As the last episode of the Ballad of a Bloodline series closes in, it's time to discuss some pressing topics:
1. Style
2. Tileset
3. Graphical display
5. Strings
6. Story
7. Items
I. Style
a.k.a how should it feel to play BBIV
I was going for a very specific style ever since BB, but I always got sidetracked. This style is somewhat like this: imagine objects that I huge compared to the screen, there are few main animations, few characters close to each other and everything major is mentioned in and derived from the story. Increasing object numbers and adding Dark World-ishness is kinda how Freeze to the Past started to come out and is almost how Cousin of Powers became.
This feeling is what BBIV should be based on, which is bound to include a smart map building. Through the BB series, it was sometimes a main problem that I allocated too big map area based on the size of estimated content. Like, there was the big main overworld in BB, then another map meant only for Lake Hylia. Actually, Lake Hylia completely could have been placed at the south side of the main overworld, or as I originally planned, in the northeast corner (just as Zora's Waterfall then). Many dungeon sections could receive such compacting, since for example a simple walk-through lane doesn't require a whole 16x11 combo screen.
This was one of the things that could determine how a quest feels, the next is a kind of uniquity. Through the BB series, I planned completely new type areas many times, I just eventually sticked to already existing tiles/combos. This should be different from now on, I should plan only what I will execute and I should execute what I planned.
This all for a monumental feeling of a world unlike others. Cameos, references will be pushed down to minimal level.
II. Tileset
a.k.a with what framework should I start with
I considered all of them, especially Pure for a change. I know that all tilesets have a hidden error that always makes me mind my choice, but these can be worked around with considerable knowledge of ZC... however, I don't want to spend time finding these, so I would probably stick with a DoR. I had my fun time falling back to 1.0 for CoP, now I would try again with 2.0, I just fear loss of uniquity. Most of the DoR2.0 screens I see are like they were from the same quest and I'm not sure if I can differ enough. I'd like a completely own tileset, but then making that tileset would add to the quest development time which I don't want to stretch too long.
In what I want to differ? A new style of elevation layout would be great. Imagine a half-muddy, half-grassy slope going up, next to being a stone chamber wall (a small building built into the hillside) which has a vertical mud wall on the other side and a rocky mud road path taking a curve next to the scenery. New buildings would be great, but not in Zelda style. Wooden, stone and brick houses with no cartoony-ness or medieval-ness. And general logic. I don't want to follow the default way that the tileset maker carved out for me. Attempts for that in the BB games were existent already... walkable forest brush, walkable house top and some unique mix-and-match. What I surely change is what is easy to change. Ground tiles and invidual 16x16 objects, like bushes. Again, I don't want to follow the set paths, so the usual "grass->dirt->rock->minitree->slash, slash, slash, slash the bush and tall grass" might get nonexistent.
III. Graphical display
a.k.a how should the eye parse BBIV
Differently than before. All items will get completely new looks, because they will be completely different. Even the bombs, key, boss key mechanics will be completely swapped for something new, so this all needs to be graphically represented. *walks around the art room in a circle, pointing at things* Metal. Wood. Human skin. Monster skin. Fur. I was closely examining how to draw them correctly, when do I need outline and when I don't. Size? 3D effect? Bending? Curves? Blowing up TARDIS? Hm?
IV. Size
a.k.a does it matter?V
Let's make it shorter this time. 5+1 main dungeons are enough to use up all the dungeon themes I really long for making and the story can be wrapped up like that nicely, too. I planned it so in SB, too... then I got Carried Away. But not this time. Instead of simple area space increase, I will have more content in the overworlds and have the dungeons be bigger (maybe).
V. Strings
a.k.a all your grammar belong to us
I am sometimes error. Or I just haven't been guessing the required time tense correctly. Or I order the word mix up. But I learned much from mistakes and it will be better in BBIV. Checking by a native English is not likely, since it would be hard/long/problematic/etc. I try to cut back on string number anyway. Even a story type quest doesn't have to be a book. You have no chance to understand, make your tea.
VI. Story
a.k.a... psst! Spoiler!
I could weave the story till eternity... But I won't. It's time to wrap everything up nicely, have everything revealed and have no secret stay in haze. EVERYTHING that was mentioned, touched, hinted at, glimpsed, etc. will need to be clear by the end of the Best ending. Yes, even that. And nothing will be unearthed that directly should lead to a simple direct sequel. For this, big things need to get revealed even from the beginning, because simple dungeon crawling in the first 98% of the quest then a lot of strings that takes 30 mins to read through... not cool man!
I hope the story will surprise everybody... 'cause it surprised me, too. I can make up such crazy things, it's a wonder that my house isn't a mobile ice cream castle with a rodent infested vent as door and a freezing (but plastic) vulcano with dogs with amputeed legs as living room.
VII. Items
a.k.a what will you use ingame
Not what you did so far. Nothing will resemble of what name they have in ZQ. Boomerang? What? Hookshot? Where? Gloves? Which? Doctor? Who? With new uses... but really... Not even bombs, keys and boss key for you! Everything changes! It's like crack! Actually, it is. But no more story spoilers.
I didn't expect this... I remember standing before the classroom, waiting for the Statistics exam to start, planning BB's title. It became Ballad of a Bloodline, because I planned that Knil&Myra's bloodline will be sacrificed for the royal bloodline. I didn't plan sequel... and when I did, I planned some small quests for each ending... It was only about at IWL6 that I made up the initial sketch of SB (Ballad of the Seasons at that time). When starting SB, I did sketch up BBIII (Ballad of the Ages) and BBIV (Guardian Mask at that time), but it was all different and I didn't know if I make a BBV, too.
And, we are here. BBIV. It all because:
-using 2.10.0
-having friends
-having things to be inspired from
-being able to rework plans on the fly
-having some breaks
Without any of these, I would have stopped in 2009's spring (SB) already, or maybe right at 2008's summer (BB) OR already at 2007's summer (BB).
The gel dies on screen 5x56.
And the CAL is... spoiler. Spoiler. Spoiler. Spoiler. Spoiler.
Edited by CastChaos, 07 February 2012 - 04:56 AM.

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