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"Project RCS" official Project Thread


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#226 Schwa

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Posted 10 February 2011 - 02:28 PM

Wie geht's dir!?

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The Megmets, from Zelda II, have come to harass you, now with an updated graphical look! icon_kawaii.gif And no, they're not simply just set to Vire-style walking. Their jumps are erratic and chaotic, making this enemy-- while not especially dangerous (except for maybe in big groups), one of the most irritating and impossible-to-track foes you'll face in this game. Note that you can't hurt them while they're in the air unless you are as well. Unless you're paying attention, your sword CAN miss even when point-blank range as they just barely hop over your blow and clobber you with an uppercut. When you get the Roc's Feather (yes, I decided there will be one but it is VERY late-game), though, you have the option of trying to hit them out of the air by jumping as they do.

Stun them with the Boomerang and they will be unable to hop until they can move again. icon_biggrin.gif

Also shown in this screenshot is a Patra, with the new graphics. They are now NORMAL ENEMIES, and heavily toned down from their boss variants so that it's plausible. This is the weakest one-- it shoots fireballs that are as strong as Zora's fireballs (so not too dangerous), have five Peahat Kids that orbit in Oval formation, and they can be harmed by any weapon, but have 1/4 Resistance to everything except Arrows (Slingshot) and Candle Fire, which they take full damage from. Their HP is lowered to go with their increased resistance. Yes, it is implied they are meant to be quickly killed by the Slingshot.

Next:

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This is your worst nightmare.

The Level 3 Peahats heal their allies as they fly out of your reach.

In these shots I'm clobbering the highly-resistant Like Likes as hard as I can with the Slingshot, but the Peahat is healing off all the damage faster than I can deal it to any of them.

They can't heal while their stunned, or when they land, and bombs are incredibly effective against them too. Come to the swamps prepared.

Lastly:

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I think this bit is pretty self-explanatory, so I'll just let you fawn over it. icon_king.gif

#227 Moosh

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Posted 10 February 2011 - 05:04 PM

*Fawns* At the end of the final wave of each arena area, will there be a miniboss? Also, will Felix at any time get an item that shows him enemy health bars?

#228 Purplemandown

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Posted 10 February 2011 - 05:05 PM

Whoa...

I thought I hated peahats to begin with! This is pure evil!!!

#229 Jared

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Posted 10 February 2011 - 05:40 PM

Wow, that wave enemy thing is a-maz-ing. THIS is so amazing!!! Augh!! *Dies from waiting*

#230 Zenith

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Posted 10 February 2011 - 06:26 PM

QUOTE(Pokemonmaster64 @ Feb 10 2011, 04:04 PM) View Post

*Fawns* At the end of the final wave of each arena area, will there be a miniboss? Also, will Felix at any time get an item that shows him enemy health bars?

Or maybe make a bestiary available at some point?

#231 Moosh

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Posted 10 February 2011 - 08:01 PM

QUOTE(Zenith @ Feb 10 2011, 06:26 PM) View Post

QUOTE(Pokemonmaster64 @ Feb 10 2011, 04:04 PM) View Post

*Fawns* At the end of the final wave of each arena area, will there be a miniboss? Also, will Felix at any time get an item that shows him enemy health bars?

Or maybe make a bestiary available at some point?

That's a cool idea, but it would take a lot of scripting and use up a lot of space on the tile sheet...

#232 Purplemandown

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Posted 10 February 2011 - 08:37 PM

I've got a question, as I've been thinking a lot about custom enemies lately...

How do you do it? Are the custom enemies FFCs that move and react like enemies, or are they actual enemy NPCs that are modified by a script?

#233 Schwa

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Posted 10 February 2011 - 09:03 PM

QUOTE(Pokemonmaster64 @ Feb 10 2011, 02:04 PM) View Post

*Fawns* At the end of the final wave of each arena area, will there be a miniboss? Also, will Felix at any time get an item that shows him enemy health bars?

Good ideas, but no and no. icon_smile.gif Although I strongly considered the second! But in the end I'm only doing that for bosses.

Actual minibosses will be far different than this. Though, I will be using the Victory Bonus Tally for minibosses, changing it slightly to calculate totals differently (since the type of fight is 1-on-1 and a lot more drawn-out, so different combat styles are used). You'll get a look at it when I script Hinox.

QUOTE(Purplemandown @ Feb 10 2011, 02:05 PM) View Post

Whoa...

I thought I hated peahats to begin with! This is pure evil!!!

