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Souls of Wisdom 2

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#1 TheLegend_njf

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Posted 05 September 2013 - 05:20 PM

This video shows all the gameplay elements that will be included in my quest. This demonstration is an hour long, and shows nearly everything this quest has to offer. This is a make it or break it video as it shows how this quest will be developed and played, as this is the structure I am sticking to. If you don't like it, this quest is not for you, but if you are hyped, than I am glad that you are a fan. :)

Please follow my quest to show your support. ;)

http://www.youtube.c...eature=youtu.be

Notes:

- I changed all the sound effects in the game, but chose them to sound similar to the original Zelda 1 pack, but more modern sounding. I pulled an all nighter just going through possible sound effects, and being very careful as to not change too drastically what people were already accustomed to.
- The Dungeon subscreen has not been updated yet, and therefore still looks the same from my previous betas.
- The South Faron overworld uses the dungeon subscreen, that is a bug that has been fixed since completing this video.
- The magic rings (medallions) work a bit better, they look how I intend them to work, but I believe that the level 4 ring is a tad overpowered.
- The subscreens show a curse meter, they will work similar to that of Ganon's Curse made by Avataro, but much slower and less menacing, it is a gameplay mechanic that I feel suits the story, but as well keep people from standing in one spot and taking advantage of the heart and magic rings.

#2 Avaro

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Posted 05 September 2013 - 05:25 PM

AWESOME!

(I watched only 30 seconds of it right now xD)

One suggestion I have already got is regarding the subscreen. I saw the passive subscreen disappears when you open the active subscreen and it looks not nice. Here's a thead I recently made regarding this topic: http://www.purezc.ne...showtopic=60473

Oh and if that was intended, then don't mind my comment :lol:

#3 TheLegend_njf

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Posted 05 September 2013 - 05:44 PM

That's a bug i didn't even know I had, I forgot that the subscreen ain't supposed to disappear. I am still working out the kinks.

Besides, this is a beta subscreen, this subscreen features the current layout I feel that I will stick to, but I will make a much more detailed subscreen in the near future.

#4 Avaro

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Posted 05 September 2013 - 06:06 PM

Hm, with the text "Souls of Wisdom" above the curse meter, it looks like if these curse thingies are meant to be the souls of wisdom. Something you should consider fixing :)
In the video you sometimes speed up through the dialogue but wanted to read it :(

The quest is looking so great, and I'm gonna follow this now!

#5 TheLegend_njf

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Posted 05 September 2013 - 06:08 PM

The dialog that was cut through quickly contained story spoilers. That's why I rushed through that part of the dialog.

There was one part of the video where I was demonstrating that villagers do not inflict damage, but the result looks like I was harassing the poor gal. :/

ps; you're right, I'll probably remove the title from the passive subscreen.

#6 Jared

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Posted 06 September 2013 - 06:01 PM

I like the new sound effects, very fitting. I especially like the Link hurt SFX, and the magic pickup (From SS!)

I don't see why you need to put "Souls of Wisdom" in the passive subscreen though. I think it'd look better on the active. It's just distracting, and makes you look way too cocky of your quest. :shrug:

#7 TheLegend_njf

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Posted 06 September 2013 - 06:23 PM

I could just remove it from the passive subscreen.

I'm hoping it doesn't rub off as arrogant or cocky, as that is not my intent, nor it is my intent to communicate it in that way either.

#8 strike

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Posted 07 September 2013 - 07:01 AM

The Souls of Wisdom logo is kind of strange.

That was a good watch. I'll try to give some advice though I won't remember everything.

1) In the first area there seem to be way too many of the mollusk enemies. Give more variation! (Or does it have to do something with the plot?)
2) The first town you went to didn't seem like an actual town. It looked too barren and empty. Also in general, I think it would be beneficial to add more structure to the towns. Right now they seem more like clumps of buildings.
3) In the area with the water and octorocks and frogs and stuff, the screens have way too many enemies. They make the screen feel really crowded. Also, if there isn't a sewer system around, the rats should really go; they look completely out of place.
4) Some of the side scrolling areas with the Hookshot look SO glitchy I don't really know of they should be kept. It's your choice obviously and they're probably fine gameplay wise.
5) The enemy civilians I have mixed feelings about. They don't really make the areas feel more lively to me. They are cool though. I don't like that they hit you around especially when they're just normal civilians. Love the guards though!
6) The Rupee Shooter seems way too over powered. Maybe it's not and it just looks that way, but it seems kind of cheep.
7) Really had no idea what was going on with the swamp boss. It didn't make any sense.

This game looks so great! I really hope that progress will go smoothly! Good work! :)

-Strike

#9 TheLegend_njf

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Posted 07 September 2013 - 09:12 AM

Thanks strike, all help is appreciated. :)

1) The overuse of mollusk in this area is actually by cause of effect. The effect I am trying to show is that they come out in the rain. I wanted to use that form of exaggeration for people to really notice "wow, look how many of these things there are now, but for those who may have just tuned in with this video and haven't previously visited this area, it leaves one to assume I developed it that way out of neglect. But it was intentional to exaggerate the rain effect.

2) I must admit, I never really done much to Ruto (the name of the town), I kinda just done the basics and moved on to Saria. Very lazy job with Ruto. I do need to touch that area up a bit, you are right.

3) You're so right about that as well, I had a feeling they were a bit crowded. In an attempt to make the area look a bit challenging, I did kind of create an unnatural feel. As for the rats, this is what happens when I try to follow the original. The rats (or whatever they are called) was a common enemy in this area in Zelda 2, which this game is based on, but of course, in this revision, they do seem out of place. (in Zelda 2, the rats were actually those weird bouncy looking enemies).

4) I really must admit, I don't like the glitchiness aspect, but the gameplay aspect is too valuable to cut. I am just hoping in the future that I may find a solution to this problem. Perhaps a script or something, who knows. I'm still trying to figure it out.

5) The enemy civilians is another one of those things that, granted, you are right, but I feel that I will stick to the current formula, and perhaps find ways to improve on it. Again, there are always scripts for these kind of things. But the people who do scripts are very busy people. I don't really like to harass them for help and attention to any certain level or extent. But from time to time, I do touch up on these minor things in my quest such has what you noticed.

6) The rupee thrower is definately overpowered, so is the level 4 magic ring. But don't worry, the item system is the hook of my quest, and one that I am paying significantly a lot of detail to. It's taken me a lot to even polish it out this far, and it still has so much more to go, but it's the most important part of my quest, and thus attention to the smallest details are noted. I spend much of my time weakening overpowered items, strengthening under-powered items, weakening overpowered bosses, and strengthening under-powered bosses. What makes this really difficult is finding a challenge that's just right, not as to please everybody, but just be generally pleasing as a whole.

7) The swamp boss can only be damaged when it loses all its heads. The heads are armored and thus requires extra strength to damage them. (the hand weapon). Once the boss goes down to half life, it starts causing status effects that are shown by the color of the screen. When the screen is red, all my controls are inverted for example. I know one color slows me down, one speeds me up, and one gives me a walking on ice effect. The boss keeps regenerating its heads, so the object is to destroy the body before the heads return.


Thanks for the support, I am trying to polish this quest to the best of my potential, and that is something I will continue to pursue.

Also, I really messed up with the video process as well, the arrow in the center, the echo effect that I somehow managed to do without me knowing, all those things do make the video look poorly done, but these gameplay videos will only stay up for a short time anyways.


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