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What did you accomplish in ZC today?


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#1261 Avaro

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Posted 27 August 2013 - 04:40 PM

I made a decent chunk of the interior of my Forest Ruins area, and added in the second "gimmick" enemies of my quest. You see, there aren't going to be any ammo shops at all (plot reasons), but the player's expected to still use items such as Arrows or Bombs. To get around this issue and prevent any tedious ammo grinding, I have specific enemies that are guaranteed to drop ammo refills. For example, when you're low on Arrows, you can backtrack to the forest and look for Forest Archers. Each one you kill is guaranteed to drop Arrow refill items, and they always return to the screen so you can re-kill them all and fully stock up.

 

Now, inside the Forest Ruins are little pumpkin-headed enemies that breath fire. If you can kill one, you'll receive the Candle! No, this Candle doesn't behave like normal. For that, you'd want to seek out either the Blue or Red Lanterns. While the Red Lantern can be used as often as you want, and the Blue Lantern will only work once per screen, the Candle will work ONCE. That's right, if you use it even once, it's gone for good and you'll need to return to the Forest Ruins and kill some more pumpkin baddies to get another one. Of course, if you use your single-shot light carefully, you might find another stash of enemies in a more convenient location, and make it a bit easier to do some general exploring, but you're going to be SO relieved when you actually find the Blue Lantern and can afford to not be so stingy with your light. This way, the player will have to think carefully about their actions.

 

Other than that, I've mainly been adding in needed tiles to my tileset, and watching various Let's Plays for ideas on what I can do design-wise. I just finished watching ones on Neutopia and Neutopia II, and am now watching one on 3D Dot Game Heroes, or whatever it's called. Because of this, I'm considering a boss fight in a crowded room with blocks that stab swords out if you get too close. Sound fun?

 

You should do candle bags, like bomb bags and wallets, so you can carry more than just one.. :)



#1262 Shane

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Posted 29 August 2013 - 05:50 AM

Made some overworld mountains. :D



#1263 Valientlink

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Posted 29 August 2013 - 04:39 PM

Haven't touched ZQ in over a month lol :(



#1264 Jared

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Posted 29 August 2013 - 09:51 PM

Haven't touched ZQ in over a month lol :(

Can you please refrain from posting things like this? My thread is asking what you accomplished lately. It's not for negative posts like these. :)



#1265 Tree

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Posted 29 August 2013 - 09:58 PM

I recreated a map that was killed along with my computer. 

 

Feelsgoodman.jpg.


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#1266 Cjc

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Posted 30 August 2013 - 02:58 PM

I finished my entry for the 5th quest contest.

 

 

...well, that was technically yesterday.  Let's just pretend I crossed the international dateline and that today is yesterday.


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#1267 Orithan

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Posted 31 August 2013 - 04:42 PM

Did my first testing round of Level 1 in my 5th quest entry. Fun, but not as difficult as I want it to be. My target difficulty is dying at least 3 times (w/o stupid mistakes) for Level 1 in my entry. This time, I died only once.

#1268 LikeLike on fire

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Posted 01 September 2013 - 06:13 AM

nothing yet today. i tried making some enemies. I made a bunch using the same graphics but only two of them had shown up on the screen when I tested them. which, they are all the same, only diffent colors.. oddly one did show up when the info was labled the width and hight (colloms and rows?) was 1 and 1, when it should of been 16 and 1.

the one ememy's tiles are supposed to be 16 and 2. but they don't show up. the one that i told to act like a wizrobe did/



#1269 Avaro

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Posted 01 September 2013 - 10:57 AM

nothing yet today. i tried making some enemies. I made a bunch using the same graphics but only two of them had shown up on the screen when I tested them. which, they are all the same, only diffent colors.. oddly one did show up when the info was labled the width and hight (colloms and rows?) was 1 and 1, when it should of been 16 and 1.

the one ememy's tiles are supposed to be 16 and 2. but they don't show up. the one that i told to act like a wizrobe did/

Hey the problem sounds very familiar to me. Try leaving and reentering the screen or the dmap.


Edited by Avataro, 01 September 2013 - 12:41 PM.


#1270 Orithan

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Posted 04 September 2013 - 02:08 AM

Made more progress on my 5th quest entry: Made levels 2 and 3 and gave them a testing round.

I can definitely say that I am getting better at ZC because because I didn't die, save the result of a nasty bug/oversight involving one of the custom enemies, in either Levels 2 or 3 and yet I'm jacking enemy difficulty on at a faster pace than 3rd quest while nerfing Link's earlygame inventory selection.

 

zelda006_zpsee19bd8c.png

 

You do NOT want to mess with the Moas in this quest. If you go about fighting them the wrong way, they will flay and eat you alive. Especially the blue ones.

And yet they first appear in Level 1.

