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Post by WarDragon on Nov 23, 2004 15:48:07 GMT -5
I have a made a zelda cbs with this one. The story is about when demons have come to hyrule from all over different realms and Link has to stop them using his sword and other weapons. Hyrule has entered a new age where guns have been made in a town called Smithstone.
I will have a demo up when i complete it. It will be out soon as January 12
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Post by NASH7777 on Nov 23, 2004 16:25:12 GMT -5
My story line is kinda like that. Monsters have envaded a strange land and your trying to solve where the monsters are coming from and how to stop them...
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Post by Doan the Nado on Nov 23, 2004 19:18:35 GMT -5
Taizon, this story sounds okay, but it doesn't really sound like Zelda to me. Of course, I haven't played any Zelda's beyond A Link to the Past, but I have watched my younger brother and stepfather play some of the N64 ones. I just don't think demons and guns really belong in Zelda, but I guess if you're going for a weird spin on a classic, it should work just fine.
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Post by Deleted on Nov 24, 2004 6:04:04 GMT -5
Yeah, I agree with Doan here, but then again making it not be just like every other Zelda can be a good thing (now especially since three people are making Zelda games (and some others making Zelda-like games)). I'd much rather see a Zelda-like game like what Jugem's doing than another Zelda game, but that's just me. I think making new weapons for Link like guns is good, or like Jugem's doing mixing magic in too. Here's this, I thought it'd be a good edition to any Zelda game. Hopefully Jugem we'll see it too, he doesn't have a board of his own yet though. Jugem, if you're out there and you read this tell me what you think:
"For enemies, the actual stats I think are needed are much less than most RPGS. I think they need HP and ATK for sure, to determine life and how much damage they do to Link. MP isn't a neccessity for mage-like enemies since they can just have infinite magic-like ability performing, however, if you want to make magic be more influential you can make MP be like a second HP only damaged by magic (or magic-like abilities) from Link, and most enemies would have a good deal less MP than HP and could therefore die faster from magic (limited supply) from Link than physical (infinite supply) moves, however I'd say stick to only HP because you want all Link's attacking to add together and not be separate, but I'd say make limited supply moves be more powerful than infinite supply moves (like bombs are more powerful than the sword since they're risky, slow, and limited in supply, likewise magic too, don't like how most Zeldas haven't done this ). DEF and MAGDEF aren't important because you simply alter the HP and make them higher to make the enemies have more endurance. The only reason most games use DEF and MAGDEF is really to cut down the scale of damage throughout the game (I've calculated mine and it goes to about 5 times the beginning damage (of the same move) and without increasing DEF and MAGDEF it'd go much higher, but the 9999 limit makes me weary of damage getting to high, that's also why I'm making bosses have 50% damage from every element (in essence cutting damage in half) to make 9999 HP feel like 19998 HP), so if you actually somehow need to raise the scale you may need DEF and MAGDEF, but probably not. Having DEF and MAGDEF would give the player more of an incentive to vary their attacks, like a rock monster that's weak to magic but not physical. Likewise, you could make specific defenses for elements and weapons, for example, a rock enemy could have low BOMBDEF, high SWORDDEF, high ARROWDEF, high EARTHDEF, medium FIREDEF, medium ICEDEF, high BOLTDEF, medium HOLYDEF, medium DARKDEF, low HAMDEF (ham, short for hammer, looks funny though, I do that in my game ), high SHOVELDEF, etc. This way the player will use different things to beat different enemies instead of always using his sword (like most other Zeldas, besides every boss having one specific way to beat him ). This also makes more tools have use in battle besides only the hookshot, boomerang, bow and arrow, slingshot, sword, and shield like in LoZoT . I'm quite surprised they haven't thought of this yet , since I think it'd really help a lot. This'd also make the tools be useful after their specific dungeon and boss, unlike most other Zeldas . AGI, ACU, and EVA seem pointless since it's based on whether Link or the enemy is in the way or not. CHA/LUCK could maybe effect extra damage on attacks, but I'd say not since this could really piss off the player if he plans that he'll survive another attack but dies instead. Always remember that the higher the amount of hearts, the more variance in ATK you can have on enemies (for say with 7 hearts, enemies can really only damage either 1/2, 1, or 1+1/2 hearts and you don't have that many different possibilities for enemies, as opposed to double that, 14 hearts and enemies can than damage (proportionately to above example) 1, 1+1/2, 2, 2+1/2, or 3). I'd say make it so Link finds Full Hearts only and not Heart Pieces, then make him start with more and end with more and enemies can vary more in ATK throughout."
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Post by WarDragon on Nov 29, 2004 16:08:04 GMT -5
thats a very good idea.
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