Jump to content

Photo

FELIX : Courage Saga! [official Project Thread]


  • This topic is locked This topic is locked
46 replies to this topic

#16 The Satellite

The Satellite

    May the way of the Hero lead to the Triforce.

  • Members
  • Real Name:Michael
  • Pronouns:He / Him

Posted 14 March 2013 - 03:15 AM

QUOTE(Schwa @ Mar 14 2013, 01:00 AM) View Post
No problems here. icon_smile.gif If this quest isn't for you then it isn't for you. I never really liked Lost Isle very much myself (though granted the last I tried it was years ago-- could be that if I tried again I'd like it now), but Peteo and I still seem to be on good terms, and I even helped him with a few of his scripts a little while back. Your opinions are 100% as valid as anyone else's here and I will take them all on with equal pride.

IPB Image
QUOTE(Schwa @ Mar 14 2013, 01:00 AM) View Post
I have a confession to make, and feel free to get mad at me for it. The reason I disappeared back then was because I was discouraged by said criticisms, and my drive to create this game was broken like a twig. icon_frown.gif

Not that I'm blaming you. The blame is 100% on me. I've made my resolutions to create this game after all because I want to, I've decided, which ought to have been my reasons in the first place. It was a learning experience for me to deal with that haitus, and I hope I came out stronger.

Eh, not something I or anyone else should get mad at you for. Maybe disappointed, sure, since, well, negative criticism is something we all got to deal with, even if it's not constructive, but those guys would be losers anyway. You've obviously developed the proper outlook on it though, which is good. Keep that going. icon_smile.gif
QUOTE(Schwa @ Mar 14 2013, 01:00 AM) View Post
NO U (Ahh, that takes me back)

Fine... I'll do it...

U PH41L.

#17 Jamian

Jamian

    ZC enthusiast

  • Members

Posted 14 March 2013 - 06:07 AM

Seems very original, I'll be sure to play it icon_thumbsup.gif

Though I'm not a fan of "utterly taxing difficulty" icon_unsettled.gif I consider myself a relatively good Zelda player so the occasional difficult spots don't scare me, but I don't like challenge games where the whole quest will punish you from start to finish.

You can do a lot with scripts obviously, how about creating an easy mode?

Edited by Jamian, 14 March 2013 - 06:08 AM.


#18 Avaro

Avaro

    >w<

  • Members

Posted 14 March 2013 - 07:37 AM

Wow, that is really really cool. Schwa, you just know how to make a quest great! The gameplay looks so much better than any "typical" zelda styled quest.
Story is really cool too, and the fighting is just.. amazing..

Keep up the great work and good luck at finishing this project!

Edited by Avataro, 14 March 2013 - 07:41 AM.


#19 Sheik

Sheik

    Deified

  • Members

Posted 14 March 2013 - 08:29 AM

Schwa, you make the coolest things ever icon_smile.gif This looks like some seriously SNES level of gameplay experience. Color me impressed! Also, I wish you the best of luck with your project right here. To be honest, I was afraid it died back when you went on that hiatus. Great to see this is still going strong!

#20 Umbra

Umbra

    Tonberry

  • Members

Posted 14 March 2013 - 06:48 PM

I really like the looks of this. This will be an excellent quest when it's finished. icon_biggrin.gif My only worry is whether it's too much for one person to finish on their own... icon_frown.gif Either way, good luck. You'll likely need it to finish this. icon_kawaii.gif

P.S. Now that I think it over...after taunting us with that trailer of awesome... you really don't have a choice. icon_sorry.gif You WILL finish that quest, if you don't want every ZC lover tearing you apart. icon_evil.gif I know that if you don't do it, I'm coming for you... And I'll send the guy in my photo. icon_superevil.gif So, good luck finishing this quest to avoid certain doom! icon_superevil.gif

Edited by Umbra, 14 March 2013 - 06:54 PM.


#21 Schwa

Schwa

    Enjoy the Moment more. This strengthens Imagination.

  • Members
  • Real Name:Hunter S.
  • Location:Redmond Subspace (I had a Potion)

Posted 14 March 2013 - 09:14 PM

QUOTE(Aevin @ Mar 14 2013, 12:07 AM) View Post

Which brings me to my biggest concern. This is ambitious. Really ambitious.

It's really not. icon_love.gif I'm making it because I like to. It's my hobby, and I intend to take my time with it.

