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Messages - Dark-Hylian

Pages: [1] 2 3 ... 18
1
Enemy Units / Re: [Submission]Wraith
« on: July 10, 2012, 07:29:53 pm »
I like it! It's like the Boes from Majora's Mask, but a bit more hardcore. One thing to take into consideration about the wraiths though, is that they seem decently hard to kill, so you couldn't have them in groups too large, or it would get seriously frustrating. Perhaps, and this is just an idea, have two kinds of wraiths:

Name: Black Wraith
Location: Given
Description: A bouncing ball of smoke that roams around looking for things to steal, yada yada.
Ram - .25 / .5 Hp
Chance on hit (about 1 in 4) to knock out up to 10 Rupees (in value, not number). If they touch these Rupees (which get sprayed around) they pick them up, and (maybe) drop them on death.
These come in large groups, and are easily two shottable with the weakest sword, one shottable with most everything else. They swarm at you from dark corners, and their numbers are their main advantage.

Name: Other Wraith xD
Location: Given
Description: A bouncing ball of smoke that roams around looking for things to steal, yada yada.
Ram - .5 / 1 Hp
On hit, knock out up to 20 Rupees (in value, not number). If they touch these Rupees (which get sprayed around) they pick them up, and (maybe) drop them on death.
These are larger, and can take up to three hits with the weakest sword to kill. Arrows and bombs have no effect, as they gobble them up before any damage can be done. They come in sets of 1 or 2, with 3 being a rare occurrence (last dungeon or something).

Just food for thought.

2
Haha, hey Max! Long time no anything really :( Yeah, something about my home IP disabled my account, just couldn't log in. Some server cookie or other. Just booted up a Linux to surf, as my Windows blew out recently... and WALLAH! Here I am. I don't have any of my ish from when I was actually involved in this at the moment, but I felt I should at least contribute something.

I agree, 8 shades is too high, but steam + 2-4 should work. Working on my own ish, on top of my book, but I'll be around as much as I can :D

3
I agree with the color. I would say cracks, but that doesn't give the same effect, especially if it's not a rocky creatures. The steam makes sense, and maybe when it's a full health, it pulses (light to dark and back) faster, and as it cools, it gets slower, until it stops, when you can hit it. I don't know if you want to consider it as a miniboss, or a full boss, because tweaking could be done to make it either. Thanks for considering it :D

4
Mini-Bosses / [Submission]: Magma Serpent: Miniboss of Carbon Mines
« on: June 18, 2012, 05:09:41 pm »
Name: Magma Serpent

HP: 9 (I assume, though the amount dedicated to a mini-boss might be different.)

Location: Mini-boss or Boss of the Carbon Mines (There might be some later, which you can use the Bomb Cannon on as well).

Description: The Magma Serpent is a creature that lives below the earth, generally in the pools of magma in and around Death Mountain. They are extremely territorial, and will exterminate encroaching threats with extreme prejudice. Their bodies are similar to a Magtail's (WW), but they bear resemblance to a snake or dragon, with fangs and the capacity to spew "venom", in this case, lava. They hate the cold, and if their bodies become to chilled, by wind or water, or simply prolonged time out of lava, they will withdraw before attacking again.

The Fight: The fight with the Magma Serpent takes place based on the amount of heat left in it's body. When it's fully charged, as in when it just surfaces, it will be all bright and glowing cherry red in its lava veins. However, when it attacks with Lava Spit, when you hit it with an Air or Water Cog attack, etc, it will lose some of that heat. Once it runs out of heat, it will turn gray, leaving it vulnerable to an attack. Once hit the appropriate amount of times, it will use Burrow, or retreat to an already existing hole if two already exist. Once it's underground, it will refresh its heat.

Attacks:

   Eruption - 1 HP

The most basic, and easily avoidable of the Magma Serpent's attacks, is the Eruption. Basically, the attack consists of a small explosion of rocks as the creature surfaces, burrowing its way out of the ground at speed. To avoid this attack, simply watch for the preceding animation, and stay out of the way. (Note, it will use this attack a total of two times, leaving two exit holes, after that it will come out of an existing one.)

   Burrow - 1 HP

Similar to the Eruption, the Magma Serpent, after receiving damage or when its body cools, will dive back under the ground, leaving another hole in its wake. This one is slightly more difficult to dodge, as the Magma Serpent gives very little indication of when it will dive, aside from its body's cooling or damage received. To avoid it, you simply have to retreat from the creature once you injure it. It will use this attack once it has run out of heat.

   Lava Spit - 2 HP and Burn

As the Magma Serpent chases you around the room, it will occasionally shoot flaming balls of phlegm at you, which will set a little patch of fire on the ground, and deal damage if it hits you. This attack causes the Magma Serpent to lose heat, and it can only use this attack three times before it will retreat underground.

Player Countermeasures: While fully heated, the Magma Serpent cannot take damage from anything. The goal is to lower it's temperature by either prolonging it's time above the ground, or hitting it with cooling attacks.

   Sword - Hitting it with your sword will bounce it back somewhat, like attacking a Darknut's shield in Minish Cap, thus useful for barring it from entering it's holes. Once it runs out of heat, the sword can be used to deal damage to it until it burrows again. This contact removes 1 heat charge.

   Shield - Blocking / Bashing it with your shield will bounce it back somewhat, like attacking a Darknut's shield in Minish Cap, thus being useful for barring it from entering it's holes. This contact removes 1 heat charge.

