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#166 HeroOfFire

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Posted 02 May 2018 - 09:29 PM

To be honest, it's the screens just south of the bridge that worry me. You pretty much either give up part of the top of each screen to work with the sky, or have clever use of mountain tiles to sort of "ignore" what is on the adjacent screen.



#167 Anthus

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Posted 02 May 2018 - 09:31 PM

Also, to use pits just place a combo with combo type "no ground enemies" on layer 0. And no, those aren't meant to be hookshot points. I just thought it'd be cool to have solid objects on a moving platform (and yes, they are solid. Praise be unto Moosh) :)

 

Hm, what item do you need to cross the platforms? I may have built us into a corner up there. >.>

 

And next time I claim, I'll add the "no ground enemies" combos to my screen, just so it is consistent with the one next to it.



#168 Deedee

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Posted 02 May 2018 - 09:39 PM

I'll be honest, I left it a bit vague what item you need. I tested the screen with the feather, but that item can be a bit gamebreaking if not careful. I was thinking an item that allows for a far-but low jump (perhaps with less control in the air than you'd have with the feather). Either that, or a teleport item, or a dash item, or something. Really, if you think of a cool item idea (in general for the project), I can probably make it, as items are my thing.


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#169 Anthus

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Posted 02 May 2018 - 09:43 PM

I'll be honest, I left it a bit vague what item you need. I tested the screen with the feather, but that item can be a bit gamebreaking if not careful. I was thinking an item that allows for a far-but low jump (perhaps with less control in the air than you'd have with the feather). Either that, or a teleport item, or a dash item, or something. Really, if you think of a cool item idea (in general for the project), I can probably make it, as items are my thing.

 

Hm.. The switch hook thing comes to mind. That could be fun. 



#170 Lüt

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Posted 02 May 2018 - 10:24 PM

So now we have an entrance to Level 2:

 

1sm-lut-m1-s0f.png

 

Quest: https://drive.google...xehUQ4WFedvjX-v

 

Changes:

 

* Enabled whistle warps on Misery Ruins dmap (since it's part of the overworld)

* All keys in Level 1 use level-specific keys (screens 61 and 41 previously used general keys)

* Solid "water" under layered rocks on screen 5E (with author approval)

 

Again, gonna get this posted for now and reply to discussion in a bit.


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#171 HeroOfFire

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Posted 02 May 2018 - 10:38 PM

[CLAIM]

 

Time to see what is needed to reach the raft shop... and also add a much needed overworld small key.

 

New Screen: 4F

 

RfhxL7J.png

 

 

 

This adds a route to Raft shop and cave at 3F.

Added Small Key for overworld, use it where you like (still need 2 more).

Arrow ammo of Rupee and Magic + Rupee drop sets is now 5.

Set up some dungeon extended block combos at 2400, hope they come in handy.

 


Edited by HeroOfFire, 02 May 2018 - 11:34 PM.

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#172 Deedee

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Posted 02 May 2018 - 11:39 PM

[Claim]. See you all in 2 days when I finish it.


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#173 klop422

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Posted 03 May 2018 - 03:10 AM

You're right about the maze path. I guess I didn't think it through properly.

I'll move the maze path somewhere else (or someone else could, but ideally close-by, and leave screen 16 accessible before it, because that's where the path is given to you). When I next get to claim, (Dimentio! :P) I'll fix that. To be fair, the screen isn't useless because of the holes (unless people are opposed to that as well - I think that has good potential).

 

EDIT: Also, now I feel like we really should put all the rest of the dungeons on the left side of the map. If we're doing 7 dungeons, we have five on the right, and so we need to put the last one on the left. If we're doing 9 levels, then four on the left and five on the right would balance nicely.


Edited by klop422, 03 May 2018 - 03:17 AM.


#174 Lüt

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Posted 03 May 2018 - 03:57 AM

So between here and Discord, it's basically been decided that Misery Ruins will be bumped up to Level 3, making room for the new Level 2 in screen 0F (which I think could look nice as a forest/green-themed dungeon).

It's also basically been decided that we're abandoning the ladder, so if anybody has any final arguments in favor of it, make them soon.

Finally, the quest is now set up for the Bow and Arrow items to be placed in Level 1.

We should focus on finishing Level 1 before getting too carried away with other ideas.

It's not to curb anybody's creativity - do what comes to mind. But if you have multiple ideas, or perhaps don't even know what to try, then try adding a Level 1 screen.

Items needing to be placed in Level 1 include:

* Bow
* Arrow
* Compass
* Map
* Boss Key

We have 3 keys and 2 locks already, so I'd suggest not placing more keys until we know we'll need them.

I'm considering adding a compass to my screen 52, if needed...

Spoiler
...it would fit right in the center, and if we end up with too many items and too few screens, it seems an ideal place.

 

Furthermore, with the price of the Raft (needed to access Level 2) currently being 200 rupees, at least two 50-rupee drops would be useful.

 

(FormidableMathematics said it's OK to modify the Raft price if needed though.)

There's a cave hidden by a bombable wall with an old guy behind it who gives you the path through the bridge maze diagonally beneath this screen.

Speaking of which, if you're talking about screen 16, it doesn't look like there's a warp return from the cave anywhere?

Unless it exits to another area, you might want to add one next claim.

Also, I'm wondering how we'll reconcile the screens southeast of Horizon Factory's entrance. I suppose lava falls in screen 26?

If you mean 17, it could be done with a rock/lavafall-to-sky transition about halfway across, since the perspective has a strong vertical element to it at that point.

 

Anthus roughed up a decent idea that could make 17 work fairly well with a bit of adaptation.

 

26 could take a hint with the pillars from the bridge below.

