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Post by NASH7777 on May 9, 2005 11:43:37 GMT -5
I've been developing ideas and systems for this game in secret for quite some time now, and so I'll finally announce it. And don't worry about shadow, it's still coming along.
Zelda: Triforce will be a lot more like the traditional zelda games. I will do something cool though with the actual game. It's sorta like 3 semi-short games in one in that at the beginning you get to choose to start either Din or Farore. You can switch back and forth through the games at anytime too. Then after you beat each of those, then the third Nayru will be unlocked leading to the end of the game. I did this in that I can get away with having tons of items and yet simple controls. I also will have an Item menu and all that stuff like normal zelda games. Along with Fairy fountains, pots, classic enemies, and a semi-neo AI system.
Each version will have its own set of weapons, but all will share the sword, shield, and bottle. Each one will have it's own instrument. One will be seasons, one ages, and then the other ocarina stuff *oh no bell~~~ later
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Post by doyleman on May 9, 2005 11:48:05 GMT -5
ha, i have 4 1/2 min til lunch. as for your zelda game, make sure you'll have enough flags/variables/etc
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on May 9, 2005 17:26:52 GMT -5
Any inspiration from the Zelda Oracle games on GBC?
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Post by NASH7777 on May 9, 2005 20:20:37 GMT -5
Haha yup exactly. Also in the third version with the proper ocarina songs you can change time and weather. One location may have 8 maps just for it!!!! Past in the 4 seasons and present in the 4 seasons.
Also the battle system is the same scripts as Shadow so it's promised to run fast with little to no delays. The menu system will be like a grid that you press up down left right etc... to go through weapons.
Here's roughly what I have planned so far for items: ALL Sword(s) Shield(s) Bottle
Din Seed Satchel ~Mystery ~Ember ~Scent (I had no use this in the last one but hopefully with my new AI they will come out right :-)) ~Pegasus (I plan on having this actually make you fast unlike in my other one where it just made you float haha) ~Gale ~Ice Seed Shooter SwitchHook MagnetGloves Shovel Cane of Somaria Mole Mitts Rod of seasons/trumpet of seasons (not sure of name yet)
Farore Slingshot (hyperslingshot) Hookshot (longshot) Cane of Pacci (flips things upside down, just imagine ;-)) Hammer Magic Powder Fire Lamp Pegasus Boots Ice Rod Magic Harp (changes time)
Nayru (must unlock) Bow and Arrows (silver arrows??) Bombs Cane of Byrna Nat Hat Ocarina ...not sure yet for what else...
~Carry Overs~ Seed Satchel Shovel Hammer
Also I want to add a few other zelda trade things Gasha Seeds? Heart Pieces in 1/4ths Wallet Sizes, Satchel Sizes, Bomb Bag sizes, arrow # etc...
Races: Goron, Zora, Tokay, Minish, Sobrosians, etc... (tell me when ya think of em) Maybe tingle ??
Also for badies we're probably with: Veran, Vaati, Ganon, Twinrova, and Onox i think.
More classic puzzles, especially more linear not elevated in structure.
There will be tons of non-button items too like the zora suit, lava suit, power gloves, etc...
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Draygone
RPGM2 Helper
Founder and CEO of Great Dragon Gaming
Posts: 207
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Post by Draygone on May 9, 2005 23:00:44 GMT -5
Tingle has got to be the strangest character to become a part of the Zelda series.
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Post by NASH7777 on May 10, 2005 11:36:52 GMT -5
Let's see what else have I drafted... I'm working on lots of basic puzzles. Just writing them all down and then I'll choose dungeons for em all. Also I'll go through each weapon/item and come up with a bunch of puzzlews for each of those. I'm thinking that each of the three trifocre games will have about 4 dungeons or so, maybe 5??
