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Messages - HyperRidley

Pages: 1 [2] 3
21
Mini-Bosses / Re: [Submission] Gomess, Shadow Temple Miniboss
« on: June 30, 2012, 04:19:00 am »
I've always wanted to see Gomess in another game.  I really like the second phase, but I think he should have an attack where he sends some of the Keese to attack Link directly.  Though maybe we could save that for the rematch. :D

22
Enemy Units / Re: [submission]Mole Moth
« on: June 25, 2012, 08:23:15 pm »
I like how you can play whack-a-mole with them.XD  How fast do these guys move?  I'm imagining Link running away from a group of these things like the desert version of a swarm of bees.

23
Mini-Bosses / Re: [Submission] Dinolfos
« on: June 25, 2012, 08:20:10 pm »
Glad you like it! :)  Stopping the ram with a rolling stab sounds like a fun idea, it makes me think of rolling under Ganon in OoT xD.

EDIT: I went and added this to the ram's description, as well as a note about the fire-breath burning the wooden shield.

24
Approved / Re: [Submission] Krackelen
« on: June 24, 2012, 03:44:51 am »
Big update for this critter.  I added a few new attacks and split the fight up between 2 phases (and fixed up the battle flow to reflect this).  I also demagnetized Krackelen's aura since it felt a bit unnecessary looking back.

25
Approved / Re: [Submission] Krackelen
« on: June 22, 2012, 06:37:05 pm »
Okay, my question is about the aura. When you get a charged up shot and hit the boss with the shot. Is the aura going down when the sphere is of the same polarity or the opposite polarity? Or doesn't it matter?

One more thing. I think I would like to see a second phase where you have to defeat the boss in a different manner, then shooting the boss with a sphere and continue to hammer on it with the sword. I know it adds another attack to it when it is down half its life, but still a second phase would be nice.

It doesn't matter what polarity you hit it with, it gets zapped all the same.  :)


I'm not sure if I want a second phase, it's only the second major boss and it's already a bit hard to damage as-is, heh.

As for the description of the Boss goes (with being confined in the temple and all that jazz), it would probably be pretty sensible to have the Zolas put this guy in the temple to wreak so said havoc

I like this idea, it could be partially responsible for the damaged state of the temple!

26
Enemy Units / Re: [Submission]Celestial Clock Specific Enemies
« on: June 21, 2012, 03:41:11 am »
Repairite Drone is a really good idea.  It helps to prevent players from having to reset puzzles using Clockorakas.

27
Enemy Units / Re: [Submission]Celestial Clock Specific Enemies
« on: June 20, 2012, 10:44:53 pm »
The interaction between the drone types is interesting.  Since Clockorakas can move on the floor, what happens if one runs into Link?

28
Overworld/Locations / Re: [Submission] Forest Maze
« on: June 19, 2012, 06:45:48 pm »
Yea, I meant what would replace it haha.  Turning it into a simple location for a sidequest sounds like a good idea.

29
Approved / Re: [Submission] Krackelen
« on: June 19, 2012, 06:42:46 pm »
Since I was reminded of a professor's lesson about color-blindness in another thread (thanks Steve lolol), what could be another indicator for the polarity of Krackelen's aura and its projectiles?  I was thinking of making the currents rotate clockwise or counter-clockwise.  It would be good to come up with a standard before we get too many things that interact with the item.

30
Overworld/Locations / Re: [Submission] Forest Maze
« on: June 19, 2012, 03:27:31 am »
What happens if Link returns to this spot after acquiring the Forest Cog?

31
Mini-Bosses / [Submission] Dinolfos
« on: June 18, 2012, 11:38:54 pm »
Name: Dinolfos

Appearance: A larger, burlier version of a Lizalfos.  Its skin is a darker shade of green, though most of it is covered in silver armor.  It has a single horn on its head and swapped one of its axes for a large shield.

Location: Earth Temple miniboss

Behavior:
The Dinolfos is much more threatening than its weaker cousin.  Its most basic attack is a 2-hit combo with its axe, dealing 1 HP per hit.  Unlike the Lizalfos’ attack, there is no window of vulnerability between the hits.  His other primary attack is a shield bash which deals 1 HP and pushes Link back a moderate distance.  This can be blocked, but only the damage is negated, not the knockback.

The Dinolfos has 2 “special” attacks.  The first is an unblockable ramming headbutt that carries it across the entire room, only stopping upon hitting Link or a wall.  This deals 2 HP knocks Link aside.  What makes the attack particularly dangerous is that it can adjust its angle of attack mid-charge, preventing Link from simply moving to the side.  Instead, Link has to roll out of the way when the Dinolfos nears him, causing the monster to crash into the wall and leaving him vulnerable for a good length of time.  Alternatively, Link can counter this attack by performing a rolling stab, canceling out the ram and knocking the Dinolfos back.  The attack also has a noticeable startup animation as the Dinolfos snorts and kicks the ground like a bull before charging.

Its other special attack is a mid-ranged fire-breath attack!  This is signaled by the Dinolfos inhaling for nearly a second.  The fire travels in a slightly wavy path and the attack lasts for about 2 seconds.  Being hit by the fire deals 1.5 HP and sets Link on fire.  This will burn the wooden shield.