QUOTE(kurt91 @ Mar 14 2013, 12:59 AM) View Post

What recording program are you using? I might be able to help you with that.

*got your PM*

QUOTE(The Satellite @ Mar 14 2013, 01:15 AM) View Post

Fine... I'll do it...

U PH41L.

It occurs to me that many people on the forums these days will have no idea what we're referencing. That was actually a long time ago, wasn't it? icon_blink.gif Ugh now I feel like an old man...

QUOTE(Jamian @ Mar 14 2013, 04:07 AM) View Post

Though I'm not a fan of "utterly taxing difficulty" icon_unsettled.gif I consider myself a relatively good Zelda player so the occasional difficult spots don't scare me, but I don't like challenge games where the whole quest will punish you from start to finish.

You can do a lot with scripts obviously, how about creating an easy mode?

I have no intention of ever creating an easy mode, especially not to appeal to anyone.

I have no intention of making a quest that will punish you from start to finish either, though. Only one that punishes your mistakes in battle. icon_wink.gif You weren't holding the R button when that Octorok was charging up to spit giant rocks at you? You're going to take 6 damage and get Stunned then, and you deserve it. You went into the poison swamp area in the overworld and didn't bring any Poison Antidotes? You're going to lose TONS of HP to Poison over time (sometimes over 100; the Infected Knight is the only source of Poison in the game that only does like 4 to 8 since it's the Tutorial boss, most sources poison you for several minutes straight), and you deserve it. That sort of thing.

On the other hand, I reward skillful play. In the Skirmish in the video, you score S-Rank if your score total for all categories averages at 90 or higher. You can replay Skirmishes you've already beaten, too-- there will be a little purple fairy on those screens, which you can talk to to see your current best Score and Rank, and choose to do it again and try to beat your score. This way, you have a fair chance to get the S-Rank Item Prizes that will better prepare you for the rest of the game (some of those prizes are things like permanent Max HP, Attack and Defense upgrades), if you're skilled enough. And it gives completionists something to do, too.

TS mentioned something about a "gauntlet style quest". This quest isn't quite that, but there is a lot of that in it. That too is Devil May Cry/Bayonetta inspired.

QUOTE(Umbra @ Mar 14 2013, 04:48 PM) View Post

P.S. Now that I think it over...after taunting us with that trailer of awesome... you really don't have a choice. icon_sorry.gif You WILL finish that quest, if you don't want every ZC lover tearing you apart. icon_evil.gif

It's okay. I'm used to it. icon_sigh.gif

#22 Sheik

Sheik

    Deified

  • Members

Posted 15 March 2013 - 05:32 AM

One thought on the status effects: I think it would help the player keep track of what's going on if you made little "debuff" icons somwhere on the screen that indicate your current status, probably even with a timer. I know that this would be kinda much for ZC but since you are Schwa and all.. Thinking about it: Do you inted to add postive status effects too? Such as the Guardian Acorn and the Force Piece in LA maybe?

Edit: Watching the 'old' RCS videos. Schwa, you always say how the game visuals aren't your forte but I have to say that your screen design is pretty good (I love how clean it is) and the custom/edited tiles are quite stunning, too. (I mean, yes, it's not the best custom graphics I've seen, but it helps a lot that everything shares the same visual style etc). I also like how you are putting so much thought and care into all those small visual effects such as the shiny effect on the rupees and similar.

Edited by Sheik, 15 March 2013 - 05:44 AM.


#23 Koh

Koh

    Tamer Koh

  • Members
  • Real Name:Dominic
  • Location:Monsbaiya, Virginia

Posted 15 March 2013 - 10:05 AM

QUOTE(Sheik @ Mar 15 2013, 06:32 AM) View Post

One thought on the status effects: I think it would help the player keep track of what's going on if you made little "debuff" icons somwhere on the screen that indicate your current status, probably even with a timer. I know that this would be kinda much for ZC but since you are Schwa and all.. Thinking about it: Do you inted to add postive status effects too? Such as the Guardian Acorn and the Force Piece in LA maybe?

Edit: Watching the 'old' RCS videos. Schwa, you always say how the game visuals aren't your forte but I have to say that your screen design is pretty good (I love how clean it is) and the custom/edited tiles are quite stunning, too. (I mean, yes, it's not the best custom graphics I've seen, but it helps a lot that everything shares the same visual style etc). I also like how you are putting so much thought and care into all those small visual effects such as the shiny effect on the rupees and similar.