I'm gunna try to keep some classic enemies to the best of RPGM2 abilities. Gells (a couple kinds) Mummy Skeletons Solid Armos (spelling??, touch them and they'll be active!) Ghosts Buzz Blob thingies Thos wall shock things Bats etc.. (i do have a bestiary for one of the old zelda GB Games, so I'll use that for they're weaknesses and names etc...)
If you think of anything you would really like to see in the Zelda game just tell me. Like I was thinking about rings but kinda tossed out that idea. I have enough other things for systems to worry about.
Also possibly the Roc's Feather and stuff may be in the game. Depends on how well I wil get it to work.
I may not use the world of Hyrule in my game, but maybe I will idk yet. I could do Holudrum or some other well known zelda world too or make my own.
This game for scripting will have a lot more systems for controlling stuff. Enemy, Pot, Dig , Bomb, Switch, Burn, Block, ProjectileA, Projectile B, and Item. Will each have it's own system to run it along with each having it's own set of varaibles. Like just the enemy, I have up to 6 pts, each with it's own var/flags for xyz, direction, mood, invincible, active, etc... Plus other systems like a complex menu one and hopefully a swimming one too. Also other neat things like using the bottle to catch a fairy or producing blocks with the cane of somaria, etc... will add to the feel of the game.
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Post by NASH7777 on May 12, 2005 11:31:21 GMT -5
Storyline
Overall: Vaait, Veran, and Onox have joined forces to take over the lands of Hyrule. They have captured Din, Farore, and Nayru. The only way to save them is to gather weach of the three triforce pieces. Princess Zelda has contacted Link to do this and fulfill hios destiny.
Din: Din's Fire (The sun), has been thrown off course since her capture and now the seasons are all out of order. The village of "___" has been flooded becuase of the off-course weather. Deep within this town's temple lies a piece of the triforce, but it is currently unaccessible since the town is flooded. Help the town using Din's rod to put the seasons back in order
Farore: One of the pieces of the triforce was lost many years ago. The village of "____" has the only recorded record of it. Research what you can using Farore's Harp, go back to the time it was last seen and retrieve it.
Nayru(after beating other two): Without Nayru's love, the ppl and creatures have become more vicious than ever. The third piece of the triforce has been kept guarded by the minish. You must reach them and retrieve it. Then with the 3 triforce pieces you'll be able to free Din, Farore, and Nayru and restore peace to all of Hyrule.
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Post by The zoradude on May 24, 2005 9:33:33 GMT -5
I've been developing ideas and systems for this game in secret for quite some time now, and so I'll finally announce it. And don't worry about shadow, it's still coming along. Zelda: Triforce will be a lot more like the traditional zelda games. I will do something cool though with the actual game. It's sorta like 3 semi-short games in one in that at the beginning you get to choose to start either Din or Farore. You can switch back and forth through the games at anytime too. Then after you beat each of those, then the third Nayru will be unlocked leading to the end of the game. I did this in that I can get away with having tons of items and yet simple controls. I also will have an Item menu and all that stuff like normal zelda games. Along with Fairy fountains, pots, classic enemies, and a semi-neo AI system. Each version will have its own set of weapons, but all will share the sword, shield, and bottle. Each one will have it's own instrument. One will be seasons, one ages, and then the other ocarina stuff *oh no bell~~~ later NO!!!!! I HATE AGES AND SEASONS, 2 of the worst games ever!!!!
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Post by NASH7777 on May 24, 2005 13:55:23 GMT -5
Ha well there not the same games, only in that you'll be able to change time and seasons in a few areas of the game to progress the story. lol C'mon it wont be all that bad, look whose making it
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Post by NASH7777 on Jun 23, 2005 10:24:44 GMT -5
Okay ZELDA: Triforce is finally in production!!!! I started yesterday being that it was my day off and WOW. I have the entire HUD system working well. It's verysimiliar to the one from seasons and ages only that you can have 3 things equipped at once. One to Square, One to Circle, and then whatever sword you have. AND QUESS WHAT!? ONE BUTTON ATTACKS, no more square then this button. You hit square and you'll instantly do the proper thing, same with circle. Only fro your sword you talk to enemies with /\ to use it on them, but you can force a sword attack by triangle on nothing and then press [] or O. I still have to work on the menu system and how you equip, I was gunna do a Classic Zelda equip menu but now I don't think I am being with the endless weapons I'm gunna have.
