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DEATH LABEL

Posted: Sun Jul 07, 2013 5:20 pm
by dracmeister
http://m.youtube.com/watch?v=sberZKKoBMY" onclick="window.open(this.href);return false;



It has been awhile since I worked on this project. I came to revisit this project because its easier to make than CFS3. This is a spin-off lore. Or rather an alternative story arc in the Cutezome Superlore, I don't wanna go too much in detail.

On the light of my other game projects, Wicked Child is doing well too. Though I'm having mixed opinions on the gimmicks I plan to implement to differ it from a typical Castlevania fan game.

Re: DEATH LABEL

Posted: Mon Jul 08, 2013 12:28 am
by Garoslaw
The explosions. Why are they flat.

Re: DEATH LABEL

Posted: Tue Jul 09, 2013 5:14 pm
by dracmeister
[Current Progress as of 7/9/13]
Scoring:
Killing an enemy gives two types of points. Kill Score and Aces Score.
Kill Score is added directly to the total score.
Aces Score is a value multiplied to a multiplier until the multiplier combo is ended.
This Multiplier of the Aces Score is caused by the continuous collection of Multiplier Chips. These are generated by enemies depending on proximity and how many shots you have managed to hit them with before you have killed them.
Dying during an expiring combo resets the Aces and Multipliers back to zero and it doesn't count to as score.

Death Bomb:
When bomb Charge is at 100%, then it acts as an extra hit.
When hit, It clears the screen of bullets and minor enemies, however, The Combo is ended prematurely and Aces are set back to Zero and drains the Bomb Charge.(some normal bombs don't require 100% charge)