  Hookshot - Has no effect

   Bow and Arrows - Shooting the Magma Serpent will bounce it back somewhat, like attacking a Darknut's shield in Minish Cap, thus being useful for barring it from entering it's holes. This contact removes 1 heat charge. Once it runs out of heat, this attack can be used to damage the Magma Serpent.

   Forest Cog - the tornado created by the Forest Cog is incredibly useful against the Magma Serpent, as it removes 4/8 heat charges. It has no effect once it has no heat left, however, except to put out the Lava Spit patches.

   Water Cog - the ring of water created by the Water Cog is incredibly useful against the Magma Serpent, as it removes 4/8 heat charges. It does its appropriate amount of damage once the Magma Serpent has no heat left. It can put out the Lava Spit patches.

A Word from our Sponsors: To clarify a few things:

The Magma Serpent has 8 heat charges. Hitting it with stuff removes a charge, hitting it with a cog removes lots.
Once the Magma Serpent has no heat left, it gets stunned for a few seconds. During this time, you can damage it.
After the stun wears off, it will Burrow again, leaving another potential surfacing point (a la Whack-a-Mole).

I wrote this with the idea of it being the mini-boss, but I realized that it would work just as well as a Boss if a few things were tweaked.

Since you would have the Bomb Cannon, you would be able to injure it like that, by either getting a lucky hit above ground, or dropping it down the right hole as it goes to surface.
Or, if you're planning on using Bomb Flowers, have them usable the same way ^^
Its heat and its health amounts would increase, and it would need another attack, probably a bigger Lava Spit, for when it enraged.
There could even be two of them!

What do you think?

5
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: December 01, 2011, 02:15:26 am »
Sorry for my absence, issues and exams, etc. Also, I noticed I'm not being notified of new messages, but they show up in my emails. Huh. Anyways.

Max, the Cogs seem good, I like them a lot. The water one still doesn't click, but I don't think it ever will xD

Anyways. The Shadow Cloak. Its uses are really garbled in here, but when I read it quickly, someone mentioned (this might have been me actually, or someone quoting me xD) but
Quote
While wearing the cloak, illusions become obvious. Spikes or blocks that aren't real will have some kind of visual effect, and will be passable while the shadow cloak is worn. Some invisible paths will become visible as well.
Wearing the shadow cloak drain your magic.

This seems like the ideal solution, and if you guys want to add the shell idea, the one where it fades when you take the cloak off, then that seems acceptable. As for the rest, bow use should be kept "normal", no tricky 360 degrees or 12 directions blah de blah. I think MC's bow engine was fine. Ice and Fire arrows will work well if we just keep it simple, and Light Arrows shouldn't be included, imo.

I think Bomb Cannon and Bow should function the same way, relatively.

That's about all I have to say on the subject, good work all :)

6
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: November 27, 2011, 12:28:43 am »
Mmkay. Sorry for my absence, family and travelling, etc. you know how it goes.

Shadow Cog: Whips a tendril of shadowy energy in front of Link, confusing the enemy it touches; this causes it to attack other enemies in the general area. When the tendril is used on a statue, the statue comes to life, and fulfills its purpose, or is put under the control of the Player.

Bow 'n' Arrow: Should function the same as in Minish Cap, although changing in direction (4 or 8) should be allowable. Using a "R" or "Select" or whatever, should switch the function, Ice Arrows, Fire Arrows, etc.

@ Jon The Stig :P - Temperature Cog, we can't do it. That intrudes WAY too much into Fire and Ice Arrow territory, which is where we've been trying to stay away from. I think it could perhaps be an ice sheild, but IMO, the water cog works the least well for a defensive one, I'd choose the Stone Cog for a defensive one, water for an actual attack.

7
Artwork / Concept Art Thread
« on: November 23, 2011, 03:15:07 am »
Mmkay, I'm personally going to be drawing some stuff from this game, cuz it sounds fun. Anyways, I'll post it here, and everyone else can put theirs here as well, if they draw any.

--------------------------------------------------------
Bomb Cannon Concept v.1

8
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: November 21, 2011, 10:44:09 pm »
Haha, it's alright. I only didn't reply because there wasn't much to reply too. I think it looks pretty good, the shadow cloak and the shadow cog are the most contested issues at the moment, but the "Shadow Whip - Confuse / Control" for the cog, and the "You can't see me, I can't see you" Cloak are probably the best options. For the bow, I suggest only 8 directions, for coding and graphics ease. 360 doesn't seem feasable, or easy to use for the player. Anyways, the boomerang could perhaps have a lock-on mechanism, or it could bounce? I think if we keep what we have, it's pretty original, and doesn't need much help. The hookshot needs more than just a make-over if it wants to feel different, like perhaps a new use, etc.

On the non-posting issue, I am currently planning a novel, and helping a friend with their game, so I'm really busy.

9
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: November 18, 2011, 08:13:18 pm »
Actually, something you said gave me an idea. Perhaps, the water cog could be used primarily for defense, or for removing whirlpools. If you take it on those levels, you could have kind of a spiral, water shield, that blunts or blocks any incoming damage. Then we have:

Forest Cog: Daze
Stone Cog: Damage
Shadow Cog: Confuse
Water Cog: Deflect

I think having the water cog's ability be defensive would be a good fit. But I'm still struggling to like any of the concepts. Steam still has my vote, but it'd be hard to do =/ I think the water cog should have a defensive or 'Not dazing, confusing, or directly damaging effect, such as... protection for Link, etc.'

@thestig - I thought, I havn't looked into it, the villain was Ganondorf...

10
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: November 18, 2011, 04:38:36 am »
Typhoon Cog:

   Land Function: When Link uses the Typhoon Cog on land, it creates an outward moving wall of water that pushes enemies away from him. This also is able to shatter pots and weak structures such as bushes.