This can even be done simply. If there is a way to do this code wise, have the game draw sprites in the top left, that happen to be 16x16 tiles that you have setup to animate over 16 frames, each of which adds another row of black pixels vertically until the (de)buff icon is completely black, indicating it wore off, at which point the icon would disappear.

#24 Schwa

Schwa

    Enjoy the Moment more. This strengthens Imagination.

  • Members
  • Real Name:Hunter S.
  • Location:Redmond Subspace (I had a Potion)

Posted 15 March 2013 - 06:35 PM

QUOTE(Sheik @ Mar 15 2013, 03:32 AM) View Post
One thought on the status effects: I think it would help the player keep track of what's going on if you made little "debuff" icons somwhere on the screen that indicate your current status, probably even with a timer. I know that this would be kinda much for ZC but since you are Schwa and all.. Thinking about it: Do you inted to add postive status effects too? Such as the Guardian Acorn and the Force Piece in LA maybe?

The little animations surrounding Felix ought to be enough indication. But you're right in that a little 8x8 icon in the Active Subscreen, like, right above or underneath his health gauge, wouldn't kill anything to add. At the very least that assures there's a way to tell if you have bad status even if the animations around Felix don't make it apparent. I'll probably do that. Thank you for the good idea!

Not a timer, though. I'll make the 8x8 icons flash if the timer is about to run out in like 3 seconds, but a visual timer would take away from the game experience. I want the player to be left in the dark, wondering if what he just blundered into was bad or if it was really bad. In later dungeons for instance, there may be traps that Jinx you for several minutes straight instead of a couple seconds, and Poison usually does last several minutes straight, but one source might be much longer poison than another source. It adds to the feelings of suspense and adrenaline that I want my whole game to exude.

I will point out something important: Poison never kills Felix. If he is down to his very last sliver of life, Poison stops dealing damage but also stops wearing out. Poison will only wear out after it's burned through x number of HP, so laming it out at 0.01 HP will not work, you have to heal up and not die until it's done running its course, or cure it with an Antidote sort of item (which, thankfully, I will make somewhat common-- buyable at shops right from the get-go before Level 1, and sometimes dropped from certain enemies). In addition, the Critical HP Glowing Red Borders will be green instead of red if you are Poisoned while at Critical HP. This way, if green borders all the sudden show up if you've let Poison stick around unattended, it'll immediately alert you "oh goodness this poison is actually a big deal now, maybe I should do something about it". And when they turn from green to red, you'll immediately know the poison is done running its course and that if you heal up you'll be healed up for good.

As for positive conditions, in an old prototype I DID have a working Shard of Power. I'm still on the fence about it, but the more I think about it the more I think it would make a lot of sense to add them. If I can add a condition that halves your Attack and Defense, why couldn't or shouldn't I add one that doubles it? The difference I'll do compared to the prototype is, instead of "collect this and get powerful", it'll be a one-time usable Inventory item, sorta like a Potion that temporarily boosts your damage or defense rather than healing you. This way, the player can choose to save it for the most useful occasion, such as a Boss battle, or something else he wants dead quickly (over multiple screens to boot).

QUOTE(Sheik @ Mar 15 2013, 03:32 AM) View Post
Edit: Watching the 'old' RCS videos. Schwa, you always say how the game visuals aren't your forte but I have to say that your screen design is pretty good (I love how clean it is) and the custom/edited tiles are quite stunning, too. (I mean, yes, it's not the best custom graphics I've seen, but it helps a lot that everything shares the same visual style etc). I also like how you are putting so much thought and care into all those small visual effects such as the shiny effect on the rupees and similar.

Well thank you! icon_smile.gif It's uplifting to hear this. I feel like I need to go all-out on the little animations and effects and such because since the graphics are more simplistic, I take a different route to make them more complex and sophisticated (and let's face it, graphics and asthetics are an important part of any game, personal preferences aside). Instead of direct art, I go with eye-popping special effects. That in turn emphasizes my strengths in scripting instead of my weakness in graphics-- playing to one's strengths is important.

