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#1 Octorockoncrack

Octorockoncrack

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Posted 19 April 2018 - 04:19 PM

Game List:

Input new items: 100% COMPLETED
Secret Money Rooms: COMPLETED
Info Spots: 100% COMPLETED
Shops: 100% COMPLETED
Replace Red Potion or Heart Container rooms: 100% COMPLETED
Change enemies: 95%
New Bosses: 95%
Subscreen: 100% COMPLETED
New tiles: 98%

Areas:

 

Cutscene: 10%
Mountains: 90%
Graveyard: 100% COMPLETED
Forest: 100% COMPLETED
Field: 100% COMPLETED
Desert/Shoreline: 100% COMPLETED
Dungeon 1: 100% COMPLETED

Dungeon 2: 100% COMPLETED

Dungeon 3: 100% COMPLETED

Dungeon 4: 100% COMPLETED

Dungeon 5: 100% COMPLETED

Dungeon 6: 100% COMPLETED

Dungeon 7: 10%

Dungeon 8: 10%

Dungeon 9: 0%


Edited by Octorockoncrack, 10 May 2018 - 01:26 PM.

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#2 HeroHyrum

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Posted 21 April 2018 - 05:19 PM

Now this is what you call H Y P E !



#3 Octorockoncrack

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Posted 24 April 2018 - 12:34 PM

Updated numbers to reflect current progress. Field and Sand area finished. Think Im actually going to do a couple slight edits for the dungeons, so that number went down just a bit.

 

This will be out by Friday.

 

I've mainly been making this for a friend, and we will be hanging out at the end of the week. Since there's not a lot of content left to edit, I want to have this done by the time I meet up with him on Friday.


Edited by Octorockoncrack, 27 April 2018 - 07:10 AM.

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#4 Octorockoncrack

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Posted 25 April 2018 - 12:35 PM

So I did a little bit of work last night to make slight edits to the first dungeon, so Id have a better idea of what to do with the other dungeons. I dont plan on adding a lot of huge changes, but this is the basic idea of what Im doing:

 

-Reduce key count in dungeons to match the amount of locked doors (some dungeons may still have an extra key or a way around a locked door, and keys can still be purchased)

 

- Slight reworking of doors and bombable walls to avoid being able to skip big chunks of dungeons, like in dungeons 2 and 3

 

- Rework enemies and enemy counts in rooms.

 

- Add secrets that are triggered by dungeon items. For example, you get the bow in L1, but you never have to actually use the bow until fighting a Ghoma in L6. So you could skip over the bow and not realize it if this is your first time playing Z1. To avoid this, I will be adding triggers for dungeons items so that you cannot beat level 1 without a bow, L6 without the wand, etc. There are also some of these triggers out in the overworld that lead to items.

 

- Small visual edits to make each dungeon seem more unique, and take away some of the blandness that comes along with the square, empty rooms that Z1 uses. Here are some examples of this:

 

B3FcJnP.png Wq9B1UL.png pQyhFhk.png

 

6mvooVE.png r3NyAmZ.png nnGOtwz.png

 


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#5 Octorockoncrack

Octorockoncrack

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Posted 27 April 2018 - 07:06 AM

Due to circumstances that are only partly my fault, It may take another day to complete this. I havent been feeling too well the past couple days, so progress went a lot slower than expected. I am currently reworking Level 5 right now. And since I always have a soft spot for icy areas, I went ahead and tried to edit the dungeon palette to look more like an ice dungeon:

 

TuA2vEx.png gzC4nom.png

 

Any critique on the palette is welcome. Ive come a long way and developed my own method to work around my colorblind-ness, but having an extra set of eyes never hurts lol.

 

All that being said, Ive got L6, 7, 8 and 9 to go. I think 6 and 8 should be fairly straightforward, 7 and 9 may take more time because of their size. I dont plan on doing much with the other palettes, so hopefully I could have these done by today, but its kind of doubtful at this point.

 

On top of all that, Im still not sure what to do for Ganon. Just using the Newbie Boss Script doesnt seem right, and using the Z1 Ganon.....yea Im not even considering that lol. Anyone got any ideas to toss my way?


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#6 Octorockoncrack

Octorockoncrack

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Posted 01 May 2018 - 03:30 PM

So I want to start off by saying that I originally had no ideas or plans for the dungeons in this little remake. Thats changed quite a bit, and so thats why this is taking longer than planned.

 

Currently finished L6 and about to start work on L7. Ive started to add a couple small new mechanics, and Im thinking about making a custom dungeon for L9. So basically, the more I get done, the more that I realize that Ive got more work to do. Heres a couple L6 shots:

1WBVYCj.png dZTyGXO.png

 

2VKXkej.png qf9wV9f.png


Edited by Octorockoncrack, 01 May 2018 - 03:31 PM.

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#7 Epsalon ZX

Epsalon ZX

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Posted 10 May 2018 - 12:31 AM

After playing Balances....I really look forward to seeing what you can truly do with this. I notice Cutscenes is only ten percent done...and I already know fully well that's your best talent with quests. Take some time and do it right. Don't rush yourself to make deadlines. Make the best result that you can. You're already making super fast progress. A slow down here or there won't hurt. You owe it to yourself to present a final project you will be proud of.

