My first quest
#1
Posted 06 April 2010 - 07:59 PM
Screenshots:
This shop is the center of the game. The hookshot is needed to reach the final level.
Yes, I know a blue forest has been done before (Ibuprofin), but I just loved the idea so much that I had to use it.
The first dungeon (each dungeon has 100 rupees at the end instead of a triforce piece)
World 2: the badly named forest
Dungeon 2: Teh anshint pyramid
An island. 'Nuff said.
Level 3 (about as far as I've gotten)
P.S. I made the tileset myself, so don't bother looking for it.
#2
Posted 06 April 2010 - 08:31 PM
Btw, the last overworld screens reminds me of "armageddon" or what was the quest's name (it was bundled with ZC in the early 00's)
Edited by cosmofield, 06 April 2010 - 08:32 PM.
#3
Posted 06 April 2010 - 09:44 PM
#4
Posted 06 April 2010 - 10:04 PM
#5
Posted 06 April 2010 - 10:14 PM
I nulled my vote, because (a) I don't play many quests, just ones that really intrigue me and (b) I think by the time you're done it's going to be looking much better so it's hard to say...
You're off to a strong start, and a classic quest is always welcome.
Your second to last and third to last shots look great, imo. Really neat looking stuff.
To be honest, I think your blue forest has some big problems. There is nothing wrong with a blue forest, heck. A blue forest sounds really cool to me...but you can't see a thing in that shot...you need more contrast, try using a different color of blue for the trees and grass...or don't use blue for the grass maybe?
Keep going though, I think you're going to put together a nice little first quest.
#6
Posted 06 April 2010 - 10:45 PM
@Yapollo: I will try to make the text as readable as possible (|\|() '|'/-\|_|<||\|G |_|3|< '|'|-||S), however,at least at some points there will be l33tsp33k and typos (I will try to keep this to a minimum).
@Russ: Because I am a Mac user, I can justify using 2.5 for a quest that normally wouldn't need it. Because of this, I have edited the enemy drop sets to not drop rupees. This brings up the problem that everything must be free. In early areas, I'll cut the player some slack for the first few levels and just give it away, but later on, I'm planning on making them solve puzzles and fight enemies to reach the freebie shops.
@Jupiter: Thank you for your input. I agree that the blue forest is a bit of an eyesore in its current state. To be honest, when I recolored that grass, I was not intending for that palette, so it's a bit...off. I'm not sure if I should remove the blue grass, modify the palette so it fit better, or simply nuke the whole place and make it just an ordinary forest...
The overall vibe I'm getting here is that my quest is strong in some places and weak in others. The strings need to be refined to be something that sets this quest apart from Ibuprofin and I Hate Mayonnaise, and some areas need to be tweaked some more. Thank you for your positive feedback and constructive criticism.
#7
Posted 06 April 2010 - 10:51 PM
@Jupiter: Thank you for your input. I agree that the blue forest is a bit of an eyesore in its current state. To be honest, when I recolored that grass, I was not intending for that palette, so it's a bit...off. I'm not sure if I should remove the blue grass, modify the palette so it fit better, or simply nuke the whole place and make it just an ordinary forest...
I find that I have to play with things a lot until I am happy with them...but I wouldn't go ordinary. Ordinary has, definitionally, been don before.
Try pale blue grass...I am imagining it being a little greyish. But again, it'll depend on your eye...
#8
Posted 06 April 2010 - 11:50 PM
build it and they will come.
#9
Posted 07 April 2010 - 12:04 AM
Keep it up, I'm bored and wanna play a joke quest.
#10
Posted 07 April 2010 - 04:40 AM
#11
Posted 07 April 2010 - 10:12 AM
I find that I have to play with things a lot until I am happy with them...but I wouldn't go ordinary. Ordinary has, definitionally, been don before.
Try pale blue grass...I am imagining it being a little greyish. But again, it'll depend on your eye...
I like the idea of the grass being a lighter shade of blue, but I feel that changing that (or anything for that matter) will require a change of midi. I used the Zeal midi from Chrono Trigger for the blue forest, but I feel that that music fits the current style better. If I were to change the grass color to a lighter shade, what midi would you recommend?
Also from test playing, I am finding level 2 to be a bit too challenging... The current enemies are (bats, keese, vires, gibdos, wallmasters, and floormasters (a custom enemy I made that can only be hit from the front and release a ring of fire upon death). I could weaken the gibdos to make them less of a threat, but the biggest problem is oddly, the floormasters (I made them really weak, but their fire is hard to dodge and without the sword beam, they are annoying to kill). Any suggestions?
You're last screenie looks sexy.
Thank you. I've worked really hard on dungeon 3's palette. Originally it was too dark, so I had to tweak it multiple times to fit with the water theme.
EDIT: Would people prefer custom bosses, or are the normal zelda 1 bosses fine?
Edited by Pokemonmaster64, 07 April 2010 - 10:21 AM.
#12
Posted 07 April 2010 - 10:22 AM
build it and they will come.
Hey, that's not fair! Haven't you read the game manual? =P
#14
Posted 07 April 2010 - 12:11 PM
EDIT: Would people prefer custom bosses, or are the normal zelda 1 bosses fine?
Honestly, I'd prefer the normal Zelda 1 bosses. Since you're using the betas, you can give them a little extra oomph, but personally, I find that custom bosses can be way too easy and are more like a puzzle fighting back than an actual boss battle. Of course, there are some excellent examples of this not being done, but that's the feeling I get a fair chunk of the time. Plus, I don't like the predictability that comes with most of them, since once you know it's pattern, it's really easy since it doesn't change.
#15
Posted 07 April 2010 - 12:43 PM
Looks fairly good. I think I'd play it.
Honestly, I'd prefer the normal Zelda 1 bosses. Since you're using the betas, you can give them a little extra oomph, but personally, I find that custom bosses can be way too easy and are more like a puzzle fighting back than an actual boss battle. Of course, there are some excellent examples of this not being done, but that's the feeling I get a fair chunk of the time. Plus, I don't like the predictability that comes with most of them, since once you know it's pattern, it's really easy since it doesn't change.
I definitely get your point about custom bosses, however, with some proper use of freeform combos, custom bosses can be just as hard. I'm thinking that I'll have powered up versions of the old bosses for levels 1-8 and a surprise custom boss at the end. That way I can satisfy both sides.
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