Jump to content

Photo

New Project- The Legend of Zelda: Trials of the Gods

Testers needed feedback appreciated

  • Please log in to reply
54 replies to this topic

#1 Binx

Binx

    Formerly Lineas

  • Members
  • Real Name:Brian
  • Location:Lancaster, CA

Posted 01 May 2013 - 01:20 PM

So, yeah, I totally forgot I had this account.... Anyways, I posted this on AGN, too:




Ok, so this is my new project. It started off as just an idea for a difficulty setting on a quest, but it kinda mutated. As it stand now, the game forces you to choose one of four paths, which each lead you on a slightly different quest, with different enemies, dungeons, and secrets. it took me a while, but I finally finished the first demo. Special thanks to Zim for the scripts he provided.

I bit of a bit more than i could chew, originally, but I've revamped the quest, and cleaned it up, considerably. You are Link, a young janitor for a local temple. But on your 18th birthday, you are called to undergo a trial, given by the gods.

Quest description:
11 Dungeons (3 completed as of demo V3.0)
Large overworld (approximately 60% completed as of V3.0)
Mix of play styles, some dungeons are more puzzle based, some more action based, and some in between.

 

You can download the most recent demo (V3.2), for ZC 2.5, here

Here are some screenshots:
 

zelda029.pngzelda028.png

zelda031.pngzelda030-1.png

zelda032.pngzelda033-1.png

                                zelda034-1.png

Sorry, if you don't like the classic tileset, with the amount of work involved, I figured it best to not have to worry about making tiles and layering (There is still *Some layering, but it's minimal).

Anyways, the demo goes up through level 3, the Water Temple. Please let me know if you encounter any bugs, have any suggestions, or if you just think it's lame, I'm extremely open to suggestion.


TESTERS (Could always use more, too):
Gouanaco
My dad


CHANGELOG:


V1.0 (4/30/13):
Initial reliease

V1.1 (4/30/13)
-Fixed south door in "Temple Interior"
-Fixed DMap issue preventing locked door in "Temple Interior"
-Added enemies to the Death Mountain (Balance) area.

V1.2 (5/1/13)
-Fixed warp return squares in water temple
-Fixed secret items not appearing in caves
-Fixed under combos in Forest (Balance)
-Fixed blue ring positioning (Balance)
-Fixed south side warp in Lost Woods (All)
-Bomb Bag (Small) and Bomb Bag (Medium) no longer allow you to carry Super Bombs.
-Fixed various DMap oversights (wrong map type)
-The guy in the "Water Tribe Domain" area who tells you the location of Lake Hylia now correctly says it's in the southwestern area of Hyrule, rather than my previous error of having it say "Southeastern"

V1.21 (5/3/13)
-Set strings to wrap around text boxes.
-Set floors to darker tiles in Intro temple (Temple Interior) and Level 9 entrances. (Strings were hard to read)
-Moved warp return positions closer to their tiles in Forest Temple and Forbidden Forest
-Revamped Zora's River, Hyrule Field and Forest maps to fit together better (making a map to be released with the quest, once finished)

V1.3 (5/6/13)
-Fixed string issues that resulted from the last time I fixed string issues
-Fixed warp return points
-Added lava, and pitfall scripts,
-Enemies will no longer drop Arrows or Bombs if you don't have the Quiver or Bomb Bag
-Quiver and Bomb Bag place Wooden Arrows and Bombs into your inventory on pickup.
-Recolored Level 3 palette.
-Added some additional secrets on the overworld.
-Mild recoloring on the overworld
-Added Fire Tribe area to Death Mountain.
-Expanded the overworld to give you a little more freedom.
-General clean up things, you probably won't notice.

 

V2.0 (5/13/13):
-Cut significant portions of the game out (reprinted maps for the now-defunct paths)
-Added more secrets
-Increased puzzle difficulty in the water temple
-Nerfed a bunch of enemies that were way too strong
-Custom subscreen designed
-Added Wind and Ice tribe areas (incomplete)
-Adjusted a number of item sprites.
-double-checked all secret tiles, warps and warp returns (PLEASE let me know if I missed any)

 

V3.0 (8/17/13):

-Changed subscreen, removed a large number of items.

-Remade "Keys of Balance" into "swords of balance"

-Added scripts for upgrade shops, magic container pieces, OoT-style Farore's WInd,elemental weapons and elemental damage

-Added more of the overworld

-Added more secrets

-Decreased enemy difficulty

-Adjusted dungeons to account for items no longer available.

 

CURRENT PROGRESS:

Overworld completion level: 60% (Or, thereabouts, how bout you look at the map and see for yourself?)
Dungeon completion level: 3/10
Secret placement: 42 (couldn't tell you completion level, cuz I have no idea what the final number will be)
Heart containers: 3/9
Magic containers:3/9
HC Pieces: 7/12
MC Pieces: 7/12

 

KNOWN BUGS:

 

Blizzard Hammer is non-functional currently (shouldn't be an issue, considering you can't get the hammer until level 6, and I haven't even gotten to making level 4, yet.)


Edited by Lineas, 19 August 2013 - 03:23 PM.

