Report The Legend of Zelda: Sacred Talion
Overview
Creator:
RetraRoyale
Status: Active
Genre: Story-driven
ZC Version: 2.50
Project Started: 20 Jul 2013
Project Opened: 20 Jul 2013
Information
Sacred Talion is a pretty monumental project. It is both a quest and a tileset. And I guess a bunch of related scripts that are meant to merge the two.
Work on the actual quest content won't start until the tileset is done and set up to be worked with. I am 'almost' done with the tileset, but the last touches require a lot of time, testing, and thoroughness.
Work on the actual quest content won't start until the tileset is done and set up to be worked with. I am 'almost' done with the tileset, but the last touches require a lot of time, testing, and thoroughness.
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RetraRoyale
Edited 17 June 2014 - 10:14 PM
Some introductory and style thoughts:
Three of my favorite games are Super Metroid, LoZ Ocarina of Time, and Final Fantasy 7. Each of these games has what I would call a minor "detective work" sub-theme. They are filled with secrets to reward your ability to search for things. In particular, with FF7, I've recognized a parallel with my plans for Sacred Talion.
Most of what is really important in FF7 happens before the game even begins. Your job as a player is to uncover the past and peice it together into a picture of what you are supposed to do. The gameplay, however, doesn't work like this. The game tells you what to do. But it doesn't tell you why you're doing it. That's what you are supposed to discover.
FF7 has a fairly large and complex story, but the game doesn't bog you down by making you read about it. You just start fighting monsters and trying to progress. The story is there, but you only really get it if you want it and you're paying attention. (Most people don't understand the full story of FF7 in one playthrough for this reason.)
Sacred Talion is very similar in this regard. The story is large and complex, but you won't ever get it dumped on you. People will tell you where to go and fill you in on important bits, but the rest of the story is meant to be discovered. Hopefully, it is not as tired and dull as personal bias and lack-of-professional-writing-skills might ensure. It's not a great story, but it's got an interesting enough psychology to make me like it. The characters are 2-dimensional. The big question is: can I make it fun to play?
If one were to play my last (and only) finished quest, you would basically see what kind of game play I strive for. Admittedly, this quest almost has no story and the dungeons are bland, but it is one of the funnest quests I've played. I've never gotten bored of this one for some reason. (I'm wondering if other people ever get bored of the quests they make?) I kind of require a constant stream of rewards, power-ups, and new areas, and I don't like wasting my time grinding or travelling. I'm not particularly good at ZC playing, and I don't like dying, so I prefer light yet satisfying combat. I prefer strategy to tactics. So that's what I'm going to do with Sacred Talion; it's going to be succinct, well planned, and straight-to-the-fun.
That's the intent, anyway.
Three of my favorite games are Super Metroid, LoZ Ocarina of Time, and Final Fantasy 7. Each of these games has what I would call a minor "detective work" sub-theme. They are filled with secrets to reward your ability to search for things. In particular, with FF7, I've recognized a parallel with my plans for Sacred Talion.
Most of what is really important in FF7 happens before the game even begins. Your job as a player is to uncover the past and peice it together into a picture of what you are supposed to do. The gameplay, however, doesn't work like this. The game tells you what to do. But it doesn't tell you why you're doing it. That's what you are supposed to discover.
FF7 has a fairly large and complex story, but the game doesn't bog you down by making you read about it. You just start fighting monsters and trying to progress. The story is there, but you only really get it if you want it and you're paying attention. (Most people don't understand the full story of FF7 in one playthrough for this reason.)
Sacred Talion is very similar in this regard. The story is large and complex, but you won't ever get it dumped on you. People will tell you where to go and fill you in on important bits, but the rest of the story is meant to be discovered. Hopefully, it is not as tired and dull as personal bias and lack-of-professional-writing-skills might ensure. It's not a great story, but it's got an interesting enough psychology to make me like it. The characters are 2-dimensional. The big question is: can I make it fun to play?
If one were to play my last (and only) finished quest, you would basically see what kind of game play I strive for. Admittedly, this quest almost has no story and the dungeons are bland, but it is one of the funnest quests I've played. I've never gotten bored of this one for some reason. (I'm wondering if other people ever get bored of the quests they make?) I kind of require a constant stream of rewards, power-ups, and new areas, and I don't like wasting my time grinding or travelling. I'm not particularly good at ZC playing, and I don't like dying, so I prefer light yet satisfying combat. I prefer strategy to tactics. So that's what I'm going to do with Sacred Talion; it's going to be succinct, well planned, and straight-to-the-fun.
That's the intent, anyway.


