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Topics - Janet Merai

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Discussion / Should I drop the Retro idea and go Modern/Next-Gen?
« on: June 19, 2010, 11:31:00 am »
I have been thinking about the questions people have asked long ago and other such stuff like that and have been thinking, especially after E3's Zelda showings made me feel out-dated.

Should I ditch the retro limited Nintendo 64 Polygons and textures and make it next-generation?
This means other low-end users may not be able to play it if I did so... and I do like the retro feel but now that Nintendo is re-making Ocarina of Time for the 3DS it makes me feel silly to do it when they are updating OoT.

I really want to switch to next-gen high resolution but those screen-shots kind of made me not want to (the screenshots of the supposed Unicorn Fountain)

What are your ideas, thoughts and opinions?

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Discussion / Goddess of Darkness Story and more revealed?
« on: June 16, 2010, 04:30:48 am »
So after requests, demands and questions... it has come to me.

The game is in its early production phase where all the assets are still being created and worked on to be finalized for the game itself.

But on the other hand, others seem to want to know what the game is all about.

Would you rather wait like all the other official Nintendo released Zelda games for anything regarding the story or are you just so impatient and can't wait any longer that you need to know now?

Cast your vote, it ends on 6/25/2010!

For further encouragement and ideas or anything you may think of, please post it here!

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Discussion / I will turn your Zelda story into a 3D game!
« on: February 23, 2010, 10:23:09 am »
proper credit will be given in-game and on the games topic where due.

After my still in progress Zelda fan game I plan to make another one in 3D, but I would like a story so I don't have to create one myself.

Rules, read or you are wasting your time.

For me to accept your story I will NOT accept:

Recycled ideas from previous games in the Zelda series.
Be original, make it fresh and interesting.
Don't be overly or subtley cliche, we have enough common stories.
Keep it interesting, give the player some room to think and guess parts.
Be creative.

Please, do NOT base it around an unrelated game!

No FPS at all.
Keep it mid length yet also long enough.

Anyway, Twilight Princess models are being debated or I may create my own.

I am not re-creating any games.

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Discussion / 4 Zelda game projects planned, 1 in progress
« on: February 21, 2009, 11:28:22 am »
As of now, Unicorns Lair is under development, but before I fade away from the Zelda franchise after Unicorns Lair and the alpha remake of the early Ocarina of Time... and a friend's very short game request, I plan to make a big AAA title (untitled Zelda project in 3D) as one of the biggest game challenges I will face.
I am talking Twilight Princess quality here.

This last Zelda title before I head onto creating my own games will sum up almost all of my ability in 3D game design and creativity.

I do not plan to create spin-offs or re-makes of existing stuff from older games... there will be references and nostalgia, but most important is that I want to make a huge AAA free Zelda 3D game that will show my true talent.
This is not going to be based off of fan-ideas of beloved events or particular parts in past games, this will be a test of both creativity and dedication.

What will help speed up production is the help of you people :3

The AAA Zelda title I plan has no story nor even a name as of yet and will take a long time to be thought of but I am still thinking of the story and all while I have time as the other developers are not on a lot, but I want to make it my last test before I make a game of my own with other developers and fade away from making fan-games.

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Recruitment / Unicorns Lair project looking for talented people
« on: February 20, 2009, 04:16:37 am »
Do you want to be a part of a strong driven creative set of game developers?

We are looking for enthusiastic artists, programmers, musicians and writers to contribute to our on-going game Unicorns Lair.

If you would like to work with us, please go here:

http://unicornslair.byethost17.com

We consist of a team that likes to be creative and have fun at the same time :D

There will be no profit for now, but later non-Zelda games will profit.

Please visit the site if you want more information, no signing up necessary :D

If you want to join the team, either register and ask to become a developer, read the requirements first, and then email/googletalk me :)

Remember, we are not "beginners" and we do hard-core game development, and if you want to be a part of it, welcome to the team! :D

If you have the mind to work with a team to provide content, work with others and familiarize yourself with gaming in general, lets have some fun :D

Hey, if you want to check out our status and decide to join later, that's fine too! :)
Either way, we just want people to have fun, so check out our site too :P

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Discussion / Creating a Game is not Easy
« on: February 16, 2009, 08:47:14 am »
You know the feeling of wanting to create a game with that just astounding concept of how the game is going to be like and what you want to do with it.