   Water Function: When Link uses the Typhoon Cog in/into water, it creates a vortex of churning water that draws everything nearby into it, (potentially expelling them), gathering them up nicely. This also has the effect of disabling whirlpools (as previously mentioned, like in pokemon) allowing access to different water areas.

-

Shadow Cloak:

Use: Conceals Link from the vision of most enemies, but makes him visible to others, such as spirits and ghosts. While invisible, Link can see invisible things previously unobservable, but distinguishing things that were previously visible becomes a challenge.

Obtained: Sheikah Temple

-

I dunno, I'm too tired for anything more than that, but I'd say, once we nail down the Water Cog, which now sounds similar to the Nature Cog, and keep everything seperate, only have one daze, one confuse, one damage, and one ________ cog, then we can probably say goodnight to this whole shabang.

11
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: November 17, 2011, 08:51:42 pm »
Mmkay. My (like, for the fiftieth time) 2 cents (dang, i have like... a dollar! Sweet!) But anyways:
I agree, the steam cog is stepping into the Fire Arrows area of use, and I HATE items that overlap too much, like TP's THREE bomb bags, it was uneccesary.
So, if the water cog can't Freeze, Melt, or really do water, what can it do? I'm still game for the Bubblebeam, where you can trap enemies long enough to deal with others, but the Wave idea is looking better and better. Perhaps, like you say, it could be used for things like powering water wheels, which makes me think currents. Not sure if you've ever played WoW, but one of my favorite spells in the game, was druid's Typhoon, which shoots a big wave of magic water. Pretty much, it just launched people backwards. What I'm suggesting, is a wave that expands (wider) as it goes out, to pretty much shove everyone away, giving Link room to breath, while propelling him forward in water, or something, like, if he swam into it, like, swim dash chased it, he could be like, super boosted or something.

Anyways: Big, concussive wave that shoves people, and makes Link go faster in water. Potential to overcome currents and power water wheels, as well as douse fires.

I still like steam, but I don't think it's different enough from the fire arrows. Perhaps if we only had one, like, only having Ice arrows, it'd be a sort of interesting flip flop of the norm. Who knows.


-------


The Shadow Duo. One, mirror shield doesn't really fit well, I don't think it could be implemented well enough, or provide much further use, than in the Sheikah dungeon, which should be only sheikah, no gerudo and whatnot. For one, I'd suggest something to do with stealth, and the other to do with energy and statues. Whether the item has to do with the statues, and the cog to do with stealth is up in the air.

So: Controllable Statues
      Invisibility
      Revealed Illusions

appear to be the biggest points for Sheikah stuff. I REALLY don't see the need for another "daze" cog, as we already have 2, which is kinda pushing it, but not a third. Otherwise i'd suggest a momentary invisibility due to flashbang / deku nut.

Anyways, my ideas are as follows:

Shadow Cog: An Elegy of Emptiness type effect: Links "Soul" is manifested into a statue, ala MM, that mirrors his movements. At any time, the Real Link and the Statue Link can "Switch Places", so if you sneak your guy past a guard who detects living things, and then switch, you're safe. Anywho, this ability can be used on Statues, allowing you to have a mirror Statue, who copies your movements. I dunno.

The Shadow Whip idea Max presented is easily my favorite, but if instead of dazing / confusing the enemy, it made it hostile to other enemies, sort of like Mind Control, but without Control, so you bop a Moblin, who then runs around hunting Octorocks, sound sweet to me. Then, when used on a statue, it activates it, or when used on something like a pot or switch, it could shudder, expell smoke, and then shatter or flip. Shadow Whip Cog has my vote.

For the Item, there's stealth, stealth or mirror shield, ie, light, and I don't like lights.

So, ideas.

Invisibility Cloak: Dur.... um, it makes Link Inwisible, like in LTTP... yay.
...
Lens of Truth: Dur... um, lets Link see tings thats inwisible, like in OOT... yay.
...
Um... lets see.

But seriously: perhaps a Cane of Myrna or whatever from LTTP, that lit up invisible platforms and made them solid, or like sensing / LoT, and perhaps have a "Use for Treasure" kind of thing, so that you could find that rat that ate the key, or something. I've got no ideas for this one really. Having a cloak that makes you invisible to mundane things, but drives you mad and makes you a target for the ghosty ones is probably my best idea.

What'd'ya think?

12
King of Thieves / Re: Changes in game design
« on: November 17, 2011, 08:41:25 pm »
I'll help Max, we appear to get along. If not, I'll kinda just lurk and make suggestions XD

13
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: November 17, 2011, 12:34:29 am »
I think the Clock dungeon should be itemless, or perhaps just using the statue / gear control.

Anyways, the Ice cog vs Ice arrows. Both are cool, imo, and I loved the Ice arrows in every game to date, so perhaps a "bubble" or "steam" cog could be more effective. Perhaps, sort of like a geyser, it shoots pillars of steaming water in front of him, scalding enemies that it hits, MELTING ice, etc. I hadn't even thought of steam, but it fits. That would act as an "anti" ice arrows, or perhaps, it could only work on water... say, if there were puddles, it would spawn a pillar from every puddle... or something.