And there's still three more colors you have yet to see-- Green, Purple and Black! icon_w00t.gif

Healers suck. Wait 'till I get to Wizzrobes. icon_superevil.gif

QUOTE(Lynker @ Feb 10 2011, 02:40 PM) View Post

Wow, that wave enemy thing is a-maz-ing. THIS is so amazing!!! Augh!! *Dies from waiting*

*uses Phoenix Down*
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QUOTE(Zenith @ Feb 10 2011, 03:26 PM) View Post

Or maybe make a bestiary available at some point?

Considered it. Still deciding. Technically that's something I could add at the very end of the game when EVERYTHING IS DONE and it would not cause any interruptions until then. Best to wait until then anyway, 'cause who knows whether I want to change stuff on the enemies before then or not?

QUOTE(Pokemonmaster64 @ Feb 10 2011, 05:01 PM) View Post

That's a cool idea, but it would take a lot of scripting and use up a lot of space on the tile sheet...

PFFFFFFFHAHAHAHAHAHAHAHA

QUOTE(Purplemandown)

I've got a question, as I've been thinking a lot about custom enemies lately...

How do you do it? Are the custom enemies FFCs that move and react like enemies, or are they actual enemy NPCs that are modified by a script?


They are actual enemies. Any screen I place them on, an invisible FFC runs the "extended behaviors" of all of one type of enemy that I tell it to.

Bosses will probably use the Ghost system instead though.

#234 Moosh

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Posted 10 February 2011 - 10:27 PM

QUOTE(Schwa @ Feb 10 2011, 09:03 PM) View Post

*uses Phoenix Down*
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You stole my joke from my Sword of Ruin topic. But it's K with me. Also, have you modified the swamp cloud script? The clouds look more evenly distributed in the newer shots...

#235 Jared

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Posted 12 February 2011 - 03:15 PM

So you made this tileset on your complete own, or did you just edit the original Zelda 1s?

#236 Schwa

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Posted 12 February 2011 - 07:30 PM

QUOTE(Pokemonmaster64 @ Feb 10 2011, 07:27 PM) View Post

You stole my joke from my Sword of Ruin topic. But it's K with me. Also, have you modified the swamp cloud script? The clouds look more evenly distributed in the newer shots...

Didn't know, sorry. icon_frown.gif

I have not modified the swamp clouds at all since you've first seen them. Every time you enter any screen on the swamp Dmap, their X,Y positions are randomized.

QUOTE(Lynker @ Feb 12 2011, 12:15 PM) View Post

So you made this tileset on your complete own, or did you just edit the original Zelda 1s?

I used the Zelda 1 as a base and gradually expanded it into something totally different. SOME of the graphics are my own design, here and there, such as the Pakkun Monster, the Wooden Doll, the Devilmouse, and the Golden Mage's graphics, along with some of the items, but nothing "big", as graphics are one of my weakest points. I try to play to my strengths.

I think the most complex graphics I'll ever be making will be the Bosses (not Minibosses), which are hopefully going to be TTGL-over-the-top crazy intense. Oh, and the dungeon graphics are usually pretty hard too, you know, using the 2-tile-wide wall borders and Doors...

#237 Russ

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Posted 12 February 2011 - 07:39 PM

QUOTE(Schwa @ Feb 12 2011, 04:30 PM) View Post

I think the most complex graphics I'll ever be making will be the Bosses (not Minibosses), which are hopefully going to be TTGL-over-the-top crazy intense.

I hope this doesn't meant we'll have bosses the size of a galaxy to fight. Have you made any of the bosses yet?

#238 Moosh

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Posted 12 February 2011 - 09:44 PM

QUOTE(Russ @ Feb 12 2011, 07:39 PM) View Post

bosses the size of a galaxy

Supergalaxy Bossen Lagann!

So I've heard many mentions of the wooden doll enemy. Could you refresh my memory on what exactly that was, Schwa?

#239 King Harkinian

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Posted 13 February 2011 - 08:40 AM

Please make a userbar, this quest looks amazing. After looking at all the shots and videos, this has to be the best thing I've ever seen in ZC. Keep up the good work.

#240 Schwa

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Posted 13 February 2011 - 04:38 PM

QUOTE(Russ @ Feb 12 2011, 04:39 PM) View Post

I hope this doesn't meant we'll have bosses the size of a galaxy to fight. Have you made any of the bosses yet?

What, are you talking about the Final Boss? icon_heh.gif Mehehe, no spoilers for you~

No, sir, I have not. In fact I haven't even scripted the minibosses. icon_ohmy.gif Although maybe that spellcasting Abei could count. He's more of a minigame though.

My point was that the Bosses are going to be a lot more intense than the Minibosses, gameplay-wise. While the Minibosses might just be considered really tough enemies with a lot of HP, a Health Bar, and several different kinds of attacks, the actual Boss battles at the end of each mandatory dungeon would practically be cut off from the standard game engine, the way they operate. Their handling of damage will be different, the way Felix takes damage will be different (for example, one attack may launch a flurry of long-range punches and every single one could land for minor damage without Felix flickering and getting that 1-second invincibility, rather than one stronger hit... or, one boss could maybe grapple Felix and crush him steadily until you break free by mashing the buttons), the way his items act will be different, among many other engine-overriding additions.

