Alot is being poured into this project at this point, and still more to come. I redressed this topic here to get a better sense of what is to come.
(Edit December 12th, 2019)
There was discussion on whether or not to proceed in Unity or Godot. Unity wins because of better documentation and it is more fluid between designers.
The project is called "Dracula X: Extended Overture" as its working title. It is not currently affiliated with Esco but I am open to a working relationship. His project is much further along and I am not sure how closely our vision is. He is also far more experienced.
I had an old document detailing what the project was meant to be years ago, but now my interest has returned.
Here is the intention
-A Modified Castle 1 Map
-Item Relocations, redressing the level up system, methods of acquiring certain abilities changing etc
-"Reminisce of Rondo" retelling in segments with its own Castle Map (fully connected) and capable to be explored by all characters (at a later time in the game.)
-Maria remade combining and altering her various skills, her adventure is exploration bound as are each characters with different abilities being found.
-Unified leveling system for all 3 characters.
-Entirely altered Inverted Castle layout.
-7 never before seen bosses (approximately 140 new frames of animation thus far.)
-New Game Plus. (Chronological Playing, disable/enable cutscenes, all relics and acquired equipment) Lv1 start
-CVIII Style Switching replete with co-op puzzles
-New Equipment and Relics
-Altered Familiar Behaviour
-DXX Bosses (some) and other legacy sprites
-Reworked Saturn Sprites, revision of the Prison and Living Gardens (inspiration and resources only.)
-16:9 layout redrawing the visually available screen as opposed to shrinking it.
-Never before played 3rd Castle, "The Ruins of Castle Dracula." An epilogue to the good ending of SotN.
There is a bit of the horse before the carriage going on here. I began spriting a couple years ago in hopes of heavily modifying Akumakou Dracula X: Gekka no Yasabou for the Saturn. But that was a pipe dream. The level of work to just make that as good as it can be will likely be as challenging as starting from scratch. It is just too big of an undertaking.
WHAT IS DONE:
4 of 7 Bosses are sprited and tested for animation errors. I love image editing and these were really beautiful, the other three will take more time.
Trevor, Sypha and Grant remade. Each are featured as separate enemies. The zombie characters are still present as well but making that work might be harder on a story design basis.
Castle 1 map parsed together (top BG layer only)each on separate layers to be upgraded with Saturn color values. (btw, an aside, the characters and enemies will not be pulled from Saturn whatsoever. A couple of unique effects might be but... the scaling is just off and I don't see a value in it.)
LOTS OF WORK TO START
I have dabbled in Unity, worked alongside other programmers more familiar with it on their own personal projects, but primarily I have done design and story work. I will have to get more accustomed to it and will be actively seeking help (and offering it as well.) But in the meantime, as this is my baby, it will be on to playing in a test room and getting down hitboxes, attack patterns and movement behavior with Richter and Alucard to start.
This is just a mock up of an image I am working with. Original all black lettering was produced in 2160p and done with stroke paths etc to make it as sharp as possible. Definitely needs work but it has started.