I just completed my secret level. It is in a secret location and you must look for many secrets to navigate it.
What did you accomplish in ZC today?
#2251
Posted 04 October 2014 - 09:07 PM
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#2252
Posted 05 October 2014 - 04:19 AM
Completed quite a bit of Level 8 today, only going up to the first item...
Actually gonna work more on it now XD
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#2254
Posted 05 October 2014 - 09:38 AM
Started on a Pokemon Tileset using DoR Hybrid as a base.
That looks pretty epic so far (judging from the tiles on the right). Best of luck on the project!
Edited by EddyTheOliveira, 05 October 2014 - 09:38 AM.
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#2255
Posted 05 October 2014 - 03:34 PM
Image by FlameCursed
Started on a Pokemon Tileset using DoR Hybrid as a base.
Looks great so far (looking at the tiles on the right)! ![]()
Completed quite a bit of Level 8 today, only going up to the first item...
Actually gonna work more on it now XD
You work so quickly on your quests.
But great progress! ![]()
Anyway, I actually did some stuff on ZQ today in my miniquest. I edited a few scripts to make them work better, added a few underground caves, and increased the complexity of a long cave that you have to go through before reaching Level 1. I also edited the overworld a little bit by adding a few patches of grass where they seemed appropriate. ![]()
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#2257
Posted 05 October 2014 - 10:13 PM
I got a lot of refining done today. I added another mini game and really started working on the pathway to level 6.
After some careful thought and consideration, I dicided to put the boomerang at the beginning of my quest. It is very easy to find.
Edited by Yloh, 05 October 2014 - 10:14 PM.
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#2258
Posted 06 October 2014 - 04:00 AM
-Strike
#2259
Posted 06 October 2014 - 10:04 AM
You work so quickly on your quests.
But great progress!
I'm kinda speedy when it comes to quest making, especially on weekends XD
#2260
Posted 06 October 2014 - 11:19 AM
The beginning? Why did you decide that?
-Strike
Last evening, a friend of mine rage quit at level 2. While he has no experience with Zelda Classic games, I was thinking about how the general public would respond to my game.
My main focus is the trolls. I want to put death traps that are hidden in plain sight. My goal is, if the player observes the room, the player should be able to potentially avoid the death trap their first time. My only real cheap death is at the beginning on the game and I won't change that because I think it is funny.
My secondary focus is all of my references. Each world in my quest has a video game related theme in one way or another. There are also many different character references in my quest. Much more than you saw in when you watch me played. I've added a lot more now. If players rage quit too early, they won't have the opportunity to experience these references.
My third focus is making unique dungeons that are complex. I believe I have accomplished this, however, I want players to be motivated to solve my dungeons and not just give up. The expo, hopefully, should give me good insight on this.
My final focus is making a quest that is challenging while still remaining fair. While I think the earlier areas in my quest are quite easy, other people may find them quite difficult. Again, my personal friends, are below average Zelda Classic players because of their lack of experience. I was wanting to make my quest so someone with little Zelda Classic experience could potentially figure out what to do without me holding their hand (quite a difficult task).
I feel that, while the boomerang is very strong, players will have more fun with my quest, if I give Link his boomerang before level 1. While I haven't tested out my quest with the boomerang yet, I don't think it will make a huge difference in terms of difficulty. In level two, there is an enemy that ignores the boomerang and it is still recommended to use the bait in the gauntlet of monsters. You already know the gimmick in level 3 that prevents use of the boomerang in some rooms. By level 4 and 5, the boomerang might actually get you hurt in some rooms because of the way I have the enemies set up.
Overall, I believe the boomerang will only add to my game and not take away from what I was going for. Challenge is in the bottom of my priority list, so I need to focus on my other three priorities first. I believe my quest is at good difficulty, but the expo will tell me that.
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#2261
Posted 06 October 2014 - 06:03 PM
^I think it's hard to gauge difficulty because naturally, the author of a quest has a lot of advantages, namely knowing what to expect and how to take care of things best. In addition, you have players of all different skill levels and play styles. I've seen some people just recklessly charge head first into things, amassing high death counts. On the contrary, there are players that play very defensively and very rarely if ever see a game over screen. I tend to notice you have some people good at block puzzles while others like myself are more in it for the action. Even certain enemies are easy or hard to kill; I have no problem fighting Darknuts at all, but Blue Wizzrobes are still the one enemy I dread fighting.
The good thing about the expo is you'll have more skilled players trying it out as well, so they can give their input. Of course, you can make a game difficult without resorting to Kaizo / I Wanna Be The Guy tier unfairness where the game is doing EVERYTHING that marks bad game design to kill you over and over until your 30th+ try when you finally have everything memorized or finally make that pixel-perfect jump. To me, if you can actively say that every death you get is your fault, it's fair difficulty. But if you're just dying for the sake of dying, then no.
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#2262
Posted 06 October 2014 - 08:06 PM
Started on a Pokemon Tileset using DoR Hybrid as a base.
Are you saying that all your DoR Hybrid are belong to you? :tard:
Seriously, though, it looks nice so far. One serious question: Is this supposed to be loosely based on Emerald?
#2263
Posted 06 October 2014 - 11:30 PM

Earth real colors. May trade concrete indigo for a set of apple red shades
Edited by Astromeow, 06 October 2014 - 11:32 PM.
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#2264
Posted 07 October 2014 - 02:51 AM
Nice colours indeed. I have to admit, I can't determine where this "concrete indigo" is in the palette, but if you're unhappy with it, or feel like another set of colours can be for the better, I say go for it. Is this for a current or future project (tileset, quest, etc.)?
Meanwhile, after a long break, I'm still stumped on how I'll go about doing the corridor rooms for my castle map. When I attempt them, they come out as bland or just uninteresting. In the meantime, I've been designing random caves that will be featured in Hyrule Field; I plan at least six caves for this area. Rewards for completing each cave is still yet to be decided. I'm going to guess rupees and Heart Container pieces, maybe small upgrades for the bomb bag, quiver, etc. I'm trying to make caves feel like mini mini-dungeons, with few screens, puzzles and trials. Each overworld area has it's own unique cave environment, from different tile selections to even the palette itself. I want players to have the freedom of exploring a lot and getting off the main path once and a while, since my quest is very story driven, and therefore, linear. I plan on having short/medium cutscenes after long segments of mandatory gameplay, such as before and after dungeons, and meeting new semi-important NPCs between each dungeons. I haven't really shown anything to anyone, not even my beta testers, I feel bad, but I don't want there to be a hype train so soon. ![]()
Edited by Shane, 07 October 2014 - 02:54 AM.
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#2265
Posted 07 October 2014 - 09:05 AM
I wish I could give u advice on developing a swell castle.. but alas I've never done any plus I'm confused on the concept of inhabited castles that make u solve block puzzles just to go down the hall and use bathroom.
On the other hand.. final colors for tileset

Actually. When I get off work I will up the brightness slightly.
Or I certainly shall add more colors and have 7 total for shade and both a dry and saturated hue sets of color columns
Edited by Astromeow, 07 October 2014 - 10:20 AM.
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