My big focus, however, will be the Punisher Gimmick. Namely, all major Boss fights are very freeform and can be fought a large number of ways, but among them there are techniques you can pull off that will cripple the Boss and leave him WIDE OPEN to your attacks for several seconds (read: we're talking like x4 or x5 damage). Again, my big inspiration for this idea is from Viewtiful Joe, where all bosses were like this. So like, if you're fighting a boss with one eye, and you see this eye suddenly flash open and charge up for a massive laser blast, and you're quick-thinking enough to land a Slingshot bullet there right away, the surprise attack will stun the boss and stop his attack before he launches it, and allow your attacks to do great damage for the short moment until he gets on his feet again. That sort of thing.

They'll be smart, too. They'll try to block or avoid your attacks. Consider another example: A Darknut-esque boss with a huge shield will attempt to always face you, or jump over you if you've got him backed into a corner. If you lay a bomb, he'll do his best to stay clear of it until it explodes and is gone. But if you lay a bomb, and THEN corner him with close-combat, and he has no choice but to jump over you and the bomb gets him, he'll drop his shield and the Punisher Mode will activate, giving you an excellent lead against him as you slice off several large chunks of his HP Gauge. Things like this take serious skill to pull off, and a LOT of experimentation for that matter. Maybe it'd be safer to fight him long-range with the Wand or whatever, but it'll take longer to beat him, and then he'll be fighting you with his Crossbow or something, so you have a different threat to deal with instead. Whatever suits your style.

Regular Minibosses won't be quite this dramatic. icon_smile.gif Regular Minibosses would play like Bosses and Minibosses from, say, the Gameboy Zelda games, where you'd be trapped in the room until you defeat the single superior creature presented to you. The only difference is it'll use the same Bonus Tally splash screen I displayed during those Skirmishes. (Big Bosses will do that too, of course. After a sweet cutscene and an even sweeter explosion sequence. And so will minigames, yet again the types of bonuses will be different-- I think I'll only award Rupees when the player beats his current high score, so he can't keep getting more and more indefinitely.)

As always, I'll say this: NO PROMISES! icon_smile.gif

QUOTE(Pokemonmaster64 @ Feb 12 2011, 06:44 PM) View Post

Supergalaxy Bossen Lagann!

So I've heard many mentions of the wooden doll enemy. Could you refresh my memory on what exactly that was, Schwa?

More like this. But good to see that you're thinking about it.

Oh, the Wooden Doll? Certainly!

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Here he is on the left, barely missing Felix with his lightning-fast Dagger Throw attack, which he only ever uses when he's far-range from Felix.

We dodge, and get close to attack with the Sword.

Then this happens.
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The Wooden Doll utilizes shadow magic to phase out of danger in a diagonal line, materializing a medium distance away and launching a Shruiken counterattack. Just barely managed to avoid those, too! (The Shruiken damage and speed are a LOT less than the Dagger, though, but they fly at an angle, the Dagger only flies in straight lines, and the Dagger is only used at far-range.)

If you attack it right after it's done a teleport or a Dagger, it won't be able to right away, and you can get off one or two hits successfully. The key to beating the Wooden Doll is to keep pressure on it; it's not HARD to kill, but your chances against it are worse if other enemies are pestering you meanwhile, so one tactic is to just stay clear of its Daggers until you kill everything else on the screen, and then dogfight the Wooden Doll without having to worry about obstructions. Also, burn any bushes in your way first, the Wooden Doll is less and less of a threat the more moving-room there is on the screen.

The Wooden Doll is resistant to a lot of weapons, but is weakest against the Sword and other close-range weapons. You can snipe it with the Slingshot for greatly reduced damage but no danger of it teleporting; not recommended, since he can still use Daggers in this scenario, and it's a lot less of a risk to take on his Shruikens and quick-dodging instead of the extremely powerful, lightning-fast Daggers.

EDIT: Forgot to mention, but the Boomerang can destroy the Shruikens. It can stun the Wooden Doll, too, but it cannot prevent it from teleporting while it's stunned. (I might change this so that it does prevent the teleport. We'll see.)

QUOTE(theZCking @ Feb 13 2011, 05:40 AM) View Post

Please make a userbar, this quest looks amazing. After looking at all the shots and videos, this has to be the best thing I've ever seen in ZC. Keep up the good work.

I promise there will be a userbar AFTER the first Public Demo, but not until then. Hope that helps. icon_smile.gif


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