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Zelda 3 rules?


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#1 Mibbitable

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Posted 30 July 2017 - 09:46 PM

This may sound dickish but it's not, how can we call the Zelda 3 style rules, Zelda 3, if it can't even display strings by pressing a button on a character without a separate script? I still don't even know how to make basic cutscenes in it.

In my opinion, even though it would take a lot of work and effort, this community would benefit in a lot if it had a similar "event" style thing as RPG maker. Simple cutscenes, simple trading, all that jazz. But that does have a flaw as not being able to make a Zelda style quest in it without a bunch of coding.

How hard would it be to create a version of ZC like that? And would anybody else like to see that kinda feature sometime in the future?

#2 Evan20000

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Posted 30 July 2017 - 09:51 PM

I know a future release of ZC that ZoriaRPG is working on will have a complimentary set of scripts preloaded to satisfy needs like this. As far as actual hardcoded features, you're probably out of luck for something like that barring a complete rewrite happens (iirc development on that stopped, but I may be wrong).

 

Cutscenes, however, are quest specific so they're going to need to be built from the ground up by the quest author either by script or FFC-animation trickery. There's no one-size-fits-all template that you can have with cutscenes aside from the most basic dialogue trigger.


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#3 Timelord

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Posted 31 July 2017 - 10:11 AM

I should note here, that cut-scenes may be quest specific, but it would be possible to make a generic cut-scene script with some minor factors. I created a 'cut scene' script for Goddess Cubes, which is generic and easily used in most quests. It all depends on what you want to do, but choreographing NPC movement is another matter; and likely one that cannot be simplified down to a generic script.

I happen to detest the generic QRs that are enabled with the 'Zelda-3-esque' option. It turns on some things that I quite dislike, and I typically use a very specific set of QRs. It would be better, in the future, to be able to save 'Rules Templates' and store them in ZQuest; although what I have planned for 'rules' needs to happen, first.

Many of the rules, such as if a boomerang instantly awards items on collision, or if it drags them back, is moving into the item editor; and similar stuff of that kind. A flag on items that determines of they can be grabbed, is also on the list. The 'Boomerangs grab all items' rule, will therefore become legacy-only.

[/end OT]

Edited by ZoriaRPG, 31 July 2017 - 10:15 AM.

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#4 Deedee

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Posted 01 August 2017 - 04:35 AM

That's why they're called "Z3-esque rules", not "Z3 rules".


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#5 ShadowTiger

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Posted 02 August 2017 - 12:59 PM

I may be way off the mark here, but I never really quite understood why we needed to have specific templates for quest rules to have some turned on and some turned off. If someone needs a template to basically hold their hand to pre-define what their quest will feel like, then that essentially means they may not likely understand what each other quest rules do individually.

My entire argument is based on the fact that there aren't that many quest rules. If there were absolutely hundreds and hundreds of them to scour to fine-tune quest behavior to a ridiculously microscopic degree, I can understand that. But there aren't. I can go through the entire Quest Rules in two minutes flat, turning on or off features that I want to see, almost like ticking off a shopping list for items I want to cook with.

But again, that implies that I know what I'm doing. If someone doesn't really understand what each quest rule does, then they need a very easy path to gaining that knowledge. .txt files aren't that large, and can easily have a description of everything in them. Better yet, a link to the ZC Wiki where all of that knowledge is.

Have these rule sets ever truly helped anyone in the past? I'll bet they have, but I can't really imagine it. That's my problem though, not anyone else's.
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