Jump to content

Photo

FELIX : Courage Saga! [official Project Thread]


  • This topic is locked This topic is locked
46 replies to this topic

#1 Schwa

Schwa

    Enjoy the Moment more. This strengthens Imagination.

  • Members
  • Real Name:Hunter S.
  • Location:Redmond Subspace (I had a Potion)

Posted 13 March 2013 - 07:17 PM

. . .
Get hype, everyone.



IPB Image

THIS is my Quest. My beloved child. My fruit of my own creativity and crazy-intense passion for both ZQuest and ZScript-- still in its budding phase, but matured enough to warrant an official Project Thread, at long freaking last.

Stay up to date with my project by visiting this Thread whenever you see me post here! Occasional screenshots, even-more-occasional videos, and plenty of long-winded ranty posts in true Schwa fashion await you in the coming days.

~~~ ~~~ ~~~

Quest info, Story, and Gameplay synapsis: (warning, maybe spoilers)

I'll say right now, in case you couldn't tell from the video, that this Quest is not for the faint of heart, in more ways than one. It is not only very psychologically disturbing in an inspired Shin Megami Tensei, play-off-your-own-fears fashion, it also aims to play unlike anything Zelda Classic has ever offered you before. Thanks to hundreds-- maybe at some point thousands-- of scripts, the entire game engine has been hacked and rewritten. Enemy knockback physics? Link damage physics? Item physics? Yes. Everything. Every. Thing.

You may ask, why do I go through with such an ambitious thing when I could much more easily make the ordinary ZC physics work? Really it's because I love ZScript to death. Much as I love being the center of attention, I honestly don't aim to "please" anyone with this insane game. I'm making it because I like to. Because scripting is fun. It is my stress outlet, and the psychological elements in the storyline are also a stress outlet, sorta my way to vent my own nightmares a little while doing something appealing to my inner geek, you know? The upside is that people can play it and hopefully enjoy it when it's finished, because it's a ZC quest in addition to my own little therapeutic-ish hobby. :)

. . .

ANYWAY. The plot for the game. I allow it to be vague on purpose, at least at first, leaving the player just as bewildered as Felix is. But what you know (from the video, and in general if you play more than 20 or 30 minutes in) is that Felix is an "ordinary boy from our world", who's suddenly woken up in a freakish other-reality made up of all our own, manifested nightmares and demons.

In TTGL fashion, "your enemy is the universe itself". The main villain IS the world you're in, and it is actively trying to kill you as you play-- the very scenery will even distort at will and suddenly grow new hazards to unexpectedly ensnare you in some places on the overworld, IWBTG style only slightly less extreme. It is also why, in the video, "hordes of enemies" come to kill Felix in an organized fashion when they are attracted by Mage's slaphazard job on teleporting him; all living creatures (presumably) besides Mage (and who knows? maybe Mage is really a bad guy too) and Felix himself are mindless, soulless puppets of this nightmare-dimension, and Felix is a little ant being tortured and toyed with by the world's countless, metaphorical claws and limbs, fighting for his practically hopeless survival.

