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Projects => Zelda Projects => Topic started by: Theforeshadower on December 07, 2008, 07:55:30 pm

Title: [HALTED] Legend of Zelda : A New World[HALTED]
Post by: Theforeshadower on December 07, 2008, 07:55:30 pm
Current Story:

  The Trinity Islands, an area no one in the world had ever seen.  Only those that were born on the islands are the ones who exist there.  The islands have been protected by the goddesses for a millenia.  Those who try to escape, parish in the sea.  Those who stumbled upon the islands are forever lost in a mirage of fog.
  One man, Ganondorf, seeks a way to escape the peaceful islands.  He hails from the desert on the Island of Winds from a group of thieves.  Hidden away with him are some of the secrets to obtain freedom from the islands.  But he must have the three pieces of the Sacred Triangle made of crystal in order to break the barrier that protects the island.
  The only other inhabitant of the islands that knows of the same secrets is the king of the Hyrul Island.  He was taught the secret from his father.  The lineage of the kings of Hyrule Island are supposed to be the only ones who know how to remove the barrier.  However, the King knows that it was only a matter of time before the time old secrets were revealed...

Features in my current build:
Grid Based Movement
Battle Screen Concept
Title Screen Concept
Basic Collisions
Original/Edit Link Sprites

Features in the upcoming demo:
A functional concept of the menu
A full featured battle system
Basic leveling system
Save/Load feature

Playable Characters:
Link
Saria ~ magic user
Zelda ~ summoner/ancient magic user
Darunia ~ Goron "temporary playable character" massive strength/bruser
Ruto ~ Zora "temporary playable character" magic user
Nabooru ~ Gerudo "temporary playable character" geomancer
Wedge ~ knight "cameo temporary playable character"
Biggs ~ knight "cameo temporary playable character"

Screenshots:
(http://www.zfgc.com/forum/index.php?action=dlattach;topic=32503.0;attach=4872)(http://www.zfgc.com/forum/index.php?action=dlattach;topic=32503.0;attach=4874)
(http://www.zfgc.com/forum/index.php?action=dlattach;topic=32503.0;attach=4876)(http://www.zfgc.com/forum/index.php?action=dlattach;topic=32503.0;attach=4878)
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Note:This is in no way affiliated with Nintendo nor Square-Enix.
Title: Re: [WIP] Legend of Zelda : A New World
Post by: Jeod on December 07, 2008, 08:03:47 pm
Pix or it didn't happen. And I thought you were required to have at least 4 screens or something else for it to be a WIP?
Title: Re: [WIP] Legend of Zelda : A New World
Post by: Infinitus on December 07, 2008, 08:04:43 pm
Pix or it didn't happen. And I thought you were required to have at least 4 screens or something else for it to be a WIP?
He has pictures. His links are just borked, I don't think his host allows hotlinking.
Title: Re: [WIP] Legend of Zelda : A New World
Post by: Theforeshadower on December 07, 2008, 08:10:23 pm
BAH!  Shitty host.  Made attachments.
Title: Re: [WIP] Legend of Zelda : A New World
Post by: Rukiri on December 08, 2008, 07:53:57 pm
So, what are you using to make the game?
Looks good so far.
Title: Re: [WIP] Legend of Zelda : A New World
Post by: Theforeshadower on December 09, 2008, 12:06:37 am
Update:
Playable Characters:
Link
Saria ~ magic user
Zelda ~ summoner/ancient magic user
Darunia ~ Goron "temporary playable character" massive strength/bruser
Ruto ~ Zora "temporary playable character" magic user
Nabooru ~ Gerudo "temporary playable character" geomancer
Wedge ~ knight "cameo temporary playable character"
Biggs ~ knight "cameo temporary playable character"

Only 3 playable characters at a time.
It will be similar to FFIV's original character scheme: character joins, something happens, character leaves; keeps happening until the final characters are in the party(as if you couldn't figure out who that is going to be).
Title: Re: [WIP] Legend of Zelda : A New World[walk demo]
Post by: Theforeshadower on December 09, 2008, 03:36:23 am
Glorified Walking Demo Release
----------------------------------------------------
~concept title screen
~Trinity Islands
~Kakariko Village + Item Shop
~Concept Battle screen

If you enter the battle screen, just press Backspace.  I just got as far as the ATB itself.  Everything in the battle screen is a place holder except for Link.
Oh and selecting Load doesn't really help anything >.>

http://www.zfgc.com/index.php?action=games&sa=getdownload&id=319
Title: Re: [WIP] Legend of Zelda : A New World[Walk Demo]
Post by: Theforeshadower on December 10, 2008, 03:48:05 am
Non-demo update:
~ Link can now reach level 10 with a complete stat increase system
~ upto five different enemies during an encounter
~ Octorok and Keese stats implemented
~ Various statuses implemented on enemies(poisoned, confused, etc)

Mostly, what I am working on (and probably for a while) is all the damn variables, leveling system(to allow upto 99 levels...alot of code >.>).  All the monsters stats(HP,MP,etc.)
Just working on the coding really.  Waiting in large part for a spriter.
Title: Re: [WIP] Legend of Zelda : A New World[Walk Demo]
Post by: D-Pad on December 11, 2008, 04:29:20 am
Played the demo. It's really cool! Keep it up. Some minor glitches - In Kakariko, if you go behind the tall skinny houses, Link appears on top of the roof tile instead of under it.

