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Messages - The gold chuchu

Pages: [1] 2 3 ... 16
1
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: November 01, 2011, 12:51:51 am »
thats perfect, donotfeedthemax. XD

2
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: October 29, 2011, 02:13:05 pm »
Good good, that's a good start.  I do have to say though, they should be more specific (for example, what direction do the tornados from the spinner go, what are its limitations etc?).

:D

The spinner mainly works as a key too some puzzle in ruin-like temples, like an old crypt or underground cavern(like the water temple, maybe) to "unlock" and expand the path or passageway. It works as this; the spinner enters a key like hole in the middle of the floor, which Link had to reach through his suspense, and (with you rapidly tapping the button) Link activates the spinner and the "door" or path will be revealed. It can also be used as a weapon, and, sometimes uses it's tornadoes to clear a path in over-world, among other things.

I'd like too also mention the items usefulness outside and inside dungeons as well. Like, if we are to only have 13 items, at least, we can explain why Link needs these items and such.

3
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: September 26, 2011, 07:43:05 pm »
 8)

Spinner >> Can make tornadoes appear and lift heavy things(like statues and such) , can be used as a "key" in certain places.

Magic Rod >> Uses the elements to perform different acts such as burn, wet, grow, and send.

Slingshot >> Can stun enemies and hit targets from afar.

That's all I have so far, just a basic description of what each item dose.

4
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: September 19, 2011, 08:12:24 am »
I like the optional upgrade idea, but putting the Master Sword in the same category of the Deku Sticks seems a bit odd, especially considering the Deku Sticks have other functionality other than smacking things.

True. It can be used as a torch as seen in OOT. The wooden sword from TP would make a better choice in this case.

While were at it, we should think about where and when the the items will appear.

5
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: September 18, 2011, 01:38:44 pm »
When you say "magic rod", what do you have in mind of it doing? I think since it completes and  replaces the lantern, maybe, it should have control over ice and fire.

Or maybe we could say:

Lantern >> Firerod >> Magic Wand

6
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: September 15, 2011, 07:57:26 am »
perhaps we can give the slingshot in the first dungeon and as a subquest in the desert you get the bow and arrow as a gift? abot the other ones not sure.

 XD

I like the idea of the slingshot being in the first dungeon. But may I suggest if it be made out as Link's favorite toy? Or something more convinceing like a contest prize or a stolen item? It will fit the setting well, and give Link an early practice in aiming at targets, it would be a good start for the player(who is a thief) as well.

If were only going for the MC origanal 12 items then maybe the layout should be 3 rows 4 per block.

sword > shield > ? > ?
?  > ? > ? > ?
? > ? > ? > ?

And maybe some other special items like the magic beans?

7
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: August 29, 2011, 01:44:03 am »
maybe we should have an item order, kinda like what OOT did:

slingshot >> bow & arrow

deku stick >> thief knife >> master sword

it makes since and gives us a lot more to think about(with is good since this a project).

8
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: August 23, 2011, 04:50:27 am »
 :-[

I like the bow and arrow. Speaking of witch, what kind of attachments we talking about here? Will there be a special kind of arrow, like the light arrow?

9
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: August 23, 2011, 12:26:37 am »
How about the Seed Shooter? It spits tornadoes! Also, th seed shooter has a lot of other capabilities as well, such as fire, rock and ice.

Of course, it's fairly different from the Ice/Fire Rod.

10
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: August 21, 2011, 12:28:46 am »
Cool! "Thieves Knife"? How about "The Thief's Knife"? Or just Thief Knife.

Heres an example of Link using the Spinner to bring a tornado:

11
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: August 20, 2011, 07:07:40 pm »
I think the spinner would make a good item for "getting around" as well, like scaling certain walls, or a trench, carrying you across on a something. So yea, it would come in handy in a dungeon.

Maybe we should make the final sword the Master Sword, because Link is going up against Ganon anyway. It makes sense. With a little tweaking to the storyline, the Master Sword would make a great appearance in the game. So maybe the line would be a little like this:

Wooden Sword >> Thief's Dagger >> Master Sword

Maybe the dagger could be updated in some sort, maybe by one of Hyrule's smiths. Forging it into the Hero's Sword?