Fortunately, there's a high kicker in Felix's hand of cards: when he was sucked here, he suddenly became a super badass, for some reason. The moment he picked up the sword teleported to him by Mage, he immediately felt "like he's been a master swordsman for over a hundred years", and any other item or weapon he'll pick up throughout the whole game, he'll also instinctively master on the spot. When he kills bosses or minibosses, his power increases further and he (invisibly) gains higher Max HP and permanently deals more damage with all attacks, Defense goes up against attacks, etc. (So, this game does have some RPG elements, such as numerical damage values and the Status Conditions like Poison, Stun, Jinx, etc. that you've seen in the video... "leveling up" is done simply by making progress through the story; the farther you get in the game, the more superior you will become to places and foes you've already "beaten", it is automatic and this system eliminates level-grinding, I'm proud to say.) He has no idea why he's suddenly got superhero powers, though, and the farther he gets through the game, the more he begins to doubt that he was really who he thought he was his whole life... especially when his w ...... :D

Felix's goal is ultimately to return home to the life he's always had. But the tainted universe he's a prisoner of will never let him leave without consuming his soul. So, he has no choice but to destroy it, or die. And to destroy the universe that traps him, there are specific locations in this world that seem to be thick knots or welts on the universe's membrane of corruption (which is my fancy way of saying EIGHT DUNGEONS), and Mage believes they are the world's weak points that can be attacked for Massive Damage (which is my fancy way of saying BEAT BOSSES OF EIGHT DUNGEONS), disrupting/rupturing the membrane and eventually exposing the Heart, which can then be destroyed (which is my fancy way of saying BEAT LEVEL NINE AND WIN THE GAME). It gets more complicated though (naturally!), as it turns out there is more than one membrane to breach (which is my fancy way of saying there will be a Light World and a Dark World, maybe even a Super Dark World as a third layer but I haven't decided-- definitely at least two layers though), and thus, more than "eight dungeons", as the first membrane must be breached in order to start attacking the second, which it protects. But no more than sixteen main dungeons (eight for Light, eight for Dark), or seventeen if I'm counting the "Level 9" or "Heart". Maybe less if I decide enough is enough. And the second layer is an enormous jump from gameplay when the player will get there for the first time-- all the rules of the game will be suddenly changed when the player finds out what's waiting for him there. As it is, Felix can't even survive in the second layer without becoming instantly liquified and absorbed by the evil world-- he will need "special protection", which is of major relevance to the plot, so I will not say what it is, just that if you're thinking it's a simple Varia Suit gimmick then you're way way off (though there will be such a gimmick for the volcanic level that is Light World Level 3 >;P which is a totally different topic).

Enemies in this game are smart. I've successfully programmed in intelligent AI that knows how to chase Felix or how to run away from him, the enemies don't stick to just random movement all the time. If there are 5 or 6 Moblins on the screen, instead of just 1 or 2, they will carefully try to surround him on all sides, while some move in for melee attacks and others stay back and throw spears. Blue Octoroks have a special, charged-up Artillery Attack where they spit four, giant, Stun-inflicting rocks in two volleys, instead of just one, and they will only use this attack if they are far away and have time to charge it up. Some enemies actively try to dodge your attacks, and some still even try to dodge and then counterattack your blind spot! Some enemies (will) carry various melee weapons as well and attack different than usual; can you imagine fighting a Lynel wielding a giant Halberd which he can perform cleaving, two-tile swipe attacks with, similar to your own Sword's abilities, while furthermore actively trying to get into your melee range and avoid or deflect your projectiles? And some enemies, perhaps the nastiest types of all, actively help their allies by healing off the damage you do or buffing them with attack, defense or speed bonuses-- the red cross on these guys's robes isn't just for show and you will IMMMEDIATELY be like "uuuuggggggghhhhhhh" when you see them present in a dungeon room, ready to assist their cohorts.

I could go on, and I will. Later. For now, I can summarize my quest by saying it will be the most dynamic, non-conventional thing you have ever experienced in Zelda Classic (or your Monopoly money back). ;3 If you're aching for a quest that demands your full undivided attention as well as one that will utterly sweep you off your feet, and don't mind utterly taxing difficulty-- but one that demands heavy skill-based gameplay and NOT cheap tactics, then you can look no further than here. ^_~ If you prefer more easy-going quests that you can play at your own pace, or quests where you already know what the Sword, what the Arrows, what Octoroks or basically what everything ever already does, without the challenge of re-learning a brand new Zelda Classic, this one may not be for you-- but you're certainly welcome to see if I can't convert you to my side, bwahaha~

I hope this project thread gets as much love as I have for the child of my creative drive.

"FELIX : Courage Saga!".

Face Your Fears.


(3/13 edit: Added some description on the gameplay, and what I plan/hope to do with it and what direction to take it. I was pressed for time at the moment of making the thread because Starbucks was closing, hehe.)

Edited by Schwa, 13 March 2013 - 10:52 PM.


#2 Koh

Koh

    Tamer Koh

  • Members
  • Real Name:Dominic
  • Location:Monsbaiya, Virginia

Posted 13 March 2013 - 07:33 PM

Obligatory "first" statement.