The shadow cog. That silly, silly cog, whatever shall we do with it? Perhaps if it weren't a shadow cog at all, but like you said, more related to the mirror shield. Perhaps the dazing and stuff i mentioned, plus if you blasted a statue, it would come to life, animated by the cogs energy. I do like the shadow torment kind of thing, as it is antiheroic, and it should fit, but it doesn't really tie in to the statues. I think we need to decide entirely on what the shadow dungeon is, what item it has, and then decide on the cog =/

So, my votes go for: Nature Cog: Whirlwing Launching Punch
                              Steam Cog: Pillars of Boiling Water
                              Stone Cog: "Hulk" Smash!
                              "Light" Cog: Beams of Dazing and Energizing Light.

Thus they stand until other ideas are presented... and stuff xD

14
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: November 16, 2011, 09:35:53 pm »
Yeah, the 3 shot thing I was referring to was in TP, where if you shot a cannonball, you could eventually go get it later, but I like the bomb idea much better. Cogs are sounding good, though my suggestions would be as follow:

Forest Cog: Instead of smashing the ground to create a tornado, he kinda flings it forward, and it gets bigger, like the Whirlwing from ST,  capable of dazing enemies and breaking pots, as well as like, extinguishing torches and tearing through Spider Webs, OOT style.

Ocean Cog: Perhaps, depending on the situation of getting it, and its being made, were it an ICE cog, it could freeze enemies and tracts of water, allowing link to slip and slide across, ala Ice Boomerang, ST. Or, for a purely water thing, maybe put him, or enemies, in bubbles? Just a thought.

Stone Cog: I like, but perhaps a funnel type attack, if the whole screen seems too overpowered, like the Forest Cog.

Shadow Cog: Personally, this contridicts my every thought, as when I look at the others, I see (Wind, Water, Earth... and Darkness?) Personally I'd do a kind of Holy Fire esque thing, for ANTI illusions. Or perhaps, using the cog could stun / confuse / disorient enemies, while identifying invisible things, like pouring a bunch of smoke into a room. Just a thought. Or it could behave like light, which dazes enemies when pointed at them, and illuminates shadowy bridges etc.

Looks like this is pretty close to being wrapped up, I like how far we've come! And bracers / glove does seem to be the best solution.

15
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: November 16, 2011, 04:00:23 am »
Haha, sorry bout that xD The bow was in fact a typo, the bow is a staple, and should definitely be there. However, the drill seems like an original idea, I'm just not a fan. Bombs not being present presents (lol) an issue, of the timing, etc. There are so many uses for bombs if thought through correctly; it's just hard to come up with an adequate destructive weapon.

Imma let yall in on a bit of a secret: The destructive secondary in the game I'm designing with a few other people (3d, mind) are called the Gearfists, or Golem Fists. Pretty much, Link loses his sword and shield, in favor of a boxing type melee combat. With these mechanical gloves, he is able to power doors, pull rusty switches, lift bigger things, etc, as well as punching rocks and walls to crack them. Charges are a focus in my game, as Time Stop is the key ability, sort of like PH, but wayyy less broken. Charges require magic power, but power up the "Standard Weapon", ie, the Sword / Shield, or whatever else is used, in this case, the Golem Fists. These charges, cuz there are different kinds, have different effects on both the time slow and the use of the weapon. The charge could increase the knockback of the weapon, etc, while making Link slower during the pauses. Stuff like that. End spoilers.

The Drill functions for what? Digging and breaking rocks. Bombs break rocks, so it's really only good for Digging. (My issues with the mole mits and the pegasus boots in MC were simply that they were unwieldy and used very rarely, I avoided them as much as I could). The Drill also feels unweildy. I loved the hammer in WW, and the Ball and Chain in TP, they were well balanced, and easy to use. How about something that a ton of zelda people would love to see, and the diehards wouldn't fuss too much about, seeing as how TP used something similar? A Hand-Cannon! (A steampunky, heavy, clunky cannon)Examples:

You're faced with a room full of previously "diggable" dirt. Instead, you pull out a mini-cannon, which makes you slow to a crawl, unable to change directions, and constantly facing the same way. Strafing, you line up with the most dirt, and let loose. A cannonball launches out, obliterating the stuff in a straight line in front of it.
Or
You are fighting a mini-boss, boss, or whatnot, that, when stunned, takes a few hits. Instead of trying to leap over the cracks in the room, ala Ganondorf OOT, you simply whip out this bad boy, charge for a few seconds, and fire before he gets up. Incredibly powerful shots, low mobility.

And, for a TP esque feel, the cannonballs could be a One shot thing. Like, you have one ammo, that you can either leave be, and lose a precious ammo, to lie on switches and weigh them down, etc, or you could pick them up, and pocket them. It would be the kind of thing were you would probably only be able to hold 3 shots at most, but if each shot does the equivalent of two bomb blasts, and the balls were easy to retrieve, Hookshot or Boomerang maybe, it would prove a reliable weapon. You could start out with one shot, and from sidequests get more, etc. This also adds the possibilities of cannonballs occuring naturally, for similar use.

The downsides of a powerful, long ranged weapon that limited mobilities would be the following:
Hookshot - ranged stun / retrieve
Boomerang - ranged stun / retrieve
Bow - ranged damage / stun

There isn't much room for one, plus, if it were seen as too "gun-like" many zelda fans would turn up their noses. However, if it were done well, and perhaps if the boomerang were slightly different, like the Whirlwind did in ST, then it could fit. However, the drill also seems non-circuitus, at least in my opinion. It's food for thought, at least, and could accomplish more than just digging and breaking. *Extra* Potentially could shoot bombs... just a thought O.o Use it as a "replacement bombs", and have it launch them...

