My favorite demo so far. It had a few quirks that I felt I needed to complain about. I even had to F6 once because I got trapped in a room. When the full LP is out you'll get to see more.
Cool! I look forward to it. Thank you for playing : )
Sorry about getting stuck. I've removed that shutter door in Tezuka so that you could escape in the eventuality someone went there with an unarmed Link.
Still though, you should create a banner for this quest as I'll want to add it to my signature for most anticipated quests.
Oh wow! Well, I tried making one, but I'm not sure it's very good. I've never done one of these before, but here goes...
Here's a link to the project page to go with it.
If you have any suggestions on altering or improving it, or if anyone else wanted to make a different one, I'd definitely be open to alternate suggestions.
Regarding shortening the name... the longer title exceeded the project page's allowed title length, so it actually is listed as Link and Zelda: Panoply of Calatia. I wanted to get "The Adventure of" in there because of all the Zelda II stuff in the second half of the quest, but it is a bit unwieldy that way. Either form of reference is okay, but I'd like to leave "The Adventure of" text on the title screen.
This quest is great! It's definetly 5-star worthy for me so far. I'm really looking forward to the finished quest. I hope you'll be able to complete it Mitsukara
Thank you! Thorough feedback gives me a lot to think about. (And it's an honor to receive such high praise from Avatar Aang XD ) I'll try to address everything... however, because I've noticed quote tags malfunction if I use too many in a single post, I may double-post to finish answering stuff (I hope that's okay).
As far as progress.. my current beta might actually be fully completeable (even the ending sequence), but I have a lot of bugtesting and fixes and polish yet to do. I want it to gel a little better, and try to make sure people can't get stuck.
This is the closest I've ever come to finishing a quest and it's my first scripted quest, so there's a bit of a "proof of concept" thing going on for me personally. I hope to take what I've learned, and make a sequel project that's better. That is to say, I'm going to bugfix and polish this quest, but I may shy away from particularly large re-vamps, basically.
What was the hardest thing to script? I imagine that's gonna be hard to answer.
Keeping track of organizing the whole set of scripts and how they may interact/intefere is probably the hardest thing (like that conflict you mentioned with the flute/sign), but that's kind of a bogus answer probably, so... hmm. I think the movements of the partner follower are actually the most complicated part, for how they keep up, face the right directions, appear in the right places, disappear at the right times, aim to auto-fire, adjust for tallness, and that kinda stuff. But the Flute item was pretty hard to set up too.
- I used the flute in front of a tablet that tought me a song. When I used the note "A" my game froze, but I was able to F6 and continue.
That's no good! That sounds like a control conflict (between the tablet reacting to A, and the flute) I didn't think of. I'll check it out, thank you.
- The subscreen sure is messy, but that's because there's so many things you are showing. The placement of the weather indicator seems weird, being right above my coin counter. It actually seems pointless too, besides being able to tell the weather whithout being outside. Wait... Why do I have coins AND rupees? Are coins limited? What are they for?
The coins give you a life doll when you reach 100, unless you're already full on life dolls. They're pretty much coins straight from Super Mario Bros, meant as a means of making replenishing live dolls a little easier/more common (instead of only getting them from the store, or from maxing out your level-ups a la Zelda II).
- The Ex 3 button to toggle autofire is not entirely useless, but I don't know if it was a good idea to have an extra button just for that. The controls are really overwhelming because there are so many buttons.
I figured auto fire would be something the player might want to have on pretty often, but that could also get in the way if it was always on, so I figured it should be available at all times.
I didn't think using all the ex buttons was so frowned upon (since it's comparable to the number of buttons on the N64 and Gamecube controllers), but I've heard this from a second person too. However, the only alternatives that I can think of would be:
- Removing the auto fire toggleability (which sucks)
- Removing auto fire entirely from the game (even worse)
- Making the Ex function another thing on the B button list, possibly needing to expand that whole space even more... bleh
- Trying to cram multiple different partner functions onto one button (discerning which thing based on something like how long the button is held, or the context of when it's pressed somehow, or having to press it and A at the same time, etc), which would make the use of that button confusing to the player, harder to script, and make the player more likely to misuse it...
So I didn't do any of that stuff.
There's one other solution...
- Make more of the buttons customizable, so that you can set items and character functions to different buttons,
...but that's even harder to script and would be very likely to cause problems that mess up various parts of the game (when I'm already mostly done- I already built all the dungeons and overworld areas before this demo was posted, I just need to bugfix and polish and retest everything). And it would also work much better by scripting an entirely new subscreen, which would be too big of a revamp.