As for Ganon...is there a scripted Lttp Ganon you could use lying around on the site?


Edited by Epsalon ZX, 10 May 2018 - 12:33 AM.


#8 Octorockoncrack

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Posted 10 May 2018 - 12:47 PM

TL;DR I put a lot of info in here. Showed off some pics below

 

 

Take some time and do it right. Don't rush yourself to make deadlines. Make the best result that you can. You're already making super fast progress. A slow down here or there won't hurt. You owe it to yourself to present a final project you will be proud of.

So, ^this, lol.

 

Been kind of taking a break the past couple days, but Ive added some more detail to the dungeons and made some more edits. I figure I could use this as a chance to explain some of the big differences between this and the original.

 

Areas

 

-  Overworld has been split into different areas. A majority of the map is the "Field" area, but there is also a forest, graveyard, desert/shoreline, and a snowy mountain area.

-  All dungeons are in their normal locations. Added "Pay for Info" rooms that explain where to find the dungeons. This is done to help cater to beginners.

-  All areas and dungeons have unique music, only a couple tracks in the game are taken from Zelda games.

-  Dungeon palettes have been changed around, later dungeons have new palettes. There is also an attempt to theme the dungeons to compliment their placement in the overworld. For example, dungeon 5 is up north in the mountains, so the dungeon looks icy inside

-   Dungeons keep their shape, but are reworked so that you will have to explore most, or all of the dungeon to complete it. That means that doors, bombable walls and keys have been reworked. This should help give veterans of Z1 a pleasant experience with this. The Magic Key is still implemented in the game.

-  Level 9 will be completely redone. It will still have the signature Skull shape, but more condensed.

 

Mechanics, etc.

 

-  OW secrets have been made to "stick out". Bombable walls now have cracks, burnable trees and push blocks look different, added triggers for items like the Bow and Wand. The idea here is that Im making the puzzles less demanding, but the combat is upped a couple notches to compensate for new and more powerful items.

-  Begin with 5 hearts

-  Die/Continue with 100% health

-  Hyrule is dealing with an inflating economy. More money spread out, but items in shops cost more.

-  Can hold 999 rupees from the start of the game

-  Most L2 (Blue) enemies have been changed in some manner. Some make use of the newbie boss script for new attacks, such as aimed projectiles

-  Adding L3 (Brown/Black, whatever you want to call Cset 11 lol) Enemies. L3 enemies arent really seen until around L7

-  All dungeon bosses are different in some way. Now, Im using a loose term here. There are a couple instances where some of the normal boss enemies in ZC are used. The ones im speaking of here are L2 Manhandla, Fire Gleeok, and Patra. They are vanilla boss enemies, but not vanilla bosses. Other bosses use the Newbie Boss Script.

-  Later in the game, Ive added a mechanic for "Blue Shutter Doors" in dungeons. These will not open until a switch somewhere else in the dungeon is pressed. You can see the first Blue Shutter in the pics of L6 in my previous post.

 

New Items and Item Changes

 

-  Total of 24 HCs

-  Red Potion or HC rooms have been changed to just give an HC.

-  Start with L1 Boomerang

-  L2 Boomerang moved

-  L3 Boomerang added

-  Bombs use Bomb Bags (Carrying Capacity is 5 to start, then 10 and 20)

-  Super Bombs are a very rare drop, and can be purchased in some shops. Can hold 1 for every 5 Bombs.

-  Super Bombs are not required in any way to beat the game, or 100% it.

-  True Arrows Rule and Quivers (thinking about 10 to start, 30 for L2 Quiver)

-  Arrows can now hurt more enemies and bosses, in an attempt to make them more useful.

-  As a general rule to the above, arrows would not effect enemies that have obvious armor, such as Armos and Darknuts

-  L2 Bow added

-  Silver Arrows moved

-  Golden Arrows added

-  No Blue Candle.

-  Red Candle moved (to Blue Candle position)

-  Added a cave that gives you a free Bait item, and explains "Feed this to the hungry monsters"

-  L4 Sword added

-  Abei will tell the player how many hearts they need for new swords. 8 for L2 Sword, 16 for L3, and 22 for L4

-  Only L4 Sword can use Sword Beams

-  L3 Shield added, complete with a new custom look

-  L2 Ring/Tunic moved

-  L3 Ring/Tunic added to end-game

-  New Ring/Tunic Colors. Start Green, L1 Ring/Tunic is Ice Blue, then Black, then Silver/Gray

-  Flippers added

 

I think that covers just about everything right now. Im constantly working on trying to balance it so that I can have fun with the quest, but my friend who's never played Z1 can play it. Im sure ive said that like 3 or 4 times by now lol, but hopefully that difference in play style means that veterans and beginners of Z1 can have fun with this.

 

Here some shots to show off some of the new dungeon details and palettes. Im not 100% sure about the L8 screen, so ill probably change it around, but it still shows that I want L8 to look different than the others. Also might take the time to import the water droplets from Lost Isle to use in L7.

 

fQLvx5R.png hEJH5Jw.png

 

quHxqUJ.png hA9k3y0.png

 

Thats it, im done typing for a while >_>


Edited by Octorockoncrack, 10 May 2018 - 12:48 PM.

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#9 Epsalon ZX

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Posted 10 May 2018 - 10:58 PM

Sounds great :D




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