Finally got back into working on my quest with a mandatory side dungeon before you can do level 6. Now for the motivation to continue...I might just have level 6 made before the New Year and hopefully will have the quest done by the time 2050 rolls around at the rate I'm going. Then again, I'd estimate 40% of my quest is finished and I've given my project a solid 3 months work if you don't count the 2-3 months of development hell it's been through. So given that, I only need a few months of 2-3 hours at a time to get my quest finished. I am making sure no less than a month's worth of beta testing goes into it before it's uploaded here. Hopefully everything will work out.
What did you accomplish in ZC today?
#1381
Posted 06 December 2013 - 01:45 AM
#1382
Posted 07 December 2013 - 12:32 AM
Great accomplishment! ![]()
Finished one of the most complicated and long scripts I have ever written, besides the moon blocks and cannons for my quest Puzzle Robots of course. The script took me about 2 and a half hour to make and it compiled and worked fine on my first test. Now isn't this something? ![]()
#1383
Posted 07 December 2013 - 01:42 AM
Thanks to Moosh for suggesting Audacity to fix some quiet sound effects for my quest! *wishes there was some way to +1 him or something* Took me a little to get the hang of it though. Also, I notice my Zelda Classic lags a lot lately. No matter how many things I close out of I don't need running, after a bit it will consistently run at 40-45 FPS. Going into fullscreen does nothing to fix it. The only work around I found was setting the priority of it in Task Manager to low. Other than that, I have nothing, and this problem has been ongoing for a month or so. I was more worried about the lag because I do intend to LP my quest after completing it and before even that, make a teaser video with a small bit of spoiler from each area I made so far. Nothing too big, maybe about 2 minutes of random footage.
EDIT: On topic, I threw in some OoT and Castlevania sound effects into my game.
Edited by RedmageAdam, 07 December 2013 - 01:43 AM.
#1384
Posted 07 December 2013 - 05:34 AM
Started Level 8 of my Flashback 2nd quest, and got 3 beta-testers for the quest ![]()
#1386
Posted 09 December 2013 - 10:01 PM
More work on SFX. Only thing annoying now is with the Hurricane Spin, all Link does now is constantly shout "HAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAAAAH!" while doing it. That and I still need to remove the original sound effect I had for solving a puzzle of Duke Nukem saying "Damn that was annoying." to the OoT jingle. Also, just by a show of hands, do you guys think having a 44 room 1st floor and 33 room basement level is a bit excessive for my level 6 that I plan to make? I mean granted it's going to be the opposite of the stereotype of level 6s being massive difficulty spikes where the game actively WANTS you dead, but instead of it being super hard, just make it pretty long. Of course though, there will be a lot of different items to get, and the path to the boss will be short on the off chance the player dies while fighting it.
#1387
Posted 09 December 2013 - 11:08 PM
Also, just by a show of hands, do you guys think having a 44 room 1st floor and 33 room basement level is a bit excessive for my level 6 that I plan to make? I mean granted it's going to be the opposite of the stereotype of level 6s being massive difficulty spikes where the game actively WANTS you dead, but instead of it being super hard, just make it pretty long. Of course though, there will be a lot of different items to get, and the path to the boss will be short on the off chance the player dies while fighting it.
Of course a very long dungeon can work if it changes things up and keeps everything interesting, but I think that would be a real challenge to make it interesting if it's that long. Maybe I'm underestimating what you've got planned, but my dungeons are a little on the long side at 40-50 rooms, and in spite of my best efforts some players find them a bit much.
#1388
Posted 10 December 2013 - 12:36 AM
Of course a very long dungeon can work if it changes things up and keeps everything interesting, but I think that would be a real challenge to make it interesting if it's that long. Maybe I'm underestimating what you've got planned, but my dungeons are a little on the long side at 40-50 rooms, and in spite of my best efforts some players find them a bit much.
I understand that. I believe the dungeon will have two new items that are needed to kill two otherwise impossible to damage enemies, so there is a lot of room for backtracking. I do understand really long dungeons are probably not in people's best interests, but I'll take on the challenge. Also, I suppose the reduced relative difficulty could make it less painful and again, do my best to make it work. After all, I really could use the experience of designing a larger dungeon, because I've been used to making shorter dungeons that have been more or less just enemy endurances. Here I'm attempting to change that to make more fun and balanced gameplay to show my experience over when I made the first one.
I've been using Paint to visualize the map. Basically I make 8 by 8 grids, pick a color for the rooms on the map, make all the floors I plan to use, then make the rooms that overlap a different color and the Triforce room a different one. For example, I drew the two floors of L6 I plan to make in paint with dark green being the rooms unique to each floor and lime green rooms being the ones that overlap (or where I could put stairs). I also guess another method I use is to pretend I'm the player and be like "okay I went right from the entrance; what do I see?" I've used that to design everything so far and I think it's been working for me. Also at the end of the day, I realize you can't please everyone, and I do admit I won't be making this a habit of having dungeons be hour long projects to complete.
I did test out my level 4 and timed myself w/o using fast forwarding and to get through it's 42 or so rooms, kill the boss and collect the triforce, I took about 13 minutes. I plan to use my level 5 and time it to get a rough idea how long level 6 would take a player that knows what to do. Anyway, thank you Aevin for your advice and I'll bear that in mind.
#1389
Posted 10 December 2013 - 12:54 AM
Cool. Best of luck in making it work. ![]()
- Avaro likes this
#1390
Posted 10 December 2013 - 04:08 AM
Today I finished a mini-dungeon, programmed two chiptunes, and drew out the floor plan for my first full dungeon.
- Mero likes this
#1391
Posted 10 December 2013 - 04:34 AM
I am proud to announce that I'm working on zelda's Awakening for what is probably the 5th f***ing time, The tiles for the overworld dungeons, enemies, and bosses have been imported at 100% complete. Enemy scripts are 100% complete not including bosses. The boss music has been decided on it is Creepy Creatures from the addams family values converted by myself to MIDI from the spc file. Next up TITLE SCREEN, SUBSCREEN, and BACON! ![]()
- Shane likes this
#1392
Posted 10 December 2013 - 05:09 AM
Good going, Palpaleos!
Perseverance is the key to finishing a quest!
Heck, I'm still working on my first quest, and I've been working on it since, what, 2011?
Well... it's true!
Those who have played my demos should have gotten a glimpse at how much work was put into this. And I didn't even show the best parts of it yet!
Anyway, not that I accomplished it today, per se, but I recently finished the basic animation combos for a larger-than-life boss in my quest, so I've been able to quickly put together the first phase of battle (which includes up until after it's hit for the first time). This is the first real huge boss I've ever made! (The closest thing I've made before was in the 2.50 enemy editor using the Manhandla 2 body type, which isn't nearly as big.) I've made good use of my animation skills to make this battle work, and I think I'll pull it off just fine.
Once I finish my finals for school, I'll probably have more time to dedicate to finishing my quest.
#1393
Posted 10 December 2013 - 09:47 AM
I'm with lightwulf on this one. Been working on a 210 quest for over 2 years. Been very busy with college (and being lazy) but managed to get into the editor today and build half a dungeon. So close yet so far (just like the end of the semester lol)
#1395
Posted 11 December 2013 - 01:24 PM
"Get back to work you slacker. The princess isn't gonna wake herself up!" - That made my day.
- SpacemanDan, Jared and Mero like this
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