Good luck on programming all of those monster stats, btw.
Title: Re: [WIP] Legend of Zelda : A New World[Walk Demo]
Post by: Theforeshadower on December 11, 2008, 04:48:44 am
Played the demo. It's really cool! Keep it up. Some minor glitches - In Kakariko, if you go behind the tall skinny houses, Link appears on top of the roof tile instead of under it.

Good luck on programming all of those monster stats, btw.
Yeah, I already fixed that on my version.
Title: Re: [WIP] Legend of Zelda : A New World[Walk Demo]
Post by: Rukiri on December 11, 2008, 06:28:19 am
Monster stats are really easy but can be annoying...
You can do it the hard way by having just 1 object for monsters.

This is how I would do it.

create event:
monster_name = '';
monster.hp = '';
monster.maxhp = '';
monster.sp = '';
monster.maxsp = '';
//ok you get the idea, stats...

let's say you got a slug as an opponent but want 3 of him in a battle.

ok the max in  a battle should be small at least 5... I mean it's a small resolution, just make X/Y objects for the monsters so it's an easy one. And this is where the Monster_Name variable comes in handy. since all monsterxy objects are connected to the monster objects the variables should work!

step event:
//example monster
if monster_name='slug';
{
  monster.maxhp = 15;
  monster.hp = monster.maxhp;
  monster.maxsp = 3;
  monster.sp = maxsp;
}

It should work and hope it speeds the battle engine proccess! Also good luck on the project, I can help with minor things.
Title: Re: [WIP] Legend of Zelda : A New World[Walk Demo]
Post by: D-Pad on December 11, 2008, 07:17:37 am
step event:
//example monster
if monster_name='slug';
{
  monster.maxhp = 15;
  monster.hp = monster.maxhp;
  monster.maxsp = 3;
  monster.sp = maxsp;
}
That doesn't look like it would work, especially if you were to put it in the step event. As long as the monster_name='slug' expression is true, the monster's hp will always be maxed. :P Besides, I think there's a better way of doing it.

I began working on an RPG battle system not too long ago. I have it so I can create "groups" of monsters and call the script to choose a random number of them from that list, and place them on the battle field accordingly. The monster's stats are preset when the game loads, so all the battle system has to do is grab them and go.
Title: Re: [WIP] Legend of Zelda : A New World[Walk Demo]
Post by: Rukiri on December 11, 2008, 07:21:55 am
You can always go the long way and create slug.hp and so on, but this is the simplified method. Though it might be best if it was in the create event instead of step.
Title: Re: [WIP] Legend of Zelda : A New World[Walk Demo]
Post by: D-Pad on December 11, 2008, 01:43:56 pm
Well that's what Arrays and Data Structures are for, right? So you can initialize every single monster in one neat code for easy editing down the line.

Code: Text
  1. mon[0,0] = 'Slug'; //Name String
  2. mon[0,1] = 15;    //HP
  3. mon[0,2] = 5;      //Attack
  4. mon[0,3] = 6;      //Defense
  5. etc
  6.  
  7. mon[1,0] = 'Ganondork';
  8. mon[1,1] = 100000; //HP
  9. mon[1,2] = 5;         //Attack
  10. mon[1,3] = 7000;    //Defense
  11. etc
  12.  
Title: Re: [WIP] Legend of Zelda : A New World[Walk Demo]
Post by: Wasabi on December 11, 2008, 02:08:03 pm
which afterwards you can retrieve the values from the rows depending on what creature it is.
To do that I'd suggest using a parent object which has the load code in there, and having every other creature as children of it, with only the row_load value changed to the right row.
Title: Re: [WIP] Legend of Zelda : A New World[Walk Demo]
Post by: Mirby on December 11, 2008, 08:02:35 pm
Interesting. Looks good. Although in your story you mispelled parish. In that instance it should be perish.
Title: Re: [WIP] Legend of Zelda : A New World[Walk Demo]
Post by: Dantztron 3030 on December 14, 2008, 05:13:51 pm
Definitely an interesting concept with a story that could be cool if done right and kept within the Zelda spirit. I really want to see a well-done Zelda RPG.

Get at me if you need any help revising your dialogue/script.
Title: Re: [HALTED] Legend of Zelda : A New World[HALTED]
Post by: Theforeshadower on January 01, 2009, 06:59:15 am
Halted for the time being.  I am focusing on getting away from RAD development and moving towards XNA and PaLIB.

Sorry if this disappoints anyone(doubt it lol).
Title: Re: [HALTED] Legend of Zelda : A New World[HALTED]
Post by: 4Sword on January 01, 2009, 07:06:38 am
Did you get the PaLIB to work on your computer? I kept getting the IPC errors even after I made the fix to the DevKitARM folder. Anyway, good luck with that and maybe you can implement this project via what you are moving onto?
Title: Re: [HALTED] Legend of Zelda : A New World[HALTED]
Post by: Theforeshadower on January 01, 2009, 07:33:05 am
Did you get the PaLIB to work on your computer? I kept getting the IPC errors even after I made the fix to the DevKitARM folder. Anyway, good luck with that and maybe you can implement this project via what you are moving onto?
Yeah, works fine for me.  Even got some petty sprite stuff going on.

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