  • SkyLizardGirl likes this

#2 Gouanaco

Gouanaco

    Death Knight

  • Members
  • Real Name:Max
  • Location:Australia

Posted 01 May 2013 - 11:27 PM

Hello there!
:)

Nice quest idea, adding the change of game by difficulty.

Although I haven't really got much of a liking to classic tiles but the color variation is pretty cool.

I can see that you need testers so ill download this later on today and give a try :) (If my net will allow it :/ )

Also you should put this quest up on the Project List if you haven't already :D
Its just up on the tabs at the top of the screen:
Quest Projects

Anyway cool concept.
I'll will give this a try later.

:clap: Good start on a first quest.

#3 Binx

Binx

    Formerly Lineas

  • Members
  • Real Name:Brian
  • Location:Lancaster, CA

Posted 02 May 2013 - 01:48 AM

Thanks, on that note, I just released an update with fixes for a few potential game-breakers

#4 Binx

Binx

    Formerly Lineas

  • Members
  • Real Name:Brian
  • Location:Lancaster, CA

Posted 02 May 2013 - 01:58 AM

Ok, so it says I don't have permission to create a new project

#5 MoscowModder

MoscowModder

    Sometimes lurking. Rarely posting.

  • Members
  • Location:Wisconsin

Posted 02 May 2013 - 02:19 AM

You should earn it once you have a certain number of posts on the forum. Try again later.

#6 Binx

Binx

    Formerly Lineas

  • Members
  • Real Name:Brian
  • Location:Lancaster, CA

Posted 02 May 2013 - 02:32 AM

Ah, ok, I figured it was something like that. Thanks.

#7 Binx

Binx

    Formerly Lineas

  • Members
  • Real Name:Brian
  • Location:Lancaster, CA

Posted 02 May 2013 - 04:52 PM

Update: This quest has been added to the Project List.
  • Jared likes this

#8 Binx

Binx

    Formerly Lineas

  • Members
  • Real Name:Brian
  • Location:Lancaster, CA

Posted 03 May 2013 - 03:09 AM

UPDATE: Demo V.121 has been released with minor bugfixes:
-Set strings to wrap around text boxes.
-Set floors to darker tiles in Intro temple (Temple Interior) and Level 9 entrances. (Strings were hard to read)
-Moved warp return positions closer to their tiles in Forest Temple and Forbidden Forest
-Revamped Zora's River, Hyrule Field and Forest maps to fit together better (making a map to be released with the quest, once finished)

#9 Binx

Binx

    Formerly Lineas

  • Members
  • Real Name:Brian
  • Location:Lancaster, CA

Posted 06 May 2013 - 09:47 PM

UPDATE: Demo 1.3 has been released.
-Fixed string issues that resulted from the last time I fixed string issues
-Fixed warp return points
-Added lava, and pitfall scripts,
-Enemies will no longer drop Arrows or Bombs if you don't have the Quiver or Bomb Bag
-Quiver and Bomb Bag place Wooden Arrows and Bombs into your inventory on pickup.
-Recolored Level 3 palette.
-Added some additional secrets on the overworld.
-Mild recoloring on the overworld
-Added Fire Tribe area to Death Mountain.
-Expanded the overworld to give you a little more freedom.
-General clean up things, you probably won't notice.

#10 Binx

Binx

    Formerly Lineas

  • Members
  • Real Name:Brian
  • Location:Lancaster, CA

Posted 09 May 2013 - 02:03 AM

I've got a question to anyone who has been playing the quest so far: Sould I keep it the way it is, or consolidate it down to one, more focused path that I can spend more time perfecting? I ask because, honestly, it's an insane amount of work having to build all these maps over and over, many of them being nearly identical, and I'm not feeling that the idea is working as well in practice as it did in my head, so maybe it would be best to change tactics and go for something that is a little less work (at least from a tedious, repetitive standpoint) and a bit more story driven. So, any thoughts on the matter?

#11 Binx

Binx

    Formerly Lineas

  • Members
  • Real Name:Brian
  • Location:Lancaster, CA

Posted 13 May 2013 - 06:17 PM

UPDATE: So, I trimmed the game down to a single path, I've added the newest demo, V2.0 to the Project page.



#12 Binx

Binx

    Formerly Lineas

  • Members
  • Real Name:Brian
  • Location:Lancaster, CA

Posted 17 August 2013 - 11:28 AM

UPDATE: Demo Version 3.0 is released, with some major changes!



#13 judasrising

judasrising

    I play guitar

  • Members
  • Location:Sweden but born in Finland

Posted 17 August 2013 - 11:36 AM

Well, that subscreen looks great so i try the demo.


Edited by judasrising, 17 August 2013 - 11:36 AM.

  • Binx likes this

#14 Binx

Binx

    Formerly Lineas

  • Members
  • Real Name:Brian
  • Location:Lancaster, CA

Posted 17 August 2013 - 11:42 AM

Thanks :)



#15 judasrising

judasrising

    I play guitar

  • Members
  • Location:Sweden but born in Finland

Posted 17 August 2013 - 01:27 PM

Hm

 

Is the boomerang aviable? i just beat lvl1.




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users