The sonic victory theme? I like what I see so far...I'm surprsied you used my alternate classic Link in here; didn't know you liked them that much lol. Well, I can tell you used scripting to oblivion for this, and that my friend is going to set this quest apart MILES from the others that feel so standard. I look forward to the day I can play this.

Edited by Koh, 13 March 2013 - 07:34 PM.


#3 Saffith

Saffith

    IPv7 user

  • Members

Posted 13 March 2013 - 07:50 PM

You misspelled "deranged" (at 3:37). Aside from that, it looks pretty cool. icon_razz.gif

Pretty impressive script work. I didn't realize how much you can do with Screen->Wavy.

#4 Moosh

Moosh

    The Mush

  • Moderators

Posted 13 March 2013 - 07:52 PM

It's SCHWANTASTIC! There really are no words to describe how amazing this quest is. My only complaint is that I don't really like the effect with the floating enemies around the screen borders. It looks really disorienting which is the last thing the player needs in a tutorial stage.

#5 Koh

Koh

    Tamer Koh

  • Members
  • Real Name:Dominic
  • Location:Monsbaiya, Virginia

Posted 13 March 2013 - 08:04 PM

QUOTE(Moosh @ Mar 13 2013, 08:52 PM) View Post

It's SCHWANTASTIC!

icon_doh.gif

Though I do agree with the floating enemies; it's hard to tell what you actually need to be hitting. I recommend making them transparent or something, if you want to keep them in =).

#6 Moosh

Moosh

    The Mush

  • Moderators

Posted 13 March 2013 - 08:28 PM

Yeah I think if they were transparent and had some sort of visual effect for when they poof out of existence it would look much better.

QUOTE(Koh @ Mar 13 2013, 07:04 PM) View Post

icon_doh.gif

Schwa is the law, man! You gotta learn to schwaccommodate for and become one with the schwa within you and oh god what am I doing.

#7 The Satellite

The Satellite

    May the way of the Hero lead to the Triforce.

  • Members
  • Real Name:Michael
  • Pronouns:He / Him

Posted 13 March 2013 - 08:57 PM

I honestly can't say I'm excited for this at all. A lot of it I feel probably stems from some negative experience with the tech demo you released... however long ago that was. That's not to say you haven't done any impressive scripting work, but honestly the impression I get from this is that it's more of a showcase of what you can do rather than that you're building a balanced quest using scripts as support. And a major concern I have is regarding the swordplay. Mainly, I wonder whether it's been touched up at all since the tech demo; not gonna lie, it seemed... needlessly complex, and I honestly felt like I'd have been better off with the regular ZC scheme. It's a contributor to the difficulty; not mastering the controls means getting brutalized, which I feel is... kind of cheap. Unless of course you're aiming to create a quest that's basically an enemy gauntlet; I haven't been religiously following this project (there are few I do) so you may have said that somewhere and I either forgot or never saw it.

I'm not trying to discourage you here, I'm just wanting to help you get as much insight as you can from all angles and try to make the best experience. Heck, some of this I probably should have said back when the tech demo was released, but, well, you sorta... disappeared. But now that you're public with the project again, it seemed like a good opportunity to get some of this off of my chest. Hopefully you prove me wrong, but I felt like some of this needed to be said.

#8 Xenix

Xenix

    Well excuse me princess.

  • Members
  • Real Name:Chris
  • Pronouns:He / Him

Posted 13 March 2013 - 09:06 PM

This nothing short of the awesomeness that is Schwa! Fantastic work!!! icon_biggrin.gif

#9 Jared

Jared

    Deified

  • Members
  • Real Name:Jared
  • Pronouns:He / Him
  • Location:Massachusetts

Posted 13 March 2013 - 09:14 PM

Well, that's the point of the tutorial stage, TS. You will easily get used to the controls and how Felix plays.

Schwa, this is amazing work. I know how many hours have been put into this, and that's probably hundreds as it is. Just...wow. This is easily my most excited-for quest right now. Keep doing awesome, looking forward to it! icon_thumbsup.gif

#10 Schwa

Schwa

    Enjoy the Moment more. This strengthens Imagination.

  • Members
  • Real Name:Hunter S.
