I've wanted to make a 2d Castleroid/platformer for a long time. My first attempt, woefully, used RM2k3.
![](https://legacy.gamingw.net/pub/52939/resource_1.jpeg)
This approach was severely counter-indicated, but before I gave up under the weight of a nigh unplayable game, I did a lot of leg work with respect to the planned bosses/skills, etc. I even mapped out a fair chunk of the castle's layout.
I tried again when I got my hands on MMF2, but my product was pretty buggy and I had a hard time generating the artwork I wanted, or at least getting it to match the existing stuff, so I started writing a story that worked separately from Castlevania.
In the meantime, I've gotten a little better at working with the maker, (and hopefully I've gotten a little better at the artwork side too), so I decided to start a new project.
![](https://legacy.gamingw.net/etc/i213.photobucket.com/albums/cc149/thekillerwolf/notmuch.webp)
Herein lies the dilemma-
1)Go original with the game world.
2)Make it a Castlevania fangame.
With the "original" version, the story goes as follows.
The main character is an Inquisitor, essentially a Witch Breaker. He led a purge that cleared out a Cabal of Sorcerers. The surviving initiates are seeking to return their leader to the living. As the player, you begin by going to the cavernous crypt where the ritual is set to take place. A few twists and turns later, the Inquisitor is branded as a heretic by the Church and goes on a private war against the surviving members of the Cabal by hunting them in run down Monasteries, Abbeys, Castles, Caves, Forests, etc. I did a lot of leg work, looking up mythical/supernatural creatures to use as enemies (trying to avoid most of the ones that Castlevania uses consistently). I have in-game explanations for several of the skills/abilities that unlock new exploration options. The problem is that I think it may be too ambitious for a "first project", and that it feels like I'm trying to make a Castlevania game without calling it such.
If I were to take the fangame route -
The character is instead a Necromancer who has found a way to force the castle to appear early. His goal is to use his magic on Dracula's scattered remains in order to steal from him the knowledge of eternal life. A main feature (which might have been original when I came up with this back in 03...) was the use of Altars around the Castle to combine enemy essences into Familiars. An example from the horrible RTP Castlevania - collect bonemeal, ectoplasm, and an arrow to summon a skeletal archer. Some of the Altars, allowing for the creation of more powerful familiars, would be hidden and require the requisite movement ability upgrades to reach. The usage of the Necromancer framework also helps it to make sense for the character to suddenly learn new skills just for killing something, and I had a system (taken from an earlier attempt) that would allow the player to absorb essences from the enemies to restore mana. This essence was also part of familiar creation, in that it was "sacrificed" at the Altar to complete the creation.
Even if I go the fangame route, I would still have to re-draw any enemy sprites I wanted to use, because mixing and matching my art style/scale with sprite rips doesn't tend to look too stellar, so it wouldn't cut the workload down that much - with the exception of the basic structure being in place already, and the fact that I would already have a good portion of the map planned out.