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Quest I've been working on, currently untitled


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Poll: Demo?

I have 7 dungeons done. Should I release a demo soon, or wait? (POLL IS OLD, IGNORE)

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#1 FnrrfYgmSchnish

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Posted 27 January 2014 - 06:17 PM

Well, I figure since I've gotten into the later parts of this thing already, I should probably post a thread about it. XD

 

Basically, this is a quest I've been working on for the past month or so using the tileset I made.  It's actually based fairly closely on an older quest idea that I was working on years ago but which never actually got finished (mostly because the file got corrupted somehow and I wasn't able to open it in Zquest anymore), though a lot of things have changed since the old version.

 

There is more of  a storyline to it than the standard "get all Triforces, beat Ganon, and save the princess," but not loads of cutscenes around every corner or anything like that--mainly, you'll get a few lines of dialogue toward the beginning telling you what your overall goal is, and then after every dungeon you get short scene filling you in on some background info of the world or giving more details on where the story's headed.  I plan on eventually adding a short scene at the very start of the game showing how the heck Link ended up in this world in the first place, but at the moment the game just plops you straight into a random field of bushes and grass.

 

Note that some of these screenshots are slightly old... the only major difference i can think of between what's shown here and what you'll see when I actually release this thing is that there won't be a minimap inside caves and houses, but there may be other minor changes too.

 

OldLady_zpsefcba624.png  OldManSword_zps43c88989.png  ShieldShop_zpseb3a8cae.png

 

You start out near a town, where you might be able to find some information on how to proceed.  Of course, you start with no sword and no money, so you'll have to find someone willing to give advice for free (or you could just wander a few screens away and find it yourself.)

 

The screenshot on the right above is a shield shop found near the town, which will be a good place to go once you've gotten some cash built up.  You'll have to buy both the small and magic shields, by the way, though the small shield is really cheap.  I'd suggest buying the small shield first and going back for the magic shield later once you've accumulated money from some dungeons, rather than grinding for the better shield right away... because grinding is terrible and nobody should ever willingly put themselves through that.  Also really cheap: bombs and arrows, which can both be bought 4 at a time in one of the town shops at prices at or below 20 rupees.

 

King_zpsec2785aa.png  GotRelic_zpsf7f4fd96.png  King2_zpsd9def402.png

 

Before too long you'll come across the ruler of this kingdom, who sends you off on your quest to gather the 8 holy relics that were scattered across the land for safekeeping centuries ago.  If you come back after gathering one or more of the relics hidden in the 8 main dungeons, he'll comment on the most recent (in terms of level number) one that you've found and give a hint as to where one of the others might be located.  He doesn't know everything, of course, so once you're beyond a certain point he won't have any more of these hints for you.

 

Oh, and by the way, the little "relic box" you see Link holding up on the middle screenshot there is just that--a box that each of the relics are stored in.  The actual relics themselves all have unique sprites when they appear on your subscreen.

 

Why gather them all up? Well, that depends on who you ask! You'll hear several different versions of what might happen when you bring them all together from various characters throughout the game (and of course, after you actually get all of them, you'll be able to find out which--if any--of them was actually the real story.)

 

Level_zpsff71617f.png  Level5_zps35014775.png  Level6_zps33b475e9.png

 

Here's some screenshots of some of the dungeons--in this case, levels 4, 5, and 6.  Nothing's forcing you to do them all in order, though: levels 1 and 4 are accessible from the beginning, level 2 opens up when you find a certain item on the overworld, and once you get the ladder you can get into levels 3 and 5, and after using that ladder to reach another item you can make it into level 6.  Levels 7 and 8 are unreachable until after you get a certain item in level 6, though.

 

A few of these dungeons are multi-floor, as you could guess from the "1F" listing on the map on the right.  These are mostly the later dungeons; the first three (and a couple of later ones, too) are all single-floor.  Not all dungeons will have a compass in them, by the way--some of the relics have been moved from their original locations (meaning no compass) while others are still in the places they were hidden centuries in the past.

 

Also a glance at some of the items you'll have in your inventory.  A few of the items I have in that subscreen screenshot (particularly the magic ring) are very well hidden, so you might not have all of them by this point in the game.

 

I may end up redoing at least part of level 2 before I release this, since at the moment I'm not really very satisfied with how that one turned out.  Level 1 will probably get a custom boss, also (at the moment it's just three Moldorms, which works, but... I came up with a better idea last night, just need to fiddle with graphics and enemy editor to make it.)

