Battle the Scragnoth.
#1
Posted 06 May 2012 - 03:17 AM
Status: Levels 1, 2, 3, 5, 6, Goriya Temple, Moblin Hideout, Tower of Magi, 3 mini-dungeons, 1 bonus dungeon done. Level 4 suspended until beta testing. (balancing issue)
In progress: Level 7, 8.
Update: Screenshots:
Gleeoks like to hang out in groups. ..Some even like to walk around and ride things.
Level 2 + a really long thing.
.
Level 3. Invasion of Goriya town. /reference
There will be wizzrobes...
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King Goriya is back and pissed.
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Want the wand early in the game? No chance for those pants.
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Mini-Dungeon Madness. ...Hey what happens when the time runs out?!
. .
Story: The remaining population of the planet Hyrulia has been driven underground by an unknown force. The year is unknown, past is forgotten, and resources are dwindling. For 400 years children are told that an entity known as the "Scragnoth" has devastated the surface of the planet and cannot be killed at the hands of man. Time is running out. There is only option left: Make your way to the surface and battle the Scragnoth. Dun-Dun-Dun.
Tileset: It will use a combination of an updated Demo set recolored using DoR palettes (It's very colorful!). Also may contain some tiles from God knows where. I will make this available for download at various intervals/updates so you can check it out, critique it, or whatever you like.
Difficulty: Original Description: This will be the easiest game I've ever attempted so it should be beatable by most. However it will still be challenging. I'm going for something akin to James Quest 3, which is the next logical step. By design though, it can be made easier depending on what character you use. (Some will have more hearts than others)
Newer Description: It's Hard! But still easier than my other games. It will be possible to beat without dying but it will be hard. **Note* Nowhere near Armageddon Quest or anything. It will be FAIR to the player, and I'm trying to balance it for average players also.
Gameplay: Instead of mucking with the core Zelda engine and scripting everything from scratch this time, I'm going to utilize plenty of the built-in 2.5 features. The main focus from scripts will not be reinventing anything but simply augmenting existing functionality. Consequently, this means that the scripts may be useful for other projects, so I will (try to) keep them organized and available also. Besides bosses, the main factor which will affect gameplay is selecting a character, each of which will have their own secondary abilities.
Playable Characters: (These may be subject to change, but right now there are three. I'm thinking of capping it at four though.) These are:
Fighter:
-Special Abilities: High HP. Max weapon/armor abilities. Low MP.
Assassin (aka Tonberry):
-Special Abilities: Low HP. Very fast. Can teleport through walls and solid objects (How does he do that anyways?!) Has run ability.
-Special Attack 1: Backstab, or impaler thrust depending on distance to enemy.
-Special Attack 2: Smokebomb. Hey, he's a Ninja. Turn around, now he's behind you!
-Special Move: ????
WarMage:
-Can use normal equipment and some magic spells.
-Special Abilities: Med. HP. Magic.
-Special Attacks: ????
-Special Move: Spiritual Bifurcation. Can split into two characters to attack the enemy for double the damage! Double you excitement, double your fun. yada yada gum.
*Note* based off this script here: http://www.youtube.c...h?v=V_M4-1NHd4c
Design:
This will use NES styled dungeons for at least the first 8 levels and you will have to collect triforce fragments for at least 8 levels in order to unlock the sealed gate. After that it could get interesting...
Each level will have at least one boss (heart container), one miniboss (boss key), another miniboss(magic container upgrade), yet another miniboss (bomb upgrade), and one creative and totally awesome Gleeok battle
There will also be three extra item levels for the: Boomerang, Arrow, and Magic Sword. These will be hard but will make the rest of the game easier.
Because different characters means that character 'A' can go where character 'B' cannot, this breaks most ZC quests ever made right off the bat. (Seriously, some character abilities are just ridiculous.) This means that sequence breaking is important! The path through dungeons, order of levels, and even item gathering can be different for each character. Therefore I'm trying to make this very open-ended as far as completion order. It also means that dungeons will play out differently for each character also.
No doubt I am going to have lots of wacky ideas to try and add in the future. We'll see how it turns out. I honestly have no idea.
[EDIT] Download Here: http://www.purezc.co...o...4712&st=15#
#2
Posted 06 May 2012 - 03:54 AM
(Gotta love the waffle map)
#3
Posted 07 May 2012 - 03:02 AM
Wow, this sounds great! Hope to see more soon. Also, the boss looks good![/sarcasm]
I don't understand if you meant your entire post to be sarcastic, or only the part about the boss room...
Anyway, renamed level 2 to level 3. It turns out that old habits die hard, and by that I mean level 2 turned out to be waay harder than I intended. (Proof I am really trying to make a more balanced and easier quest here. It's true.) Finished level 2 also. There's another one done.
Decided to not only introduce new enemy and item types with each level, but also some concepts that will need to be utilized later on when things get more difficult. For level 2 these are:
Enemy Magnet Tiles: In some places some enemies are confined to certain colored floor tiles. They cannot leave this area, so the player has a distinct 'terrain' advantage over them. This can make some hard battles very easy when they are first introduced. But of course, as always, this may be turn out to be more and more insidious as it is used in later levels.
