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Something Different, 2.55 Demo Version


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#1 HeroOfFire

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Posted 03 January 2020 - 01:32 PM

A new demo is out, but this one is a little different from the previous. This one is specifically developed in Zelda Classic 2.55, to take advantage of some of the new features and improvements.

The most recent version tested in is 2.55 Alpha Build 47

Right now, the only change is using the 2.55 enemy defenses. For one, this means double damage weakness are now a feature, rather than the workaround where most defenses were 1/2, which was bad for odd-damage weapons.

However, there are more damage types than before. Sword Beam damage is now considered a magical attack, meaning some weapons will now be able to hit ghosts or do extra damage to enemies with "high defense", but will do less damage to enemies with "magic resistance". There are several new damage types: Water, Wind, Lightning, Melee, and Heavy Melee. Some enemies may take 1/2 or double damage from some of these damage types, so play around a little. Also, weapons that can stun some enemies should be working much better now.

The next 2.55 feature I'll likely implement is having some enemies shoot weapons with different sprites than normal.

As this is the first demo with these changes, it is likely some enemies will need small adjustments to HP and Exp yield, and some weapons may not be doing the intended damage type, and will be changed later.

I do want some feedback on this demo soon though, specifically, do you want all future updates to be in 2.55 to continue using these improvements, or just stick to 2.53 and occasionally make 2.55 versions? It takes time to set up all the damage type and defense changes, which is why I can't ensure a 2.55 version of every 2.53 update. Once I know which version I should be maintaining I can continue adding more areas, weapons, and maybe get to replacing those placeholder bosses. Thanks.
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#2 Lordkronos

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Posted 04 January 2020 - 01:29 AM

A new demo is out, but this one is a little different from the previous. This one is specifically developed in Zelda Classic 2.55, to take advantage of some of the new features and improvements.

The most recent version tested in is 2.55 Alpha Build 47

Right now, the only change is using the 2.55 enemy defenses. For one, this means double damage weakness are now a feature, rather than the workaround where most defenses were 1/2, which was bad for odd-damage weapons.

However, there are more damage types than before. Sword Beam damage is now considered a magical attack, meaning some weapons will now be able to hit ghosts or do extra damage to enemies with "high defense", but will do less damage to enemies with "magic resistance". There are several new damage types: Water, Wind, Lightning, Melee, and Heavy Melee. Some enemies may take 1/2 or double damage from some of these damage types, so play around a little. Also, weapons that can stun some enemies should be working much better now.

The next 2.55 feature I'll likely implement is having some enemies shoot weapons with different sprites than normal.

As this is the first demo with these changes, it is likely some enemies will need small adjustments to HP and Exp yield, and some weapons may not be doing the intended damage type, and will be changed later.

I do want some feedback on this demo soon though, specifically, do you want all future updates to be in 2.55 to continue using these improvements, or just stick to 2.53 and occasionally make 2.55 versions? It takes time to set up all the damage type and defense changes, which is why I can't ensure a 2.55 version of every 2.53 update. Once I know which version I should be maintaining I can continue adding more areas, weapons, and maybe get to replacing those placeholder bosses. Thanks.

Lets see maybe i will loock on this Version :D



#3 Dockside2012

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Posted 02 February 2020 - 01:26 AM

I'm really liking this quest so far Herooffire! I do have some suggestions:

 

1. Top Screen

I was thinking making so changes with it. Here's one idea of it: https://imgur.com/aUtwrOK

The darker brown bag represents the ammo, the bag with "P" is experience, the skull is the boss health, the numbers 1,2,3, and 4 on the items are the "ex" buttons, and on the minimap, the light blue colored spaces represents exits to different areas, the tan and silver ones are the checkpoints, the sky blue dot is the hero (color matches the hero's shirt) and the dark red dot is the boss.

The top screen does not have to look exactly like that, its just one idea.

 

2. Skills

This may seem a bit game-breaking, but I wonder if its possible to have an option that let the players decide specifically which skills and starting weapons they want to have.

 

3. Earth Sword

I noticed this sword, unlike the rest of the swords, does not cut leaves at all! I'm not sure if its accidental, or intentional. Hopefully this sword will cut leaves at some point, especially since its one of my favorite weapons!

 

4. Healing Spell

Is it possible to add a healing item/spell in the game? That will be great!

 

5. Essential Items in Randomizer Options

If you decide to add more options when it comes to randomizing things, can you add an option that lets us obtain the essentials (items that cuts/burns plants, poke one-eyed statues, removes dirt, gives the ability to swim, bomb walls, etc.) early on.


Edited by Dockside2012, 02 February 2020 - 01:35 AM.


#4 HeroOfFire

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Posted 03 February 2020 - 02:23 PM

Wow, I should play around with the subscreen more, that actually works well. Might swap Boss health for Bosses Defeated, assuming I do something with that mechanic.

 

I'm not dropping the in-engine active subscreen though, there are some things Screen Freeze does not stop, like combo cycling. It thus acts as a proper pause.

 

I still have possible plans to refine the custom subscreens a little more. One idea is having a sub menu to pick between the Level Up Menu, some sort of detailed Map System, and maybe anything else that makes sense as a custom subscreen. Thinking about it, I may eventually move the Auto Leveling option into the Level Up Menu itself, allowing players to toggle it at will. Maybe even toggle it to Auto Level a specific thing...

 

So I don't see having a proper "build your own character" option, at least not as a default feature. Maybe as a hidden feature as a 100% reward. That said, one other option for character loading to be added is inputting a character code, allowing saving and sharing of characters you've played as before. And to no surprise, this can be abused to create characters with specific stats, skills, etc, if you figure out how the code is generated. It only has sanity checks for things like total stat distribution, making a char with all 7 weapon skills being the same is hilariously easy.

 

(however, as I cheat when converting my favorite randomly generated characters into the Pre-Made ones, when accepting characters for a User-Created list, I can accept small changes to refine a focus the RNG almost got right)

 

So it's a small limitation I may look into changing in the future, but weapons can only have one "combo interaction", and the Quake Sword has the digging property. It is actually the best digging weapon as a result, in the same way all parts of the Icicle Spear are great for freezing water.

 

I've been pondering how to make a Spell and Potion that heal, but still remain a potential attack. After all, any weapon can be a weapon of choice (and thus first item obtained). Given the success of Buff Potions in the latest update, I could see some sort of passive Life Regen boost. Or a weapon with Lifesteal of some sort. If I go the route of a 0 Damage Weapon... then it isn't a weapon, and I may need to look into having an extra part of the weapon select for possible non-damaging items you can assign slots. And of course, there is also the balancing of said healing to not make you near invincible.

 

So plans for varying levels of "how hidden are the intended key items" have been made, but there is one wrinkle. Given the non-linear nature of the quest, combined with eventually making logic for items with the Warp Rando, it is hard to define "early on". With the still simple placeholder logic in place, it does place a Cutting, Arrow, and Fire weapon in one of the four Early Overworlds. Beyond that, the current logic also tends to place other key items "early", most apparent (and obvious) with the Pushing Upgrades.




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