 

WaterCave_zps332c3a12.png  Spear1_zps7af83e8e.png  MoblinCave_zps84ad0e0f.png

 

 

Aside from the main dungeons, there's also a variety of caves strewn about the landscape.  On the left is an underwater cave, where your life will slowly drain away (to simulate a limited air supply) and Link will swim rather than walking (that means no shields, so be careful!)  The middle screen shows off a new weapon, the spear, which is basically just a modified hookshot (much shorter, but it now does damage in addition to stunning some enemies.)  And on the right is... a whole lot of Moblins.  Those blue ones are a new type of Moblin I added which rapid-fire spears as they walk, in addition to sometimes stopping to throw one like the normal Moblins do.  They're no tougher than the gray/black variety as far as how many hits they take, but they do cause more damage when they hit you.

 

Geldarm_zps934e5f0a.png  MureenSwamp_zpsd433385b.png  Spear2_zps54d373d5.png

 

Some other areas from various points in the game.  In the desert scene on the left there's another one of my new enemies, this one based on the Geldarm from Zelda 2.  It's basically just a Moldorm with more segments.  In the middle is the Mureen Swamp, an area you can reach somewhat early but which is hard to get very far in without flippers.  And on the right is Death Mountain, which is full of lava, falling rocks, and Lynels as always.

 

Fortress_zps04a7c281.png

 

Hmm... I wonder what could be inside that big fort...

 

Ezahrayah_zps7ff57142.png

 

These guys will appear at several points to give you some information on various things.  Though they're known as the Seven Sages, they are of course not the same sages that appeared in Ocarina of Time (or the ones in Twilight Princess, or the ones mentioned in A Link to the Past's backstory, and so on.)

 

From them, you'll find out some of the world's backstory as well as the stories of the sages themselves and more information about the relics you're looking for.

 

Oh, and speaking of other minor changes since these screenshots were taken... Ezahrayah's name color isn't green anymore, since another sage later on needed that color. XD

 

Chapel_zps8b779ac8.png

 

Yep, there are cursed items here and there in this game.  If you happen to get stuck with one, this guy who lives in the old chapel northeast of town will be able to remove the curse (and destroy the cursed item in the process.)  So far there are only three, but I might make another one and/or change one of the ones I already have, since its current effect can cause a glitch that makes your magic meter roll over into the negatives and then refill to max.

 

EDIT: Poll is kind of old -- I'm most likely going to get Level 9 done, a few things touched up here and there, and then start looking for beta testers before I do a public release version.  Also, if you'd like to see what the old version of this (from somewhere around 2007) looked like, here's a link to my first of several blog posts about it (...only one written so far, but more on the way.)


Edited by FnrrfYgmSchnish, 11 August 2015 - 01:23 PM.

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#2 anikom15

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Posted 27 January 2014 - 08:55 PM

Ezahrayah? Really? Could you at least simplify it to Ezaraia?

#3 FnrrfYgmSchnish

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Posted 27 January 2014 - 09:06 PM

It's not as bad as "Sahasrahla," at least.  Took me forever to figure out how that was actually spelled/pronounced (and when searching for the actual spelling to make sure I had spelled it right, I found out that the way I was going to spell it at first was actually wrong. so I still don't have the spelling down even after all these years since I first played ALttP... XD)

 

But yeah... it is kind of a long and (maybe over-)complicated name.  The rest of the sages' names are a lot shorter/easier.  I did fiddle with several different spellings for Ezahrayah's name before deciding on this one, so I might end up going back and shortening it again later (if so, I'll probably trim out one of those unnecessary H'es.)



#4 Jared

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Posted 27 January 2014 - 09:27 PM

This quest looks absolutely amazing. You should definitely wait until the game is complete to give people a chance to play it. I'm really excited for this!



#5 anikom15

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Posted 27 January 2014 - 09:43 PM

Sahasrahla's name is faux-Hindu, so the h's kind of fit. Your name sounds more Semitic, so that's why I thought of my spelling.

#6 Ventus

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Posted 27 January 2014 - 10:12 PM

Your done to far in development to release a demo... Trust me never release a demo for a game that has done went to far in development. 

 

Edit: also your game looks pretty damn good :3


Edited by Benji, 27 January 2014 - 10:12 PM.


#7 anikom15

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Posted 27 January 2014 - 10:40 PM

As an alternative to a demo you can request beta testers. They'll help you squash bugs.

#8 FnrrfYgmSchnish

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Posted 28 January 2014 - 02:16 PM

Hmm... sending a mostly-done version out to beta testers could work.  I've fixed some mistakes here and there on my own, but I'm sure I haven't caught everything, especially with how quickly I've gotten this much done.  There's probably plenty more bugs and other miscellaneous errors hiding here and there that I haven't caught yet.

