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Messages - Max.

Pages: 1 ... 3 4 [5] 6 7 ... 48
81
Sprites/Tiles / Re: menu select mockup
« on: November 16, 2015, 03:42:52 pm »
Dotyue's got a good point, the lush green background and the cool teal colors don't make the most sense for our game's tone. It would be cool to have some custom art of like, Hyrule Town at night with a figure standing on a roof in front of the moon. Or the desert with some of the Gerudo town in it, or the tower where you get the fire/ice arrows. I don't yet have enough experience with pixel art to whip something like that out :/

But I think a good placeholder for the background would be if we could just recolor the mountain background you have now (which is from climbing the beanstalk) so the mountains aren't a lush green but instead have a desert at the bottom. We could get rid of the river too. Shouldn't be too hard.


Anyway, as far as everything else, it looks fine. A few questions.

We have an erase button, will we have a copy feature? I've never personally used that feature, but I like the idea of it.

What are the numbers to the right of the player names?

Would it be easy so when you select a file, that box gets bigger and shows the character sprite and stuff like what sword they have or number of hearts? That's never really super important information, it's just fun. Low priority for sure, but it's one of those touches that makes the game more professional and stuff.

82
Side Quests / Re: [Submission] The Ghost House
« on: November 13, 2015, 07:28:57 pm »
That's possible, although we'd need to have approximately equal rewards for completing each one. Also, most of our undead enemies are crowded at the end of the game, so the challenges/rewards wouldn't be spread evenly throughout the game so whatever came of these would all come at the end of the game. So we could, but I don't think it's the best idea.

Speaking of what would potentially be rewards for various sidequests, do we want to have an optional boomerang lv. 2 somewhere? That's really the only item we could upgrade that we haven't discussed.

83
Discussion / Re: Kingdom Hearts Fan Video Game
« on: November 13, 2015, 03:56:00 pm »
Ganondorf sounds like a SWEET boss battle, that's too bad that Kingdom Hearts fans aren't excited about Nintendo being pushed into the world, but that's kind of the creative advantage of fan games, you don't have to limit yourself in ways official developers have to. Fan game creators are already just ignoring copyright and intellectual property laws, you get to ignore them in creative, original ways!

The protagonist looks pretty cool, he's got a much less complicated costume than Sora so that'll be good for modeling him, huh? I like his hair. I cut my hair kinda like that yesterday.

84
King of Thieves / Re: Proposal: Spoils bag
« on: November 12, 2015, 03:46:01 am »
Yeah, I also noticed it'd be an automatic balance like that, which seemed like a good idea until I thought we might want something else to be carried in bottles (other potions, Poe souls, etc.), which would just be annoying if you had to empty all your bottles whenever you wanted a sexy potion, or if the plot (or a sidequest) required you to do something like carry water to grow a plant or something, you couldn't without getting rid of all the ingredients you'd collected for your potion.

Having 6 or 8 bottles would mitigate this problem, but severely limit things like "collect more than 5 of this item."

If we want to limit sexy potions, there are other ways. Like, once you have one or two the potion shop dude claims he doesn't have the wherewithal to make any more right now. Like, he could say he needs to collect some more octorock suckers or lemongrass. Or he says the cauldron is preheating. Or he could literally just say "I don't have the wherewithal to make another one of those right now." Which I think would be freaking hilarious, because of his personality.

But yeah, agreed. A "spoils" section of the subscreen is dandy.


85
Discussion / Re: Kingdom Hearts Fan Video Game
« on: November 11, 2015, 11:29:49 pm »
Whaaaat? So Sora's traveling to like, the Mushroom Kingdom and Hyrule and Brinstar and stuff? That is SO cool.

And yeah, in general it is a little dead around here. Lol, I'm like the only one who's replied to you, but good for you for continuing on posting updates here in the face of overwhelming apathy! You have a strong game developing spirit :p

Even if I am the only one, I am pretty psyched to see Sora wandering around Nintendo's worlds. Keep it up, man!