I also am starting on CLASSIC ZELDA ENEMIES, I already have the likelike made and expect tons more of classical ones, more-so from the gameboy versions though and looking more their style. BTW The Likelike looks actually like a likelike. Also the same great jumping system from SHADOW is in this one and already working, so expect great things from this next installment of Zelda from me. Some of the ideas and things in above posts have changed but bear with me most of it will be for the better.
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Post by The Smurf on Jun 23, 2005 21:22:14 GMT -5
how bout masks? anything with the happy masks? and its just not zelda without the dodongos... i never fully played ages and seasons...couldn't get into them... but you gotta add more from MM, as (in my opinion, and i plan to get pummelled for this) MM was the best zelda game so far. twilight princess (that's the name, right? i dont feel like looking it up) looks promising, but as of now, MM is the best. so more from MM!! (like fierce deity, he was the best) ok i'm done now... -the smurf
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Deleted
Deleted Member
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Post by Deleted on Jun 24, 2005 5:41:08 GMT -5
That sounds awesome, Nash.
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Post by NASH7777 on Jun 24, 2005 11:17:08 GMT -5
Thanks, I'm already myself in love with it lol. I made the animation for an Octorok and it looks somewhat ok, It's the Gameboy style octorok though not the fully grown ones in the 3d zelda games (a baby one ). I also have the shield made in this Zelda game and it works. The shield is really helpful BUT it doesn't guard from all attacks and only shields you from one direction. For example you may reflecta deku seed coming at you with the shield but my classic slime splash can't be blocked with it. Also I made Bombs yesterday, and they are the kind that sit on the ground wherever you want and you can run away from em. The blow up in 120 frames, right now you can't push them or anything once you lay them but I plan on most likely changing this. But they ARE AWESOME I placed like 12 of them down at the same time (yes you can do this, but warning(!) they dammage you as well as enemies). This may seem like an ungodly weapon being it hurts 2 damage and you can lay so many down, but recall you can only lay as many bombs in your bomb bag. Made the B&arrows as well, they work flawless as well and shoot 6 forward (believe me planty of range). They menu system is almost complete you can equip all your weapons and swords and magic with it now. So far for equipment I have made for equipping is 5 swords, 20 other, 5 magic. But I can always add more ;-) Back to enemies now, the likelike eats your shield flawlessly ( ) And I'll make the rest of the octorok today and HOPEFULLY the sword will deflect his attacks(??). I also wanna make a bunch of other classic enemies, but mostly from the GAMEBOY versions (sorry smurf). But I do wanna put a dodongo in there believe me. If I get all I want accomplished today I may have a teaser demo out tonight. (oh and william, Doyle gave me a max save file of your latest demo. I've been kinda busy with THIS but I play it hopefully really soon ;-))
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Jun 24, 2005 12:18:54 GMT -5
You can use all my ocarina songs in it if you'd like. And make sure you put Gorons in it!
