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#121 Reflectionist

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Posted 04 January 2017 - 06:11 AM

^ I like that idea.  You could almost make a Majora's Mask inspired quest out of it, or expand the idea to include the ZC-ized version of the Time Clock from MM, then there are options.  Like....

Okay, I really love this old Windows 95 game called "Chip's Challenge" and I would absolutely love to see some of those mechanics included into a ZC quest.  Sure, there are locks and keys already in both games, but Chip's Challenge features color-coded keys and locks--red, blue, yellow, and green.  Yes, in both games, you get flippers to access water areas, so that's already perfectly implemented.  Chip's Challenge has color-coded boots and terrain, too.  There are lots of other features that I think would work great, and some other features that might not.  

Honestly, the bar is set at the translation of the Zelda: OoT Goddess Spells in Zelda Classic.  They're great interpretations, but no, of course they're not exactly like Ocarina.  But I think Chips Challenge has a lot to offer Zelda Classic.  

Chip%27s_Challenge_Southpole.png




 


Edited by Reflectionist, 04 January 2017 - 06:21 AM.

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#122 LikeLike on fire

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Posted 06 January 2017 - 05:17 AM

Here's an idea that I've only seen one person do. Have two dungeon areas per dungeon. The entrance area and boss area. Once you've gotten all the items from the entrance area you can move onto the (smaller) boss area.

Here's another one that I used once a while back. Have the triforce room warp you to a place that has extra text congratulating you or telling you what to do next, or maybe something like the with the maidens in ALttP?

 

I was kind of doing the extra text for my LikeLike one. which I need to get back to. screen with talking after getting triforce item. dosen't tell you where to go though.



#123 Geoffrey

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Posted 06 January 2017 - 12:09 PM

I was kind of doing the extra text for my LikeLike one. which I need to get back to. screen with talking after getting triforce item. dosen't tell you where to go though.

I posted that six years ago. What a world.

 

But it's a good idea and I thank you for reminding me of it.



#124 Naru

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Posted 16 January 2017 - 10:08 PM

I actually am trying to create dungeonwalls that are only seen from the front. It slowly progresses and while it is not as easy to set up as I hoped I think I can make it. So I am thinking about what is coming next - the doors. Has someone ideas how to make it visible what kind of door the side and bottom has? I am thinking about leaving a mark and a raised/unraised block above the wall to indicate it, but not sure if this will be obvious enough.

#125 Shoshon the Elegant

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Posted 24 June 2017 - 10:19 AM

How about instead of basing a dungeon off a visual theme, we base them on a concept or story and build the visual theme around that? For example.


Noah's Ark
Go into a full story arc even. Show the tale of a person being outcasted for speaking a ludicrous story. Have a great flood destroy an entire village.

The Ten Plagues of Egypt
Explore the tale of a king who falls from grace for not heeding to warnings. Have him even ignore the plagues warning him of his downfall. Base a dungeon itselt off the ten plagues.


Some more ideas, I have been thinking on...

1. A rupee drop on death system. Where you drop half your rupees on death but leave behind a rupee bag where you can get them back.

2. A system which causes the player to start with a smaller percentage of health with each death.

3. An economy system where the economy can change based on certain factors. This can affect things such as the amount of rupees found in grass and the price of items in shops.

Yes these are based on Dark Souls.


More concepts and ideas.

How about make a side story quest using something from Zelda, or whatever you wish.

I am doing some brainstorming on an idea for a quest based on The Resistance.


But here's some other ideas for basing a quest on.

The Yiga Clan
Veran, Onox
Vaati
Princess Hilda

Think of what might be an interesting idea or character/group to explore.
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#126 Zagut

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Posted 25 June 2017 - 02:08 PM

==Overworld==

 

-Season Forest

Overworld Area where you can change the seasons.

 

-Badlands

A dry area, with plenty of Rocks and Mountains, and very low in water, grass and the like.

 

-Dead Forest

Dying Forest filled with Dead Trees, and a few living, but not many.

 

-Overgrown Mountain

Mountain covered with growth, very grassy, and plenty of trees.

 

-Snowcano

A Snowy Mountain with Lava.  :P

 

-Rainforest

A Rainy area with plenty of Trees, Bushes, and other green things.

 

==Dungeon==

 

-Temperature

A dungeon where you have to change the heat level, enabling the freezing of water, the melting of ice blocks, etc.

 

-Jinx

A dungeon that puts Bubbles and Jinx effects to use.

 

-Power

A Futuristic dungeon that involves turning the power on and off.

 

-Wind Direction

Involves changing where the wind is blowing.

 

and finally...

 

Bloodline Temple

 

A Dungeon that has records of past Hylian Heroes, and Link Statues.

Link would come face to face with past heroes of hyrule here.


Edited by Zagut, 25 June 2017 - 02:13 PM.

