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Zelda III: The Return of Link


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#1 Cukeman

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Posted 09 July 2011 - 03:17 PM

Just thought I'd open a thread for feedback and suggestions as I develop my quest.
The more feedback, the better the end result (potentially).

I like challenging games, so I would like people to tell me where and when they
think my quest is getting unreasonably hard. I believe that you should be able to
figure out, and get through Zelda games within a reasonable level of difficulty.
Not easy enough to please all casual gamers, but easy enough that I'm not turning
too many people away from my quest. I also want to make sure my quest and
dungeon designs are not too linear.

Any other feedback on story, quest design, graphics, or anything else is appreciated.

Version 5.0 (Download Link, Bug Report & Quest History)

Return of Link Help Thread

Beta Testing:
If you want to beta test, and did not receive a PM, then send me one.
Just be aware that only a small number of beta testers will be chosen.
Beta testers that do not provide feedback may be dropped without notice.

Here is a brief description to get your interest:
This game was inspired with the people who couldn't complete Zelda II in mind.
The series makes a triumphant return to its overhead roots in this "third installment"
of the NES game series, in all its retro-style glory. But that doesn't mean it's gonna be easy...

Story:
After being slain by his dark self in Zelda II: The Adventure of Link, our hero
finds himself in the underworld, realm of the dead. Is Link doomed forever?
They say that "you can't take it with you", and Link discovers how true that is
as he begins this quest with nothing but the tunic on his back...

Graphics:
I will be basing the graphics on the default tileset to get that NES "look", but I will
be making lots of subtle enhancements, to improve upon the original, just like it
was an actual sequel, and I will be making brand new tiles as well. I will be limiting
myself to the NES palette (plus a couple extra grays and some minor shading effects),
but there will be no limit to colors per sprite or per screen.

Features:
• Tired of overly helpful "navi" characters? In this game you can get as little or as much help
as you need! Obtain advice from Gossip Stones, Hint Sellers, and Fortune Tellers!
• Diagonal Movement!
• Scripts!
• Original Items!
• Unique twists on Classic Items!
• Cinematic Cutscenes!
• Original Environments and Settings!
• Enjoy a broad range of music selected specifically for this game!
• Stereo Sound!
• Engage in dialogue with NPC characters!
• Unique Enemy and NPC Sound Effects!
• Original Enemies, Bosses, and Graphics!
• Take on any Boss as many times as you want!
• 8-Bit Color Depth!
• Weather and Lighting Effects!
• Original Puzzle Elements!
• Take part in a Trading Quest!
• Story unfolds as you play!
• Mini-Games ...and more!

How the Hint Coins work:
• Hint Coins are numbered from 1 to 5 (counting from left to right on your Active Subscreen).
• Lower numbered Hint Coins refer to puzzles early on in the dungeon, while higher numbered Hint Coins refer to later puzzles.
• If you talk to a Hint Seller, he will take your highest numbered Hint Coin, and tell you the corresponding hint.
• In this way, the hint you hear is more likely to relate to your current level of progress in the dungeon.
• BUT if you sell your Hint Coins to a Shop Keeper, higher numbered Hint Coins will sell for more Rupees
than lower numbered Hint Coins
Credits

Banner:
 
ZeeThreeRoll.png

Banner Code


Edited by Cukeman, 22 December 2015 - 05:15 AM.


#2 Mero

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Posted 09 July 2011 - 07:17 PM

I'm a bit confused. In version 1.0 can you actually beat the game? If so I really need to get off my ass and start playing the damn thing Haven't even gotten the sword yet. icon_lol.gif

Edited by blackbishop89, 16 August 2011 - 11:10 AM.


#3 Cukeman

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    "Tra la la, look for Sahasrahla. ... ... ..."

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Posted 09 July 2011 - 10:15 PM

I put an end-game/zelda flag (or whatever it's called now), at the entrance to the second area, because that part isn't complete yet.

Edited by Cukeman, 13 October 2011 - 02:58 PM.


#4 TheLegend_njf

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Posted 09 July 2011 - 10:48 PM

I'm a challenge junkie too. But I found a good rule of thumb on making quests comfortable for players.

If an expert can beat the game using the green suit and no potions but find the quest very challenging and enjoyable. Than a novice would get that same experience with a blue or red suit and several potions.

Long story short, if you can't beat the game yourself with the bare minimum essential equipment, how can a 7 year old kid who's never played with the Zelda 1 game engine gonna do? Regardless of equipment.

An optional level is good To pack the punch in challenge. Let them have it!

#5 Old-Skool

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Posted 10 July 2011 - 02:15 PM

Wait, you already have a quest called Zelda III? Me Bigjoe and 4matsy were already working on a Zelda III. It's dead now though, but the storyboard was finished.

#6 Cukeman

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    "Tra la la, look for Sahasrahla. ... ... ..."

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Posted 10 July 2011 - 04:32 PM

QUOTE(King Aquamentus @ Jul 10 2011, 12:15 PM)  

Wait, you already have a quest called Zelda III? Me Bigjoe and 4matsy were already working on a Zelda III. It's dead now though, but the storyboard was finished.


What was it like?

#7 Mero

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Posted 10 July 2011 - 04:37 PM

Will you be making this with RC2?

#8 Cukeman

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Posted 10 July 2011 - 04:42 PM

QUOTE(blackbishop89 @ Jul 10 2011, 02:37 PM)  

Will you be making this with RC2?