12
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: August 20, 2011, 07:32:27 am »
I think we should start off like that. Just start with a simple name and ability?

Spinner - Can create mini tornadoes to destroy things. Unlocks several puzzles in dungeons.

I think the Spinner would be a great addition, it can be used as a magic/key weapon.

EDIT: How about Link starts off with a wooden sword(or stick) at first, then upgrades to a thief dagger(kinda like the hero's sword in WW), then ultimately to the final sword?

13
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: August 19, 2011, 04:13:21 am »
 8)

What's the main sword in the game(like the sword link's gonna use)? Are we using an original item?

14
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: August 17, 2011, 04:23:54 pm »
I think 16 kind of a big number!  XD At first I thought we was gonna go with only 10 items, and no inventory items(like fish scale or boots). I dunno, we want this game to be way more of a quest then MC was, and MC was a little short compared to OoS/OoA. But yea, maybe we should only give slot spots to only useful and unique items.

16 seems a little big imo, but 24 is pushing it. 13-14 seems adequate. At first, I thought we were going for an item grabber, having link stack up to about 28 items!I must admit, that would have been pretty sweet. But we should think about this logically, as to what link doses and goes on his quest.

yea, a poll would do great.

15
Graphics / Re: village MC style
« on: August 16, 2011, 07:15:31 pm »
 :D

These are really well made, Azur! Great work!

How about giving the bald guy a hat tho? XD

16
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: August 15, 2011, 04:21:40 am »
Maybe we should post one item at a time, so we don't get the same items twice and get confused. :-\
I agree with what Frozen said earlier, most of the recurring Zelda items are the essential ones. Like Swords, Shields, and maybe Boots. :P

Dibs on the master sword!

Quote
MAIN ITEMS
  -Master Sword
  -Temple of Time(2nd visit)
  -A very sharp blade! Can slice through anything!!
  -None, Can use anywhere...BUT IN HOUSES!
  -Can deflect other spear, sword, trowing related attacks.

17
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: August 14, 2011, 02:08:39 am »
Yea, having to many to choose from could be a confusing problem for the player and programmers. Let's just pick out the best ones then. The slingshot looks like a good thief item, kinda like a pre-bow item.

18
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: August 13, 2011, 10:07:15 pm »
We should design the items per usefullness.. for example of your magic Items, I see the Rod of Seasons, Rod of Ages useless, since they just appear in that game and we aren't messing with seasonal changes or time warps.  The Cross and Rings feel usefull too (actually I don't know in what game they appear XD I guess Zelda I and OoA/OoS respectively), Spinner might not work for this game.


Then we should see the items depending of the function, the Hookshot, magnetic gloves, and Switch Hook have the same function, moving you from A to B. So no matter which of those three we use it will be nearly the same :). Same applies for the Slingshot and the Bow,

The Hyoi Pear and the Magic Beans can work, mostly the Magic Beans, yet the Hyoi Pear is used to talk to fishes not sure how that will work in this game.


Actually I think we must define first the number of Items we are going to use. And if we are going to add Tunics and boots, and if we actually add them, we must define is they will be considered as Items or if they will have a special screen for the selection ( a la OoT).




I like to keep an open mind when dealing with the Item fracture in KOT. What if some items have the same ability, they can be used differently in the 2D environment.(e.g bow and slingshot) The bow is more of a combat weapon, it pierces through the opponent killing it, while the slingshot knocks things over and stun enemies.

Every item is useful in it's own way. The environment can be effected by each item a different way. Using your items on enemies can result in different reactions as well.

As for items that have special menus like the Inventory, I think tunics and charts/maps should go there while Quest Items would have-?

