Re: [Audyssey] Castlevania was: Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Castlevania was: Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
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 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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Castlevania was: Developer time was: My Opinion of Q9
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
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Castlevania was: Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to
[Audyssey] Castlevania was: Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] castlevania, was:RE: Developer time was: My Opinion of Q9
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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to