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What did you accomplish in ZC today?


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#4291 Anthus

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Posted 02 January 2018 - 10:36 PM

Been a busy day getting some script stuff together. I got over one of the bigger hurdles (for me anyway). Other than that, I worked on some tiles, and whatnot, and continued to draw out a paper map of the game's world based on my color coded "line maps" and notes. One of my design goals is making the world feel larger than it really is, but without making it too contrived.

A good chunk of the first overworld

I dunno if I'm the only one that does this, but I like to write out plans for a quest as if I were writing a walk-through for it. This is what the first third or so of the quest's world would look like. Sorry it's kinda low quality, my phone camera isn't the best.

 

I'm not saying what tileset I'm using yet, and probably won't for a while still. :D


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#4292 Evan20000

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Posted 03 January 2018 - 03:51 AM

A shop.

If you think this is insignificant, said shop required me to go through every item in the quest to add a value, combo, cset, and weighted rarity modifier into the D slots. For every item. Kill me.The best part? All this effort and the player doesn't even have to buy anything. They can just rob the shop blind if they want. I'm sure there won't be any consequences of doing so....


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#4293 Architect Abdiel

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Posted 04 January 2018 - 01:36 AM

Made the first screen of level 2 and the boss screen. I am gonna be making custom keys specifically for level 2 eventually, and I am making custom lock blocks.

Basically the lock blocks are bouncers and the keys are backstage passes.

#4294 judasrising

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Posted 05 January 2018 - 10:07 AM

A bigger update to the quest!

 

Hm how to get that heart?

walk1.png

 

Ah of course i use the icerod and i can frezze water!

walk2.png

 

Thank you Ywkls!

 

Edit: since i wont use flippers at all


Edited by judasrising, 05 January 2018 - 11:56 AM.

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#4295 Architect Abdiel

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Posted 05 January 2018 - 03:23 PM

Started up level 2. I've finished 3 screens, and started on 3 more.
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#4296 symbiote01

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Posted 06 January 2018 - 01:17 PM

Edit: since i wont use flippers at all

 

Or, if you are exceptionally clever, you can create a script that makes swimming in COLD areas deal significant damage?

But I understand.  Flippers essentially remove one of the main barriers in many overworld maps.  It is very easy to draw a coastline on the edges of an overworld and call it good.

If I were exceptionally clever, I would create a 2nd dmap and some well-placed side-warps to allow a player to 'swim out to sea' for as long as they want, but swimming back the way they first began always brings them back to shore where they started.  This, combined with an unplottable map and maybe some sort of stamina-based swimming (swimming too long makes you drown)...


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#4297 judasrising

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Posted 06 January 2018 - 02:14 PM

Or, if you are exceptionally clever, you can create a script that makes swimming in COLD areas deal significant damage?

But I understand.  Flippers essentially remove one of the main barriers in many overworld maps.  It is very easy to draw a coastline on the edges of an overworld and call it good.

If I were exceptionally clever, I would create a 2nd dmap and some well-placed side-warps to allow a player to 'swim out to sea' for as long as they want, but swimming back the way they first began always brings them back to shore where they started.  This, combined with an unplottable map and maybe some sort of stamina-based swimming (swimming too long makes you drown)...

Hm good idea that if Link swimming in cold water it deals damage ,i saw a script for it but i cant find it now..........



#4298 Architect Abdiel

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Posted 06 January 2018 - 09:52 PM

Got most of the tiles together I need for level 2. Came up with themes for levels 3-9. Actually designed about 1/5th of level 2.
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#4299 Architect Abdiel

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Posted 07 January 2018 - 02:48 PM

Made a lot of design progress on level 2. Gameplay part is mostly set up. Aside from needing to make bosses, set up shops, and do some dungeon item things.

 

Spoiler


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#4300 Architect Abdiel

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Posted 08 January 2018 - 12:52 AM

Visually finished the top 3 rows of level 2.

16/38 screens visually finished.

I'll be adding in some laser grids that you have to deactivate by hitting control panels. As well as some security cameras you have to knock out. I'll do that kind of stuff later on.
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#4301 Architect Abdiel

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Posted 08 January 2018 - 11:10 PM

Did another large portion of level 2. Just have to design 5 more rooms, some enemies, a boss, a few more tiles, and set up secrets/triggers and level will be done.

 

Spoiler


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#4302 Architect Abdiel

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Posted 10 January 2018 - 08:47 AM

Visually completed level 2.

Have to set up enemies, secrets and an underground path.

 

Spoiler


Edited by Shoshon the Elegant, 10 January 2018 - 08:48 AM.

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#4303 Evan20000

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Posted 10 January 2018 - 09:15 AM

https://www.youtube....h?v=ZTGVtEjqB_s

...

No, really, I made chucksters.


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#4304 Anthus

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Posted 10 January 2018 - 12:35 PM

https://www.youtube....h?v=ZTGVtEjqB_s

...

No, really, I made chucksters.


Looks like your 3D engine is shaping up quite nicely too.
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#4305 ywkls

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Posted 11 January 2018 - 03:16 PM

Changed a few things in my quest project, including the addition of this feature.

 

zelda002.png

 

Din has encountered a rock after getting the Strong Glove.

 

zelda004.png

 

Outta my way, rock!

 

This also supports the ability to hide items under these rocks, using Combo Flag 10 and the Special Item room type.


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