Its all good and ready to go, you can just imagine what is going to happen, what your game is all about and are ready to surf the net looking for a game engine or build one yourself, but then it hits you as you open the 3D or 2D game engine and sit for 5 minutes telling yourself... just what am I creating?

A very common things most people do is assume they have a great idea and want to instantly dive into making a game... but it just does not happen like that at all.

Being both an artist and designer, I create art, assets and other types of material to prepare myself for the bigger games.

Whether it is 2D or 3D you are going for, the concept works entirely the same exact way, you need an idea and a plan.

Would you believe me if I mentioned the successful game I have worked on with a few members took over more than a year and a half just to get into development?
Its called The Legend of Zelda: Secret Depths of the Unicorns Lair, and it is NOT easy to work with.

You have 3D models, animations, slightly different portions for animations, music, ambient sounds, sound effects, lighting, shadowing, textures, 3D modeling to craft, enemies, items, weapons... the list goes on.

That may take around 30 seconds to say in just a few breaths but that really does seem like a lot to play around with, does it not?

That's the idea, games consist of elements that make up the game and for one to make a game happen it has to come from many people and not just you.
You may be an excellent programmer, but once the graphics, models and artistic area comes to play in your game, you are stuck with things you do not know how to deal with, thus halting your game.

There is a problem that a lot of people have, its called an idea and a concept.
How are you going to make a game work without models, art, textures and the other numerous parts of a game?
The point is to collaborate together to make a game and just trying to make one by yourself is not easy at all.

I am not being paid to make games but that will eventually change, and I usually gain dedicated people to help my games out and in the end, I gain even more experience from it.

It all starts from an idea, a concept, writing things down and letting your imagination taking you in a place where ideas flourish and creativity ensues.

You want to make a game, right?
Trust me, everyone does, but you need the right attitude, dedication, skills and the determination to build a game without expecting others to do the work for you.

To be honest, we need more original people out there who do not use fancy graphics or fake their game with graphics when the game-play can't even follow the game without the entire game literally falling apart.

To those of you trying hard in 3D, I really applaud you for the hard-work and dedication to doing such tasks.

2D games, Zelda of course for this site, is literally just re-coloring a game and re-using existing content to make your own adventure and it is tried and done, anyone can do it with the right skill and dedication.
However, 2D is so common, but what if content was never available and you had to make it all from scratch?
That means you have no skill what-so-ever other than programming.

It doesn't stop there, you need to put yourself in the place of an artist and think about your game, what it will be and how it will play out.
Don't go for the obvious things like saving the day or damsel in distress, unless you are doing testing and ai stuff that are essential skills to make a successful game.

I urge you to really think about what to make and what you want to do, in the end it is WELL worth it and it pays off.
Yeah I know, 3D is difficult but it also means a challenge.

Encouragingly, I urge you people to be more creative and make games with more meaning than a re-hash and recycled content for existing games.
If you want to make a Zelda game, be original... those are the games which stand out the most and are usually successful, plus they are fun because there is more of a "wow" factor due to you creating it :)

I wish you people luck!

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Recruitment / The Legend of Zelda: The Unicorn's Lair - 3D
« on: December 27, 2007, 07:33:18 am »
I need programmers or scripters who will write code in any engine which supports 3D.

I am handling the design, documentation, models(ing), texturing, animation, sound and music.

All I need are programmers and scripters.

And if you are not sure what this project is all about, check here:
http://www.zfgc.com/forum/index.php?topic=22901.0

I want to use a Game Engine where we can collaborate and seamlessly work together without having to modify a single master file :)

Let me know if you are interested! :D

GoogleTalk: janetmerai-at-gmail-dot-com
MSN Messenger: janetmerai-at-hotmail-dot-com
Yahoo! Messenger: janet_merai

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Please rate my Project here!

You can find even MORE information at the Project's Website.

Currently there is no title, I will come up with one later on in development.
The current title is just a temporary one, it may change.

Demo 2 - DX Studio Beta 2 Discontinued Development Phase:
Demo 2
This is a "technical demo" and offers nothing but progress and implemented features, so don't expect a full blown game :P
Also, expect glitches and other odd things as well, its just started its programming phase.

