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What did you accomplish in ZC today?


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#2161 David

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Posted 04 September 2014 - 08:07 PM

I experimented a bit with Metroid Nova's items, and turned the beams from arrows into boomerangs. While they can now fly in eight directions and freeze enemies, they *all* either freeze enemies or don't, because that's an enemy behavior. Additionally, plasma beam can't cut through things with it either; it's simply not a boomerang property. My best solution for all of this would probably be scripting, which I'm still not very good at. On a positive note, this also lets me free up another consumable resource slot. 

Sounds interested! Good luck with this as well. :)



#2162 Shane

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Posted 05 September 2014 - 02:34 AM

I've done nothing the past several weeks besides making tiles and palettes. I have quest designer's block again.

 

Oh, I picked up this demo again and still couldn't complete it due to its confusing design choices. Yeah.



#2163 David

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Posted 05 September 2014 - 05:23 AM

I've done nothing the past several weeks besides making tiles and palettes. I have quest designer's block again.

 

Oh, I picked up this demo again and still couldn't complete it due to its confusing design choices. Yeah.

Making tiles and palettes is good. Maybe you could use them in your quests once you get your motivation back. :)


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#2164 David

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Posted 07 September 2014 - 12:51 AM

Finally did some work on my miniquest The Princess' Amethyst. Here's a list of things that I accomplished. :)

  • Fixed the heart health tiles in my quest. For some strange reason they were showing numbers when you had damage rings on, and I fixed the issue.
  • Fixed a few bugs that I found while playtesting through the few caves that I have had finished for awhile.
  • Improved my Level 1 scripted boss significantly by making the code cleaner and by making the boss' difficultly increase slowly in proportion to health rather than jump quickly when reaching a certain threshold.
  • Worked a bit more on Level 2.
  • Started scripting on a few very special things that I will keep confidential for the time being. ;)

 

Hope the news about me still working on the quest excites people! ;D


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#2165 Shane

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Posted 07 September 2014 - 12:56 AM

I wondered what was going on with your quest! Good stuff!


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#2166 David

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Posted 07 September 2014 - 01:20 AM

I wondered what was going on with your quest! Good stuff!

Thanks! Glad you've been liking the quest so far. :)



#2167 Aevin

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Posted 07 September 2014 - 01:44 AM

I have a confession to make. I've been cheating on Eiyuu with Quest 744.

 

This quest is pretty great. It has an authentic LttP feel with fantastic music. It's got some frustrating parts, but so far all the challenges seem reasonable, and I'm having a great time. I think I went through 4 separate dungeons today. That's an accomplishment, right? ;)



#2168 Shane

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Posted 07 September 2014 - 02:36 AM

Made a screen. Dunno.

 

beJqKqY.png

 

 


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#2169 Haylee

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Posted 07 September 2014 - 04:01 AM

The Shopkeeper's garden. It contains flowers and bushes unseeable anywhere else in the country, with the exception of the legendary money bush, which are very rare, yet it's totally findable in the country:

yHx2tUi.png


Edited by Nexas, 07 September 2014 - 04:20 AM.

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#2170 Eddy

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Posted 07 September 2014 - 05:17 AM

@DaviAwesome I've been wondering what has happened with your quest project :P Nice to hear some news on it.

 

@Shane Really nice screen, I like it a lot :D

 

@Nexas That looks pretty interesting, and money bushes you say? Ooo sounds cool!

 

As for me, I've gotten around to finishing off the area of Level 7 in my secret project. Level 7 should start production soon...



#2171 Shane

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Posted 07 September 2014 - 06:01 AM

Hey, thanks!


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#2172 Yloh

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Posted 07 September 2014 - 11:48 PM

Short of a boss, level 5 is done. Phew, that thing was a pain to work on.



#2173 Astromeow

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Posted 08 September 2014 - 12:22 PM

Nice to hear your progress. I always found it to be that the level 5 is like a Wednesday.

Thursday Friday maybe Saturday and then you're done
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#2174 Yloh

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Posted 08 September 2014 - 03:15 PM

Thanks, I like your analogy. My quest is pretty close to being 50% done right now.



#2175 KingPridenia

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Posted 08 September 2014 - 09:01 PM

Been thinking of how I want to do level 7 when I finally make my return to working on my quest. I already know the theme; it's just HOW I want to execute it. I was thinking of something where you have to go to four wings of the dungeon to complete it, sometimes having to backtrack between them to ultimately fight the boss. So design-wise, the first part of level 7 would just be a hub/lobby area with no enemies. Each direction would take you to a different "wing" of the dungeon. I'm trying to allow for more open exploration as a contrast to earlier game where everything is the same old linear formula of Key > Key > Dungeon Item > Key > Boss Key. I think allowing freedom to explore most of the dungeon on your own would be better than a pure Z1 style dungeon crawl. Of course, there would be "remember this obstacle for later when you have the item to deal with it" moments.

 

On another note, at work, I was thinking of a concept kind of like how Matthew Bluefox did Zelda Maxi. However, I would have the levels labelled by their number, followed by a dash and A/B/C/D. You have to go through them in order. Here is a sample flowchart:

-You enter Level 1-A and find a key needed to access Level 1-B.

-In Level 1-B, you find the Blue Candle so you can complete Level 1-C.

-In Level 1-C, with the Blue Candle, you are able to get the Boss Key.

-In Level 1-D, just find the boss and kill it for the Triforce.

 

Probably a bit too tiring and repetitive, but in trade, the dungeons would generally be rather small (like around 8-12 rooms for the early levels) and in general, straightforward. Death would not be a continuing is painful moment; you would lose maybe a few rooms progress at worst.

 

Lastly, remember my Z1 style dungeon maps I posted here last week? I added some more maps, bringing the count up to 72 different maps. Also, I made one slight change due to some feedback I was given. The person that gave it knows who he is and should recognize it immediately along with anyone else familiar with that inside joke. If anyone would like to copy the map designs, go ahead. I really don't care what you do with them. I just made them in my free time anyway, and I doubt I'll actually use any of them. Oh and before you ask, yes, I was inspired to make the maps thanks to all of the Randomizer quests.

 

dyrq6higgh5bfi7fg.jpg

 

A few minor notes:

-Aqueduct is meant to have a gimmick where at one point the map will wraparound. In fact, it's the exact map I used in the 1.92 version of Adam's Quest II, which is gone now, but was easily the most unfair and frustrating experience ever. Hell, the quest never even tells you the dungeon wraps around either (invoke guide dang it trope here).

-Inversion works the opposite; the "empty space" is the dungeon while the blue area is not used.

-The blank spaces between rooms may or may not be used for 10 Rupee rooms or other secrets.

-Yes, I have all 12 Zodiac signs made into dungeons, some prettier than others.


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