  • Location:Redmond Subspace (I had a Potion)

Posted 14 March 2013 - 12:00 AM

First post edited. Quest, Gameplay and Story Info is now described in detail. icon_smile.gif Give it a read if you have time.

Now for the replies!

QUOTE(Koh @ Mar 13 2013, 05:33 PM) View Post
I like what I see so far...I'm surprsied you used my alternate classic Link in here; didn't know you liked them that much lol.

Ah, I do! And thank you for them. ^^ However, eventually I'll be changing his graphics completely so that he doesn't look anything like Link (but still looks 8-bit, or "12-bit" as I prefer to call my own, 8-color NES graphic style mod). I just haven't decided on the look I want to give him yet.

Retooling his animation frames will be easy enough, long as the new Felix graphics have all the same poses, so I can worry about this now or later or whenever I want without any issue.

QUOTE(Saffith @ Mar 13 2013, 05:50 PM) View Post

You misspelled "deranged" (at 3:37). Aside from that, it looks pretty cool. icon_razz.gif

AAAGGGHHH icon_eyeitus.gif WHY WHY WHY

QUOTE(Saffith @ Mar 13 2013, 05:50 PM) View Post

Pretty impressive script work. I didn't realize how much you can do with Screen->Wavy.

Well thanks! Yeah it was a neat stroke.

Here's a snippet of the routines I wrote to make the screen warble, warp Felix, and un-warble. "PhaseTimer" is a local variable that increases by 1 every frame in the FFC, and the part about Screen->D[0] and "PhaseEnd" are used to keep track of which Sword move the Tutorial Stage is currently "teaching" you. "FelixInvinc" is a Global variable I can set above 0 to disable Felix's hitbox for that many frames whenever I want (meaning I set it so Felix cannot be hurt while the screen is adjusting into focus, to prevent any cheap hits on the player).

CODE

// Warp to next screen?
if(Screen->D[0] >= PhaseEnd)
{
    // Make Felix invincible since the phase is ending
     FelixInvinc    = 60;

    // Warble and distort the screen as it fizzles out and to the next one
    if(PhaseTimer == -1)
        Game->PlaySound(59);    // warbling sound effect
    if(PhaseTimer > -20)
        Screen->Wavy    += 2;
    else if(PhaseTimer < -40)
        Screen->Wavy    += 12;

    // Execute the Screen Warp
    if(Screen->Wavy > 300)
        Link->Warp(Game->GetCurDMap(), Game->GetCurScreen() + 1);
}

CODE

// Make the screen recover from waviness quicker (before the main script even runs)
while(Screen->Wavy > 0)
{
     FelixInvinc    = 60;    // make Felix invincible until the screen is normal

    if(Screen->Wavy > 220)
        Screen->Wavy -= 2;
    if(Screen->Wavy > 140)
        Screen->Wavy -= 2;
    if(Screen->Wavy > 80)
        Screen->Wavy -= 2;
    if(Screen->Wavy > 30)
        Screen->Wavy --;
    Waitframe();
}

These are both just snippets, so they won't run if you just blindly insert them. Though the second one will run if you remove the "FelixInvinc = 60;" line. What it does is make the screen "de-wavy" faster the wavier it is, forcing the screen to come into focus at a gradually slower pace until it eventually is all in focus.

QUOTE(Moosh @ Mar 13 2013, 05:52 PM) View Post

It's SCHWANTASTIC! There really are no words to describe how amazing this quest is. My only complaint is that I don't really like the effect with the floating enemies around the screen borders. It looks really disorienting which is the last thing the player needs in a tutorial stage.
QUOTE(Koh @ Mar 13 2013, 06:04 PM) View Post

Though I do agree with the floating enemies; it's hard to tell what you actually need to be hitting. I recommend making them transparent or something, if you want to keep them in =).

They are transparent. icon_wink.gif The game runs at 60 FPS, but I recorded it at 30 because it's easier on my poor computer. The sprites all flicker rapidly fast to make a fake-transparency effect, meaning even the transparent sprites are doubly transparent.

Lots of my things flicker in this quest. Epileptics beware! (I'll put a disclaimer in-game that says that, don't worry.)