Cogs: I personally like the idea of either bracers or a belt, belt would probably fit best with a Cog type feel (hint, using a belt in mine too x.x) but the Gauntlet and the Rings mentioned in another thread, plus the bracer idea, would make for an interesting idea.
If you had a glove with sockets or attatchment areas for the cog, you could easily justify them being used as an attack, based on punches and whatnot, etc, but could also be used for certain skills, lock-picking like you mentioned. I don't think they should be tied to abilities, but perhaps could increase them, like the ring thread suggested. I do enjoy your idea of a "Link Hulk Smash"  XD
If the cogs were tied, one at a time, to the bracers, which originally allowed lock-picking, it could feasably allow access to different colored doors. Etc etc etc. I like it, I like it a lot. And I'm trying very hard not to go and write some of these ideas into my own game design book xD

Still: the "Grenade Launcher"? What do you think. I'm on edge about it, it hasn't been done before, and so it's new territory. Plus, it's a gun-esque item, that is a Player Item. It's scary stuff to consider, but it'd end up being really really cool, or just a sour taste =/ Then again, so would the drill, imo.

16
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: November 15, 2011, 04:55:32 am »
@ Max,
Quote
But I am still opposed to making them status enhancing, or giving you abilities. Like, how will a gear in my pocket let me climb this cliff, or swim?

The same way that wearing a shiny bracelet makes you 4x stronger? Or wearing a blue shirt lets you breath underwater, or a one-was-a-tiny-person-turned-into-a-hat can make you shrink, a rock in your forehead lets you turn into a wolf, people can be turned into talking boats, or Ganondorf can die about 8 times, and be the same Ganondorf. If you take a look at a great deal of the items in the Zelda series, Power Bracelets, Tunics, etc, even things like Heart Pieces, they don't really make sense. I mean, I just picked up a giant sparkly heart shaped thing, now I can get stabbed one more time before I die... like whut?
Anyways, my point was mainly that having the cogs might be useful in that regard, giving link a new ability, as the alternative, if you wanted to stick to the spinner, would probably end up being "I can jump while on spinner" "I can move rocks with spinner" etc. Consider them buffed up sword skills. In many games, you need the sword skills to get through, not out of lack of skill, but of quest importance. MC and TP are two examples. These aren't really "Status Buffs" for Link, they just let him use new abilites.

Anyways, it's late and I'm sleepy, but I like only having 9 main items. If you want a dominion rod-esque one, definately use the Theives Rod, as it doesn't fit anywhere else. Perhaps even have the "Theives Rod" not be a Rod, but be like, a replacement spinner. You steal it at the beginning, a la marking you as the new Theif, Sword in the Stone accidental style, and then as you get the cogs, it gains new powers. Then, in the last dungeon, when you have the last power, or whatnot, its full use is avaliable as a heckofa useful item. Just an idea. That eliminates the needs for a silly spinner, and makes the cogs more, like, grounded. If you have a "Insert Token here to upgrade staff," I think that fits a bit better. Though, I don't really think it should be a staff. I stick with my original idea, that it should be a Gauntlet or something. Maybe a belt.
Anyways, for possesion, I think a "If I move left, you move right" mirror system could add a ton of fun challenges, especially in a giant, flying space clock type setting. And it doesn't have to be for long. If the possession is a result of having the full staff, then you're only going to really use it in the last dungeon, and presumably on the end boss (though it would probably require all the different forms of the staff, or cogs, which you can toggle.)

Anyways, Boomerang, Hookshot sound good. Flipper, Glove sounds good. Bow and Drill, I'm still not seeing the appeal of the drill, but I hated the way both the pegasus boots and the mole mits were done, (MC/LTTP and MC). But that's just me.
Bombs don't even have to be added, due to the drill, but the drill would have to take its place, entirely. Fire and Ice arrows work, so does the Cloak when we figure out exactly what it does. Anyways, it's a nice, refined number of items, plus a potential one. I like it.

Question: Why is there a Gerudo section before the Sheikah? Just wondering, I havn't checked out the real plot area or anything. If the Sheikah are Hyrule Royal Family based, the Sheikah dungeon would presumably be close to Hyrule Castle, not Gerudo Desert. Is it a detour? Anyways.


17
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: November 12, 2011, 05:51:54 pm »
Quote
Most of these wont fit dungeons in the game, but are just ideas, I'm throwing a BUNCH out there.

I was just suggesting things xD If there were only four dungeons, then we'd obviously not use like 8 cogs, only four or five. The one thing that's not clicking with me for your method would be the reliance on something that is pretty much the equivalance of rolling, which is why I used it as an analogy. The spinner in TP sent you about as far (depending entirely on if you sat and charged it all the way up, or on the slope face you were on) as a roll. If KoT Link has the ability to roll, then it seems kind of silly to tie them to a secondary roll. In TP, the spinner had a defined purpose, which was, ride the gear tracks and spin mechanisms to acheive things like an open door.
What I'm failing to see in KoT, is how either of those would be incredibly useful, considering it would be a heck-of-a-ton harder to do, I mean, with square corners, you're going to have a fun time riding around Stallords circular room, for example. The doors thing could work, but from what I've read so far it doesn't sound like you're including that. Anyways, it, to me, just doesn't seem like a feasable item.

However, what you seem to misunderstand, is that I'm not suggesting new attacks, or power-ups (in a sense.) What I'm suggesting is more like tunics, the ideas I gave yesterday were rough and unfinished, etc.

In MC you got the power-bracelet to climb cliffs.
In OOT / "MM" / MC / ALTTP / etc you get a method of swimming.
In MC / OOT / OOA / OOS you got a method of jumping.
In ALTTP / OOT / MM? / etc you got a method of becoming stronger, so as to lift certain things.

