C-Dawg's Zodiac, the Side-Quest
#1
Posted 24 April 2012 - 07:33 PM
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==========UPDATE UPDATE===============
If you're visiting this thread for the first time, read on. But the latest version, and the only download that will work, is located HERE:
http://users.sephiro...ac 07-31-08.zip
It uses Beta 819 but should run on later betas.
=====================================
You will need to run ZC betas to run this quest file. This quest is not complete.
This quest features heavily scripted side-scrolling goodness drawing inspiration from the likes of old-school Metroid, Blaster Master, Cave Story, and the spirit of The Guardian Legend. The main quest features a series of side-scrolling levels and shoot-em-up style corridors.
------ Universal Changes to Note
I've scripted some basic changes to the way the Zelda Classic engine normally operates to try and get a more action-based and fast-paced game.
1. Many of your abilities and weapons (except the primary weapon) use up Energy. Energy constantly refills at a slow rate in side-scrolling areas. In flying areas, due to the increased energy needed to fly, your energy initially won't refill at all. You can pick up energy refills, though, and later on you'll get items that will give you steady energy refill even while flying.
2. Your health and energy bars are proportional. That is, they stay the same size regardless of how many life or energy containers you pick up. The additional points are being counted, you just can't see them. Life is also displayed numerically on your life meter, and you can see how much damage various enemies do to you.
3. Some of your buttons are adapted to new uses. L and R no longer select weapons. In side-scrolling areas, the L button jumps. In flying areas, the L button fires a massive beam blast that clears out enemies. This beam uses up energy at a fast rate. In side-scrolling areas, hold the R button to dash when you get the item that lets you do this. Dashing uses up energy.
================= Items
Here's the current list of items. They're fully implemented unless otherwise indicated.
-- Weapons
PRIMARY WEAPONS
All primary weapons break some blocks at close range. In flying levels, your primary weapon is replaced by the ship's cannon.
1. Pulse Hammer - A short range (2 tiles) energy blast. Low damage.
2. Disentigrator Beam - A short beam (sword) that shoots twin projectiles a moderate distance. Medium damage. Can dig through sand (all higher level primary weapons share this feature).
3. Zodiac Weapons (11 different) - Each Zone has a Zodiac Boss guarding a special weapon. These weapons vary widely in power and ability. You can only have one Zodiac Weapon at a time. If you collect a new one, the game will prompt you to decide whether to replace your current weapon permanently. You can always go back and get an older weapon later. Eventually you will get an item that lets you switch between Zodiac Weapons on the fly. It's not in the game yet, but certain Zodiac Weapons will be more effective against certain bosses, ala the Megaman series.
The Zodiac Weapons are:
a. Aquarius Bubble - Shoots a bubble in a circular pattern in front of the player.
b. Scorpio Sting - Shoots a projectile in a wave pattern.
c. Aries Saber - Slashes three tiles in front of the player.
d. Pieces Spread - Fires three projectiles in a spread pattern.
e. Gemini Lazer - Fires two projectiles straight ahead, one straight backwards.
f. Virgo Whip - Whips three tiles in front of the player. If it damages an enemy, refills player's life.
g. Leo Beam - Fires a solid beam across the entire screen in front of the player.
h. Capricorn Wave - Fires a large singularity straight front of the player, but can be directed somewhat by controls.
i. Taurus Flame - Fires a spinning flame that moves upwards.
j. Cancer Charge - Hold button to charge up, then fire a single blast straight in front of the player. Variable strength.
k. Libra Eye - Fires a diamond that ricochets off of solid surfaces.
SIDEARMS
The sidearm is a gun that uses Energy and shoots energy pellets of variable power and speed. You'll collect bonuses during the game that increase the power, speed, or energy efficiency of the sidearm. The formula for how much Energy each shot uses is: Speed + Power * 2 - Energy. The pellets get bigger as the power increases.
1. Single Shot Sidearm - Fires once per button press. Tap button for rapid fire.
2. Rapid Fire Sidearm - Hold the button to fire repeatedly. Rate of fire depends on Speed.
MISSILE LAUNCHER
You'll find Missile Packs throughout the game. Each one contains five missiles. Missiles are (usually) the most powerful weapon available at a given time, but they have limited ammunition. Some enemies are immune to missiles.
1. Concussive Missiles - Fires one missile at a time. Penetrates walls, but does not explode.
2. Explosive Missiles - Fires one missile at a time. Explodes and deals damage over an area on contact with a wall or enemy. Affects more types of enemies that Concussive Missiles.
3. Super Missiles - Fires five missiles at once. Causes a massive explosion dealing heavy damage over a large area. Because it uses up more missile ammunition, it does not replace Explosive Missiles in your subscreen - you can always choose to use the lower level missiles if you like.
BOMBS
Good ol' bombs. Works the same way they work in Zelda Classic. Eventually, they'll bump the character up a bit just like in the Metroid series.
1. Bombs
2. Remote Bombs
BEAMS
The beam uses more energy than the Sidearm and fires a more powerful blast.
