as we both said killing Dracula with a chain whip is pretty unrealistic 
and strange. So using something else might be better story wise.



dark wrote:
Indeed tom,  I have a copy of the stories to both Super castlevania 
and original nes castlevania kicking around somewhere.


Sinse however you can't use either the Belmonts, the vampire killer whip 
or the castlvania name,  why not take the oppertunity to give your 
hero a more realistic vampire slaying weapon,  My suggestion would 
be a biblically significant spear,  but there are plenty of other 
things you could choose which would imho make more sense than the whip.


Btw, if I remember rightly the whip's actual material changed with power 
ups, it started as lether, then after the player collected five weapon 
hearts became chain and correspondingly more powerful,  and after 
another ten would become a long chain morning star with lots of reach.


beware the grue!

Dark.



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All 

Re: [Audyssey] Castlevania was: Developer time was: My Opinion of Q9

2009-11-20 Thread Thomas Ward

Hi Dark,
Actually, Bram Stoker's novel, Dracula, is now in the public domain. So 
not only is Count Dracula in the public domain so are the other main 
characters in the novel. I guess what people need to be aware of there 
are two copyrights to think about when developing games or any other 
multimedia.
The book itself is in the public domain. However, various radio 
broadcasts, movies, and of course any games using Dracula are not. So 
even though Castlevania uses a lot of common public domain enemies etc I 
still have to be careful how much of the original game I reuse for my 
own clone.


smile


dark wrote:
Nice idea Bryan, however my point was that other than in the 
castlevania series, whips as holy weapons that have power over even 
normal undead like skeletons and zombies, let alone vampires etc are 
rather unknown,  I'm not sure why nintendo chose to give Simon a 
whip in the first place other than it being cool rather like Indiana 
jones' whip is cool.


As though Tom would obviously for copywrite reasons create an audio 
castlevania game which did not use the Belmont Family,  or 
possibly the Vampire killer whip,  why not include a more 
biblically logical weapon such as King Soloman's spear, the sword of 
Richard the Lion heart etc.


I'd hope Count Dracula was enough of a general public or historical 
character (there was afterall really a Count called vlad tepes 
dracula), for him to be useable in the game, even if all the other 
character's from stokers novel,  Johnathan Harker, mena and lucy 
etc wouldn't.


Beware the grue!

Dark.



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[Audyssey] castlevania, was:RE: Developer time was: My Opinion of Q9

2009-11-19 Thread Che
Just changing this subject line so I don't keep reading messages about a
subject I'm not interested in.
  Thanks,
Che


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Thursday, November 19, 2009 6:26 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9

I know the weapon has always been a whip,  I've also got the Nes 
classics addition of original Castlevania for the gameboy advanced, so have 
seen it in the very first game.

Nevertheless, sinse tom cannot use either the name castlevania, the belmont 
family, or! the vampire killer whip (though that name might not be 
copywrited), why not make a virtue out of necessity and include a weapon 
with some decent, real world biblical significance.

beware the Grue!

dark.
- Original Message - 
From: Ryan Strunk ryan.str...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, November 19, 2009 11:39 PM
Subject: Re: [Audyssey] Developer time was: My Opinion of Q9


 The reason for the whip was that it was the chosen weapon of the Belmonts.
 It was a blessed whip called the vampire killer. Even before games like
 Super Castlevania where you could swing on things with it, it was a whip.
 Not sure why, but I think separating the Belmont family from their trusty
 whip would be a sad thing indeed.

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of dark
 Sent: Thursday, November 19, 2009 4:46 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Developer time was: My Opinion of Q9

 funny tom, I'm actually replaying super castlevania on the snes at the
 moment myself (though currently I'm rather stuck on the 7th world,   
 too
 many blasted axe knights!).

 I do hope members of the community can provide some sufficiently 
 atmospheric

 music to the game, sinse that's a Snes soundtrack which has always greatly
 impressed me with it's diversity.

 One thing though, i did always think having a whip to kill vampires with 
 was

 rather an odd weapon, - though i suspect it was included more for the
 gameplay mechanics of swinging on hooks and the like than realism.

 Perhaps if your redoing a similar game you could give the main character a
 more logical weapon,  such as a magic holy spear.

 there are afterall well known historical archetypes of holy spears which
 were said to have properties against the undead such as the spear King
 richard used during the crusades, the lances belonging to various angels,
 most especially the lance of loginus, and of course the spear which was 
 used

 to wound christ upon the cross.

 some people may find that objectionable in a game it is true,  though
 personally I don't see it as any worse than a film such as raiders of the
 lost Arc or the Last crusade where Indiana Jones was trying to retrieve 
 the
 holy graille.

 Beware the Grue!

 dark.
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Thursday, November 19, 2009 8:50 PM
 Subject: Re: [Audyssey] Developer time was: My Opinion of Q9


 Hi Dark,
 Yeah. As it happens I have plans to do a good audio Castlevania as soon 
 as

 I can get Mysteries of the Ancients completed. The main hangup is finding
 high quality halloween and horror sounds to do the game justice. Plus I 
 am

 looking for some nice halloween theme music to give it that truly dark 
 and

 ominous feeling while exploring Dracula's castle. Part of me wanted to do
 an FPS version, but I wouldn't mind doing a side-scroller version as the
 original games were that way.
 The best part of it is that all of the monsters are in the public domain.
 So the only copyrights that really apply is the name --- which can easily
 be changed --- and the music ---  which I don't really need.

 dark wrote:
 Hi tom.

 sounds great,  though I'd probably have to annotate several faqs in
 order to play it successfully.

 Fighting real world monsters is always something I liked in the
 castlevania games where bosses are the likes of Frankenstein's monster, 
 a

 mummy, a skeletal Horseman and of course Dracula's best friend,  the
 Grim reaper.

 Something like that in audio would be great indeed.

 Beware the grue!

 Dark.


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