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Hey! Listen!


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#1 Saffith

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Posted 19 January 2015 - 04:28 PM

There's a fair number of puzzles in this quest, and I feel that big signs on the wall often aren't the best way to provide guidance. So I've decided to add everyone's favorite Zelda feature: a fairy companion who offers hints.

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Navi (which might not be her final name) has some significant advantages over signs alone. First of all, she's more intelligent. She won't speak up until you've been staring at a puzzle for a while. If you figure it out right away, she won't pester you. And if you're still stuck after the first hint, she can offer more help. She can also comment on signs you read, the items you've found, and anything else that might be relevant.

It's also easier for me to write hints this way, because Navi's also trying to figure the puzzles out herself. With signs alone, there's often no clearly optimal thing to write. They have to be deliberately obtuse to avoid spelling things out, but, of course, some players will need more help than others. It's hard to find the right balance. Navi, on the other hand, can more naturally hint at how the solutions work as she thinks them through, starting with subtle prods and making things plainer as needed.

If that all sounds terrible and the quest is ruined forever, don't fret: Navi's disabled by default. If you don't tell the game you want help, you'll never know she's there.

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#2 Demonlink

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Posted 19 January 2015 - 04:35 PM

Navi!? Welp, looks like her annoyance will continue to pester me even in this quest...

 

In all seriousness, this is an interesting concept and unique addition to your quest! And also, you seem to mention that she will try to figure out the puzzles herself as well; so it's kind of like a very simple version of a programmed AI correct?

 

Anyhow, this looks like it will be pretty neat! :)



#3 Avaro

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Posted 19 January 2015 - 04:46 PM

Sounds great! A fairy companion that is actually helpful is not a bad idea. I can see how it is more effective than signs on the walls. But be sure to not make her state the obvious, like Fi from skyward sword...

 

The option to disable the fairy is perfect though.


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#4 David

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Posted 19 January 2015 - 05:14 PM

This sounds like a really good idea. The ability to turn off Navi hinting at things is also a really neat idea. This Navi seems very intelligent and I'm sure it takes quite a bit of scripting to make it that intelligent. I'm looking forward to more features for this quest! :)


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#5 Saffith

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Posted 19 January 2015 - 05:21 PM

And also, you seem to mention that she will try to figure out the puzzles herself as well; so it's kind of like a very simple version of a programmed AI correct?

She isn't really figuring anything out; I just meant that her messages will suggest that she's thinking about things. The first time you talk to her, she 'll have only a vague idea of what you need to do, and if you talk to her repeatedly, she'll gradually add more detail.
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#6 Limebeer

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Posted 19 January 2015 - 10:47 PM

"And a million voices cried out in horror when reading the title to this post, cringing in horror from the release of repressed anger of a million suns, only to breath a sigh of relief at the contents described within..."
Seriously though, this sounds like one of the most innovative and best ideas I've heard in a long time in Zelda classic, and I look forward to seeing it in practice :)



#7 Mero

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Posted 20 January 2015 - 10:34 AM

The way Navi should of worked in OoT lol. Love this Idea Saffith, keep up the good work. :D



#8 Deedee

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Posted 20 January 2015 - 03:47 PM

Looks good :D


Edited by Dimentio, 13 June 2015 - 12:42 PM.


#9 Saffith

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Posted 21 January 2015 - 03:36 PM

To illustrate better, here's a video showing hints for the main puzzle in the demo level. It's actually the most complex one in the quest so far. Spoilers, obviously.

Spoiler

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#10 RyanBlazeheart

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Posted 12 February 2015 - 04:06 AM

Heh I like this



#11 SyrianBallaS

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Posted 01 March 2015 - 08:12 PM

Navi definitley needs its own class/source file programmed directly into ZC so the script doesn't crash the application

 

I've heard of other fairy helper implementations that would crash ZC but this one doesn't. Great job.

 

I don't use ZScript, but scripting is pretty complicated, I've only had exprience scripting with CMake and QMake for cross platform development.

For other people, a script (resource) file is usually just a bunch of paths in XML that are translated into ASM so windows or other OS can understand it

 

ZScripting looks completely different, it's as if it's own programming language.


Edited by GhostKnight22, 01 March 2015 - 08:17 PM.


#12 CyberGamer1539

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Posted 13 June 2015 - 11:41 AM

As long as Navi doesn't constantly say "Hey, listen!" all the time, this is a great concept!




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