Finally, like the Lizalfos, the Dinolfos can jump back a short distance, or to the sides.  It will do this whenever it completes an attack or takes damage, though if it is peparing its headbutt attack it will continue.

How to Defeat:
The Dinolfos has 5 HP.  When not attacking it will block all attacks using its shield.  The only way to damage it is to strike during the cooldown of its attacks, but if Link does not act quickly it will jump away to prevent a counter-attack.

Change log:
June 25: Updated ramming and fire-breath attacks.

32
Side Quests / Re: [Submission]Thief Hideouts
« on: June 18, 2012, 06:53:16 pm »
An idea: In the main room of all of them, have a small piece of a really cool usable item.  On the inventory screen, Link can see how much of the item he's completed.  This would encourage the player to look for all of the hideouts to get the item, and because he can keep track of the individual pieces it gives him some tangible sense of progress.  It would also make sense for a game about thieves to offer a great reward for a thief-based sidequest.  XD

33
Approved / Re: [Submission]The Hunter
« on: June 16, 2012, 11:35:54 pm »
I like this guy a lot  :D.  However, I don't think the final phase should be able to end without directly killing the boss.  The way it's worded now, Link could completely ignore him and just kill the Fell Dodongos to win.  It feels like a lame way to defeat such a badass monster.

34
Dungeons / Re: [Work-in-progress]Lake Hylia Temple
« on: June 16, 2012, 11:24:55 pm »
It's a bit hard to follow right now with only one floor to look at when other floors keep getting referenced xD.  One thing I noticed though, is that the player seems to be clearing the entire first floor before doing much on the lower floors.  Is the rest of the dungeon going to follow that pattern?

35
Dungeons / Re: [Work-in-progress]Lake Hylia Temple
« on: June 15, 2012, 11:14:58 pm »
Changing the water pressure sounds like a sufficiently nightmare-inducing mechanic for a water dungeon.  ;)

36
Dungeons / Re: [Work in progress] Ancient Manor (Sheikiah Temple)
« on: June 15, 2012, 11:11:24 pm »
This looks solid so far, but I'm not sure how fitting a manor is for a Sheikah-themed dungeon, even if it's only the first half.  I think it could be cool to have a Sheikah training grounds of sorts for the first half, it would be fitting to have all sorts of traps in there that turn them into such deadly warriors.

37
Approved / Re: [Submission] Krackelen
« on: June 15, 2012, 06:51:28 pm »
That makes a lot more sense than diving into knee-high water xD.  I edited the attack that referenced it.

38
Approved / Re: [Submission] Krackelen
« on: June 15, 2012, 04:09:37 am »
Twinrova is definitely a good comparison, absorb shots of the opposite polarity while avoiding shots of the same polarity!

39
Enemy Units / Re: [Submission]Bubbles
« on: June 14, 2012, 11:47:48 pm »
I like the yin/yang dynamic between the red and blue bubbles, heheh.

I'm a bit confused on the "hibernation" aspect.  Do they pretend to be a normal skull until Link draws near, then chase after him?

40
Approved / Re: [Submission] Krackelen
« on: June 14, 2012, 11:27:59 pm »
1) AWESOME. This is a seriously cool boss. Even if the name makes me read it as Crackalackin' every time :p

Glad you like it!  :)

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2) I worry that it'd get real confusing real fast if you have to hold out your magnetic gloves to collect electric spheres, and changing polarity causes the spheres to shoot out, but the enemy shoots spheres of different polarities. I mean, you'd have like a half charged shot, and the boss would shoot out the opposite charged spheres and you'd have to switch to collect those, but that would shoot out your gathered charge. Consider addressing this?

I envision it shooting both types of polarities in a single group, so Link would focus on collecting the ones he can, and the same-polarity shots would be repelled from him so he could focus on dodging the boss.  It's also meant to be tricky to get a fully charged shot because of how long it makes the boss vulnerable.  On that note, I need to specify how many projectiles need to be collected to reach full charge, haha.

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3) I think the whirlpool could be allowed to do more damage, like a whole heart at least, but this is something we'll address later, since damage will be adjusted after testing n stuff.

Funny enough, in the first draft I had it deal 1.5 hearts xD.  I wanted to keep the damage on the low end because of how easy it might be for the player to hurt himself trying to get a good shot on the boss.

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3) How will the attraction between Link and the Krackalackin' work? When the boss is just moving around, will it always move toward Link when they're opposite poles? Will same poles push the boss away? Will it be like those REALLY ANNOYING enemies from OOX where you'd need to magnetic them close to hit them, but then once they got close, they'd shoot you and you'd fall back & they'd get away anyway? So you had to get them close, but not too close, while they moved independently also... D:<

Magnetic gloves affect it the same way as any other object, so it will be pushed/pulled accordingly.  The idea is that if Link does start pulling the boss to him while collecting projectiles, he can use it to his advantage by firing when the boss is really close to give him more time to attack.

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4) You mention shallow water (and seems like Link is walking in it) but you also mention Link also diving in it. Dunno if things will work that way?

I saw in the design document that Link could dive into shallow water as a type of dodge.  If that's changed I'm fine with making the ramming attack easier to dodge on its own, I just thought the mechanic was too good to pass up for the water boss.  XD

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