The sprites are purposefully supposed to disorient you. The spontaneous wavy effect as you're forcibly teleported and interrupted from battle, same deal. This game is made to mess with your head and keep you on the edge of that border between engaged and stressed out-- the Red Critical HP Borders also have a psychological effect of adding to your stress when the stakes are highest. I think of these things.

Also, we could say this "introduction to being disoriented" is also a form of tutorial. Same with the very first boss being so intense. It's the game's way of telling the player heart to heart that "you're playing this quest, and this is what's in store for you". ^^ I thought of that too.

QUOTE(Moosh @ Mar 13 2013, 06:28 PM) View Post

Schwa is the law, man! You gotta learn to schwaccommodate for and become one with the schwa within you and oh god what am I doing.

Hey, no need to be so schwabvious about it, that's not a very schwagical idea. You might schwart a flame schwar if you schwound so inschwensitive so schwaften!

QUOTE(The Satellite @ Mar 13 2013, 06:57 PM) View Post

I honestly can't say I'm excited for this at all. A lot of it I feel probably stems from some negative experience with the tech demo you released... however long ago that was. That's not to say you haven't done any impressive scripting work, but honestly the impression I get from this is that it's more of a showcase of what you can do rather than that you're building a balanced quest using scripts as support. And a major concern I have is regarding the swordplay. Mainly, I wonder whether it's been touched up at all since the tech demo; not gonna lie, it seemed... needlessly complex, and I honestly felt like I'd have been better off with the regular ZC scheme. It's a contributor to the difficulty; not mastering the controls means getting brutalized, which I feel is... kind of cheap. Unless of course you're aiming to create a quest that's basically an enemy gauntlet; I haven't been religiously following this project (there are few I do) so you may have said that somewhere and I either forgot or never saw it.

No problems here. icon_smile.gif If this quest isn't for you then it isn't for you. I never really liked Lost Isle very much myself (though granted the last I tried it was years ago-- could be that if I tried again I'd like it now), but Peteo and I still seem to be on good terms, and I even helped him with a few of his scripts a little while back. Your opinions are 100% as valid as anyone else's here and I will take them all on with equal pride.

QUOTE(The Satellite @ Mar 13 2013, 06:57 PM) View Post

I'm not trying to discourage you here

NO U (Ahh, that takes me back)

QUOTE(The Satellite @ Mar 13 2013, 06:57 PM) View Post

I'm just wanting to help you get as much insight as you can from all angles and try to make the best experience. Heck, some of this I probably should have said back when the tech demo was released, but, well, you sorta... disappeared. But now that you're public with the project again, it seemed like a good opportunity to get some of this off of my chest. Hopefully you prove me wrong, but I felt like some of this needed to be said.

I have a confession to make, and feel free to get mad at me for it. The reason I disappeared back then was because I was discouraged by said criticisms, and my drive to create this game was broken like a twig. icon_frown.gif

Not that I'm blaming you. The blame is 100% on me. I've made my resolutions to create this game after all because I want to, I've decided, which ought to have been my reasons in the first place. It was a learning experience for me to deal with that haitus, and I hope I came out stronger.

QUOTE(Jared @ Mar 13 2013, 07:14 PM) View Post

Well, that's the point of the tutorial stage, TS. You will easily get used to the controls and how Felix plays.

Mmmh, don't be so sure-- when I gave the game to you and to one other guy here to bug-test that custom boss, you picked the controls up much faster than he did. Because of that, I realized the controls were in fact a little too rigid, and that's what drove me to make Spin Attacks completely invincible during and slightly afterward, and make Power Thrusts thrust farther than they used to and also make Felix invincible mid-thrust (at one point in the video you'll see him rocket right through a rock without taking damage using Power Thrust).

The custom Sword mechanics are not completely balanced just yet-- it will be a nonstop WIP the entire time I develop this quest. Same goes with basically anything else I've rewritten from the original game engine. Since it is brand new and all my own design, conventional rules for anything which is normally practiced in ZQuest goes right out the window, and I am on my own to blindly figure it out until I get it. It's a big adventure for me which has already taught me a lot about gaming theory and player psychology. icon_smile.gif

#11 kurt91

kurt91

    Follower of Destiny

  • Members
  • Real Name:Kurtis
  • Location:Eastern Washington University

Posted 14 March 2013 - 01:08 AM

Wanted to put in my two cents on this earlier, but I was stuck babysitting and didn't have time to do so.