1. Electric Beam - Fires a damaging beam. Activates some electronics, hatches space fish eggs.
2. Freeze Beam - Freezes enemies for a short period of time, letting you walk on them to get to higher places.
----- TOOLS
1. Torch - Works exactly like the Red Candle.
2. Volt Key - Opens doors and activates technology designed by the former inhabitants of the Zodiac asteroid.
3. Grapple Beam - Works sort of like the hookshot, but in 8 directions. Pulls you towards grapple-able surfaces and holds you there as long as you hold the button. A second level Grapple Beam, which works on all solid surfaces, is planned as an optional item.
4. Detector - Works exactly like the Lens of Truth.
5. Health Tank - Consumable. Works exactly like the Water of Life, except you can stockpile up to 9 of them. (Needs scripting to get the higher level pickups to work correctly).
6. Overdrive Adapter - Consumable. Temporarily (20-30 seconds) boost your energy and health regeneration through the roof. Can only carry one at a time. Handy for carnage against bosses in the flying zones, or for constant dashing.
7. Sagittarius Changer - Use this item to switch your Zodiac Weapon.
8. Bullet Eraser - Clears the screen of enemy bullets. Consumes energy and missile ammunition.
9. Warp Pod (not yet implemented) - Consumable. Acts just like Fayore's wind; creates a portal, use again to return to that point. Carry up to 9.
----- BODY (passive equipment)
1. Armor. Three levels, works exactly like Rings.
2. Health Dynamo - Recharges hit points slowly.
3. Energy Dynamo - Increases energy recharge speed. Two levels. Less effective in flying levels. (Needs work)
4. Spin Attack - Changes the double jump into a spinning attack like the Screw Attack in Metroid. (Needs some work)
5. Communicator - Not yet implemented. Will let user hack into computer networks at different levels. Levels 2 and above will also display to screen the "Screen-Next" information, showing where on the map secrets and switches have triggered changes.
---- PROPULSION (passive equipment)
1. Hi-Jump - Doubles jump height.
2. Dash - Level 1: Hold R to double running speed. Level 2: Hold R to triple speed and move through vertical walls one tile thick. Dashing uses energy, double so for Level 2 dash.
3. Double Jump - Level 1 - Jump again once in the air. Level 2 - Infinity Jump - Jump repeatedly.
4. Wall Cling - Press towards a wall to cling to it. You can jump again from the wall.
5. Stomp - Exactly the same as Stomp Boots.
----- SHIP
Ship items are only relevant when you're flying around.
1. Ship Cannon - Five levels. High levels shoot faster, deal more damage, and have greater range.
2. Ship Jets - Three levels. Increased levels increase ship speed.
3. Ship Bomb - Four levels. This determines how powerful and how much range your ship's mega attack (hold L) has.
This quest file is unpassworded, so you can get access to my scripts. This is your best access to custom boss and custom enemy scripts.
Cheats are enabled so you can explore.
Download Link: http://users.sephiro...Dawg/zodiac.zip
(Thanks to user "Sephiroth" for the hosting space)
A few screenshots for flavor:
http://users.sephiro...llet_Spray1.bmp
http://users.sephiro...llet_Spray4.bmp
http://users.sephiro...g/Azelda003.bmp
http://users.sephiro...g/Azelda007.bmp
http://users.sephiro...-Dawg/Boss1.bmp
http://users.sephiro...-Dawg/Boss2.bmp
http://users.sephiro...-Dawg/boss4.bmp
http://users.sephiro...-Dawg/lazer.bmp
http://users.sephiro...awg/screen2.bmp
http://users.sephiro...awg/screen4.bmp
http://users.sephiro...awg/screen5.bmp
http://users.sephiro...awg/screen7.bmp
http://users.sephiro...wg/zelda015.bmp
http://users.sephiro...wg/zelda014.bmp
http://users.sephiro...wg/zelda013.bmp
http://users.sephiro...wg/zelda012.bmp
http://users.sephiro...wg/zelda011.bmp
http://users.sephiro...wg/zelda010.bmp
http://users.sephiro...wg/zelda009.bmp
http://users.sephiro...wg/zelda008.bmp
http://users.sephiro...wg/zelda007.bmp
http://users.sephiro...wg/zelda006.bmp
#2
Posted 24 April 2012 - 09:34 PM
As for this quest, this is the first majorly scripted quest back starting in 2006, I believe, and is a lot of fun. Definitely worth a look.
#3
Posted 25 April 2012 - 04:41 PM
I should play this again, and maybe look over his scripts. Really useful to look at.
#4
Posted 29 April 2012 - 07:02 PM
#5
Posted 29 April 2012 - 09:24 PM
#6
Posted 30 April 2012 - 08:19 AM
I just wish the scripts weren't all so outdated that they don't work anymore. Has anyone even tried this quest yet? It was incredible back in the day. Now everything is just ... so dysfunctional.
