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Breath of Wild type gameplay to Zelda Classic?


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#1 SkyLizardGirl

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Posted 11 May 2017 - 07:04 PM

https://www.youtube....h?v=OWqm14HIRlA  

 

        

      

  ^(The Actual prototype used by the breath of the wild team)^

  

What do you guys think about, a 'breath of the wild' type system, in a Zelda classic game itself?

 

Are there any engineers here up to designing a system that would work alot like as seen in the video above?

-Or besides that,  Any real progress thus far with any you guys??

 

I'd enjoy to see someone accomplish this feat however, even if seemingly impossible to do.

 

(Anyways i really like this idea alots.)


Edited by SkyLizardGirl, 23 May 2017 - 01:04 AM.

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#2 Matthew

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Posted 11 May 2017 - 07:17 PM

In all seriousness, I think it would be very cool, but also possibly difficult to pull off, requiring many scripts.


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#3 SkyLizardGirl

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Posted 11 May 2017 - 07:22 PM

In all seriousness, I think it would be very cool, but also possibly difficult to pull off, requiring many scripts.

 

I love the idea of being able to hunt and cook food you find in the wilderness.* 

Baked- apples.'


Edited by SkyLizardGirl, 11 May 2017 - 07:23 PM.

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#4 Anthus

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Posted 12 May 2017 - 12:19 AM

I thought the first Zelda was BotW. :tard:

#5 Moosh

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Posted 12 May 2017 - 04:42 AM

I'd like to see some aspects of BotW like the puzzle shrines and wide variety of weapons and armor be done in ZC. Cooking and weapon durability may be taking things a bit too far. A big issue to take into consideration is ZC's limited item slots. A cooking system would for sure take up a lot of them.


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#6 Jamian

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Posted 12 May 2017 - 04:54 AM

I agree, gotta be careful about those item slots. In The Forbidden City I filled them all up because of the ring + gasha seed system. I actually had to remove default items I didn't use so I'd have enough space. Weapons + Armour + Ingredients + Meals = more item slots than ZC allows, for sure. 


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#7 Sheik

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Posted 12 May 2017 - 06:08 AM

I am liking the seamless overworld/cave transitions. Nice touch.
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#8 Architect Abdiel

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Posted 12 May 2017 - 08:15 AM

Something I also would like to see in addition to what Moosh said about puzzle shrines and weapons/armor, is the abilities that you can use every so often. Like Mipha's Grace. And the runes. And the upgrade systems.

As for all the items, that would be a lot of items. You'd have to really limit yourself not to take on too many of them.

Granted, I'd imagine it would be possible to an extent. I know you can definitely make an item act like a potion. Which would basically be what apples are. You could probably even have items that give you temporary enhancements or resistances when consumed. A simplified version of the system would probably be possible. Like probably very simplified.
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#9 MoscowModder

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Posted 12 May 2017 - 01:24 PM

Don't forget that you can use global arrays to store more items than the built in item system can hold. It might be kind of insane, but some scripters have proven that heavy duty scripting can go a LONG way past ZC's apparent limitations.

#10 Eddard McHorn Van-Schnuder

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Posted 12 May 2017 - 01:51 PM

Why does each 'craftable' item has to be its own actual item? Could you not make something like, where if you pick up an apple, a script keeps track of how many you have, and instead of selecting individual items from a list when you cook them, you could just approach a camp fire, hit A to activate it and then be given a list of items you can craft, based on the number of supplies you've picked up? The ones you don't have enough craftable items for could be greyed out or not visible.

 

I'm not suggesting that this should be possible, I have no idea, I'm just throwing things out there.


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#11 Timelord

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Posted 12 May 2017 - 11:16 PM

Why does each 'craftable' item has to be its own actual item? Could you not make something like, where if you pick up an apple, a script keeps track of how many you have, and instead of selecting individual items from a list when you cook them, you could just approach a camp fire, hit A to activate it and then be given a list of items you can craft, based on the number of supplies you've picked up? The ones you don't have enough craftable items for could be greyed out or not visible.

 

I'm not suggesting that this should be possible, I have no idea, I'm just throwing things out there.

 

 

Don't forget that you can use global arrays to store more items than the built in item system can hold. It might be kind of insane, but some scripters have proven that heavy duty scripting can go a LONG way past ZC's apparent limitations.

 

This would be my approach. I would store all the consumable items, and weapons, in arrays; and all the products of cooking in their own; then script menus to access them. You can easily toss a tile on a fake item and display it, even on the passive subscreen, without needing a legitimate item.

 

One of my quests has in excess of 350 'items', and I had to go this route anyway.