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Post by doyleman on Jun 24, 2005 17:42:16 GMT -5
I started playing MM awhile ago, and I already beaten Gyorg *water boss* I think MM is good, but OoT is by far my favorite, only because the boss battles are way more fun than MM, though MM's Stone Tower and Ikana castle are my favorite parts . If Gorons are going to be in it, include Zora too, ooh, and just for laughs, make tingle....or not, never liked him anyway
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Post by NASH7777 on Jun 24, 2005 18:47:39 GMT -5
Teaser is up!!!!!! us.codejunkies.com/saves_showmaxdrive.asp?c=US&cr=USD&cs=$&r=0&l=1&g=587&st=C<<NOTE: LINK IS BROKEN< COPY AND PASTE IT>> I kept most of the weapons and things locked but here's what I give ya to toy around with in it. Sword Shield Bombs Hookshot Cane of Somaria Hammer Roc's Feather I put 3 enemies to check out and the octorok one is still kinda in development. Slime Likelike Octorok Keep in mind this is a TEASER, no actual world or story is in the game just the game dynamics. For those of you who are lucky you may find out how to unlock the rest of the stuff in the demo. Lots of feedback please too. Before I get too far in the actual game and can't or won't go back ;-)
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Post by Rodak on Jun 25, 2005 3:57:45 GMT -5
I tried to download your teaser and got the following message:
Microsoft OLE DB Provider for ODBC Drivers error '80040e14'
[Microsoft][ODBC SQL Server Driver][SQL Server]Procedure 'sp_maxdrive_select_community_get' expects parameter '@mp_game_id', which was not supplied.
/saves_showmaxdrive.asp, line 37
I have no idea if this means a problem with my computer or with your link/file, but I thought you should know.
I was looking forward to this because I will not have time to play your full game for a while yet, so I'm sticking to demos for now (I only work half days... just 7 to 7) (it's just for a couple months, but the overtime is not to be passed up!).
Anyway, I think you know that I have never played a Zelda game (except for Doyleman's demo). So you can rest assured that when I do play it, my review will be from a unique perspective... I have nothing to which to compare it!
I look forward to a playable demo!
Peace.
++++++++++++++++ EDIT: ++++++++++++++++
OK, I figured it out... The link does not cover the entire line of text in your post. Notice the color change in the middle (ok, near the end) of the URL.
I copied and pasted the whole line to my browser, and it worked.
I'll post some comments after I check it out.
Peace.
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RUBICN64
RPG Maker-in-Training
Posts: 23
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Post by RUBICN64 on Jun 26, 2005 14:48:11 GMT -5
or if you have the Max Drive software on your computer you can download it that way too
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Post by Dungeon Warden on Jun 26, 2005 22:04:13 GMT -5
Okay, I played your little Triforce demo.
First of all, I liked the whole Zelda feel of the weapons and enemies. Well done.
A few problems: 1) You can't choose the default sword in the menu, so once you try to change to another sword you can't fight anymore.
2) You can't jump when you're facing a hole. I realize allowing the player to jump over the hole would require extra scripting, but you should be able to jump in place like you can standing any there else (except were you can actually jump)
3) You can't jump or walk on the block you create with the Cane of Somaria. Again, this might be tricky to script, but it would be worth it.
4) The shield is on a timer. I wish there was someway to tell how long you are holding a button, but since you can't maybe you could have a shield on/off switch instead. It's a pain to have to time the shield with the attack.
5) You can't hurt the enemies with the hammer.
6) The bombs took forever to explode. You should time then so that you can plant them and get away before they explore. I could see the extra time might be needed for puzzles later on, but I didn't find them very effective . . . except . . .
7) I planted a bomb on a slime and it became trapped and couldn't move. All I had to do was wait for the bomb to explore and BOOM, one dead slime.
The Hookshot was well done. It would be cooler if it did more damage to the enemies (I hit the slime like 10 times and it looked like it was hurt but it wouldn't die).
Over all, it looks pretty good. It's great that you only need one button for most attacks now. Well done.
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Post by NASH7777 on Jun 26, 2005 23:18:03 GMT -5
~~Me talking in the "~s"~~
dungeonwarden: Okay, I played your little Triforce demo.
First of all, I liked the whole Zelda feel of the weapons and enemies. Well done.
A few problems: 1) You can't choose the default sword in the menu, so once you try to change to another sword you can't fight anymore.
