5/12/2015



Metroidvania
 (also known as Castleroid), also known as platform-adventure, is a genre of 2D platformer games with an emphasis on an exploratory action-adventure structure.
Many games fuse platformer fundamentals with elements of action-adventure games such as The Legend of Zelda or with elements of RPGs. Typically these elements include the ability to explore an area freely, with access to new areas controlled by either the gaining of new abilities or through the use of inventory items. Metroid and various 2D games in the Castlevania series are among the most popular games of this sort, and so games that take this type of approach are often called by a portmanteau of these two games, either "Metroidvania" or "Castleroid". Other examples of such games include Wonder Boy III: The Dragon's TrapMega Man ZXTails AdventureCave Story and the recent Shadow 

Nature of a Metroidvania

Distinct features associated with the Metroidvania formula are side-scrolling, exploratory, action-adventure gameplay, power-ups, and a map that is filled in automatically as the player progresses through the game.
A strong element of this genre is that the map is largely contiguous, offering no breaks in play aside from the occasional load screen. Some purists refuse to acknowledge a game as a Metroidvania unless it meets these criteria though others will include games which feature small breaks in play, such as Clash at Demonhead.

Game Elements

Typical gameplay involves exploring the game’s world and discovering paths that can not be accessed with the players' current abilities. Finding an item (either a key or a power-up) later on grants the ability to traverse the obstacle, allowing the player to backtrack and explore the new area at their leisure. Some power-ups are needed to obtain others, lending a sense of structure, sequence, and linearity to the game. This structure is often vital in creating a coherent plot by ensuring that events that progress the storyline are triggered in the proper order. An integral part of the experience is in the exploration of the game world: It is rare for the player to be told exactly where they have to go.
Instead, the player must rely on their own sense of exploration to discover new areas and goals within the game. This can lead to frustration for even experienced players as sometimes the proper path to take to trigger the next event or gain a new power-up to avoid an obstacle is not readily apparent, requiring the player to traverse the majority of the game’s world in search of an item or path they've overlooked.
One key part of the various abilities the player gains is that they afford the player more options in the way their avatar may be controlled. These upgrades invariably allow the player to directly circumvent an iteration of the barriers mentioned above. Often, the same sort of abilities make an appearance across the genre with different names and appearances: The Cleansing item in Castlevania: Circle of the Moon has the same effect as the Varia Suit in Super Metroid: Both negate damage from an otherwise hostile environment, allowing the player to traverse the previously hostile area at will.
Invariably, the same sort of barriers will make themselves apparent to the player:
1) Ledges or platforms the player cannot yet reach due to the length or height required for the jump. Often the power ups which allow the player to bypass these obstacles improve the player's jump height or allow the player to jump again in mid-jump. Other power ups may allow the player to use nearby walls to jump, allows the player to actually climb the walls, or in some cases they can fly.
2) Environments the player cannot yet traverse without taking some ill effect or having their mobility severely hampered (or possibly not at all). The power ups associated with this obstacle invariably remove the ill-effects associated with the environment.
3) Destructible barriers the player cannot destroy with their current abilities. The sort of barriers are frequently associated with weapons power ups the player acquires, allowing the player to more easily kill their foes as well as bypass obstacles.
4) Indestructible barriers the player must acquire a key to unlock or perform a task elsewhere to remove. Generally these barriers are associated with boss fights, though occasionally the serve to form a shortcut: The player must reach the other side of the barrier to press a switch which removes the barrier and allows subsequent passage, often for the purpose of allowing the player to traverse the game world more quickly.
Though the name of the method by which these four barriers will be removed inevitably changes from game to game, these four core concepts remain at the heart of any Metroidvania.
In many cases, Metroidvanias are only distinguished from top-down, 2D, non-linear exploratory games like The Legend of Zelda: A Link to the Past by the fact that the view is from the side as opposed to top-down. This small change drastically alters the manner in which the game is played: The simple fact that side-scrollers possess gravity adds an additional barrier to exploration which must be overcome.

Sequence Breaking

Despite the implicit structure governed by the obstacles in a Metroidvania's level design, industrious players often pride themselves onsequence breaking these games, exploiting bugs or using more resources than designers accounted for in order to traverse lethal or supposedly impassible areas: One example is traversing the Underground Waterway in Castlevania Circle of the Moon before receiving the Cleansing item which purifies the poisoned water that fills the level. Without purification the water damages hero Nathan Graves, but the area is traversable with enough preparation. This obstacle was intended to prevent players from prematurely progressing to an event in which Camilla(the level's boss) reveals storyline information and subsequently obtaining the Roc Wing (an item that allows access to several other castle areas) with her defeat.
Such sequence breaking has lead to a very active speed running community, with some players finishing games with under 10% of a game's total area explored, or fighting only a couple of the game's many boss characters.

