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Messages - SelcouthFish

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Entertainment / Re: What are you currently watching, reading or playing?
« on: January 01, 2013, 03:24:00 am »
Gaming-wise, for the past couple of weeks or so, Don't Starve has been soaking up almost all of my free time. I don't know what it is about it, but I have been absolutely addicted to it. I guess I've always just loved survival-type games (I should probably get back into Minecraft again). Also, the graphics on it are really rad. Loving all of that hand-drawn stuff!

I've also been reading little bits of the Jeeves series by P. G. Wodehouse (old English humor). I got some books for free on my Kindle a while back and I've been reading through them whimsically for about the past month or so. Good stuff!

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Management / Re: Story Pass :: SECOND ACT
« on: December 03, 2012, 05:42:17 am »
I'm a little tentative in posting here, because the only people I've seen discussing in here are the mods and manager, and far be it from a lowly CP servant to barge into their conversation unannounced. However, I do have a question which pertains to how Link gets the cogs from the temples. Are the temple guardians which I've heard are protecting the cogs (spirit of Jabu Jabu, spirit(s) of the Greak Deku Tree/Kokiri, etc.) being oppressed within their own temples/dungeons by the evil forces occupying those areas (bosses, mini-bosses, etc.)? And is Link going through those areas, defeating the enemies, and being rewarded by proving his courage, or going in their, defeating the enemies, and freeing the spirits which protect the gears?

I ask this because I was thinking that, on a similar note to the "four horsemen" idea being played around with here a while ago, it would make no sense for the evil beings which reside in the dungeons to be trying to stop Link carrying out Ganondorf's mission (at least the larger bosses/mini-bosses), because they are under the influence/are servants to Ganondorf. I understand that he may not be able to directly control them because he's "lying low" at Hyrule castle, but having them technically work against him is a plot hole which is, at least to me, a nagging annoyance. And there are myriad ways which I can think of which could fix this, and I'm sure with a bit of community input and conversation a realistic and satisfying "patch" to said hole could be created.

Or has this been talked about already, and I just didn't get the memo? I don't know every bit of information here in the forums regarding the story, but I've combed through a lot of things, and thoroughly understand the basic plot line which is in the KoT GDD.

3
Mini-Bosses / Re: [submission] Drius, the Cloaked Abductor
« on: December 02, 2012, 10:28:31 pm »
Before I get to my main questions, I just want to say I absolutely love this idea for a mini-boss! I don't think many Zelda games have done this sort of thing before, at least 2D ones, and so this would add a lot to the shadow temple.

My first question (a small one): Is there/is there going to be any sort of explanation for the relation between Drius and the crystal in the last room? Does it have a story, or at least something which can be explained in-game?

Now to my bigger question: So in the final fight with Drius (3rd phase), how will his prioritization work between attacking Link and putting out the torches? If he prioritizes putting out the torches, which is what I assume he does, then I don't imagine that you would get much time to hit him, because as soon as you light all the torches Drius would probably already be about to extinguish one, resulting in an endless loop of you lighting the one he missed and quickly trying to hit him once, maybe twice. Could you either elaborate or maybe alter this part?

If I could make a suggestion for it, then how about once all the torches are lit, he will prioritize summoning monsters/attacking you for a little bit? It would probably make it seem a bit more like a fight, and less like a puzzle (which is unique for a mini-boss, like I said, but the previous two times you encounter him his fight has been focused mostly around solving puzzles, and there're still puzzle elements to this final phase as well). I think it would be more satisfying to have the player wail on Drius and his minions for a bit before he starts to extinguish torches again.

Also (I'm really getting into this; I love the whole concept!), how about after you hit Drius enough times with the crystal lit, he's somehow able to extinguish all of the torches at once/the torches go out all at once on their own, making the player go through the whole process again instead of lighting just one or two which have gone out by that time normally.

