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Author Topic: [Submission] Swimming Test  (Read 8212 times)

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[Submission] Swimming Test
« on: July 15, 2012, 02:43:31 pm »
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Location: Zora's Domain
Cost: 10 rupees
Objective: swim in the sea in a race against an NPC. Depending if you win, tie the match, or lose, that's how the prize will be.
Rewards:
- Winning the race, piece of heart
- Tie Match, 1 fairy
- Lose the race, 10 rupees
- Winning the race, 100 rupees (only available after getting the heart piece)

Description: Link will have to swim in a race against a zora. He can swim on the surface, as he can also dive. Swimming on  the surface may make harder because of the waves. Swimming through waves slows his movements. If hit by a tidal wave, Link will be pushed back to the entrance. Diving, the player may find speed boosters, thanks to the current, as he can also be pushed back because of the flowing.

Dangers:
- Waves
- Flowing

Avoid dangers:
- To avoid waves, the player must dive before the wave hits him
- To avoid the flowing push you back, the player must use the tunels scattered around, near the flowings. Taking one of this will take you to the other side.
« Last Edit: July 23, 2012, 01:27:42 pm by BlazeBigBang »
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Re: [Submission] Swimming Test
« Reply #1 on: July 15, 2012, 02:45:15 pm »
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I see this as easy to beat.
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Re: [Submission] Swimming Test
« Reply #2 on: July 15, 2012, 02:47:18 pm »
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I see this as easy to beat.

If you swim through the tunels, and avoid the waves, you're OK. If not, you're !@#$%.
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Re: [Submission] Swimming Test
« Reply #3 on: July 16, 2012, 01:16:10 pm »
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How will you find these tunnels?  Like, you can't see underwater, so what on the surface will indicate a tunnel?
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Re: [Submission] Swimming Test
« Reply #4 on: July 16, 2012, 02:22:32 pm »
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How will you find these tunnels?  Like, you can't see underwater, so what on the surface will indicate a tunnel?

Then, how the hell does Link swim?
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Re: [Submission] Swimming Test
« Reply #5 on: July 16, 2012, 02:25:16 pm »
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That makes no sense.
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Re: [Submission] Swimming Test
« Reply #6 on: July 16, 2012, 02:26:33 pm »
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That makes no sense.

What? Not seeing underwater, or what I said?
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Re: [Submission] Swimming Test
« Reply #7 on: July 16, 2012, 02:27:39 pm »
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What you said made no sense. :P
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Re: [Submission] Swimming Test
« Reply #8 on: July 16, 2012, 02:28:45 pm »
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What you said made no sense. :P

What I meant. If Link cannot see, then how the hell does he dive? He will crash against everything.
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Re: [Submission] Swimming Test
« Reply #9 on: July 16, 2012, 02:31:00 pm »
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I said YOU cannot see, not Link.  Have you played a 2D Zelda that has diving?
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Re: [Submission] Swimming Test
« Reply #10 on: July 16, 2012, 02:31:34 pm »
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Hint, Hint, MC. :P
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Re: [Submission] Swimming Test
« Reply #11 on: July 16, 2012, 02:32:08 pm »
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I said YOU cannot see, not Link.  Have you played a 2D Zelda that has diving?

Have you played a 2D Pokemon game that has diving? It could be used the same mechanic from Pokemon Ruby/Saphire/Emerald.
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Re: [Submission] Swimming Test
« Reply #12 on: July 16, 2012, 02:33:03 pm »
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but thats a pokemon game.
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Re: [Submission] Swimming Test
« Reply #13 on: July 16, 2012, 02:34:23 pm »
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We're not using Pokemon mechanics.  This is Zelda.
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i love big weenies and i cannot lie
Re: [Submission] Swimming Test
« Reply #14 on: July 16, 2012, 02:35:24 pm »
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It has the same perspective of MC: you see it from aboce. But what I thought it was to Link be seen from a side. I mean, like in a platform game.
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Re: [Submission] Swimming Test
« Reply #15 on: July 16, 2012, 04:48:56 pm »
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Actually, in OOA you could get the Mermaid Suit (which was an upgrade from the flippers), that allowed you to dive and enter an underwater world. I think something like it was mentioned in passing in the GDD along with the flippers, but not really explained in detail. The entire diving mechanic wasn't really explained, but it is said to be MC style. So I would guess that diving is the same. You see a shadow of Link submerged, but the player's view remains the same above the water.

My suggestion for you tunnels is to make some even darker spots and have the camera move at a faster rate to the exit, which can be further along the path or even backwards. You could also surround the entrance with rocks or something, where you might have to swim a little back to make a great step forward.

I don't think the underwater world mechanic is going to work, without implementing it for the entire overworld, dungeons and interiors.
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Re: [Submission] Swimming Test
« Reply #16 on: July 16, 2012, 04:52:16 pm »
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Well then, darker spots of water means that there is a tunel close.
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Re: [Submission] Swimming Test
« Reply #17 on: July 17, 2012, 05:21:47 am »
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In OOA and OOS, the way diving worked was identical to MC, except there were dark patches of water that you could dive into which caused you to enter a side-scrolling area. I tried to make that clear when I was writing up the flippers, but evidently failed :p
I think because I was trying to leave room for a Pokemon mechanic.... XD

Anyway, a couple things. I think by flowing, you mean current, that's the more appropriate word in this situation. Also, I'd recommend that it'd probably be more fun if instead of just racing a clock, you raced an NPC. It gives you a more tangible goal, and something to compare yourself to instead of just "made it in 40 seconds!"

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Re: [Submission] Swimming Test
« Reply #18 on: July 17, 2012, 12:57:11 pm »
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... I think by flowing, you mean current, that's the more appropriate word in this situation...

Damn google translator

...Also, I'd recommend that it'd probably be more fun if instead of just racing a clock, you raced an NPC. It gives you a more tangible goal, and something to compare yourself to instead of just "made it in 40 seconds!"

Done.
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Re: [Submission] Swimming Test
« Reply #19 on: July 23, 2012, 03:52:24 am »
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Wait, so of you loose, you get 50 rupees?

Haha, make sure to pay attention when you're changing things so that they still make sense :p
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