Akumajō Dracula X: Opera of the Red Moon

General homebrew games, programs and PlayStation PS-EXE's
Post Reply
User avatar
Gemini
Verified
Active PSXDEV User
Active PSXDEV User
Posts: 44
Joined: Feb 14, 2012

Akumajō Dracula X: Opera of the Red Moon

Post by Gemini » February 18th, 2012, 5:10 am


Akumajō Dracula X: Opera of the Red Moon [previously known as "Squeeze Bomb project"]
Image

Players: 1
Memory Card: 1+ Blocks (each save takes one block, will possibly use one more for system data)
Genre: Action/Adventure
Controller: Standard Analog, Dual Shock is also supported (vibration still needs to be implemented)
Time to Complete: still being developed
Languages: Multi 6 (Jap, Eng, Ita, Spa, Ger, Fre)
SDK: PSY-Q

The game is currently being produced for the Playstation, but it could be probably ported to some other system, like the Nintendo DS or PC (using OpenGL or DirectX), when it’s completely done and ready for release.

Here is a little list of what you can expect to see:
  • Maria will be able to use a variety of weapons, like Alucard or Jonathan Morris;
  • Elemental Orbs used for casting spells;
  • “Tap a button” scenes, like in Shen Mue or God of War;
  • Interaction with the environment to defeat some particular bosses;
  • Less dull AI for enemies and bosses. You will need some real strategies this time;
  • A little town where you can interact with its inhabitants to obtain any kind of help;
  • A region map with an area selector, and four areas available;
  • Many, many secrets.
This game will be completely free and released as an ISO file (size will be more or less 500-600 MB). It will not claim any ownership on Akumajō Dracula or Konami Digital Entertainment‘s material. We will not get any kind of profit from this, and we do no intend to steal anything from Konami Digital Entertainment. This is just the result of fans’ efforts on a series that me and my crew love so much that we wanted to create our own personal episode.

Screenshots
Image Image
Testing item collision and obtainment, plus a 3D model viewer in the background for showing scaling and motion of the 3D BG layer. Also a brief view of the in-game map.

Image Image
Image Image
Temporary placeholders for the main menu screen and other sub menus, also shows how messages can be switched through the several languages supported so far.

Image
Debug module used for testing entities (enemies, candles, background elements, etc.).

Links
Source code (well, sorta): https://www.assembla.com/code/redmoon/s ... ine?rev=15
[latest online build, updated 2012/JAN/05 03:54]


Jackhead
Verified
Curious PSXDEV User
Curious PSXDEV User
Posts: 13
Joined: Mar 09, 2012

Post by Jackhead » March 9th, 2012, 7:13 pm

That is really impressive. I think the sprites cost a lot of time? What kind of tools do you use?
PS1 Dev PC: DTL-H2500, H2510, H201A, H800, CDU921S, CD-Emu PSY-Q on Asus P2B with Win98SE

ammianus
What is PSXDEV?
What is PSXDEV?
Posts: 4
Joined: Feb 11, 2013

Post by ammianus » March 4th, 2013, 9:49 am

Looks very cool.

Post Reply

Who is online

Users browsing this forum: No registered users and 6 guests