So, the official name is "FELIX: Courage Saga!"? I'm going to assume the the "CS" in "Project RCS" meant "Courage Saga", but what did the "R" stand for?

I saw the video, and while I liked just about everything I saw, the fact the the resolution for the video only had the option of 240p was just killing me. The artwork looks really nice in this, why would you make the video so blurry?!?

I watched the video with my 5-year-old brother, now you've got a critic. He doesn't know anything about how ZC works, so he doesn't really have an opinion on all your custom stuff, but the second the results screen for the fight came up, the first thing out of his mouth was "Why did he screw up the Sonic music?" (I had to smile at that, sorry.) Also, the auto-saving looks like it'll be a god-send. From how it looks, the fact that it will save-scum itself for me will be really appreciated!

Regarding the custom battle system, just how many abilities are there for the sword that you haven't shown off? It's just that, a lot of the commands to use each ability seem more complex than they need to be. A good rule of thumb would be to make each skill as simple as possible to accomplish.

For example, the "Power Thrust" is set to "Back + A, Forward + A + A". Wouldn't it be simpler to just be something like "Back, Forward + A"? "Spin Attack" starts off requiring the player to tap R, then hold R while inputting the button sequence. Why not just let the player hold R instead of multiple presses of the same button?

My only other suggestion regarding the sword abilities is that your diagrams are rather complex. You had explained to me earlier how the spin attack was activated, but I still had to stop and re-read the diagram a couple of times to figure out what you meant. Your complex way of showing off the directional semi-circle would be much easier to interpret if you can animate the arrow to just show the semi-circle and have "Back to Fwd" written underneath it.

Okay, I'm going to go off-topic a bit here. I love the music you picked for the boss fight! Mega Man Battle Network is my absolute favorite series! Have you actually played the games, or did you just find the song and decide it sounded good? God, I spent the whole fight just humming along to the music!

Anyways, back on-topic. The game looks like a lot of fun. Most of the things that seemed unfair at first, I noticed slight tells and warnings ahead of times, which is a really good sign. The only thing that truly scared me about trying to play this is that one battle arena where you don't give the player the sword until they've survived a set amount of time, but other than that, it seems like it'll be difficult, but in a completely fair way. I'm really looking forward to getting to try a demo of this when you release one.

(Can you tell I had the video open and was re-watching it as I typed this?)

Edited by kurt91, 14 March 2013 - 01:10 AM.


#12 Theryan

Theryan

    Burrito

  • Members

Posted 14 March 2013 - 01:26 AM

I've been trying to figure out a way to put my feelings for this into words... I can't. You never cease to amaze me, Schwa.

#13 Schwa

Schwa

    Enjoy the Moment more. This strengthens Imagination.

  • Members
  • Real Name:Hunter S.
  • Location:Redmond Subspace (I had a Potion)

Posted 14 March 2013 - 02:06 AM

Yaaay it's a Kurt post! (I love your posts because they're so ranty and long like MINE icon_bounce.gif )

QUOTE(kurt91 @ Mar 13 2013, 11:08 PM) View Post

So, the official name is "FELIX: Courage Saga!"? I'm going to assume the the "CS" in "Project RCS" meant "Courage Saga", but what did the "R" stand for?

The original name at that time was going to be "Refragmenting Courage Saga", but at the same time, I still wasn't sure. So I publicly called it Project RCS until I decided on the name I was absolutely going to use.

And to be super annoyingly technical, the actual name of the quest is "FELIX : Courage Saga!", not "FELIX: Courage Saga!". With the extra space separating the colon from the X and the C. icon_badrazz.gif I know nobody will care whatsoever, but when one day this Quest goes into the database, that's how it will be spelled.

