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Screen Flow Tutorial


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#1 Moosh

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Posted 11 March 2012 - 02:16 AM

So I'm going to go right out and say that I'm no Robin. I'm not going to show you how to make pretty screens and I'm probably not going to even teach you commonly accepted screen design methods. I suppose a better title for this topic would be "Hey, let's learn how the inner workings of Poke's mind are like!"

So I suppose we should just dig in.

Part 1: The Grid
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So what's this, Poke? This is what I call the grid. This is how I like to visualize screens in my head, divided into 9 sections. Note that the sections in this picture are not perfectly subdivided because...ZC's screen dimensions don't like being divided by 3 and I'm too lazy to go photoshop a proper diagram. Besides, it works better when I show the process in ZC. Basically what you need to know about the grid is that none of the nine sections should ever be fully empty other than a few rare circumstances like boss rooms and rooms with more than 5 enemies. I tend to be more lenient on filling in a section completely, but I try to avoid it if I can. Another rule I like to stick to with the grid is that the four corner squares must ALWAYS be at least partially filled. You heard me say that I make exceptions to the other rules sometimes, but this one is one that I believe I have never broken (aside from joke screens). Now I'm not demanding that you fill in all the corners. An open corner doesn't hurt sometimes, but you should never have an open space in a corner large enough to leave one of the corner sections empty.


Part 2: Basic Flow
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So we've filled all the corners. As I said before though, you should try to add in at least SOME blank space in each section. This layout might be able to slide for a maze path, but let's say that's not what we're going for here...
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So here we're finally starting to break free of the grid with our planned layout. It's still symmetrical and still looks like a maze path screen, but it's progressing nonetheless. This is a very basic classic screen layout like one you might see in someone's first quest. But there's one little problem: we have four open sides. This is usually a bad design choice unless:
  • You're making a field screen (Do these types of screens in moderation. Many fields make an empty quest.)
  • You really ARE making a maze path screen
  • The screen is near the middle of the map (or of an area if it only takes up part of a map)
  • The screen has some sort of significance (like in a dungeon, a place you'd visit many times.
So let's say for the sake of this example that this screen is not any of these. We need to close off some of those sides.
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So we've designed ourselves a basic filler screen. It connects two areas and most likely contains nothing of any real value. But look at that middle section of the grid. It's empty. Let's add some obstacles, shall we?


Part 3: Obstacles
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So here's our screen with some basic obstacles dotted around it. It looks pretty terrible if you ask me. Let's look at why...
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Look at these markers I've placed here. The blue marker indicates the unnatural formation of the obstacles onscreen. They're all lines up. Try to avoid doing this, especially with three obstacles of the same type. An exception is manmade things like armos and gravestones that would normally be lined up. Just use some common sense. If it doesn't look natural, that's probably because it isn't. Now let's take our attention to the red area. That obstacle is too close to the edge of the screen. The player will bump straight into it. It most likely won't cause anyone to ragequit, but it's something to look out for. We're not here to torment our players. As a rule of thumb, try to leave two blank spaces between obstacles and the edge of the screen. Finally let's look at the green area. This is a real pet peeve of mine. If the player is going to be venturing through this screen many times it would probably be best to leave it be, but as it stands, it invites the player to completely bypass the screen altogether. Being the hasty type, I tend to fast forward through screens with shortcuts like this. If you want to get me with your quest, place some hidden traps in those areas (I'm joking, that's a TERRIBLE idea). The best way to avoid this problem is to place some obstacles to block it up.
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So I've made some fixes to the screen went lighter on the obstacles and now it's time to actually make the screen.

Part 4: From Concept to Creation
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"There! My screen is done!" Well hey, that screen looks like it was made by Nintendo during their NES days (that was an insult by the way). We can do better than that, can't we? For starters, let's add more than just boring old green rocks...
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Now it's starting to look more like a screen and less than an outline filled in with rock tiles. But it's still too green and look at that bland ground. Just because it's classic set doesn't excuse the lack of detail. Let's add some shall we?
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So there we have a decent screen. Just a little more flair and some actual enemies to compliment the design and we're done.
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Ahh there we go! That's a nice strong classic screen right there! But hold on a second...

Part 5: Balancing
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What the heck is this?! 10 tektites?! That's hardly well thought out enemy placement. Just look at the screen, it's a mess of enemies everywhere. This won't do at all. Especially not early in the quest.