~~Sorry didn't catch this for the Teaser~~
2) You can't jump when you're facing a hole. I realize allowing the player to jump over the hole would require extra scripting, but you should be able to jump in place like you can standing any there else (except were you can actually jump)
~~Sorry, yes you can jump gaps I just forgot to construct that part on the level. I actually just have to place a few invisible blocks to do it. The scripting for it is already made ;-) Straight from Shadow~~
3) You can't jump or walk on the block you create with the Cane of Somaria. Again, this might be tricky to script, but it would be worth it.
~~Yes I realize this problem, but because the cane of somaria block is an event it can have the party land on top of it with bypass objects on. You can walk on top of it if you jump on a ledge then walk over it.~~
4) The shield is on a timer. I wish there was someway to tell how long you are holding a button, but since you can't maybe you could have a shield on/off switch instead. It's a pain to have to time the shield with the attack.
~~I wanted this, the harder the shield is to use the more you get hit, the more challenging the game is.~~
5) You can't hurt the enemies with the hammer.
~~The hammer isn't used for hurting enemies in any way or form although I spose I could have it do that... It's use if for breaking pots and stakes and things~~
6) The bombs took forever to explode. You should time then so that you can plant them and get away before they explore. I could see the extra time might be needed for puzzles later on, but I didn't find them very effective . . . except . . .
~~The bombs have a long duration being in that they A) are used for puzzles, they can set off switches and things ;-) and B) I wanted them harder to time for the sake that they are such a powerful weapon doing 2 damage. I want it harder to time on moving things~~
7) I planted a bomb on a slime and it became trapped and couldn't move. All I had to do was wait for the bomb to explore and BOOM, one dead slime.
~~Yes I realize this but not too much I can do, but don't worry even though this is an advantage bombs will be a more of a rare-ity and be conserved in the game.~~
The Hookshot was well done. It would be cooler if it did more damage to the enemies (I hit the slime like 10 times and it looked like it was hurt but it wouldn't die).
~~Haha, well actually the hookshot currently doesn't do ANY damage. I do have it flash the enemy for some reason when hit as I was planning on making that enemy that you had to deface with the hookshot but now I don't know. So we'll see.~~
Over all, it looks pretty good. It's great that you only need one button for most attacks now. Well done.
~~Thanks and yeah the one button thing is liked by me a lot too. This (as i said above) was a teaser to the gameplay and not a demo. There's still plenty to work on and lots is still kinda at halfstage in development.
There is a secret to the demo, if you know it (i only told Nathan) it will unlock most of the rest of the weapons. Nathan got to test out all the seeds and seed shooter and boomerang and can of byrna and etc...(list goes on). Thanks for checking it out Dungeon Warden!!~~
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Deleted
Deleted Member
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Post by Deleted on Jun 27, 2005 1:04:59 GMT -5
I plan to check it out tomorrow , but from what's been said so far: 1) I think the hammer should hurt enemies too. I'm quite sure the one in OoT did too. 2) I don't like the idea of any consumable item (you said bombs) being a rare-ity. That sounds like it would frustrate the player when they need them to do something. 3) So far all the Zeldas I know (OoT, LA, LttP, OoA, OoS), the shield stayed up to block as long as you were holding the button. I think DW's suggestion is very good, and in my opinion the game should be hard because of puzzles or enemies, not controls. The player having a hard time and getting frustrated with the controls is going to make their experience much less enjoyable. 4) Didn't the hook shot stun enemies in LttP and OoT? Those guys where you have to hook shot them to get to damage them you mentioned were cool too.
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Post by Rodak on Jun 27, 2005 3:31:39 GMT -5
I ended up working on my car for the last time (I'm getting a new one next week... ).
So I had to put off examining your teaser until next week (I'm off all week for the week of July 4th unless I get called in for an emergency, which can't happen during the three days I'll be traveling!)
Anyway, I will be playing and reviewing... just not for a week.
I did not want you to think I ignored your stuff after running in to a problem (the link thing) (NO!! Not Him... The Internet Link in the post up top!).
Peace.