QUOTE(kurt91 @ Mar 13 2013, 11:08 PM) View Post

I saw the video, and while I liked just about everything I saw, the fact the the resolution for the video only had the option of 240p was just killing me. The artwork looks really nice in this, why would you make the video so blurry?!?

It never gave me the option to change it. icon_shrug.gif I'm not a "YouTube master", you know, if there even is such a thing.

QUOTE(kurt91 @ Mar 13 2013, 11:08 PM) View Post

Also, the auto-saving looks like it'll be a god-send. From how it looks, the fact that it will save-scum itself for me will be really appreciated!

You like the "SaveTheGame()" routine I wrote, eh? icon_wink.gif I think it's pretty excellent too. I'll gladly release it to the database if it's so well-liked! Long as you have your own custom graphic for the "SAVING" dialogue box that pops up, it could currently work with any quest in existence, no fancy-shmancy gunk!

QUOTE(kurt91 @ Mar 13 2013, 11:08 PM) View Post

Regarding the custom battle system, just how many abilities are there for the sword that you haven't shown off? It's just that, a lot of the commands to use each ability seem more complex than they need to be. A good rule of thumb would be to make each skill as simple as possible to accomplish.

For example, the "Power Thrust" is set to "Back + A, Forward + A + A". Wouldn't it be simpler to just be something like "Back, Forward + A"? "Spin Attack" starts off requiring the player to tap R, then hold R while inputting the button sequence. Why not just let the player hold R instead of multiple presses of the same button?

For Power Thrust: Maybe changing it to [Back][Fwd][A][A] wouldn't be unheard of, so players aren't forced to Quickstep in order to do it. Still not sure. The reason why there ought to be two [A]s in a row at the end is to allow players to not Power Thrust if they don't want to. It gives them more control over Felix if they'd rather just immediately do one forward Stab after Quickstepping and then run away from whatever's fighting them.

For Spin Attack: Holding R without the double-tap is the regular Guard stance, where Felix stands in place and can block attacks without Quickstepping. With only two buttons per item to work with (since R is the "secondary A button" and L is the "secondary B button"), double-tap R to switch from Guarding to Charging was the only thing I could think of.

QUOTE(kurt91 @ Mar 13 2013, 11:08 PM) View Post

My only other suggestion regarding the sword abilities is that your diagrams are rather complex. You had explained to me earlier how the spin attack was activated, but I still had to stop and re-read the diagram a couple of times to figure out what you meant. Your complex way of showing off the directional semi-circle would be much easier to interpret if you can animate the arrow to just show the semi-circle and have "Back to Fwd" written underneath it.

Hmmm! Good to know! I was thinking showing the animation would be harder for players to understand. It took me literally years to figure out that "quarter-circle forward" in Street Fighter for Ryu's Haddouken attack (that blue fireball thing you always see him throwing) was lingo for "down, diagonal-down-right, right", so I assumed it would make the most sense if I just explained the literal order of button inputs used instead of abbreviate it in such a way.

You're right about an animated diagram being a much better idea, though. I'll have to come up with an entirely new script just for the Spin Attack portion of the Tutorial if I'm giving it such a revamp, but if it's clearly superior, which it is, then I'm fine with it...

QUOTE(kurt91 @ Mar 13 2013, 11:08 PM) View Post

Okay, I'm going to go off-topic a bit here. I love the music you picked for the boss fight! Mega Man Battle Network is my absolute favorite series! Have you actually played the games, or did you just find the song and decide it sounded good? God, I spent the whole fight just humming along to the music!

How is that off-topic? icon_razz.gif Hehe.

I've beaten MMBN4 and tried a little of 5 and 6. (On 5 I was honestly too bad at the game I guess to beat ShadeMan.EXE, the second Liberation Mission. I got stuck there and failed to ever beat that part.)

I liked 6's boss music a lot, and I think the particular MIDI worked wonders to generate a feel that was intense, stressful, gritty and encouraging all at the same time. I intend to use this as Miniboss music for all Miniboss encounters in this Quest. Actual, full-fledged Dungeon Bosses will have something different.