 

I have actually gotten a PM from someone asking if they could beta-test it already, but I might also send it out to a couple more people if there's enough interest.  I'll probably send out a beta-testing version within the next couple days if I decide to do that (once I've gotten a few things straightened out in the version that currently exists... still need to add in the sage's message at the end of level 7, mainly.)



#9 Eddy

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Posted 28 January 2014 - 02:35 PM

I'd personally wait until the full quest is released, I really like what's going on and I really want to play this fully for myself.



#10 Yapollo

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Posted 29 January 2014 - 09:23 AM

As an alternative to a demo you can request beta testers. They'll help you squash bugs.

 

I definitely think that for a game that is so far in its development lifecycle this is a wise strategy, as they can hep you improve te game's overall playability, without sacrificing any of the uniqueness.

From personal experience, trying to create a demo mid game project does one of several things:

 

1) Overworks you, as you try to make a well parametered demo with last minute bug fixes.

 

2) Gives an incomplete view to an audience, and if by unfortunate chance the part you choose to demo is the weakest part of the game, then people may take the wrong opinion of the game (to be fair, I have never had this experience in this community, but the game maker forums :( )

 

3) Even if all goes well, taking suggestions from the general audience may lead to massive overhauls in development, which slows done the overall work and discourages the developer.

 

That said, it looks like you are on the right track. I am certainly looking forward to playing your quest, and I hope development goes well for you.



#11 DarkFlameWolf

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Posted 29 January 2014 - 09:51 AM

I usually have my eye on a few quests but none too many these days. My life is so busy that I have to seriously pick and choose carefully which ones I spend my time on these days to play. Yours, sir, definitely caught my eye. I like the quasi-updated Classic tileset very much and its used extremely well. I, for one, cannot wait to try this one out.



#12 David

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Posted 29 January 2014 - 09:54 AM

I really like how you are using that tileset, and plus you are its creator, so you know it best!

I'm really liking what I'm seeing so far. Keep it up! :D

#13 FnrrfYgmSchnish

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Posted 31 January 2014 - 08:50 PM

I wasn't sure exactly how done this should be before I send out a beta-testing version, so... I went ahead and started on Level 8 (and surrounding areas) as well as finishing up an optional area somewhere else.  At the moment Level 8 itself is not much more than a shell of un-filled-out dungeon map squares, but it's a start.

 

So I guess I'll probably at least finish up through the end of Level 8 before I make any decisions on a beta-testing version, and at that point I might as well go ahead and get Level 9 (and surrounding areas) done too.  So potential future beta-testers will probably be getting a "basically done" version rather than a "almost-done long demo" version.  Last things I'll probably get around to will be at least partially redoing Level 2 (as mentioned before, I'm not nearly as happy with that one as I am with the other levels in the game so far) and adding in the introduction and ending scenes, so the beta-testing version will probably still have "old Level 2" in it, start with Link in a random field, and end with the final boss.  (And maybe a generic Zelda ending after the boss, which will be pretty odd-looking with neither the Triforce sprite or Zelda actually present--"why are Link and a Wizzrobe suddenly holding up a couple of boxes?"--just for the sake of having some kind of ending there.)



#14 FnrrfYgmSchnish

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Posted 04 February 2014 - 02:49 AM

Haven't worked on this at all today (mostly was busy with other things, like paying my rent, going to the bank, washing clothes... and trying out "Quest of Light" since I thought it'd be neat to see what someone else would do with my tileset!), but at this point Level 8 is basically finished.  I may tweak the boss (was originally going to be a modified NES Ganon but is now a three-stage custom boss) slightly, but he's working pretty well at the moment so any changes will probably be pretty minor.

 

Since there are only seven sages but eight standard "get the relic at the end" levels, I'm not 100% sure what to do with the "sage's message" scene that would normally come after Level 8's relic.  At the moment I have a few different ideas:

 

  1. No message, or no scene at all.  Unlike every other time, you just warp out to the dungeon entrance after picking up the relic.
  2. A message scene happens, but instead of one of the sages it's the boss you just beat.  He probably doesn't have much to say before disappearing.
  3. A message scene happens, but you don't see who's speaking, just a mysterious voice directing you on what to do next (or to go back and get the other relics, if you grabbed the required items from some previous dungeon but didn't actually clear it before leaving.)  After I make the introduction scene later on, this will be the second time this mysterious voice makes an appearance if I go with this version of the scene.


#15 Eddy

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Posted 04 February 2014 - 12:26 PM

 

and trying out "Quest of Light"

I'll be honest, he did a pretty good job!

 

And those are some pretty interesting ideas. I would like to see either Number 2 or 3 being implemented into the quest. I'm leaning more towards 3 though since I'm curious as to seeing how this would be done.




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