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Mini-Bosses / [Submission] Morpede (Forest Temple)
« on: December 02, 2012, 10:07:04 pm »
Name: Mordapede
HP: 6
Location: Atop a canopy within the Kokiri Forest/Forest Temple

EDIT 2: I re-imagined a lot of the battle, making it simpler as well as less "boss battle-y" and more "mini-boss-y".

Description: A rare species of massive centipede which resides within and around the walls of the crumbling and largely overgrown structure of the forest temple. It has hundreds of small legs which allow it to traverse the varied terrain with ease. Its hard black carapace and the thick beige hide of its underside make it virtually impossible to harm. It has three sensitive eyes on the front of its head, which it can individually cover with movable plates of carapace, and also has a pair of large mandibles for crushing its prey.

Attacks:
(Contact damage 0.25 hearts)

Bite - The Morpede lashes forward with its massive mandibles, dealing 0.5 hearts of damage to Link. This is relatively easy to avoid, except when used in combination with Ensnare. During the attack all three of its eyes are open, and it is possible to harm it with a sword slash.

Ensnare - The Morpede spits out a thick strand of fiber which, upon contact with Link, wraps him within a powerful grasp and deals 0.25 hearts of damage. Can be escaped by pushing some button(s?) a certain number of times. This attack is typically followed up with Bite (making it harder to avoid, however it is still possible to do so).

Burrow -  The Morpede burrows beneath the canopy, leaving behind a hole in the arena which the player can fall through. If they do so Link takes the designated game-wide fall damage (0.25 hearts? 0.5 hearts?) and is reset to the last solid section of the canopy they stood on. However, after a designated amount of time (10-15 seconds), the hole closes up.

Burst - The Morpede bursts from below the canopy in a flurry of leaves directly below the player, and rushes head-first towards them on a linear path. Getting hit by the head deals 0.5 heart of damage, as well as launches Link back a bit; contact with the rest of the body still does 0.25 hearts of damage and only knocks him back a tiny bit. Similarly to Burrow, a hole is left behind at the beginning of the attack, and closes up again 10-15 seconds later.

Battle Flow:
The battle takes place on top of a large canopy somewhere outside the dungeon, with the arena interspersed with impenetrable bunches of foliage (they serve as obstacles). The Morpede enters by bursting up from below the leaves in the center, and proceeds to crawl aimlessly atop the canopy. If it sees Link, it will, if close enough, attempt to use either Bite and/or Ensnare to harm him. All three of its eyes are open during this period, and a simple sword slash will harm him. Three of such are required to advance the fight.
After three hits, the Morpede becomes enraged, becoming much faster and targeting Link much more. In combination with Bite and Ensnare, he now utilizes Burrow as well as Charge in an attempt to  expel the player from the canopy. During this phase his two outer eyes become covered, leaving only his large middle-most one exposed. The only way to damage him is to roll-thrust straight through said eye, and that attack must be repeated twice more (for a total of three times) in order to defeat him. Upon his death a chest appears, containing the Hookshot.

Player Countermeasures:
Sword: Damages the Morpede for 1 heart. A slash and roll-thrust are the two ways that it can be hurt using the sword.
Shield: The shield is entirely ineffective against the Morpede. Evasion and the boomerang are the only defense against it.
Boomerang: Stuns the Morpede for a second upon contact with its eye(s).

Thoughts? Criticism? I personally feel as though this is still an incomplete concept mini-boss, and I would love if you could go in-depth with any issues you have with it. If you're confused about how the battle works in general, refer to the MC boss "Madderpilar."

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Hey, new ZFGC member here. I've just finished reading through this whole topic, and I am absolutely stunned by everything being posted here! I've been toying with doing some serious sprite-work for a while, and all of this is really inspirational to me.

I, too, share an absolute love for ALTTP (especially the unique art style) because it was one of the first real games I'd ever owned when I was a kid, and seeing these most recent mappings you've [Yoshi] created is stirring up some of that original magic I'd experienced when first playing the game.

Stupendous work overall! And the little bits and bobs other people have posted have been wonderful as well. I really look forward to seeing where this leads in the future!

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