QUOTE(kurt91 @ Mar 13 2013, 11:08 PM) View Post

The game looks like a lot of fun. Most of the things that seemed unfair at first, I noticed slight tells and warnings ahead of times, which is a really good sign. The only thing that truly scared me about trying to play this is that one battle arena where you don't give the player the sword until they've survived a set amount of time, but other than that, it seems like it'll be difficult, but in a completely fair way. I'm really looking forward to getting to try a demo of this when you release one.

I'm glad you like what you see! Remember that my goal is to enforce heavy skill-based gameplay and NOT cheap shots on the player, so it's always good for me to hear input on that aspect.

I do intend to tone the Swordless segment down a little, actually; believe it or not the Tutorial Stage is not completely finished. Instead of a set amount of enemies and a set time limit between each warp (which is currently a placeholder because I really just wanted to get this debut trailer out already), it will use a Wave system kinda like the Skirmish at the beginning of the video (but with no "# Waves Left!" marquee), where after you beat x amount of Waves on each screen, a final Wave will play which generally has way-too-difficult enemies to fight, and the automatic warp will kick in after x seconds of being in that Wave has passed.

An example of what one Tutorial Stage screen will really go like:
* Felix must defeat 3 Red Octoroks and 1 Wasp
* Felix must defeat 2 Red Octoroks, 1 Blue one, 1 Wasp and 2 Peahats
* Felix must survive 2 Red Lynels holding Greatswords, 3 Red Octoroks, 1 Blue one and 2 Peahats for 10 seconds
* Felix is warped to the next screen safely

The super-overpowered enemies showing up but only temporarily would add to the effect on the player of "oh god I am completely out of my element what is happening" the whole experience is supposed to give off. Starting out swordless and surrounded by enemies already does that, and this will do that more, and the phantom images of dangerous enemies flitzing along the screen borders the whole time makes it all the more unnerving when a Lynel or a Darknut really DOES show up and it's not a phantom. In addition, sometimes the final Waves will have these much-tougher enemies and sometimes they won't, AND some Waves will even be partially randomly generated. This way there is very little way for the player to know that he's on the last Wave of that screen and can just chill or find a hiding spot-- I want the player to feel he's being drowned in unending chaos and there's no way out whatsoever. The only screen that makes you kill everything on the final Wave (and thus, no impossibly hard enemies) is the final one, and once you do, that's when Felix says "it should be safe now, but I still feel something out there" and then you try to leave but the Boss appears and you have to fight it instead, like in the video.

Also. The final enemy in every Wave in the Tutorial Stage will drop a Heart 100% of the time. This means like 2, 3 or 4 Hearts guaranteed per Wave. This IS the Tutorial Stage after all-- even if it's setting a cruel atmosphere as it introduces the quest, it's still really holding the player's hand like a Tutorial Stage should, it's just being deceptive about it.

For the Spin Attack segment, if I'm revamping it, I'll likely do something different. Before any enemies spawn at all, I'll give the player like 10 or 20 seconds or so of being alone on the screen to try the Spin Attack safely and with zero Heat cost, with diagrams floating next to Felix to indicate the next buttons to hit in the sequence. Ahh, and if that turns out great, I may very well do the same things with Frenzy and Power Thrust, since those are the other two not-super-straightforward button inputs.

Edited by Schwa, 14 March 2013 - 02:21 AM.


#14 Aevin

Aevin

  • Members
  • Pronouns:He / Him
  • Location:Oregon

Posted 14 March 2013 - 02:07 AM

Looks incredible so far! I'm not usually one for extremely difficult games, but I am one for games that the creators love and put their hearts into. It's obvious how much you care for this project, and I feel like it would be a crime for me not to at least try it when it's finished.

Which brings me to my biggest concern. This is ambitious. Really ambitious. And the thing I find about the most ambitious of projects is they're often unrealistic and never get done. I don't want to be negative, and there's something to be said for the process itself. Just be careful you don't bite off more than you can chew and that you have a clear end goal in mind.

#15 kurt91

kurt91

    Follower of Destiny

  • Members
  • Real Name:Kurtis
  • Location:Eastern Washington University

Posted 14 March 2013 - 02:59 AM

QUOTE(Schwa)
It never gave me the option to change it. I'm not a "YouTube master", you know, if there even is such a thing.

What recording program are you using? I might be able to help you with that.


1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users