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Level 1 and Divided Overworld


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#1 Lynel Richie

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Posted 17 June 2020 - 08:01 PM

I completed to first dungeon and I have to say I'm pretty proud of it. It's pretty simple but there is a few little things in it that make it clever. I hope you all still enjoy regular NES Bosses with different obstacles to make it different. I really enjoy making the dungeons but I know it's going to be tough making the larger ones. I got this though.

I picked out the music each dungeon from a few tracks from some of my favorite NES games. Hopefully, players will get excited to hear which ones comes next. I know I always liked that in some of the quest I've played.

Of course, I had too many songs I wanted to use sooooo I decided to divide up the Overworld into different Dmaps with different music. Hopefully, I don't realize something else to make the overworld better so I can actually finish the dungeons.
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#2 James24

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Posted 18 June 2020 - 12:23 AM

Based on what I've read and heard, not many people like regular NES bosses.  In fact, I've heard some players saying that if a quest-maker doesn't script their bosses then they automatically quit the game even before trying it. You must not forget that NES Zelda is a very old game and the generation of players who played and enjoyed it is long gone.  The younger generation of players who we see here, prefer more modern Zelda games.  So if you're not making a more modern Zelda game then your chances of "selling" to them is highly diminished.  Just stick to my three rules of quest-making and you'll be right.



#3 Moosh

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Posted 18 June 2020 - 06:10 AM

Based on what I've read and heard, not many people like regular NES bosses.  In fact, I've heard some players saying that if a quest-maker doesn't script their bosses then they automatically quit the game even before trying it.

This reeks of half truth. NES bosses are very overexposed and certainly won't curry any favor on their own, but they're also wholly inoffensive. If someone quits a quest over them, there's usually some further underlying factor (for example getting yeeted into a pit by a gohma that sends me to the start of the dungeon). The more controversial enemies tend to be the ones added by developers (Patra 3, Fire Gleeok, ect). I'd say if you're making interesting rooms to fight them in, place those roaring pixel blobs with pride.

Of course if you ever find yourself in the mood for something less vanilla, there's plenty of resources out there and I'd be happy to help. But this quest looks like it can stand fine on its own so far. Your overworld screens intrigue me and I'm excited to see how the dungeons turn out. :D


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#4 Mani Kanina

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Posted 18 June 2020 - 09:55 AM

The classic NES bosses have been seen both in Z1 and in so many quests already, but you know what? So has octorocks, you know?

The issue is more that they never really that good as bosses in the first place. One of the better NES bosses is the patra, which is held off and only used as miniboss in the last dungeon. Most of them are somewhat overtly simplistic, but they all suffer from just dying too quick. Red Gohma dies to a single arrow, ain't much of a fight, you know?

But this is somewhat a dated problem that is more from the 2.10 era of quest making, it's already a solved problem. And I don't just mean that you can script new things to replace them with, the enemy editor is very powerful in offering you the ability to customize them into more reasonable boss challenges.
 

Just stick to my three rules of quest-making and you'll be right.

Please stop peddle this matter in every discussion you take part in.


Edited by Mani Kanina, 18 June 2020 - 10:01 PM.

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