Improved 1st level (Entrance) – Castlevania: SotN for Sega Mega Drive & Genesis – Dev Diary 14



An updated and improved version of what will be level 1 of the game (Entrance to the Castle).

Timestamps:
0:00 outside castle
5:23 first corridor
8:24 water/merman section
12:10 second corridor
13:42 death courtyard
15:05 stairwell
15:55 gargoyle section
16:55 final section (for now!)

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44 thoughts on “Improved 1st level (Entrance) – Castlevania: SotN for Sega Mega Drive & Genesis – Dev Diary 14”

  1. Hi everyone! As said in the video, the next video (Alchemy Lab) will show even more improvements as I have significantly upgraded my code since I put together this level. All going well, that should be uploaded next weekend. Work on the third level (Marble Gallery) has already begun and I'm looking forward to showing that once it's ready.

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  2. Wow great job yes I agree blueish trees when youre inside, I hope you add more saturn exclusive things 🙂 and question what happen to the trap door in the beginning

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  3. So far this looks like it's gonna be better than the Game Com version XD By the way, do you know anybody that would be willing to take game port projects for the megadrive? i've been looking for someone to see if they would be interested in my ideas.

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  4. I remember a video from a dev of Sonic 2 explaining how they had to use some tricks to get the spinning rings for the bonus levels. The trick was cycling through the palettes. I think that will help with the spiraling clouds

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  5. In reference to the effect at 6:50: Would it be possible to darken the 'outside' pallet while the interior pallet fades in? If so, it would give a sort of 'HDR' effect. Just a thought. I'm no programmer..

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  6. Para mim entusiasta do sgdk e do desenvolvimento no mega drive, se o 32x viesse para apenas liberar os limites de mais Sprites, resolução, fps, cores, paletas, trazendo para o código mais possibilidades nativas sem mudar a programação padrão seria um diferencial.

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  7. Wow. Very impressed at what I'm seeing thus far. Still think a port of Dracula X would've been easier than a SotN D'make, but … looks great!

    Since there doesn'tcseem to be a MEGA-Byte limit, hope you can add some of the environmental detail to the level, such as the loghtning.
    Color palette looks VERY rich & vibrant. I like it!

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