 

When I revised itemdata, item property management was one of the goals. I wanted to be able to have a set of generic items, and allow the scripter to set their properties at any time, so, you could for example, have ten cooked items in a quest, all generic, using a specific item class; then when Link cooks, the script that generates the type of food, assigns a tile, a script, Flags[5], Attributes[10], and other stuff to the legitimate item, and a global script can assign the item properties based on those inputs and the class, when the item is used.

 

Else, and item script could do similar.

 

That said, even in 2.50.x, you can expand inventory to unbelievable proportions.

 

The harder bit in all of this, is weapon vulnerability, which is arguably the most hated aspect of the BotW mechanics. Other stuff, such as climbing terrain, stamina, crossing hard terrain, and the hang glider, could all be simulated in very basic ways. We had a nice little ideas fest in chat on this, and there are several approaches that would work, but you need to rely on the imagination of the player. I

 

 would use the simplified maps of Dragn Quest or Final Fantasy games, to show terrain, and give each type of terrain its own fake Z, and store a fake Z for Link, along with a stamina value. When Link encounters a mountain, instead of it being solid, it slows his rate of movement, and drains his stamina. If Link is trapped climbing, and runs out of stamina, he loses HP until he dies.

 

If Link is on a mountain, hill, or tree tile, he can use the hang-glider to coast a distance of n tiles based on n2 fake Z, and must land on a tile with a lower Z than the Z of the tile from which he descended, unless the tile is <= 2 spaces away. I could likely write up this fake Z hang-glider stuff in a day or two, if I ever find the time, merely to demonstrate the idea.

 

On another note, I would advise against downloading the binary file in that YouTube Link, until as a community we know that it is a safe file. It could easily be spyware of some kind, as I presume that it is not open-source.

 

If the source is available, we should review, compile, and test it; then archive it if it is clean.


Edited by ZoriaRPG, 12 May 2017 - 11:18 PM.

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#12 Jamian

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Posted 13 May 2017 - 08:13 AM

I agree it is possible to do just about anything you want with scripting, including using variables to store more items than ZC allows. However, doing all of this is quite the gargantuan endeavour. Keep in mind you'll also need a compelling quest in its own right to go with all of these features. If you really want to do Breath of the Wild in ZC, I hope you don't have anything else planned for the next couple of years ;)



#13 Moosh

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Posted 13 May 2017 - 08:21 AM

Yeah, having something that can work is one thing, having something that you can pass to another user and have them use with few issues is something else. Take my empty bottle script for example, I faked there being more items than there actually are with copytile and that thing is a nightmare to set up.



#14 Soga

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Posted 21 May 2017 - 06:03 PM

While playing BotW, I often thought that this was basically what Zelda 1 would have been in 3D. Obviously, not a carbon copy, but you can still see how many of the core concepts in Z1 were used as inspiration for BotW. The emphasis on exploring the world, the nonlinearity, discovering things. The visual design of the shrine exteriors obviously parallels the entrances to dungeons in Z1. The way you're just dropped off in a world you know nothing about, and gradually come to understand how everything works. Hell, even the Lynels show up! (I know, they've shown up in previous games, but not as prominently). Man, these Lynels... BotW really teaches you to respect these guys.

 

As for weapon durability, I thought that was actually not too bad. Running out of weapons was never an issue for me, except maybe in the first 10 minutes of the game. I do think that the weapons you find scale with the best weapon you had, so as long as you're burning through the weakest weapons you have first (except against major enemies, obviously), you should be fine.

 

Spoiler

 

As for whether or not I think BotW should be replicated in ZC, I don't think it would be good replicated in ZC. Rather, I think a quest that borrows many of the concepts and mixes them with some creativity juice could be really, really solid. Though, you're gonna need a lot of overworld maps stitched together. Shrines: I thought the way BotW did shrines wasn't that fantastic. It was okay. I think it would probably work better in ZC, but that's because mini-dungeons have always been better in 2D.


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#15 Reflectionist

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Posted 26 May 2017 - 12:37 PM

The thing thatwould set a BotW-type quest apart would be pretty liberal, CONSISTENT use of the "Pokemon logic" idea. Fire melts ice, burns wood, wood floats on water, etc. And treat that consistently.

In my quest, I'm not trying to remake BotW, but it turns out, having that kind of attention to detail goes a long way. Plus, having a spoils bag, with only 6 pretty generic, but distinct items, allows me quite a bit of "crafting" on its own, but still gives me opportunuties to jack the Hurricane Spin quest from Wind Waker, or the Poe's Souls quest from Twilight Princess.

Also, check out Mark Brown's videos on Breath of the Wild, he explains a lot about what makes the flow work.

Designing a BotW type quest isn't the hard part. It's scripting that quest. But then again, I'm only pulling from BotW foor my quest enough to rethink and reboot the LttP / OoT / TP style quest in a more non-linear, BotW-logic-way.

Edited by Reflectionist, 26 May 2017 - 12:48 PM.

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