Yes, if and when I can get it to install. I would prefer to make it in the alpha build for Mac (when it's released) though.

Edited by Cukeman, 10 July 2011 - 04:45 PM.


#9 Mero

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Posted 10 July 2011 - 04:44 PM

QUOTE(Cukeman @ Jul 10 2011, 03:42 PM)  

Yes, if and when I can get it working, or in the alpha build for Mac depending on when it's released.

It's not working? You should contact Saffith about any problems your having getting RC builds to work. I believe he's the one in charge of that. icon_wink.gif

#10 Old-Skool

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Posted 10 July 2011 - 09:57 PM

QUOTE(Cukeman @ Jul 10 2011, 04:32 PM)  

What was it like?


It borrowed *very slightly* from the comic (ie: borrowed ONE major thing.) Noting the danger of keeping the Triforce in Hyrule, the two Zeldas (from Zelda I and Zelda II) agreed to try hiding it in Calatia, with Link sent off as a guardian for it. No biggie for Link: Calatia is the land he came from. Unfortunately, not long after he arrives, several monsters appear, accosting people and asking them questions about it. The plan is a failure. Link is now tasked with recovering the Triforces of Power, Wisdom, and Courage from their hiding places... ...and then returning to Hyrule in one piece. At least, that's the mission he's given by the ruling Zelda. The quest expands well beyond this, as Link is dealing with repressed memories, and with the leader of the whole regime behind Zelda II's subplot to revive Ganon. In short

A: Get the triforces
B: Get back to Hyrule
C: Get some answers as to your past
D: Settle the score once and for all with Ganon's minions.

As a story, it was wildly popular on The Hylia You can read it here

Edited by King Aquamentus, 10 July 2011 - 09:59 PM.


#11 Sheik

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Posted 25 July 2011 - 12:05 PM

QUOTE
---------------------------------------------------------------------------------------
The first completed area of my quest is now on YouTube. I made a movie for anyone who may need help, or isn't up to playing:
http://www.youtube.c...nel_video_title (Zelda III: The Return of Link)
---------------------------------------------------------------------------------------

Very impressive! I really really like what you've got going on here.
May I suggest posting some in-game screenshots in this thread and in the Offical Quest Screenshot Thread? People will pay more attention to your quest if you do, and this looks a lot like it deserves more attention. This is the best Classic Quest I've seen on the forums since I joined. I really feel people should take a look at this quest.
Two thumbs way up! icon_thumbsup.gif icon_thumbsup.gif

#12 Cukeman

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Posted 25 July 2011 - 12:07 PM

Thanks very much Sheik91, I didn't want to put up screens until I modified the graphics slightly.

#13 Moosh

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Posted 25 July 2011 - 02:10 PM

I beat level 1, and I have to say that while the visuals were stunning, the actual design felt a bit bland. For example, the second room felt really empty. Also, a lot of the puzzles felt very guess and check. You expected me to do things that made no sense, like pushing a block into a wall. Looking forward to more. Your overworlds are GORGEOUS!

#14 Cukeman

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Posted 25 July 2011 - 02:38 PM

QUOTE(Pokemonmaster64 @ Jul 25 2011, 12:10 PM)  

I beat level 1, and I have to say that while the visuals were stunning, the actual design felt a bit bland. For example, the second room felt really empty. Also, a lot of the puzzles felt very guess and check. You expected me to do things that made no sense, like pushing a block into a wall. Looking forward to more. Your overworlds are GORGEOUS!


lol. I'm evil that way icon_naughty.gif icon_superevil.gif

But seriously, what do you think? Is it enough of a problem to change it?
I realize that it isn't exactly 100% fair (although quest rules certainly allow for the pushing
of blocks into solid combos, and there is a Zelda mantra about pushing every block).

It also doesn't make sense that you have to use a sword to slash a block, so that you can
push an existing block where the slashed block used to be. Especially since you can push
blocks into purportedly "solid" combos in the block puzzle you mentioned.

I did try to give a clue about slashing the block by having the game taunt you that "Your sword
is useless", which should give players a hint that the sword is NOT useless. Most players probably
think that this refers ONLY to the inability of the sword to hurt the orange Dodongo, while it actually
refers to the slashable block as well.

All I was trying to do was be innovative in my puzzles, and get players to re-think the possibilities
involved in classic Zelda puzzles. To be honest I think the ability to push a block into a "solid" combo
is merely equally as devious as having false walls in a dungeon.

I wanted my quest to have harder puzzles than your average Zelda game, but not TOO hard.

By the "second room" do you mean the entry room, the boomerang stalfos room, or the room behind the
false wall?

Thanks for the wonderful compliments BTW icon_biggrin.gif

EDIT: What did you think about having "solid" blocks be walkable or half walkable?

Edited by Cukeman, 25 July 2011 - 02:50 PM.


#15 Sheik

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Posted 25 July 2011 - 03:13 PM

Oh yeah, I noticed that, too. Personally, I agree that puzzles that make no sense should be kept out of any game. But after a specific quest with unimaginable senseless puzzles has been ridiculously prominent/sucessful on this forum, I thought it might just be me that has a problem with such puzzles. If you can, avoid them, I'd say.
And I also felt that your overworlds are way prettier than the dungeon interior was, but there's only so much you can do with a Classic dungeon anyways.


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