QUOTE(Koh @ Mar 15 2013, 08:05 AM) View Post
This can even be done simply. If there is a way to do this code wise, have the game draw sprites in the top left, that happen to be 16x16 tiles that you have setup to animate over 16 frames, each of which adds another row of black pixels vertically until the (de)buff icon is completely black, indicating it wore off, at which point the icon would disappear.

Nah man, I'd just draw it in primitives using Screen->Rectangle() or two Screen->Line()s. icon_razz.gif

That's how I did Felix's Life Meter, if you must know! It's currently four Screen->Line()s with each of their X,Y coordinates offset by 1 more than the previous, to make the parallelegram shape, set to gauge ((Felix's current HP / Felix's Max HP) * number of pixels the total Gauge is). This way, no matter how many Heart Containers Felix has, whether it's 3 or 100, the Life Gauge will always be the same size and it will always accurately depict "how much Life you have left".

I'd do something similar if I were making gauges for status conditions. But I am not. Except that I will be making little 8x8 icons next to his Life Meter courtesy of Sheik's advice, and when there's like 2 or 3 seconds left, that icon will flicker to tell you you're almost safe.

I am making a handful more negative status effects, by the way. At least four more, possibly five, big maybe a couple more later-- I only want to make ones that will see realistic use in the game, and not be used by like, just two or three things ever. I'll describe these a bit later if people are curious ^^

And now that I'm considering Positive conditions to add, probably like... three or four of those to start; the basics Attack+, Defense+, Regeneration, and Haste. Haste is a maybe, though, I don't want it to be overpowered and I don't want to make it too hard to control either. Something like 1.5x movement speed and attack speed perhaps, but definitely not 2x.

And right now I'm working on the first Overworld area, not script-work. Placing combos down and making screens... it's a feeling I've missed. icon_smile.gif It's a welcome break from scripting. Much as I love scripting it does tire me out after a while (which is a good thing, it means I'm engaged). So I'll worry about this status effect stuff another time.

#25 Mani Kanina

Mani Kanina

    Rabbits!

  • Moderators
  • Pronouns:She / Her
  • Location:The Moon

Posted 16 March 2013 - 02:34 PM

The one thing that frankly makes me super excited for this quest is the swordplay and combat mechanics; and I can't wait for the chance to see it in action! (Read: playing.) As for everything else... well... I don't really care either way, I will give this quest a spin when it done for the mechanics alone, if the rest is good or bad will of course determine if I like it, but right now I don't give a flying feather really. icon_razz.gif

#26 -DuCkTApE-

-DuCkTApE-

    The "Mask" will take over...

  • Members

Posted 17 March 2013 - 09:10 AM

This game... I want it so bad... If the first boss was that epic, just imagine the last boss. The only thing im not fond of is the subscreen. All of the colors and shapes are confusing.

#27 SpikeReynolds

SpikeReynolds

    Industrial Sorcerer

  • Members
  • Real Name:Spens
  • Pronouns:He / Him
  • Location:Grand Rapids, Michigan

Posted 17 March 2013 - 04:48 PM

This game's really starting to shape up. I'm super stoked to see this thing happen.

#28 Schwa

Schwa

    Enjoy the Moment more. This strengthens Imagination.

  • Members
  • Real Name:Hunter S.
  • Location:Redmond Subspace (I had a Potion)

Posted 19 March 2013 - 05:24 AM

Who's hungry for an update?? icon_cat.gif

Bronze Grind, the first (and main) Overworld area.

IPB Image IPB Image

This area greatly serves to introduce the player to the concept of terrain hazards in this quest, and their spontaneous nature. In the first shot, a sudden deluge has stormed in out of nowhere, and under its effect none of Felix's fire-based abilities will work. In the second screen, Felix is standing on spikes for continuous damage-- three hits to his HP per second he's on the spikes, and no Knockback (meaning he can just walk right back off the spikes, or bravely meander through them and try to tank the hits if he wants an item on the other side or something).

Other properties of the spikes? They tend to suddenly grow in from out of nowhere on some screens and corner Felix. In the first shot, the large patches of spikes near the middle were tiny, until Felix approached them, which is when they suddenly started shooting out in large quantities until they became a real hazard. (They stopped though. They only cover the patterns on each screen I tell them to. I can make a screen where the entire floor fills up with spikes, or one where just a little bit does, or one where the spikes slowly spell out the word Schwa if I want. icon_razz.gif It's kinda fun.)