 

There's still lots of possibilities. If 5E and 5C have taught me anything, it's not to worry about screens like these.

To be honest, it's the screens just south of the bridge that worry me. You pretty much either give up part of the top of each screen to work with the sky, or have clever use of mountain tiles to sort of "ignore" what is on the adjacent screen.

I'd use 1-2 combos up top for black/pillars and another 1-2 combos layered mountaintops below that.

Might need additional fade graphics for the front pillars so their heights are consistent with the rear ones though.

Also, we need to put the Hammer somewhere, since we need to get into the thing in screen [3E]. I'd suggest somewhere on the left

I wonder what should go in that thing anyway.

 

If it's a level, it may as well be one of the later ones, because I agree, the right side of the overworld risks getting cramped in terms of continuous early-level dungeons. It could also be a small bonus area, or another part of the caverns DMap with a significant item in it.

 

Alternatively, we haven't decided on a Level 2 item yet, and if that ends up being the Hammer, then the 3E thing being a bonus area would make it very conveniently placed between Level 2 and Level 3.

I made the Caverns Dmap, and when I did, I think I just left it as NES OW because I am garbage at Dmaps and didn't know what to set it to. If somebody else knows what to do with it, then by all means change it.

If you want the screens to line up with the overworld, it might as well stay an overworld map.

 

And 1:1 screen transitions are generally a helpful idea for areas like this.

[Claim]. See you all in 2 days when I finish it.

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#175 klop422

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Posted 03 May 2018 - 04:05 AM

Oh, there's discussion been happening on Discord?

What are you talking about behind my back? :P

 

My question is, would it be useful for me to make a Discord to join the discussion?

 

It's also basically been decided that we're abandoning the ladder, so if anybody has any final arguments in favor of it, make them soon.

Noo, not the ladder!

Nah, just kidding, get rid of it. break it into pieces and use it for a bonfire.

 

EDIT: Also, I have been procrastinating on dungeon screens, but once I've fixed the botch job I made of the bridge I'll try and help with level 1.

Also, is Prismatic Depths level 4, since Misery Ruins is level 3?


Edited by klop422, 03 May 2018 - 04:14 AM.

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#176 Lüt

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Posted 03 May 2018 - 05:30 AM

My question is, would it be useful for me to make a Discord to join the discussion?

It depends.

There's no dedicated channel or server for the project. PureZC has a general Zelda Classic channel, in which scattered discussion regarding the project occasionally comes up amongst discussion regarding other ZC topics and projects. It's also been sporadically discussed in alternate ZC-related servers. So you may or may not get a response to what you're working on. It just depends who's online and what they're doing. (Though I can't say there haven't been a few times when somebody said "hey tag me when you're about to post your screen" :P)

 

In general, between the PureZC server and Yoshi's Global Quest/Project server, Discord's become the place for active discussion on projects and ZC development, whereas the forums linger for passive discussion. (And if you want to get really into it, the official ZC Dev server is recently public too.)

Also, is Prismatic Depths level 4, since Misery Ruins is level 3?

It would appear that way for now.

 

I figure that, seeing how you get Flippers in Misery Ruins and Prismatic Depths requires Flippers for entry, it should be considered the next dungeon in the lineup, no matter what level slot Misery Ruins may ultimately end up in.



#177 HeroOfFire

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Posted 03 May 2018 - 12:14 PM

Looking at how the overworld has been forming, it looks like we can easily have a 9 dungeon quest plus a bunch of semi-optional side caves (depending on what goes in them or if they lead somewhere).

 

Technically, we could have an item pickup script for the bow that just gives the player Wooden Arrows (and maybe some ammo), if trying to place those two items separately is too limiting.

 

There have also been brief discussions on having a Level 1 Hookshot with fairly short range, and then a more typical Length Level 2 one later. The same could be done with other items, like a weaker Level 1 Hammer.

 

Given how things have shaped up already, access to the dungeons could be locked into a sequence, but have a lot of the overworld open right away. Currently, the Raft only opens up Level 2, and both the shop and the way to Level 2 are behind Gohma statues. And it sounds like Level 3 will have the Flippers for Level 4. Meanwhile, we have all these caves behind lock blocks you can access right away, and none of them have been as simple as a shop or immediate item.

 

Of course, this assumes we make these levels 2, 3, and 4. There could always be more in-between, maybe even a reason to go west early on. I'd say we don't worry about "declaring" Level 2 until Level 1 is done, same with Level 3 after 2 is done, etc. We can still add screens to these areas, just not worry about the specifics until needed.


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#178 klop422

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Posted 03 May 2018 - 12:38 PM

I agree with your last paragraph. I think level 2 might be clear, but to me at least Misery Ruons feels like possibly later than level 3.
I think maybe we should make more of the overworld before we decide on an exact dungeon order.

Also, would I be forgiven for doing a screen and also redoing my maze path bridge screen? It's kind of be doing two screns at once (at least with my current ideas), but technically I'd be adding one screen.

#179 Anthus

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Posted 03 May 2018 - 02:20 PM

Also, would I be forgiven for doing a screen and also redoing my maze path bridge screen? It's kind of be doing two screns at once (at least with my current ideas), but technically I'd be adding one screen.


I wouldn't mind. It should be fine since we all are okay with it.

#180 peteandwally

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Posted 03 May 2018 - 03:01 PM

I'm seeing a ton of editing for playability on past screens. In general, this is okay for your own screens during your turn for a new screen, or if you give permission to others to fix an obvious problem (under combos or ground enemies, etc.). Great work.

There also seems to be some organization of the chaos, which is good, but in general folks should not feel obliged to work on a specific area (especially new people to the project). If you want to organize and design a specific place, take that initiative!

Everything looks amazing so far. Great work :)

 

~pnw


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