Link Stuck in Castlevania is a planned series of my quest projects I am currently working on. They are based on the awesome custom sideview movement engine made by Grayswandir and having fully functional Castlevania-styled staircases as main feature. The script can be downloaded here:
http://www.purezc.ne...=59665&p=855521
or here:
https://gist.github.com/gwx/6116836
As the quest development goes on I am realizing that the engine looks limited and lacks some interesting features that would allow me and other quest-makers to make more bizarre platforming challenges in Castlevania-styled sidescroller quests. Here is request list.
1. Moving platforms. A feature that commonly appears in majority of platformer games. They can transport Link around allowing him to cross chasms or get to the high locations. Bonus points if the platform can be set to damage Link if he touches it from bottom side which would allow me (or other quest-maker who wishes to use the engine) to turn moving platform into a rideable spiked crusher.
2. Pushable blocks/crates. Unlike standard push-blocks these crates are affected by Sideview Gravity which means they will fall if pushed off platform crushing any enemy underneath (including Link if he happens to be under falling block). They can be used mostly to construct sideview block puzzles or build nasty death traps. Bonus points for customizable size (from 1x1 to 4x4) and bracelet level required to push.
3. Flipblock trapdoors. A trap that commonly appears in old-school CV games. If Link lands on that platform from above it will flip over, becoming non-solid during animation. Bonus points if trapdoor can have damaging underside (trapdoor with spikes).
4. Crumbling bridges. Another classical challenge from Classicvanias. At first it looks like ordinary bridge but when Link walks onto it, the bridge starts crumbling him behind tile by tile. The bridge can span multiple screens and have initial delay between being stepped on and starting to crumble. Bonus points for customizable width of bridge (as well as length) and falling blocks effect during bridge crumbling sequence.
5. Conveyor belts. Original script has a bug: conveyor belts don`t move Link when he is on "Conveyor Belt" combo.
6. Pendulums. Large pendulums that swing back and forth, and Link can ride them. As with moving platforms, bonus points if it`s possible to set pendulum to have damaging underside.
Sorry, if I request a bit too much. Zoria, who is currently helping me with scripts for my quest, has trouble scripting custom Lweapons while Grayswandir is on indefinite hiatus. Even a single bit taken off their workload helps a lot.
P.S. Videos of those features in action:
Flipblock trapdoors: http://youtu.be/VPea3d5p8mM?t=26s The trapdoor flips over but Trevor has barely managed to avoid falling to his doom.
Pendulums: http://youtu.be/XB1_20zMpBQ?t=6m12s
Crumbling bridges: http://youtu.be/XB1_20zMpBQ?t=37m28s
Sideview pushable blocks: http://youtu.be/N_vClv3vXUI?t=2m46s
Rideable spiked crushers: http://youtu.be/oD4JTSwiElk?t=41m20s
Hope, this helps potential scripter to understand the picture.
Edited by Alucard648, 02 December 2013 - 03:27 PM.