However, I want to do precisely that for my next project: script a new subscreen (based on OoT's multi-part subscreen) and make the controls heavily customizable. We'll see how that turns out in the future, but right now, it just seems like too big of a revamp to do it that way, and I want to make sure this quest gets done at all, you know? : (
-The entire quest is overwhelming because of all the features and new stuff. It's difficult at first to take it all in. Does't help that the demo is very open-ended which makes it even more overwhelming. I'm not sure if you can do something about this issue really, but it's not too bad. After a while I got used to things. So what I'm saying is, this quest seems to be hard to get into, but if you do it's an extremely fun experience.
Yeah, I'm certain it's not for everybody; there's a lot of different game design philosophies, and there's tradeoffs to each. I decided to embrace having a ton of (valid) options everywhere, so the player could run off in one of many, many different directions and actually have that work out, usually.
For instance, several item puzzles can be solved with multiple different items; there's a key across a pit, you could maybe get there with the ladder and jumping, or you could use the beetle to pick up the key.
Right from the start, you can go and find several different items in the overworld. As soon as you have Zelda's arrows, there are four different dungeons that you can go straight to and complete, using only those arrows and what you find inside.
Some items aren't needed at all, technically, but provide useful benefits, like the Life/Ring Spells. I (think- one of the things I've got to bugtest) the sword is completely skippable right up until the final boss (and there's a room where a sword will appear if you don't have one, at that moment).
And soforth. Basically, I was trying to be as full of options and nonlinearity as possible, while keeping almost everything you could go and try to do doable- I deliberately excluded having any level number order for precisely that reason.
I was also very inspired by the Castlevania games "Portrait of Ruin" and "Symphony of the Night", and those games basically gave the player hundreds of crazy powerful weapons and abilities without much worry for being overpowered, so... yeah, one of those different design philosophy tradeoffs.
On the flip side, I also wanted to have somwhat complex puzzles which still require a lot of experimentation, mostly involving your items (but involving the whole manner in which the items can be used- like what abilities they give you, instead of the "what do I hit this switch with" kinda things). I tried to give some sort of hint, and in some cases outright explanations via the tiles with Impa's messages, but some of it may still be a bit cryptic, sorry.
I hope people enjoy it. : )
How do I pick up bomb flowers while using the L and R scrolling option?
You lift things by equipping the the power bracelet to the B button. If I scripted it right, the L Button lifting control scheme also depends on having the power bracelet in your inventory. All the control scheme switch does is make L act like pressing B with the bracelet (if you have one), and R act like pressing B with the shield (if you have one).
What else can you pick up besides bomb flowers?
Circular rocks, mostly, but there's a few of your own items you can toss to try some really weird tricks...
- Is there a benefit to either 1x2 or 1x1 sideview characters?
Nope, that's purely aesthetic. I wasn't giong to make it switchable, but one of my testers requested it because they liked the look of the small sprites better.
- Since you can change the options on a saved game, if I select error mode could that potentially get me permastuck somehow if I save then?
Yes, this is why Error Mode warns you to copy your file. But the only way to really mess up your file with error mode is to save the game (yourself) after turning it on. I'd like to just disable saving in error mode, but I don't know any way to do that with scripting.
What the mode does is basically randomize a bunch of elements of the game- like switching tiles and ground combos around, spawning objects that behave weirdly, goofing up which text NPCs will load, and soforth. I don't think it would do anything actually dangerous, though it definitely makes the game less playable because you can get randomly stuck or teleported into walls or all sorts of odd stuff that messes with the player.
- I don't like the bow sprite for zelda. It would be better if it's an invisible sprite in my opinion. I just find it awkward.
Hmm. Can you think of a way the bow sprite might look better instead, like, a different way it could be drawn or move maybe? I was sort of going for LTTP's look where you see Link pull out the bow and fire the arrow from it, but it's a bit cruder in mine.
- The music selection easily makes you spend 10 minutes listening all these songs before deciding to just randomize. lol
Yeah, it might be an overly large number of songs. But I also figured people were likely to recognize a game or two they liked, and think "oh, does it have ___ from that game?", and then I don't want people to be disappointed. Like if somebody really wanted Xemn's Music from Legacy of the Wizard, etc.
To be continued...
Edited by Mitsukara, 13 October 2016 - 01:13 PM.