So, I came up with the idea of swiping the Secret of Mana attack bar. Going for the ‘power’ archetype would be obvious, but the thought of having someone less mobile than Naomi seemed dreadful. I made her powerups replace her normal attack. Sinlen’s design was easy, as much of it just contrasted Naomi. Three felt like a more balanced number than two, so I added Naomi’s brother as well (who was already going to be an NPC anyways). Like many things in the game, "It just happened". ![]() After making some sprites, I decided she could be playable. She sent me back a mage instead by accident and I decided to go along with it. ![]() I asked my friend, the artist Neolucky (who’s contributed to BEP in the form of a lot of cutscene art too) to do a design for me. Honestly, the original idea was to have Naomi do something while a rival knight trailed ahead of her, much like Shorn in La Mulana. Of course has the game expanded that didn’t quite happen… So, the original idea was just to create a Castlevania 1-like game for free, trying to make use combinations of simple enemies, leading to simple, yet exploitable bosses. Bosses were single set piece moments, so they didn’t need to be designed to be flexible. IWBTG had very little in the way of enemies and those it had were used in just a few screens. So, coming off making I Wanna be the Guy, this was something I wanted to experiment with. Either too simple or too erratic to craft reliable challenges with. I think this is something easy to take for granted, but if you’re like me and recreationally play a lot bad games, a common flaw in generic bad platformers are enemies that are just… there. ![]() Castlevania 1 and 3 do a great job making enemies that combine well with terrain and each other. So, approaching them as an adult it was much easier to appreciate all the smart enemy placement and design in the game. Michael “Kayin” O’Reilly, developer of Brave Earth: Prologue – Despite growing up with and having played the NES Castlevanias, I was never much a fan of them.
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