So let's talk about what's wrong here. First of all, there's 10 enemies. Assuming this is not an area later in the quest when you can afford to tank damage, 10 enemies is a bit silly. As a rule of thumb you should probably have somewhere from 3-6 per screen taking into account enemy tiers. What are those, you ask? Well enemies have varying difficulties. tektites are what I call a Tier 1 enemy because they die to a single hit from the wooden sword. They're only slightly stronger that enemies like keese and gels that can die to one hit from the boomerang, an item that doesn't even normally deal damage.
Let's have some examples:
Tier 0: Gels and Keese
Tier 1: Tektites, Red Octoroks, Rope
Tier 2: Red Moblins, Zols, Blue Octoroks
Tier 3: Goriyas, Blue Moblins
You get the idea. 10 of the same tier 1 enemy isn't a balanced combination. The enemies all go down quickly and the numbers can overwhelm the player. Let's not leave so much up to luck.
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There's a better combination. 4 tier 1 enemies and 1 tier 2. This screen will provide a more fair challenge to the player and relies more on skill than on luck. But let's say you don't even want to leave spawning postions up to luck. Let's dive into strategic enemy placements...

Part 6: Additional Considerations
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So let's once again consider how a player will travel through this screen. Now that the shortcut from before is gone, the player will be faced to deal with some enemies. But say we have a crafty player who will manipulate spawn mechanics to get a clear path through the hordes. Let's try and outwit them with some fixed spawn placements. So we have essentially 2 potential paths and we want our little friends to spawn along these paths. For optimal balance it's usually best to put the stronger enemies on the shorter path in the case of a potential split. That way the player will be faced with a decision between easy enemies on a longer path or harder enemies on a shorter one. Try to space the enemies out so the player can't run in and kill them all at once. Now let's see an example.
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Hold up a second. The moblin is placed on the shorter path and the tektites are placed strategically in the way of the player, but look at that flag 41. It's so close to the edge of the screen. Now enemy placement flags are somewhat like obstacles in that you shouldn't place them on the edge of the screen, but unlike obstacles, there's a penalty for hitting enemies, therefore it's best to place them farther from the edge than you would an obstacle. Preferably 3-5 spaces depending on the enemy's speed.
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Finally, I'd like to take a moment to talk about secret combos. This might seem pretty obvious, but you should put them in places that will draw the player to them and you need to use flags that make sense. Boomeranging a random skull in the middle of the forest isn't logical. Burning a single tree in the middle of a large grove isn't either. Try to make unique hiding spots like the ones I've highlighted. Lastly, bombable walls should be in somewhat easy to guess areas such as a 1 tile space between two curves in classic or behind a pile of rubble in EZGBZ, Pure or DoR. Don't put them in random spots in the wall like the original legend of Zelda.

Thank you for reading through this Screen Flow tutorial/look into the inner workings of Poke's mind. I hope it's been helpful.

#2 judasrising

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Posted 11 March 2012 - 07:08 AM

icon_smile.gif

Thanks Pokemonmaster64

This is interesting stuff icon_smile.gif

#3 Moosh

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Posted 12 March 2012 - 11:36 PM

Thanks, Judasrising. I hope that my methods will prove as helpful to others as they have to me.

#4 James24

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Posted 16 March 2012 - 04:08 AM

mmmmm...I don't think I've ever designed screens like that Poke.

My first thought when I make a screen is "What interesting thing is the player going to do here?" I really hate screens which are beautiful just for the sake of exploration and beauty. But I'm the lone minority on that one.

If that interesting thing ends up to be a challenge fight with an enemy boss then I design my room to make that fight interesting. For instance, if you've played my quest, you'll have run into the red gohma at the end of level 2 - you'll note the armoses underneath it. Or, the superdarknut in level 1 on the platform bridge.

If that intersting thing is a bit of humour then I'll make sure that the screen is bright and colourful.

If its a puzzle or some kind of secret. I design that first and ensure that its tested and working.

After the essentials of the room are there, I then "beautify" the screen - ensuring that the beauty can never interfere with the intended purpose of the room.

#5 Sheik

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Posted 16 March 2012 - 04:52 AM

I never commented. I think there's some really elaborated thoughts here. You put way more thought into enemy placement then other people (including me) I know. I don't know what else to say, though. :S

It hasn't passed me unoticed, to say the least.

#6 Shane

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Posted 16 March 2012 - 04:58 AM

James24, that's my biggest flaw in my old screens, that's why I try evening out, gameplay and screen design.

As for this, I like the idea, very nice method!

#7 James24

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Posted 16 March 2012 - 05:43 AM

Thanks Yoshimi and Shane. Yeah...my quest is all about tactics, strategy and fighting skills and hence the importance of enemy placement. For instance the vire room requires the vires to be on those rolling spikes. But most other quests the focus is on beauty, exploration, secret finding (why? coz the all-might Nintendo made their games that way and people just follow that). Fighting skills and tactics are ignored which is a shame because this aspect of Zelda gameplay is so fun and enjoyable once you know how (takes quite a bit of sweat and learning to get there though). For instance, Poke only mentions enemies at the last stages of his tutorial - whereas I think of enemies first when I design a screen and design everything else around those enemies.

