FtM3: Open discussion
Posted 01 January 2019 - 06:11 PM
Link to project: https://www.purezc.n...projects&id=485
(has screenshots )
Hey everyone. So this is a project I've been working on and thinking about for a longer while now. And now, it's pretty much in a presentable state! Thanks to a contest on VD, I've put my idea into something real. This project feels too ambitious, probably because it is. I'm not sure if the core idea is even good. Nevertheless I put a lot of effort in so far and I could finish it "relatively" fast. I'd like to hear peoples thoughts on the idea of the quest.
About the quest:
I've been loosely inspired by the roguelike-genre, Slay the Spire, as well as Jamian's former project "To The Bottom", which was a Binding of Isaac inspired quest. Basically, it's got a randomized dungeon to explore. You will mostly fight enemies, in typical ZC manner, but there is so much more to it. I honestly don't know how to talk about it in an organized manner. But I'll try:
Characters: There will be multiple playable characters of various origins. Link is here, Nayru will be one, Gale from RotS, as well as some original characters. They will play vastly different and have unique abilities.
The rules: Entering the dungeon marks the start of a run. There are 3 floors, each sized 5x5. There will be one linear path to the boss room, with branches all around the place to lead into the other rooms. After entering the bossroom, you have to kill it and then advance to the next floor. After the third boss, you've won. (There will be a true final boss to unlock later)
MP regenerates by itself, HP is more valuable. There is a defense counter, which lets you negate damage for that many times. Then there is an attack power counter, which is bonus damage added onto the base damage of all your attacks.
Items: Items are seperated into 2 categories. Useable and passive. The passive ones are powerful treasures, mostly found within bigger chests. Items have nothing to do with the players weapons (A, B and R buttons), which are fixed.
Types of rooms: Besides combat rooms, there's big treasure chest rooms, shops, and event rooms. Event rooms will be able to be anything (traps?, gambles?, minigames?, challenges?). The player is able to visually sense the room types of adjacent rooms, so you know what you're getting into.
So that's basically the idea. I have some kind of prototype demo basically ready, but that can wait. And I don't even know if people would wanna try a demo. For now, you can discuss my project and everything around it! Do think it's flawed? Would you be interested in a quest that is LIKE this in ZC at all?
- Espilan, Russ, Shane and 1 other like this
Posted 02 January 2019 - 08:32 AM
I've played the others. Didn't really get far into the second one....and it felt overly repeatative and difficult. This looks like a vast improvement though. I look forward to seeing the direction it goes.
- Avataro likes this
Posted 02 January 2019 - 01:27 PM
- Avataro and Epsalon ZX like this
Posted 02 January 2019 - 04:11 PM
as you know, i really liked the previous games and i think this idea of the roguelike is great.
I have few roguelike rpg , just 2 Guided Fate Paradox and Fatal Labirinth, i like this kind of games, but are a bit unfair, you will have to be very careful to balance the difficulty of the game.
"I don't even know if people would wanna try a demo" ? i will like try it!
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