What I suggest that the cogs do, is provide more of a passive effect when "equipped or whatever." That doesn't mean that when you use a "Spinner" with one up, it won't change its use; I'm just trying to cut down on the need for excessive quantities of items, while making the cogs significantly useful for progression to other areas. In OOT, you needed the tunics to enter and beat dungeons, and you needed the Power Bracelet and Goron Bracelet to enter and beat dungeons. In OOT, you could already swim, but in almost all of the hand-helds, Link can't, at least right off the bat.

What I suggest, is, instead of having a list that looks like this, of accessories:

Hover Boots - allows you to hover, making you have reduced friction as well.
Forest Cog - makes tornadoes for jumping and attack and increases the speed of the spinner.
Power Bracelet: lets you climb climbable cliffs.
Goron Bracelet - lets you pull of Bomb Flowers (and lift bigger rocks?)
Silver Bracelet - lets you pull massive blocks and stuff.
Stone Cog - lets you "raise and lower certain rocks" etc, while slowing the spinner, while causing an earthquake.
Iron Boots - makes you slower and heavier, enough to sink to the bottom of water.
Ocean Cog - lets you travel across water and through currents (a-la pokemon's Whirlpool?), while providing a water attack.
Zora Tunic / Flippers - lets you swim and dive in water that is deep enough.
Cloak of Shadows - lets you swap realities, obscuring the physical and revealing the ghostly aspects of stuff, also makes you 
                             invisible.
Shadow Cog - does an attack that stuns enemies, and dispells illusions.


Granted, I made that sound as convoluted as I could, after just waking up, but my point stands. Rather than that, I suggest something along the lines of this V. However, when I say used, I'm thinking, the little "Jump" attack the spinner had in TP, not just getting on it (the Dash, as I refer to it.)

Forest Cog: Lets you climb vines, cliffs and other such things. It increases the Spinner's non-dashing speed. When the Spinner is used (the Dash) with this active, it launches a tornado in front of it, which moves, and slows down, and stops, before fading a second later. Useful for stunning enemies, or jumping into to access new areas. (The tornado would, if it encountered a hole, ie, Cane of Paccai, it would last longer, and be gone when you jumped into it.

Stone Cog: Allows you to lift, push and pull previously unmovable stones, and perhaps makes him sink in water. It decreases the Spinner's non-dashing speed. When the Spinner is used (the Dash) with this active, a shockwave pulses around the spinner, not too far, but far enough to be effective., causing enemies to be stunned, or if they're too cool for that, take damage. All enemies (except those immune) take knockback from running into this shockwave. This can also crack-split-then-shatter rocks that one might have needed Bombs for.

Ocean Cog A (assuming Link can't swim): Allows Link to swim. The spinner is now capable of travelling over water, though when the time runs out, you plop down into it. When used, the Spinner emits a whirlpool of watery stuff, allowing it to go faster (Dash) on water, and to break any whirlpools it hits / gets stuck in. This whirlpool of water stuff also knocks back enemies.

Ocean Cog B (Assuming Link can swim): Allows Link to swim BETTER!, ie, swim through PKMN-esque currents, and or Dive, allowing him to get stuff of the bottom and swim under obstructions. Same Spinner stuff applies, but it does damage and knock-back.

Shadow Cog: (I don't like the idea of this one too much, as a whole.) Allows Link to walk on "Ghostly Platforms", ones that you can't see without the Shadow Cloak up, and can now walk on - as well as either increasing the "Range" of the Cloak, ie, Lens of truth style 75% of the screen circle to 100% of it, OR increasing the light area around Link in dark places, a-la MC's Temple of Droplets. This allows the spinner to travel on "Ghostly Platforms" as well, and either does not affect the speed, or makes it go faster when the Shadow Cloak is being used.

That's all I have for the Shadow Cog, cuz I really just don't see that one working well =/ The water one all depends on whether or not Link gets something like flippers. That pretty much sums all the cogs up into a Link Bonus, and Passive Spinner Bonus, and a Spinner Dash Bonus.

And that way, all we really have is one item, with four (and a half) effects, + a neutral bonus for Link. Changing them shouldn't be much of a problem, unless you're a die hard, MUSTUSEWATERSPIN ALLTEHTIME person, and then you're kinda in for it, but other than that, I think it would work well with a hookshot, bow, boomerang if we have one, etc etc etc. What do you think?

18
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: November 11, 2011, 10:32:29 pm »
Points you have there. I agree that a warping tool would probably kill the hookshot, which I'm not okay with, hookshot for definate, anyways, I have some Cog theories.

First: Cogs should either be used as a single item (Dins Fire, Nayrus Love, all separate, single items) or equipped to use with a control object, ie, equip one and use a spinner or whatnot to activate.

Second: I don't really understand why the spinner would be used at all. Aside from the fact that yes, it looks like a gear, it doesn't really click with me. I feel that something more "related" to a King of Theives setting would be appropriate, I don't know, a Gauntlet, or maybe even the Shield he uses. I don't think riding around on a mechanical object that is just a slightly longer Roll is worth it, when the powers of the upgrade would be usable by a different Item. Or, even bind the equipped Cog to the "Attack" button, you know, in OOT, whenever you'd roll it'd say Attack instead of Roll? Have the power be bound to that, or something.

Third: What the cogs do now make them sound more like weapons than useful tools. Aren't they the Key to the Clock? I feel as if they should be less "Imma beat you with a Cog" and more, "Win, I can use this to get to _____ now! or I can beat _____ with this!" Plus, the Shadow cog needs to be reworked if we're using the cloak.