Demo 3 - DX Studio Beta 3 Discontinued Development Phase:
Demo 3
This is a "technical" demo and offers nothing but progress and implemented features, so don't expect a full blown game :P

Demo 4 - DX Studio Beta 4 Discontinued Development Phase;
Demo 4
This is a "technical" demo and offers nothing but progress and implemented features, so don't expect a full blown game :P
(Move around, use "C" while moving to pull out your sword and press "A" to unequip yourself, enjoy the new stuff too! :) )
The link is currently dead, a new link will be available soon.

The reason this game exists:


These screenshots are from beta, and is the original reason I created it :)

Brief Sypnosis:

Several years have passed since both Link and Zelda had slain and banished the evil King of Thieves, Ganondorf, into the dark realm forever to be sealed.
To this day, not a single person knows what happened to that boy and the Princess of Hyrule, we call him the "Hero of Time."
He is our legend.


Plot:


Several years have passed since Hyrule's last disaster with Ganondorf, Link curiously returns to Hyrule Castle in its later years only to be denied access to the Castle.
Going back to Kokiri Forest amongst all the livelihood of Hyrule Fields you find people you once knew who never grew up even after that disaster... but now they have a new attitude toward you.
Soon the Deku Tree Sprout informs you of the new events taken place and the new danger lurking somewhere familiar.

Embark on a quest to save Hyrule from evil once again... but is it really evil?


Engine used:
Unity3D - Currently being used
DX Studio - Outdated but with previous demo builds and Programmer's version

Checklist:
Levels to be ripped and fixed plus altered:

Kokiri Forest and Great Deku Tree area is almost done, textures need to be re-assigned and the model is nearly 100% fixed.
Hyrule Field is finished in terms of ripping and texture fixing, alterations and other modifications yet to take place.
Hyrule Castle Market has not begun yet.
Hyrule Castle Courtyard has not begun yet.
Zelda's Garden/Meadow has not begun yet.
Zora's River has not begun yet.
Zora's Domain has not begun yet.
Untitled Dungeon (Unicorns Lair) has not begun yet.
Other maps yet to be revealed when poll has ended.

Character Models:

Link needs to be fixed in terms of rigging, VERY minor geometry fixing, animations re-made and items/weapons to be included later on.
Navi to be restored.

Kokiri Kids and Saria need to be restored, fixed and animated.

NPC's to be restored and new ones created, Guards are finished.

Style and theme:
This game is going to be in the same style and interface (HUD) as Ocarina of Time since the screen shots were from that time
Polygons and structure match Ocarina of Time
For those of you who are into high-end graphics like XBOX 360 and so on, a higher resolution of this game is planned to be available at the very end of low resolution development
To conform with most graphics cards and video limitations, the default working method is to make this game work just like Ocarina of Time, but you can optionally change that
To cut down development time, Smash Bros. Melee model, because it matches Ocarina of Time's style and design, will be used with current animations for high resolution

Staff:
Janet Merai - Founder, Modeler, rigger, animator, texturist, designer, minor programmer (in-training) and overall testing/project lead
kgp4death - Core Lead Programmer, tester
Scott - Ex-Programmer (No longer a part of the team)
(Scott worked on the DX Studio phase, Unity is now being used with a different programmer)

Current Progress: (Not live progress but my current actions)
Get the finishing touches on Kokiri Forest done.
Status: Near finished, Zora's River next.

NEW!
Game engine:
Unity3D
DX Studio was used at one point but no longer, the Programmer may or may not continue using DX Studio, the final word will be known later on.

Additions (What Ocarina of Time does not have)
Option to change Link's voice to the very original Ocarina of Time version, a highly effeminite version seen in a French promotional trailer or a masculine version of Link.
Due to storyline, only a few shields, weapons and magical spells will be available.
New animations, some recycled from Ocarina of Time and some not recycled yet removed.
New ambiance effects, sound effects, voice sounds and more.

Some returning content from Ocarina of Time, yet to be determined.
Z- Targeting returns (Renamed to Targeting)
Interface when pausing re-used, other optional inventory being considered (inspired by E3 2010 Skyward Sword)
Start-up Screen the same (Ocarina of Time)
Optional HP bar assigned by a hotkey to further immerse the player
Mouse and Keyboard used for menu screen and paused menu

More to come!

Help needed:
Texture artists, fine-tuning writers, programmers and possibly more but things are doing fine as they are.

Alpha Story mock-ups


Screenshots:

Alpha Mockup
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Alpha Mockup

Note: These were taken in 3DS Max 9.
Any help would be appreciated :)

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