Crystal Rooms: (I have not thought of a better term for this yet) Rooms may contain a crystal that emits an aura. These 'auras' Have either a localized effect, or a global effect. Let me explain: Global means the effect spans the entire dungeon (or area of it), whereas local means the aura is localized to that room. Also, auras will effect players and enemies equally! As you can imagine the first time you encounter this is in LV2 as a healing effect where every npc on that screen regenerates HP. Hmm ...Perhaps there is a way to swap some crystals for other crystals. +.+
#4
Posted 15 May 2012 - 03:47 AM
Finished some neat enemy spawner and miniboss spawning scripts. For built-in ZC bosses you can no longer do the "kill one and next time you enter the screen it stays dead" trick. You have to kill them ALL in one go now for the room to be cleared!
Also, normally you'd have a series of screens that don't do much except offer different types of fights in a row. Well the enemy-spawner script is "smart" and knows if there are other enemy-spawners on the screen, so they can be used together in different ways. This allows screen condensing in some spots, so to speak. ..Hmm.. A possible one screen dungeon???
Just-for-fun note about this quest: It has 20 different types of Darknuts and 14 types of Wizzrobes already! (Well, I had to test the editor so...yeah.)
I don't know how often I am able to make progress on the quest, but I will try and update when possible.
#5
Posted 15 May 2012 - 06:41 AM
I'll definitely be on the look out for more updates to this.
#6
Posted 24 May 2012 - 07:42 AM
New wacky stuff:
-New enemy types.
-Sword direction fix script (sort of combining stab and slash into one thing that can be done manually...I guess. [think better attack control over Z1])
-Finished the ninja character. Four words. He.Is.Bad.Ass.
So far the controls I have set up (for the ninja) are:
A,B,L,R still do the good ol' ABLR stuff.
Ex2 (R2) - hold to run, or hold and press A to do secondary sword strike/backstab.
Ex 1(L2) - Special ability/ (teleport)
Ex3 - (Smoke bomb) Allows you to escape to any previously visited square.
Ex4 - ??? I don't know yet. Shiruken maybe?
Anyone want to suggest better controls or more abilites? - feel free.
Should have another character done by Level 8 I think. Probably should see if anyone wants to test it at that time also.
#7
Posted 25 May 2012 - 01:23 AM
Also:
"...first 8 levels..."
Very interesting how you say this.
#8
Posted 27 May 2012 - 02:49 AM
A new Gleeok quest? Sweet. I've gotta hone my skills.
Hi Din! Haha yeah old habits die hard don't they. Good news is that it is /supposedly/ going to be much easier than the other stuff I've done with ZC (I'm planning on cramming the completely ridiculous enemy scripting stuff in the bonus dungeon. Which will be huge) How well that turns out depends on how many angry beta testers I find. ^_^
Anyhoo, New Level done, check this out: It's time to play WHEEL. OF. GLEEOK. (Applause.... .applause..)
(Don't mind the black squares. they're for debugging only)
Round and round it goes!!!
For the curious: How it works is you can create a "WheelOfEnemy" of up to 32 enemies on the screen, and they slowly start to organize and spin around...that's pretty much all right now though.
#9
Posted 27 May 2012 - 03:00 AM
Edit: The post I was responding to even had the word gleeok in it multiple times and STILL I managed to misspell it!
Edited by Moosh, 27 May 2012 - 03:03 AM.
#10
Posted 27 May 2012 - 03:03 AM
i agree with Moosh here , that is totally awesome Gleeok
#11
Posted 27 May 2012 - 03:51 AM
Holy crap, that's awesome! How exactly did you get it to work, though? Isn't each gleeok head an individual enemy?
Well what I do when a script creates an enemy is have it set npc->Misc[15] |= script_flag; npc->Misc[15] & 0x01 means that the script that spawns the enemy is giving permission to other scripts to use that enemy for other things. Basically I'm making the ffc scripts are like legos so you can connect them together in various ways. Your welcome to rip the scripts from the file whenever I update demos or whatever.
Otherwise you can check npc->Attributes[1] uhh... (Attributes[0]?).. I forget. And then skip that many enemies. example:
for(int i=1;i <= Screen->NumNPCs(); i++)
{
npc e = Screen->LoadNPC(i);
if(e->Type == E_GLEEOK) //look in std.zh for the correct constant :P
{
i += e->Attributes[0]; //num heads
}
//stuff
}
#12
Posted 29 May 2012 - 05:43 AM
The first one is a gauntlet where you get the LV2 sword, but with a nice little twist:
There is a time limit on every screen! I'm going to call them extinction auras.
How many enemies do you think you have to clear in 5 minutes to get the sword? Fifty, one-hundred, ...two hundred and fifty??
Also enemy types are mostly done now:
-Undead enemies: Will drain your magic when they touch you. Immune to dark magic.
-Stalfos enemy types: Are immune to fire and arrows now.
-Like Likes: Are now various breeds of metroids (brain suckers), and cause confusion (drunk) after they trap you.
-Octorock types for basically every weapon. Variety is the spice of life!
Puzzles?
..What about them. Well....There are /very/ few puzzles in here, but I don't really do block puzzles. I give you a big fat ZERO in the block puzzle department, so if you are a block puzzle enthusiast you will be disappointed.
However, I will put on or two in just for fun. Perhaps in the bonus dungeons. The reason for this is that puzzles are going to be dungeons themselves. I don't want to put them in the main, aka manditory section, part of the game so people won't pull out their hair over it.
#13
Posted 14 June 2012 - 09:46 AM
#14
Posted 14 June 2012 - 02:43 PM
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