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Post by NASH7777 on Jun 27, 2005 12:39:55 GMT -5
I plan to check it out tomorrow , but from what's been said so far: 1) I think the hammer should hurt enemies too. I'm quite sure the one in OoT did too. ~~I'm not actually taking the Megaton hammer from OoT which did this. I originally got it from aLttP. I consider things like the hammer, shovel, cane of somaria, etc... to be secondary equipment in that they aren't used for attacking so much as solving puzzles and progressing in the game. I can make the hammer do one damage (all i have to do is one call script to it! Crazy how easy that is eh?) and it'll work BUT then it is already equal to the sword in damage.~~ 2) I don't like the idea of any consumable item (you said bombs) being a rare-ity. That sounds like it would frustrate the player when they need them to do something. ~~Don't worry too much about that. Things like the bow and arrows can easily be replaced by the boomerang if you run out of arrows. Only that the boomerang has a smaller range. Also there's a spell you'll get in the game called Zelda's Riches that give you a couple arrows and bombs so if you ever run out when you need it for a puzzle you just use that. But maybe I should just tone down the bomb being that it does 2 damage?~~ 3) So far all the Zeldas I know (OoT, LA, LttP, OoA, OoS), the shield stayed up to block as long as you were holding the button. I think DW's suggestion is very good, and in my opinion the game should be hard because of puzzles or enemies, not controls. The player having a hard time and getting frustrated with the controls is going to make their experience much less enjoyable. ~~Well I wish I could do it the hold button way, but as you know RPGM2 wasn't really designed for stuff like that. And yes the game will be hard because of puzzles and enemies not soo much controls. The controls have already makorly improved since my last zelda game.~~ 4) Didn't the hook shot stun enemies in LttP and OoT? Those guys where you have to hook shot them to get to damage them you mentioned were cool too. ~~Yes and the boomerang did also too. But something like stunning in this game is hard as hell to make. I already have some ideas on how but the work required in doing it isn't half as easy as it would make enemies in the game if I did this. Most enemies have like 2 health and if you stun them it already makes them too easy. I'm sure I'll make it a well balanced game and we'll see what I do with the hookshot. It would be cool to have them attracted at you...Oh wait I already discussed that with Nathan! lol it's easy to do now, I just copy and past the script for it that I used in the hookshot pots. There only exists one sort major problem with this. That is If you have two enemies you hit with the hookshot or a pot etc.. (any multiple combination) it would send both the enemies and trap them on top of each other in front of you...Although I just thought of a quick script to get around this...hmm yeah maybe I'll just do that.~~
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Post by Dungeon Warden on Jun 27, 2005 16:03:43 GMT -5
As far as items doing damage goes, you could double the health of enemies and make the sword do 2 damage. Then the hookshoot and hammer could do one damage. Since this is a Zelda game, you should also make some enemies that can only be harmed by the hookshoot or the hammer. Actually, the items usually just made the enemy open to an attack with the sword. Look at how the shield is used in other Zelda games. Did it make the games too easy? No. If you find allowing the player to leave the shield on as long as they want makes the game to easy that is a problem with game design, not with the shield. Hint: allow the player to spin in place but not move while the shield is active. P.S. Hey, I just did a spell check on my message and Zelda was in the dictionary. Pretty cool. (I used zelda instead of Zelda )
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Post by NASH7777 on Jun 28, 2005 22:30:23 GMT -5
Good Idea DW, we'll see cause if I do a vs. mode I'm just gunna cycle all my scripts and if I double everything. Hearts will go too fast in VS. But we'll see.
Today I did only a little but: Made hookshot so it works on enemies as well as pots.
Made adjustment to Cane of Somaria so using it again will force delete the old block regardless of if a new one is made.(to avoid trapping self)
Made more to menu. Can check stats and inventory like seed counts and arrows and etc...
Started working on Ocarina. Works ok so far. Need to add more notes and songs for it.
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