Cog Ideas: (Assume they're all bound to a the "Attack" from OOT, so most are enacted on a roll or something.)
Most of these wont fit dungeons in the game, but are just ideas, I'm throwing a BUNCH out there. (Also, most of these would be difficult to assign Magic Power costs to, as they are more passive bonuses.)

Earth Cog : Allows Link to lift larger than average rocks. Rolling into an enemy causes the enemy to become stunned, or if like a Rock-Chu is wearing its hat, to break that as well. (Think of the rolling into walls etc as like Dashing at them in MC, but with more stuff.) (Allows Link past previously unmovable obstacles.)

Sky Cog : Allows Link to walk on Clouds. Rolling is replaced by a flipping leap, which can still let him knock into walls if he hits them, etc, but allows him to ascend over ledges and the like. (Think MC's Roc's Cape + A sword Jump without the Sword; Allows a new sword move to be learned). (Allows access to places such as MC's Cloud Tops.)

Volcano Cog : Allows Link to withstand Extreme Heat (ie, Red Tunic from OOT). His roll now leaves a trail of flame that can burn grass and enemies that walk into it before it fades, and light dark rooms. Also does damage if he hits an enemy while rolling. (Slug Trail from MC + Fire = this, pretty much) (Allows access to Volcanoes such as Death Mountain Crater in OOT).

Ocean Cog : Allows Link to swim, (or if he can already do that, Dive, ie, breath underwater - OOS/OOA?) Also prevents him from being set on fire (still takes damage from running into it, but no more silly "OHMAGAWDIMONFIYAAAAH!" issues. (Allows access to Watery Areas.)

Nature Cog : Allows Link to Climb Vines and Cliffs,(a-la Power Bracelet MC). It also makes his normal Roll go a bit farther. (Probably the first cog in the game, allows him to shamble around like a monkey.) (Used to access the tops of cliffs, areas in dungeons and in the overworld, and to increase travel speed).

Shadow Cog : (Note: Use either this or the Cloak, not both.) Phases Link out of reality, allowing him to observe ghosts and illusions, while dulling his awareness of the real world around him. He is unable to roll in this state. (Pretty much the Shadow Cloak, but simpler, and in Cog Form.

-------------------------------------------------

Anyways, those are my ideas, and I feel they'd work well, but not as Items, perse, but as, I completed the pre-quest to doing this dungeon, now I get a cog! type thing. They should be equipped one at a time, etc, and you shouldn't neeeed to switch too often. It's not going to make fighting impossible if you want to keep your Nature Cog up all the time. The only one that is actually perilous would be the Shadow Cog, while the Fire one might need to be toned down (make the trail like a, on the block where he started the roll, kind of thing.)

Whatever, that's what I think.


19
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: November 11, 2011, 05:37:06 pm »
I agree wholeheartedly that all of the cogs should be applied to an item, and there's an idea for the Power Bracelet. Have it literally be a Power-up Gauntlet (that you stole from the treasure room, cuz its like... gold.), where you attatch a cog, and can use its power. I don't know what the powers are, but perse, like, an "Impact" one. When you used the Gauntlet with that cog in, either to attack or when you swung your sword or something, have it do more damage, maybe more knockback. Whatever. I think they should either be equippable or applied. For example, if the Gauntlet were the Bow in TP: You could equip the Bombs to it, you could equip the hawk-eye to it, etc. It should probably be a passive effect, like the Hover Boots etc, which I agree, were a stupid thing to get in a shadow dungeon. I also think the cogs should do more interesting things than just, upgrade you. Perhaps an "Air Cog" gave you a jump button or something, like, not just "Make Link Invincible!!!" effects, give them a purpose. If a cog gave Link the ability to lift a larger rock, or to Swim, if you don't want flippers /dive if you dont want diving originally, those would open up a HUGE array of areas and features that could be added. Each one could have a general effect, and a status effect kind of things: "Blue Cog" gives Link the ability to swim and dive. It also gives all of Links damaging attacks a chance to restore Magic Power. Stuff like that. That way, it wont feel like, "Oh, I'm using this to beat this dungeon, then wont ever see it again until the final one." You would use it all the time, if you enjoy just using magic arrows, or stuff of that sort. I could come up with plenty of ideas.

As for the "Dominion Rod", I have an idea. Do you remember the Switch Hook from OO(S I think it was)? Perhaps, you could have this.

Name: Switch Rod

Where / How Obtained: This item is a reward from a quest, before a dungeon that involves its use, as well as the White Cog and other items to complete. Blah de blah.

Primary Use: The Switch Rod "fires" a ball of energy, and when that energy hits, Link warps to the spot on which it landed, at the cost of a large ammount of magic energy. This does not work through walls, etc, only through open air. However, if the ball of energy hits something such as a pot, or rock that Link can lift and place ordinarily, not counting enemies, he and the object will switch places. This can be used to traverse gaps.

"Secondary" Uses: Not really a secondary function, but a major addition to the first. While Link can use it to "Warp" or "Transfer", as we'll call it, to a different spot, replacing what ever was there first, he can fire it at a WIDE array of statues, as well as some enemies. If the ball of energy hits the statue, Link won't warp to it, but will be able to control the statue; each type of statue will have a distinguishing feature, whether they are able to be stood upon, can break certain gates, or are heavy enough to stop obstacles such as "Rolling Spike Logs". These features depend on the statue. While Link is controlling the statue, he is unable to move, as the Statue becomes the new controller object, and trying to move Link moves the statue.