I'm still trying to script the part where enemies will take major bonus damage if Felix knocks them onto the spikes with an attack. Stay tuned!

Other terrain hazards planned for Bronze Grind: I have some spiked, crushing boulders that will behave kinda like the Crushing Spike Column traps in Sonic 3's Marble Garden zone, and I have some really neat, thick, thorn-covered vines that grow in patterns kinda like the spikes, only these ones act as walls and can be destroyed (temporarily, before the gap fills back in) by fire and bombs. Neither are scripted yet but their graphics are done! I also want to do something related to Armos Statues in one segment of the overworld, but am not sure what yet and am open to suggestions. icon_smile.gif

EDIT! Whoops! Forgot something major! Speaking of graphics being done, what do you think of these?

IPB Image

Though many, modified LoZ enemies and some other games' enemies will be in the game, so will my own creations.

The top two rows show off a new guy, the Hue species of monster, various colors for various environments and elements. The first type, Opal Hue, is scheduled to appear in the desert. Each species employ multiple special moves and are typically a defense-oriented opponent and not terribly aggressive until directly engaged. Their damaging barrier spells can make them dangerous in close-quarters.

The third row is all the animation frames of the rotating Gatling Idol, a slow automaton that moves only along the walls of the room in a pre-set patten and is capable of aiming in only eight pre-set directions. It will rapidly spit darts if you cross its eight lines of sight-- these can quickly break your guard if you try to block them. As they are immune to knockback and take reduced damage from all attacks, and fighting with the sword is dangerous because of the darts, they can be tedious to deal with, and should the player be aggravated into rushing instead of playing cautiously he will likely be punished. Bombs work great on them.

The fourth and fifth row on the bottom left show the return of one of my first custom enemies, the Pepper Pakkun, a slow, mindless plant creature that likes to periodically open up and litter the screen with more hazards. Their drifting seeds zig and zag whimsically and are hard to predict and avoid in a pinch, and their fireballs have limited homing capabilities on Felix. They can be a total nightmare in a group on a crowded screen with little room to maneuver and attack, and among their colorful variants they can inflict many status conditions of almost every kind. Fire and bombs work amazing on them, as does the Sword when they open up to attack and you hit them first, but the Slingshot does reduced damage.

And to the lower right is a Like Like. I'm going all out and making the Like Like a hulking, brutal opponent in this game, one that can inflict continuous, unending damage if it catches you until you mash A and break free or die. In addition they will get two ranged attacks-- a grappling tongue, and area-of-effect acid vomit, though both of these are still rather short range, and the Like Likes will be even slower than a Zol from the original LoZ.

I find that when I'm burned out from scripting, designing some graphics that I'll need later works as a welcome distraction.

Edited by Schwa, 19 March 2013 - 05:58 AM.


#29 Jared

Jared

    Deified

  • Members
  • Real Name:Jared
  • Pronouns:He / Him
  • Location:Massachusetts

Posted 19 March 2013 - 11:43 AM

Wow, Schwa. You just keep putting more and more in. This is awesome! My favorite enemy is the Pepper Pakkun. He sounds like quite the enemy!

#30 Schwa

Schwa

    Enjoy the Moment more. This strengthens Imagination.

  • Members
  • Real Name:Hunter S.
  • Location:Redmond Subspace (I had a Potion)

Posted 19 March 2013 - 12:03 PM

QUOTE(Jared @ Mar 19 2013, 09:43 AM) View Post

Wow, Schwa. You just keep putting more and more in. This is awesome! My favorite enemy is the Pepper Pakkun. He sounds like quite the enemy!

In honor of this statement, Pepper Pakkun will be the next thing I script, then. icon_love.gif The spikes can wait, and I've been itching to get done my first custom enemy in over a year.

EDIT TWO DAYS LATER: Finished! I'll show everyone this really cool enemy a while later. Seriously he is really cool. Cooler than my original version I made forever ago.

I want to get some more vital things done-- one of which is Felix's RPGesque Attack, Defense, and Vitality stats, which I already finished the Subscreen legwork for (and scripting it will be the easy part!), before I release another update that's actually update-sized. Stay tuned everybody. (Is anyone even actually staying tuned?? Feels like I'm the only one watching my own thread anymore lately... icon_blink.gif Weird. Probably my imagination.)

Edited by Schwa, 21 March 2013 - 09:05 AM.



0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users