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#127 Naru

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Posted 02 August 2017 - 12:54 PM

Just leaving a dumb idea behind, for sure nothing new and even worse they require scripts.

Pay for magic with life. Based on having regeneration for both I think. Stuff like if your magic isn't full you take double damage or your health regeneration will be stopped until your magic is full again. I am sure there are countless games that do this, but I can't remember one and it sure is nice to spice things up a bit.

Exploration limited by rupees. Your rupees degenerate over time. A dungeon that teleports you outside if the amount of rupees you possess reaches zero. Shouldn't be done with a main dungeon, but for a side dungeon it adds a nice stress-factor and it is a great way to reduce the players money. Especially if it is set up in a way meant for multiple visits and not for a single turn.

#128 Alucard648

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Posted 09 September 2017 - 10:43 PM

Bosses get stronger every time you die, eventually becoming unbeatable.

---

A treasure chest that spawns enemies when open.

A treasure chest that explodes when open, immediately dealing 8 hearts in damage to Link.


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#129 ZoriaRPG

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Posted 10 September 2017 - 01:12 AM

Bosses get stronger every time you die, eventually becoming unbeatable.
---
A treasure chest that spawns enemies when open.
A treasure chest that explodes when open, immediately dealing 8 hearts in damage to Link.


Hahah. I've done these things. Booby trapped chests, monster in a box, and enemies that 'learn'.
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#130 Alucard648

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Posted 10 September 2017 - 05:49 AM

Hahah. I've done these things. Booby trapped chests, monster in a box, and enemies that 'learn'.

Link Stuck in Castlevania has far more sinister booby traps involving candelabras, culminating with instant death on whipping wrong one late in game.



#131 ZoriaRPG

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Posted 10 September 2017 - 08:46 AM

Link Stuck in Castlevania has far more sinister booby traps involving candelabras, culminating with instant death on whipping wrong one late in game.


I'm quite aware of this. :D

Oh, FWIW. 2.54 will have MSX fonts, if you want to revisit an MSX CV port.

#132 Alucard648

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Posted 10 September 2017 - 12:14 PM

I'm quite aware of this. :D

Oh, FWIW. 2.54 will have MSX fonts, if you want to revisit an MSX CV port.

I would prefer CV3 gothic font.



#133 Anthus

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Posted 11 September 2017 - 03:37 PM

I'm not sure how well received this idea would be, but what if instead of exploring a world like in a Zelda game, you instead go through stages?

 

*crickets intensify*

 

Okay, but hear me out. These stages can have various routes, and connect to other paths in other stages. This means you could theoretically take several routes through the same game, finding the most enjoyable/ fastest/ coolest route. Backtracking is discouraged, and in some cases impossible, more on this later. You could even take it a step further, and get rid of the way items are traditionally used. Instead of the "find item, get boss key, beat boss" approach, different stages could have you use different items that you either start with, or find. This might not make sense from a story standpoint, cause why are you losing everything between stages, but anyway, it could be fun. You start a level with the Sword, Bow, Bombs, but you will need to find either the hookshot, or candle to progress. You would always have a few items, and there might even be a way to keep items, but this will depend on the level design themselves. Really, it's pretty much how FSA did it, except you can have more than one sub-item. The story could be made around this too, if that's your thing. There could be reasons why you'd take a different path. You'd meet different characters, etc. Losing items could be explained as 'traveling through different dimensions' or something else dumb like that.

 

EDIT: I was also thinking it would be cool to have the player choose one of two characters at the beginning. Different sprites are simple enough to implement with a dummy item and LTMs, but you could take it a step further, and make them play slightly differently too. You wouldn't really need a script for this either, but it would be pretty simplistic. Basically, whichever character you choose uses its own d-maps for the stages which will have certain items either on, or off. For example, char1 can use the bow, but char2 can use the wand. One has regular bombs, two has remote bombs. One takes more damage while dealing more damage, and one has higher defense, but weaker attacks, or some such variants. This is something relatively simple (Okay, not really once you get into the logistics of setting up the d-maps, and subscreens) but I think it could be fun. If you wanted to go the scripting route, the sky is the limit. What I'd do is have it so that once you clear the game with one character, you can play through again with all the items you'd have found, and do a new game+ type of thing. Beating it with both characters allows either character to use ALL items (even ones they wouldn't normally have).

 

Would anyone here like a quest like that, assuming it was actually fun, and not a linear slog through uninspired areas? What if each level looked different, and had a different goal. You weren't just palette swapping areas, but instead, adding new puzzles, themes, enemies and hazards? The answer is probably yes, but I dunno. I know that people like there ZC a certain way, and ain't nobody gonna tell them otherwise :P



#134 Shoshon the Elegant

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Posted 13 December 2017 - 09:13 PM

Level Concept

Mix together clocks, spikes traps and other enemies [like ropes], ala that classic Donkey Kong Country Stop & Go Station feel.
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