Heres a list of existing zelda items so far:
Show content
All-Purpose Bait
Ambrosia Lite
Ancient Sky Book
Angler Key
Apple
Armor Seed
Arrow
Ashei's Sketch
Auru's Memo

Big Bag
Bait
Bait Bag
Ball and Chain
Bamboozle grass
Bananas
Barrel
Basket
Battle Axe
Bee
Bee Larva
Beedle's Membership Cards
Beetle
Big Catch Lure
Bird Key
Bird Statue
Blue Arrow
Blue Bracelet
Blue Fire
Blue Potion
Blue Ring
Bobber Lure
Boko Baba Seed
Boko Nut
Bomb
Bomb Arrow
Bomb Bag
Bomb Flower
Bomb fruit
Bombchu
Bombchu Bag
Bombers' Notebook
Bombling
Bone Ocarina
Book of Koridai
Book of Mudora
Book of Seals
Boom Box
Boomerang
Boots
Boss Remains
Bottle
Bottle of Magic
Bottled Water
Bow
Bow of Light
Broom
Brother Emblem
Bug
Bug Catching Net
Bullet Bag

Cabana Deed
Candle
Cane of Byrna
Cane of Pacci   
Cane of Somaria
Cannon
Capture Staff
Carlov Medal
Carrot
Charles's Necklace
Chateau Romani
Cheesy Mustache
Cheval Rope
Chip
Chu Jelly
Claim Check
Clawshot
Cojiro
Comfork
Compass
Compass of Light
Coral Earring
Cross
Crossbow
Crown Key
Crystal
Cuccodex
Cyclone Slate

Eight Instruments of the Sirens
Elixir Soup
Engine Grease
Engineer Certificate
Engineer's Clothes
Essences of Nature
Essences of Time
Eye Drops
Eyeball Frog

Face Key
Fairy
Fairy Doll
Fairy Flower Sap
Fairy Ocarina
Fairy Powder
Fairy's Scroll
Farore's Wind
Fighter's Shield
Figurines in The Legend of Zelda: The Minish Cap
Figurines in The Legend of Zelda: The Wind Waker
Fire Arrow
Fire Rod
Fish

Fish Journal
Fishing Hook
Fishing Rod
Flame Lantern
Flippers
Floodgate Key
Flute
Food
Force Field Ring
Force Gem
Forest Firefly
Forest Water
Frog Lure
Fungal Spores
Funny Joke
Fused Shadow

Gale Boomerang
Gasha Seed
Gerudo's Membership Card
Ghastly Doll
Gilded Sword
Gnarled Key
Gnat Hat
Goat Milk
Goddess Pearls
Gold Dust
Gold Sculpture
Gold Skulltula
Golden Bee
Golden Bug
Golden Compass
Golden Feather
Golden Gauntlets
Golden Key
Golden Leaf
Golden Scale
Golden Whistle
Goron Amber
Goron Bracelet
Goron Iron
Goron Vase
Goronade
Grappling Hook
Graveyard Key
Great Fairy's Sword
Great Fairy's Tears
Great Key
Green Arrow
Grip Ring
Ground Shell
Guard Notebook
Guardian Acorn
Gust Jar

Hammer
Handprint
Harp of Ages
Hawkeye
Heart Container
Hero's New Clothes
Hero's Shield
Hibiscus
Honeycomb
Hookshot
Horse Call
Hot Spring Water
Hover Boots
Huge Maku Seed
Hylian Shield
Hyoi Pear

Ice Arrow
Ice Rod
Ingredients in Freshly-Picked Tingle's Rosy Rupeeland
Invoice
Iron Boots
Iron Pot
Iron Shield
Items in Freshly-Picked Tingle's Rosy Rupeeland
[/quote]
Quote
Jabber Nut
Jewel of Control
Jewels
Joy Pendant
Junk

Kaleidoscope
Key
Kidnapped Child
King's Key
Kinstone
Knight's Crest
Kokiri Boots

Lantern
Lantern Oil
Large Brass Key
Lava Juice
Lava Soup
Lens of Truth
Library Books
Library Key
Light Arrow
Light Force
Link Doll
Lokomo Sword
Lon Lon Egg
Lon Lon Ketchup
Love Carp
Lumber
Lyre

Mage's Cap
Magic Armor
Magic Arrow
Magic Bean
Magic Book
Magic Cape
Magic Compass
Magic Honey
Magic Jar
Magic Medallions
Magic Mirror
Magic Mushroom
Magic Oar
Magic Powder
Magic Ring
Magic Rod
Magic Rope
Magic Scroll
Magical Boomerang
Magical Clock
Magical Key
Magical Shield
Magnetic Glove
Magnifying Glass