 

 

Also, this:

zelda004_zps069e89e6.png

 

ZC bug nonwithstanding, this is my take on the Leave Money and Life rooms for this quest



#1271 kurt91

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Posted 06 September 2013 - 04:17 AM

I've hit a bit of a creativity block on my quest, so I've been trying to stay somewhat productive by spending my free time finding music for my quest. I happened to come across a song from a game I used to like when I was incredibly young, and I tweaked it into a pretty nice background tune for a town or village.

 

The song in question? "Ernie's Magic Shapes" from an old educational Sesame Street game.

You should do candle bags, like bomb bags and wallets, so you can carry more than just one...

The problem is, that kills the point of the candle, though. The idea is, it's one-time only, so the player is more determined to only use it somewhere useful and not to squander it. If you can hoard the things, then that feeling is lost. However, I'm being rather careful not to make it an annoyance. For one thing, there's a dark room containing treasure two rooms away from the candle-refill screen. Considering by this point, the player has been taught that exploration is a major factor in the quest, and that they've just arrived in a brand new area, it's a fairly safe assumption that they'll start exploring the ruins and find the dark room. Since they have a Candle, they'll use it, and no doubt realize that it was a single-use shot once it's gone. Once they figure out that they can't just stock up on Candles, they'll realize how valuable it's going to be and know not to waste it.

 

Now, if you had a single-use Candle and could only burn down one thing before having to trek all the way back to retrieve a new one, which would you rather do first? Burn down a random small tree in the middle of nowhere, or open up the overgrown ominous cave surrounded by scary snake statues that you've already been forced to walk past previously, thus guaranteeing that you know it's there, and is in a central location that can be easily reached from every already-available corner of the overworld? Also, two rooms inside the cave is another candle-refill room, allowing the player the choice of going exploring again for goodies with a much-easier refill location, or trudging on and hoarding the Candle again until they find the Blue Lantern.

 

I'm putting a lot of thought into this, and how each thing should go. The bit that's more difficult is balancing enemy and boss difficulty. I'm using an EXP system for my quest, so it's a bit tricky to balance out enemy HP values and how much damage they can deal to Link. Fortunately on the balancing issue, I've got the EXP system going to where enemies stop giving experience if you're already too powerful, so I've got a maximum cap I can deal with and I don't have to worry about players just grinding forever and killing everything in a single hit.

 

EDIT: On an unrelated note, when's the next PureZC Expo going to be? I want to know how much longer I have to make a full working demo. (Also, Eppy usually streams the demos from each expo, and I think it would be a fun prank to script it so that having "Eppy" as the quest name activates Super Hard Mode. :superevil: Seriously, though. I've been working out a cheat-code system using the quest name, doing everything from multiple difficulty levels, developer commentary, and other neat stuff. It should be only a couple lines of code, really. One line that sets a variable if a specific name is put in, and then individual lines that do things like weaken upgrades if the variable is set. For instance, if the variable "HardMode" is set, then ammo upgrades increase by two instead of three, and the level caps are made lower. If the variable "CriticalMode" is set, then ammo upgrades increase by only one, and the leveling system is rendered completely non-functional. (Think Kingdom Hearts-style Level 1-Critical Mode challenge) Now that I understand the rudimentary basics on scripting, I've been realizing that things like this are much simpler than they sound.


Edited by kurt91, 06 September 2013 - 04:28 AM.

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#1272 SpacemanDan

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Posted 06 September 2013 - 10:10 PM

I managed to finish an enemy script today as well as retool another script for common use in the quest as opposed to a boss. Not a lot, but it felt good finishing it. O:
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#1273 Shane

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Posted 07 September 2013 - 10:35 PM

Finished my 5th Quest entry:

 

http://www.mediafire...s6g0dzw/5th.qst

 

Have fun.


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#1274 kurt91

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Posted 09 September 2013 - 04:39 AM

Today was a pretty busy day, so I didn't get much done in ZC until just tonight. I built two new rooms for my cavern area, and some new tiles to help me make them. (upper-floor bomb-able walls) Threw in a few more item upgrades as well as an actual plot-progression section, and a new enemy to act as a bomb refill. (kill enemy, guaranteed ammo drop) The enemy design itself is a bit of a joke reference, but it was easy enough to make. I just had to take an existing enemy and tone down the damage and HP to make it an easier target for this early in the game.

 

The main issue I'm having right now is that I think I made the cavern a bit too much of a labyrinth. It's good in that it's interesting level design for the player to deal with, but hard because it means I'm now having to scour a full map view of the area to find spots that I can fill in with goodies and power-ups for the player, and still leave areas for them to come back to later and explore further. (Am I the only one who stops and looks at the full map after building each individual screen?)

 

Unfortunately for me, now that I've just given the player bombs, I'm going to have to go back and start building the secret areas that the player should have already passed by and can now open up. I tend to design areas in the same sequence the player would be going to them, so once I give them a major exploratory item, I have to go back and rebuild so much stuff...



#1275 Jared

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Posted 09 September 2013 - 08:21 PM

Lately I have just been working on a Word file, writing ideas of the sorts. I'm planning a small quest.

 

Sadly, I can't (And refuse) to work in Zquest because of a scrolling problem with my new mouse.


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