Yeah, I was kind of afraid of this. I have the same problem with Grikarugun right now. Most of the problems will go away by a simple recompile, but some require manual fixing. It shouldn't be too hard with any decent text editor though.
#7
Posted 01 May 2012 - 01:41 PM
It's almost finished, up through the last Zodiac zone, though certain areas will require cheats to proceed.
And ShadowTiger, thank you for posting this. This was one of my favorite quests in development back in the day.
Edited by Din, 01 May 2012 - 01:43 PM.
#8
Posted 03 June 2012 - 11:37 PM
It doesn't help that every time I am missing in action for a year or so, Zelda Classic changes so much it requires a restart. Actually, that's less true now; I tried Zodiac in the most recent version a few weeks back and it seemed to run fine. Since I was doing all gameplay before storyline, there isn't THAT much to redo, really.
#9
Posted 20 May 2014 - 11:07 AM
Guess what I did? I updated the script on this file so it works with the 2.5 release. If someone wants to host it, I can send it out for anyone who cares to take a peek.
Who knows? I might even find motivation to continue work on this game.
#10
Posted 21 May 2014 - 03:18 AM
Wow, that's a name I haven't heard in the scene in a long time. Great to see you're still around, C. I'm gonna have to give this a try when I get the chance.
#11
Posted 21 May 2014 - 09:44 AM
I don't get it..how c'om peoples can download the quest from that link if isn't working ????
I tried to get this quest several time and there's a problem - the link just doesn't work"
I'm using mozilla-firefox 29 . good browser, but is failing here??/\
Edited by vravelo, 21 May 2014 - 09:44 AM.
#12
Posted 21 May 2014 - 11:14 AM
Like I said, I don't have hosting at the moment. In the past I just did my own thing and someone (previously a user named Sephiroth) tossed them up on the web for download.
That means the version that works with 2.5 (and currently being worked on again actively, by the way) is not available for download anywhere. But I have it, it does exist.
EDIT: I should probably talk to Shadowtiger about updating the initial post in this thread to reflect a new download link. Also, do you know why I'm activated again? I saw the Let's Play of Dreams of Yesterday on Youtube that Shadowtiger helped out on for MeleeWizard. I was touched to see someone putting so much time into playing the game, and I got interested in returning to finish what I had started with Zodiac. So, those two can take all the credit here.
Edited by C-Dawg, 21 May 2014 - 11:17 AM.
- ShadowTiger and Avaro like this
#13
Posted 21 May 2014 - 04:13 PM
Like I said, I don't have hosting at the moment. In the past I just did my own thing and someone (previously a user named Sephiroth) tossed them up on the web for download.
That means the version that works with 2.5 (and currently being worked on again actively, by the way) is not available for download anywhere. But I have it, it does exist.
EDIT: I should probably talk to Shadowtiger about updating the initial post in this thread to reflect a new download link. Also, do you know why I'm activated again? I saw the Let's Play of Dreams of Yesterday on Youtube that Shadowtiger helped out on for MeleeWizard. I was touched to see someone putting so much time into playing the game, and I got interested in returning to finish what I had started with Zodiac. So, those two can take all the credit here.
I love all your fantastic work, thanks to shadow tiger for been working on DOY so much,, was incredible to make that far on the quest -- looking forward for this one though!!
#14
Posted 23 May 2014 - 09:43 AM
Progress Update.
The initial flying levels are now more tolerable since I increased the damage from the Guardian's normal weapon. You are now less reliant on spamming the ship's bomb attack and hoping you get enough energy pickups to keep using it.
Various bugs and annoyingly-designed passages fixed in Aquarius.
Computer terminal message system implemented. So throughout Zodiac you will find computer terminals. Each terminal lets the Guardian hack into the enemy's system and get some kind of hint or lore about the game. At various plot points, however, the terminals also let other characters communicate with the Guardian when she logs on. Think of it like a sign post which can display multiple, different messages depending on the state of the game. In addition, during the time a message is being displayed, the game shows you the portrait of the person you are talking to.
This all took a little more noodling than I had expected because I can't find a way to get the int value for the String currently being displayed on a screen. So, I can't check to see if the message is done or not. So I only know when to "turn on" the portrait being displayed. I can't check when to "turn off" the portrait.
If there's a way to get the current string being displayed into a variable for Zscript to check, I'd love to know about it. Being able to trigger things off of a player being done reading a message will become very important later on, as I work on cut scenes involving multiple characters. Advice is appreciated!
And, yes, I know I could do this the same way we all used to in the pre-scripting days, by having the player move between multiple screens. But we shouldn't have to use that kind of workaround anymore.
P.S. Why oh why does Zelda Classic still use in-game Strings only? Life would be so much easier if only you had some equivalent of the PRINT "Whatever" or COUT "Whatever" function in ZScript. Oh well.
Edited by C-Dawg, 23 May 2014 - 09:46 AM.
#15
Posted 23 May 2014 - 11:09 AM
This quest sounds really cool. Whenever there's a working download link again, I'd love it give it a try.
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