As it currently stands, it is a fangame. However, as the engine progresses and I acquire a spriter and composer, it will blossom into a full indie game.
Nothing was reverse engineered from Castlevania Symphony of the Night.
The process involves me picking up my PSPgo and playing my PSN copy of SotN. As I play, I make mental notes of how I would code what Alucard does in SotN. From there, I get to work right away.
I don’t plan how to tackle each thing I want to code, I just code it. Most of what you see in the project is time consuming sprite work to set origins and optimization. The coding is probably 1/3rd of what I am spending my time on right now.
Anyway, just wanted to give you guys some insight!
Keep your eyes open for a playable release!
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