A Link to Frustration (WORKING TITLE)
Wanna Help?
#1
Posted 21 October 2014 - 10:46 AM
Realistically I see no way of getting this game out in an even remotely timely manner without a warehouse worth of help, so without much more ado, here's a quick summary of some specific mechanics I'm having trouble with implementing...
Making Catalyst Events
These are the type of events that propel you forward on your quest. For instance, talking to one person to receive a mission, and then talking to another afterward to proceed with it. Talking to person B before person A would only yield something along the lines of a "Hello. Nice day we're having!"
And once you go through a story-centered event, there's no way (besides reloading to a prior save) to ever repeat it on that playthrough.
Making Cutscenes
The butter to a game's story. Having characters walk and talk without need of the players influence. Without it, the story is just bland, dry, crunchy bread! Maybe someone enters a room (screen) by what would appear to be a side warp? Maybe someone is pacing back and forth nervously while they wait to receive word on the status of the valiant hero's quest? My primary concern with cutscenes is in getting people to move naturally, to add more of a sense of realism to the scene beyond statues and words, or the pages of a picture book.
An example of some of the effects I'm hoping to achieve from an old (professionally made) classic: http://m.youtube.com...h?v=Dj1VAQlbjY8
Take out the screen-scrolling at the very start of that cutscene, and all of the gameplay that proceeds it, and this as close to a perfect example as you could ever hope for. Characters moving around, some from offscreen, dialogue is spoken, and some dudes attack one another. Short, simple (so far as watching it is concerned), and efficient.
Making Puzzles
Switches that are only active when a box is on top of them (remove the box to put it on a different switch and the first one shuts off). Pressure plates that open a grate so long as your standing on them that you need to shoot through with a ranged attack to trigger. Key-doors that open not for keys, but rather one specific type of custom item (like the Temple of Time in OoT, or that door with the 4 stones in OoS that I forgot the name of). Have you read the description of that other very specific puzzle I've thought up yet? Have I even released it? I DON'T REMEMBER!
Making Enemies
Moblins and Darknuts are good and all, but what about the variety? Foes that are invincible until hit with a hammer or burned with a candle? Enemies who only make themselves vulnerable after waiting for so long a period of time? What if they're capable of warping? Or leaping? Butting into clones of themselves or changing up their attack strategy mid-battle? This is the goal that seems by far the least obtainable.
Summary
Alright, so the summary wasn't really that quick. Though none of them are terribly original, it's hopefully clear that I've got no shortage of ideas. It's just frustrating that at present, I can barely even realize a tenth of these concepts, and that at best, I only ever can really see myself building enough skill to actualize a sixth of them! Shame that the site's script database is so puny! Does anyone of a more tech-oriented mind feel like signing on to help make some of this stuff into a workable aspect of gameplay? Do it on my own and it'll likely be a decade or more before there's even a demo!
SENT FROM MY SMARTPHONE
#2
Posted 21 October 2014 - 03:49 PM
-Strike
Edited by strike, 21 October 2014 - 03:58 PM.
- Avaro and Yloh like this
#3
Posted 22 October 2014 - 03:51 PM
Maybe I'd like to help but first let me say some things about requests.
Making Catalyst Events
Scripting helps here, but you can technically achieve this by using string control codes and dummy items. It's definetly possible.
Here you can look up how string control codes work:
http://www.shardstor...g_Control_Codes
Basically, you can type these codes into your message strings to make things happen. For example you could make people say different stuff if you have a certain item, or you can make them give or take items.
Making Cutscenes
Well, cutscenes are done by making duplicate screens where the cutscenes happen. When a cutscene should happen, the player gets warped to this other screen without noticing anything (use insta-warp as the warptype).
As Strike said, scripts are not necessary. But you need to know the editor well. Knowing how exactly warps work will be of big help. On the cutscene-screens themselves, you design the cutscene by using different things. You can use message strings, moving freeform combos (FFCs) and screen settings to hide the actual player or the subscreen.
Making Puzzles
Almost all of your examples need scripting and I'd just post them in the script request forum if I were you. That is if you don't find any volunteers. It is simple to make a pressure switch or something like that, but if someone should help you with making the script you'd need to share some more details.
Making Enemies
There is an enemy editor, but it is limited. You can change only some things of an enemy. Have you looked into the enemy editor yet?
Though, let me say it again. The editor is limited. Most of your examples need scripting! Scripting enemies like these in your examples are not impossible to do. An experienced scripter could do it. I myself don't know a lot about scripting with enemies yet. I'm experienced with other aspects (puzzles, cutscenes, etc).
I'm thinking about helping you out. Let me put it this way: it breaks my heart to see people who have a lot of good ideas, but not the experience to pull them off. xD I have a lot of experience about technical stuff with Zelda Classic, so I can help you realise some of your ideas. I'd like to hear more details about your quest. What are your plans, what is the story, the tileset. And maybe you can show off some screens too. You can send me a PM if you like!
Edited by Avataro, 22 October 2014 - 03:55 PM.
#4
Posted 22 October 2014 - 06:19 PM
I might be able to help out here with this part:
Making Enemies
Moblins and Darknuts are good and all, but what about the variety? Foes that are invincible until hit with a hammer or burned with a candle? Enemies who only make themselves vulnerable after waiting for so long a period of time? What if they're capable of warping? Or leaping? Butting into clones of themselves or changing up their attack strategy mid-battle? This is the goal that seems by far the least obtainable.
Well, you could make the enemies have the insta kill flag on to the candle or hammer or whatever, and then make them tribble into 1 other enemy that is vulnerable to whatever, you could then make it tribble on death back into a copy of the original enemy that tribbles into a copy of the second one, etc, to make it have sorta.. health, rather than just the second enemy being vulnerable, though, this could end up meaning you needing alot of enemies. Of course, if you make the enemy shielded from all sides, and use the flag 'hammer breaks shields' (I think that's what it's called?) you can break the shields and the enemy will be vulnerable.
Similar things apply to the enemies that are at first invulnerable but then are. I think there is the Walk type warp and Pols voice, which, telepor the enemy and make them jump like a pols voice, respectively. I don't know how they could but into each other and then attack differently, though.
Sorry if this seems confusing, if so, let me know and I can post some screenshots of how to do this.
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