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Author Topic: [REVISE] Overworld concept layout  (Read 20388 times)

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Re: [SUBMISSION] Overworld concept layout
« Reply #20 on: June 11, 2012, 09:28:20 pm »
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I think having multiple views for both areas would probably be good, again, depending on how big they are. But they could have different central focuses. I.e., there's a rich area centered around the market, a rich area centered around a park, etc.

Also, even if some of the slums are in the moat, it doesn't mean they all have to be. Maybe the moat is like the worst of it all.
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Re: [SUBMISSION] Overworld concept layout
« Reply #21 on: June 12, 2012, 03:29:45 am »
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Also, even if some of the slums are in the moat, it doesn't mean they all have to be. Maybe the moat is like the worst of it all.

If we go this route, perhaps we can have some sort of black market in the moat.  The guards/upper-class citizens don't really care since it's just the societal outcasts ripping off each other.  This would also make for a nice hideout for the thief gang Link belongs to.
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Re: [SUBMISSION] Overworld concept layout
« Reply #22 on: June 12, 2012, 08:55:19 pm »
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This thread seems to be getting off topic xD Can we move Castle Town discussion to the other thread?
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Re: [SUBMISSION] Overworld concept layout
« Reply #23 on: June 13, 2012, 04:27:59 am »
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Okay to repeat the questions?

Questions to ask:
1) How do we divide Castle town in poor and rich? North and south? Or West and East? Considering we are not making two separate parts.

2) What are interesting parts for Hyrule field? <insert name> Farm? <insert name> highlands/lowlands?

3) What will the dimensions (in tiles) of each area be?
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Re: [SUBMISSION] Overworld concept layout
« Reply #24 on: June 13, 2012, 05:39:55 pm »
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I'm figuring around 50x50 tiles where each tile ix 16x16 tiles.  That's roughly 800x800 pixels for one section.

For a few interesting locations..

A farm would be nice
Various circus locations
Kakariko Village
Thief Hideouts
Overgrown Keese caves
« Last Edit: June 13, 2012, 05:47:37 pm by MG-Zero »
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Re: [SUBMISSION] Overworld concept layout
« Reply #25 on: June 13, 2012, 07:59:43 pm »
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I'm figuring around 50x50 tiles where each tile ix 16x16 tiles.  That's roughly 800x800 pixels for one section.
Thus Castle Town, Goron Mountain, Hyrule Castle River Valley are each squares of 800x800 pixels. I don't think I get the grasp of what you mean.

Kakariko Village
Another Hylian Village. Sounds interesting, but will it work.
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Re: [SUBMISSION] Overworld concept layout
« Reply #26 on: June 13, 2012, 08:39:32 pm »
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Quote
Thus Castle Town, Goron Mountain, Hyrule Castle River Valley are each squares of 800x800 pixels. I don't think I get the grasp of what you mean.

No, that's far too small and is not what I mean.  Think of Link to the Past where the overworld was split into squares.  When you reached the screen borders, it would scroll and when you reached the boundary of a square, it would shift to the next square.
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Re: [SUBMISSION] Overworld concept layout
« Reply #27 on: June 14, 2012, 04:26:05 am »
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Ah okay, I was more thinking to the likes of MC. Where each overworld area on the map fitted together and their own size. Hyrule Town was 1008x1008 in size for example.
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Re: [SUBMISSION] Overworld concept layout
« Reply #28 on: June 14, 2012, 01:56:51 pm »
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I've uploaded the original Minish Cap map that I dug up off my backup hard drive, for size/design reference.

http://loopyluke.com/zfgccp/LegendOfZelda-MinishCap-Hyrule.png
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Re: [SUBMISSION] Overworld concept layout
« Reply #29 on: June 14, 2012, 10:41:13 pm »
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This is NOT my area of expertise, but  feel like we're gonna want Hyrule town (both rich & poor) to be bigger than MC's town, in addition to ours being much more dense. But probably not to the point of encompassing Hyrule town + North field.

Also, as we have it now, I personally think we could include Hyrule Castle as part of the overworld (obviously not the dungeon or inside parts), but the roof, which Link could have to traverse (probably in secret to hide from the increased guards in this area) to reach areas he'd have to go to to speak with Zelda and Ganon, who both live in the castle.
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Re: [SUBMISSION] Overworld concept layout
« Reply #30 on: June 18, 2012, 04:19:40 pm »
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I agree, the town should be bigger than MC's.  MC's town was actually pretty small from what I remember.  We don't need to take up too much of the field, but it should be quite a significant part of the overworld.
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Re: [SUBMISSION] Overworld concept layout
« Reply #31 on: June 18, 2012, 07:53:14 pm »
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Well, Hyrule Town in MC is 1008 x 960 pixels. Which is 63 x 60 tiles. North Hyrule Field is 1008 x 800 pixels => 63 x 50 tiles. And Hyrule Castle Garden is 1008 x 528 pixels => 63 x 33 tiles. Total is 1008 x 2288 pixels => 63 x 143 tiles

I think Hyrule town should also be larger then in MC. I think maybe we have Castle Town and Hyrule Castle together be 75 x 145 tiles => 1200 x 2320 pixels. And then Castle town be 75 x 100 tiles and Hyrule Castle be 75 x 45 tiles.
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Re: [SUBMISSION] Overworld concept layout
« Reply #32 on: June 18, 2012, 08:09:49 pm »
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Now this brings a gameplay element into question - Do we want the map to scroll continuously, or be split into squares like in lttp?  The later is kind of like culling, but not really.  The former will need some optimizations to be done.
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Re: [SUBMISSION] Overworld concept layout
« Reply #33 on: June 18, 2012, 08:16:46 pm »
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Actually MC is also split up in rectangles and within a rectangle the view scrolls continuously. Unlike ALttP the rectangles are in different sizes and a fade effect happens when you go from one area to the other. This allows for a more diverse set of themes in the game. Which I like better.
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Re: [SUBMISSION] Overworld concept layout
« Reply #34 on: June 18, 2012, 08:25:35 pm »
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New here, yes, but just wish to pop in to say that personally I have always felt like the map being split into squares has always been one of the reason I've liked Zelda. I'm not sure why. I guess it has to do with it giving you a better sense of the area you are in.
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Re: [SUBMISSION] Overworld concept layout
« Reply #35 on: June 18, 2012, 08:32:37 pm »
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What kinda squares do you mean. For the 2D Zelda's there have 3 different ways.

1) Equal view sized rectangles. Like in LoZ, LA, OOS and OOA

2) Equal large rectangles. Like in ALttP

3) Unequal area sized rectangles. Like in MC.
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Re: [SUBMISSION] Overworld concept layout
« Reply #36 on: June 18, 2012, 09:23:29 pm »
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Ah sorry for that man. I do mean like the first example you've given there.
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Re: [SUBMISSION] Overworld concept layout
« Reply #37 on: June 19, 2012, 05:03:33 am »
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Personally I like the view to scroll, it makes areas feel larger and flows better. Not sure what you mean by LTTP splitting it into squares - afaik it was just split into areas like MC, at least that's what my memory is telling me.
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Re: [SUBMISSION] Overworld concept layout
« Reply #38 on: June 19, 2012, 05:49:59 am »
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We should do a mixture of OOA/OOS and LTTP.
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Re: [SUBMISSION] Overworld concept layout
« Reply #39 on: June 19, 2012, 10:48:58 am »
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I prefer MC's style
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