Magnifying Lens
Map
Master Rupee
Master Sword
Master's Plaque
Meat Soup
Medal of Courage
Medli's Harp
Mega Ice
Megaphone
Member's Card
Mermaid Key
Mermaid Suit
Mermaid's Necklace
Mermaid's Scale
Milk
Minced Meat
Mini Death Bug Chrysalis
Mirror Shield
Mirror of Truth
Mirror of Twilight
Mole Mitts
Moon Pearl
Moon's Tear
Mushroom
Mysterious Shell
Mystery Item
Mystical Seeds
Nayru's Love
Nidorian
Noble Sword
Quote
Ocarina
Ocarina of Time (Item)
Ocarina of Wind
Odd Mushroom
Odd Potion
Oinker snout
Ooccoo
Ooccoo Jr.
Oracle Charms
Ordon Goat Cheese
Ordon Pumpkin
Ordon Shield
Ore
Oshus's Sword
Overworld Item List
Overworld Magnet
Owl Statue

Pearl Necklace
Pegasus Boots
Pendant of Memories
Pendants of Virtue
Phantom Ganon's Sword
Phantom Hourglass (Item)
Phantom Sphere
Phantom Sword
Phonograph
Photo Album
Picolyte
Pictograph Box
Pictograph box
Piece of Power
Pineapple
Pink Coral
Pirate's Bell
Pirate's Charm
Poacher's Saw
Pocket Cucco
Poe Clock
Poe Soul
Popper Lure
Potion
Potion of Power
Powder Keg
Power Bracelet
Power Glove
Prescription
Prize Postcard
Pumpkin Seed
Pure Metal

Queen Juice
Quiver

Rabbit Net
Raft
Rail Map
Razor Seed
Razor Sword
Recipes
Recorder
Recovery Heart
Recruit's Sword
Red Darknut Arrow
Red Potion
Red Ring
Red Shield
Regal Necklace
Regal Ring
Rib Steak
Ribbon
Ricky's Gloves
Ring Box
Roc's Feather
Rock Brisket
Rock Sirloin
Rod of Seasons
Rupee
Rupee Good
Rupoor
Rusty Bell
Ruto Crown
Ruto's Letter

S.S. Linebeck
Sage Medallion
Sail
Salvage Arm
Sand Wand
Sand of Hours
Scabbard
Scent
Scent Seedling
Sea Ukulele
Secret Notes
Secret Seashell
Seed Satchel
Seed Shooter
Shadow Crystal
Shield
Shield of Antiquity
[/left]

We should just pick the most useful and exciting items from older series, and make up some ideas on our own for them.

19
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: August 11, 2011, 06:09:24 pm »
Soooo, do we start classifying these objects to explain their meaning and use in the game? Where they are found, how and when to use them, and what they do in/to the 2D environment.

Personally, I like everyones item list, and should be compiled to a final list. With everyones main item ideas intact.

so far we got:

Magic Items:
Quote
Roc's Cape
Seed Shooter
Magic Mirror
Pegasus boots
Magic beans
Cross
Rings
Rod of Seasons
Rod of Ages
Gust Jar
Cane of Pacci
Hero's Charm
Sand Wand
Combat Items/Useful Items:
Quote
Iron Boots
Magnetic Gloves
Spinner
Ball and Chain
Bow
Swords
Bombs
Boomerangs
Shields
Hammers
Other:
Quote
Deku Sticks
Deku Nuts
Slingshot
Hyoi Pear
Switch Hook

20
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: August 10, 2011, 07:02:43 pm »
Heres some Items I think should return from MC:

Pico Cane: Can flip anything, even enemies. also when used on certain things the changes vary from one to another. For example:

Using the cane on a ChuChu would flip it and turn it inside out into a messy puddle of goo. While on other enemies such as a Moblin, It'd just flip him and make him angry.
Minish Cap: I loved how this game went from big too small, It would be cool if the whole minish cap shrinking experience was in an over-head view. Like for example; Using the cap in the city or town would put you directly below it. To fully explore the world in minish size! Instead of a little icon floating over your head.
The Gust Jar: On top of it being a jar that can suck up anything, it makes a good vacuum cleaner. It can reach things from afar like rubies, hearts, and enemies.

Well, these are just a few ideas I had when I brainstorm. More powerful and resourceful items fall in the puzzle and weapon category.

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