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Hyrule Field is too empty


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#1 Jared

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Posted 26 June 2012 - 03:18 PM

My Hyrule Field has many outbranching points. However, this leaves a gigantic open space. It's all land. There's no river, because another place has that reserved.

I need ideas. Does anyone have any? :/

#2 Russ

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Posted 26 June 2012 - 03:30 PM

Pretty much the best suggestion I can give you id to make Hyrule Field Either really mountainous or really forested. Not much of a field, yeah, but that kind of place works better in 2D. For example:
IPB Image - Prospekt
IPB Image - TS
IPB Image - DarkFlameWolf

And I wanted to grab one by Shoelace (who, in my opinion, has the best Hyrule Field), but can't find one at the moment... But point is, avoid wide open spaces. Lots of cliffs or trees helps a lot.

#3 ShadowTiger

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Posted 26 June 2012 - 03:34 PM

Maybe ramp up the difficulty the closer you get toward the middle and put some interesting equipment there for the exploration reward. If the player stays out of the middle of the area due to its dramatically increased difficulty, it'll be like an entirely different area of the field, and separate.

I like to think outside the box.

#4 Jared

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Posted 26 June 2012 - 03:35 PM

Thank you, Russ. I think TS' is what I'm going to look into.
I'll post if I need help. icon_razz.gif

#5 nicklegends

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Posted 26 June 2012 - 07:01 PM

Honestly, I'd recommend making smaller Hyrule Fields. icon_shrug.gif It's what Nintendo learned from Twilight Princess when people complained it was too big and barren. You might at least put a few buildings or ruins through the field to spice things up. I imagine adding secrets to some screens would be a nice touch.

#6 Red Phazon

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Posted 26 June 2012 - 09:43 PM

If you're talking about a field area overall (as opposed to individual screen design), I'd say that it would be nice to have a few caves scattered around, as well as a house here and there. Perhaps make each section of the field have a particular flavor to it depending on what other areas are nearby, rather than having the field look the same everywhere, which can be kind of boring. Think of ways to reward exploration.

#7 King Harkinian

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Posted 26 June 2012 - 11:03 PM

QUOTE(nicklegends @ Jun 26 2012, 08:01 PM) View Post

Honestly, I'd recommend making smaller Hyrule Fields. icon_shrug.gif It's what Nintendo learned from Twilight Princess when people complained it was too big and barren. You might at least put a few buildings or ruins through the field to spice things up. I imagine adding secrets to some screens would be a nice touch.

But they didn't learn because Skyward Sword is even worse. Everything is so empty and boring while flying on your bird. However, it isn't as annoying, or as bad as Wind Waker, however I still enjoy both games (in fact I have been replaying WW recently and am up to finding pieces of the triforce :uuuugggghhhh: ) icon_smile.gif

#8 ShadowPC

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Posted 27 June 2012 - 12:37 AM

Well i think putting a ranch with cows in a fenced area would be nice.

Edited by ShadowPC, 27 June 2012 - 03:05 AM.


#9 Marco

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Posted 27 June 2012 - 09:36 AM

In my opinion, for the sake of ZC the examples Russ showed work. However, I don't like them. Real Hyrule field will have what was proposed, but at an open area. I am sick of people calling 7 screens crammed with detail Hyrule field. Migokalle did it right; Hyrule field with flow yet consisting of numerous dmaps. Hyrule field in my eye would be at least one to two roughly complete dmaps for the area itself

#10 peteandwally

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Posted 27 June 2012 - 10:00 AM

QUOTE(ShadowPC @ Jun 26 2012, 11:37 PM) View Post

Well i think putting a ranch with cows in a fenced area would be nice.


I agree, I recently made some tiles that resembled crops and set the combos as tall grass. You can easily place a farm or ranch in big open spaces and make the screens a little interesting with crop circles and farmhand npc sprites and such. Hmm... I might have to take a look at harvest moon and rip some crop tiles from that later on...

Fencing off different sections and making a 'ranch' type of feel is a great idea to divide up all that space. maybe some aquaducts or drainage ditches.

#11 Lightwulf

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Posted 27 June 2012 - 08:20 PM

QUOTE(Red Phazon @ Jun 26 2012, 09:43 PM) View Post
If you're talking about a field area overall (as opposed to individual screen design), I'd say that it would be nice to have a few caves scattered around, as well as a house here and there. Perhaps make each section of the field have a particular flavor to it depending on what other areas are nearby, rather than having the field look the same everywhere, which can be kind of boring. Think of ways to reward exploration.
I'll have to agree about the "flavor" part. I've been recently considering how to spice up the underworld for my quest, and one thing I came up with was making certain areas (previously open and empty) have different "flavors"/areas; examples being a strange forest of white trees, wetlands (or the underworld equivalent), and rocky field with boulders.

#12 ShadowPC

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Posted 30 June 2012 - 12:47 PM

Yeah in dor there are sprites with npcs throwing seeds. Maybe use them?


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