RPG Elements

Metroidvanias typically take the Metroid formula a step further, allowing the player to gain levels and advance their character's statistics through the defeat of enemies in a manner most commonly found in a console rpg. This was introduced in Castlevania: Symphony of the Night and all subsequent 2D Castlevania games have followed this trend until the WiiWare release Castlevania The Adventure Rebirth.
This change has a drastic effect on the difficulty of a game. In a Metroidvania lacking these RPG elements the means by which a player can reduce the challenge of any given foe is finite, based entirely on the number of power ups available to the player. A game featuring these elements has a more mutable difficulty range, allowing the player to avoid combat with minor foes to increase the difficulty or kill excessive numbers of minor foes to decrease the difficulty. Players can also choose to sell equipment they've found to purchase items which refill their health or magic bars, further diluting the challenge. Some purists find these RPG elements unwelcome, while others contend that they add an extra dimension to play which expands the game's longevity.
check more in:

gaming wiki -- Metroidvania.

5/07/2015



Flame lancer mob counter attack in action in the engine.


Here is a little test of the flame lancer counter attack in the engine Construct 2.

remember you will need be patient to attack him in the right moment.



video soon here:


5/06/2015

Flame lancer mob animations


A dark  flame  spirit  with  heavy  armor who  has a big lance and heavy shield

this  mob  is for the  game and the tech demo.



here is some animations:

he is heavy with powerfulls attacks, but he lost his defense when he attack.
you will need be patient to attack him in the right moment.


attack 1blockhitidleshield attack phase 1shield attack phase 2




more info about  the tech  demo  coming  soon. 

4/29/2015

here is the new mob  for the game  shadow  version, the flame lancer.


A dark  flame  spirit  with  heavy  armor who  has a big lance and heavy shield

this  mob  is for the  game and the tech demo.

more info about  the tech  demo  coming  soon. 

4/17/2015



dev diary 11 MiniBoss Sword demon animation time lapse

first mini boss sword demon, animation progress time lapse  in spriter for the game judgement project before called dragon curse project:

more info of the project:
http://judgementprojectdevdiary.blogspot.com/

facebook page:
https://www.facebook.com/judgementproject?ref=bookmarks

oficial forums topics:
http://brashmonkey.com/forum/index.php?/topic/3229-metroidvania-game-pixel-art-style/

https://www.scirra.com/forum/viewtopic.php?f=180&t=94215

music by
Mikomusic
song:
Hell in heavens

#pixelart #indiedev #indie #metroidvania

2/20/2015

dev diary  10 working  in  the second  phase  of   first  boss holy version 

now we working in the second phase of  the spear  guardian, with the  big  archangel  wings.

in  this  case we  are working in  the different pose  of the wings, for  the attacks, the  idle  position,
and the specials moves of the boss.


here  some references.


imperius  concept art  for  diablo 3



Archangel by Sidxartxa

our  work:


here the  side version:


here  the  three quarters version:


remember follow the project:

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work in progress  the second  phase  of   first  boss holy version fly idle animation

here is  the  second phase of the first boss spear guardian  idle fly animation, create  in spriter.







2/12/2015

dev diary  9  first  boss holy version animation  time lapse part2

here is the angel guardian animation time lapse second part, that I have worked in spriter.

background sound
Drop zone II Dark Shadow 
by Mikomusic






about  spriter.



Spriter enables the “modular” method of animating. Each frame is constructed from many small, re-useable images (such as body parts). Each of these images can be stretched, scaled rotated, swapped out and changed in opacity to drastically increase the “mileage” an artist can get from each piece of art

in game engines like construct 2,  you  can get a great optimization  by using  spriter format for the  animations, because it use only  the bones  data of the animations and the sprites of the differents parts of the character.

in this  case  for example the  spriter  file size is  407kb and all images size are 21kb total  of 428kb compare this with  a  sprite sheet image  of  30 frames  for only  2 o 3 animationes  with a size of 815kb.
other  think  that  help the optimization  with spriter is  that you need only need  load 1 time all the image, in game, because that animations  isnt in frames, the animation  is in bones data,  this  help to the  cache data  of the game.
follow us, and  learn more  information about the game and  the tool  that we use for the development of the  game.

remember follow the project:

1/14/2015

dev diary  8  working in the  light system.

here is a little  test of the new art style of  the   backgrounds  with  the  props the we created.
and  now we test  the light system, in this  case use the  torch  in the map to generate the light.

now we try to  test the better scale  for  the  game.
for the  next   phase we  will make a biger room, and  implement:
  • some moves  for the  character 
  • testing  some new light sources.
  • create some news props for the background.
  • create a little test  demo o video.
remember  follow  us in  facebook:

and  check our  topic in the  forum  on construct  2.