Other Notes: This effect does not consume Magic Power until the process is complete, so if you try something clever, and it doesn't work, you wont lose Magic, you just have to have the appropriate ammount before attempting it. As well, certain enemies could potentially be controlled, ie, Armos, or other Machine / Statue esque baddies. As well, transfering to a new spot does not displace the enemies there, and they are able to attack you.

If we could get an effective system working, I feel like this could have a few really cool implements, allowing Link to jump across pits that would otherwise be inaccesable, or to maneuver statues to his bidding. However, it would have to have sufficient, unparalleled use for Warping, not Transfering. Otherwise, it would just turn into a nuisance, like the Dominion Rod. He would have to be able to warp effectively, and make it ACTUALLY useful, especially if he is given a jump button. Perhaps if it were also able to be used on certain tiles, allowing for it to switch between different rooms. OR - new idea just occured - Link actually controls the shot, which flies above the ground, and when you press the button again, it tries to warp you. That way, you could use like, Orb Holes to warp to different rooms, like the Piccori holes in Minish Cap. Just a thought.

Edit-

Oh the cloak, yes. It is very much like the One Ring. Perhaps a malevolent miniboss esque creature could prowl around, and scare the bajeebers out of you until you get this - buffed up poes? and then once you have it you could fight it, instead of having to avoid and run. It would probably be more use in the civilized areas, as Sheikah probably had a hand in their construction, so if like, the Castle had a basement, that led into a catacomb, where the Sheikah Temple was, you could do a buttload of exploring there, as well as in other, like, Ikana-esque areas, if we have them.

The sheikah wraiths or whatever could be just, like, wandering around, one per area you havn't conquered yet and whatnot. ^
And, at night, ghosts could come out, or, totally ripping the Shadowgazer off here, people could like, turn into ghosties and ghoulies, when they're having a bad dream / their area is still corrupted / messed up / in twilight. I figure it would be sort of like "Sensing" as a wolf, but when you do, you're invisible to the stuff that you're not "sensing" ie, poe would see you, cat would not. etc.

20
Game Design / Re: ATTN: Items Group: Items Brainstorm
« on: November 10, 2011, 04:08:10 am »
So my thinkings on getting this organized would be: all item suggestions have to fill out a form xD This cuts down on the ammount of items that won't work, or are potential, leaving only those with a good solid basis. For example (totally fake):

Name: Bombs / Bomb-bag

Where / How Obtained: The bombs are obtained in the Goron Mines dungeon, after beating the mini-boss, Tottoringo. When he is defeated, a chest appears containing a Small Bomb-bag, which holds up to 20 bombs. From that point forward, any bombs the player collects, from chests, bushes, shops, monsters etc, are able to be stored in the bomb-bag for later use. They are purchasable from these vendors: Bilbo in Mordor, Darth Vader in Death Star, and Paul in Dune.

Primary Use: The bombs are used mainly as an explosive, which allows the player to blow open cracked walls and destroy boulders. They are also used as a mass-attack weapon. Their explosion can injure and cause knock-back to any enemy it touches, making it useful for dispatching hordes of smaller baddies, or dealing a hefty blow to a stronger one.

Secondary Uses: As bombs are able to be lifted and thrown or placed, they can be used to briefly hold down switches, for example, so that the player can get through a gate, and then when the bomb explodes, the gate closes behind them, perhaps opening another. They are also able to light certain torches and braziers, when placed carefully nearby.

Other Notes: The bomb-bag can be upgraded in size, from 20, to 50, to 99, throughout the course of the game, by methods such as mini-games or sidequests (Do another report for each upgrade too!).



Hopefully, if an adequate report could be filled out for each item, then the examining process would be a lot easier. That way, it wouldn't be a matter of guessing, to determine what exactly it would do, or where you would get it. And each item could also have an updatable, official "bio" page, perhaps all in one post, where CONCRETE changes to their report and description are applied. This "bio" would include WHERE you get it / get more of it, WHEN you get it - in the whole grand scheme of things, WHAT it does, as well as WHY you need it, and HOW it works. If these can be answered, the task then simply becomes, which ones would work, and which ones wouldn't.

---------------

Okay. That's done. Anywho, I don't like the idea of a power bracelet applied to more than one thing, but that's just me xD Also, the spinner thing, with like, upgrades, sounds a bit weird to me, but again, just my opinion. Jimn, I like the format, and the ideas, but personally, my absolute, 100% least favorite item in the whole zelda series to date, was the Dominion Rod. Not to shoot down a possesion type item, I'm just saying that it would need to be a whole lot more... entertaining and worthwhile. It could be done, and done well, it would just take some thought.
My personal idea for the MAIN FUNCTION, in like, 3 words, for the Shadow-Illusion Object, is "Reversed Illusions".

I suggest the following:

Stealth: Link is able to move without detection, possibly at a reduced movement speed, or loss of the use of other items.
Illusion "Switch": Link is now able to see and detect many hidden traps, and ghostly enemies; however, (a la Dumbledore, HP1) this power causes him to become less aware of normal, mundane traps. (This would be fun to implement, doing things like perhaps blurring holes and spikes, making enemies and obstacles less opaque, kind of reversing the ghostly feel, as if he's stepped out of life, and into a ghost realm.)
Cost: The cloak would definitely have some draw-back, be it gradual magic drain, necessity to keep to the shadows, sort of like Phantom Hourglass's safe-zones, greatly reduced movement speeds, lack of other item use, ruppee drain, I don't know. That could be decided.

Those are just my three points on how the thing should operate. In a word, it switches Links perception, giving him sight of ghosts and illusions, but detatching himself from the more corporeal objects and obstacles.

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