#8 Moosh

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Posted 16 March 2012 - 08:30 PM

QUOTE(James24 @ Mar 16 2012, 04:43 AM) View Post

Thanks Yoshimi and Shane. Yeah...my quest is all about tactics, strategy and fighting skills and hence the importance of enemy placement. For instance the vire room requires the vires to be on those rolling spikes. But most other quests the focus is on beauty, exploration, secret finding (why? coz the all-might Nintendo made their games that way and people just follow that). Fighting skills and tactics are ignored which is a shame because this aspect of Zelda gameplay is so fun and enjoyable once you know how (takes quite a bit of sweat and learning to get there though). For instance, Poke only mentions enemies at the last stages of his tutorial - whereas I think of enemies first when I design a screen and design everything else around those enemies.

The way I see it, there's two kinds of screens: significant screens and transition screens. A transition screen is only there to link up significant screens and give the player a short break and so the difficulty dips down for those sections. Significant screens are pretty much what you make almost every screen in your quest. Although a bunch of significant screens chained together is fine and dandy most of the time, when a significant screen means a ton of enemies designed to efficiently kill the player like it does with your quest, it just gets really frustrating dying and having to go through all those tough screens over and over again. This kind of thing drives most people away (although for some reason it attracts me). Most people want a lot of folks to play their quests and so there's not many quests like yours. Out of curiosity, have you played Link's Quest for the Hookshot? I think you'll find level 7 in that to be quite fun (although certainly not challenging considering the stuff you're used to). icon_razz.gif

Edited by Pokemonmaster64, 16 March 2012 - 08:30 PM.


#9 James24

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Posted 17 March 2012 - 05:34 AM

I assure you there are no transition screens in my quest unless I couldn't help it. There is NO break! icon_smile.gif

Yes, Poke. I've played two quests from you - Engage to Zeldawock (I thought that was too easy coz of the cure tome - but I loved your unique ideas regarding the Zelda's weapon and the experience upgrade system - that was good).

I got stuck on Link's quest for the Hookshot. I found level 2 ok but couldn't get anywhere in it. I couldn't find level 1 anywhere and there were a whole bunch of NPCs that said nothing! I mean what's the point of that?? And then there was that really weird screen near the beginning. I searched around for about 30 minutes and then gave up. But if you were to point me out I could give it another shot.

#10 Shane

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Posted 17 March 2012 - 06:22 AM

LQftH was meant to be a joke quest, you know (seeing you're a guy who likes hardcore stuff) what they are right? icon_razz.gif

I guess LQftH used this method?

Edited by Shane, 17 March 2012 - 06:25 AM.


#11 James24

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Posted 17 March 2012 - 06:50 AM

Oh? Was that what it was? I wasn't laughing...I was just confused as to what Poke was trying to do. I thought that since it was his first quest he still hadn't learnt the basics.

#12 Moosh

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Posted 17 March 2012 - 12:51 PM

QUOTE(James24 @ Mar 17 2012, 06:50 AM) View Post

Oh? Was that what it was? I wasn't laughing...I was just confused as to what Poke was trying to do. I thought that since it was his first quest he still hadn't learnt the basics.

LQftH was pretty terrible if you ask me. I didn't know a whole lot about screen flow and picked a lot of stupid enemy combinations. On top of that, I didn't put much thought into the humor aspect and went for OMG SO RANDOM stuff instead. I guess you might say I didn't give it my all.

As for things like the cure tome, I put stuff like that in my quests to allow the player to choose their own difficulty, like the cheat shops in your quest.

#13 James24

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Posted 17 March 2012 - 07:48 PM

Ahh...well then you should clearly state that its cheating to use the cure tome. One aspect of playing extreme quests is that a player should be allowed to use whatever low down, dirty and borderline cheating tactic they like to in order to win. Its the responsiblity of the quest designer to prevent players using such tactics if they deem it to be cheating - or clearly say its cheating if they allow the player to cheat.

#14 Moosh

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Posted 17 March 2012 - 10:13 PM

QUOTE(James24 @ Mar 17 2012, 06:48 PM) View Post

Ahh...well then you should clearly state that its cheating to use the cure tome. One aspect of playing extreme quests is that a player should be allowed to use whatever low down, dirty and borderline cheating tactic they like to in order to win. Its the responsiblity of the quest designer to prevent players using such tactics if they deem it to be cheating - or clearly say its cheating if they allow the player to cheat.

See I let the player decide what's cheating and what isn't. The cure tome was designed to be a way for the player to give themselves a little extra help if they feel they need it. How much they feel they need it is completely up to them. Did you get the best ending by the way (and did you use the goddess band?)?

Edit: You should also try You Only Live Once. It's not the most balanced difficulty wise but it has its interesting points.

Edited by Pokemonmaster64, 17 March 2012 - 10:15 PM.


#15 James24

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Posted 18 March 2012 - 10:11 PM

I see - an attempt to pander to the masses hmm? *sigh* The problem for me then becomes one of "how do I know if Poke intended for me to cheat with this or not". What's to stop a player from thinking "oh well this sword beam is cheating?"

No I didn't get the best ending - but I don't like to explore all that much so I left it at that. I'll try that quest you mentioned.


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