86
Side Quests / Re: [Submission] The Ghost House
« on: November 11, 2015, 11:18:47 pm »
Basically, yeah! To enter the mini dungeon, you'd need 12 (or however many) drop items that you get from defeating a Poe.

The item and number aren't important. As long as it's an item you get from defeating a dark, ghostly type of enemy, and you have to defeat a notable amount of them. So we could have it be 12 or 30 Poe Souls (depending on how easy/common Poes turn out to be), or maybe 6 Redead Knight Capes, two dozen stalfos femurs, 5 yards of Gibdo bandages, etc...

87
King of Thieves / Re: Proposal: Spoils bag
« on: November 11, 2015, 11:12:57 pm »
Yeah. I think that demarcation, where you can't have spoils until some event, isn't advantageous, it doesn't add anything to the game. I didn't ever really like the spoils bag in Wind Waker. It wasn't bad, it just didn't add anything. It's not like Link is carrying around a hammer, a shield, a giant Deku leaf, a hookshot, a bow, etc. and then he's like, oh a feather from a Kargaroc? Where am I going to keep this!? With your other stuff, obviously.

Anyway, in organizing these items into the menu, I think something we should straighten out is how these items are consumed. Can you assign a green chu chu jelly to a button? Or any other spoil? Would that serve a purpose? I think the purpose of the spoils bag was because you could assign the spoils to a button like you could the bow or hookshot.

For the enemy drops as far as I know (chu chu jelly, Poe souls, potentially seashells?), there isn't any point to making them usable of the player's own volition. So I think that the only way they can be used is prompted. If you're talking to the potion shop owner, he'll prompt you to give him chu chu jelly. It doesn't really need to be assigned to an item button.

This is an important distinction because it means we don't have to put these items on the item selection screen of the menu. We could keep their quantities listed is a section of the quest status screen, where heart container completion percentage, flippers, etc. are shown. Or even its own page or popup box (basically the spoils bag system, but not assignable to buttons), because we seem to have a lot of different colors of chu chu jelly.


Lol, I feel like my science writing classes came out in this post. Tl;dr version: we should have the enemy drop items like this just listed as quantities on the quest status subscreen. Or maybe their own subscreen. Like,
Poe Souls: 6
Green Chu Chu Jelly: 2
Red Chu Chu Jelly: 4
Etc.

88
Discussion / Re: Kingdom Hearts Fan Video Game
« on: November 11, 2015, 04:22:54 am »
Haha, is Hyrule one of the worlds Sora can visit in your game? That would be sweet, especially if you got a master sword inspired keyblade for completing the level :D

89
Side Quests / [Submission] The Ghost House
« on: November 10, 2015, 09:05:55 pm »
An idea for what could go in the building the the terrace which only has a roof entrance. Alternatively, it could be an unobtrusive cave hidden the Death Valley.

When Link enters the Ghost house, it appears that there's just a single, unfurnished room. Broken furniture is strewn about, and an empty frame hangs on the wall. However, using the shadow medallion reveals a hidden door that, when using the medallion, Link can go through.

On the other side, it's just a small sitting-room. There's a fire crackling in the fire place, a large, eerie portrait of a man on the wall, and an elderly figure wrapped in cloaks sitting in a chair by the fire. Link goes and talks to the elderly figure. "Ah, back from the store? It took you a while. What had I sent you to get? Oh yes... one dozen ghost souls." The figure giggles. The fire blows out, darkening the room. The eerie portrait on the wall changes from the man to a skeleton.

If the player hasn't encountered Poes yet, the old figure just sounds crazy. There's a treasure chest in the room with some rupees and that seems like maybe that's all that's here. However, if you've encountered Poes before, you can collect their souls after defeating them (like you collect Chu Chu jelly.)

If you have 12 Poe Souls in your inventory, the old figure will continue after giggling. "You have them? Well come along, let's do our chores." The figure giggles again and disappears in a puff of smoke and the eerie portrait of the man fades away, revealing a doorway behind it.


Behind the doorway is a mini-dungeon with just a few rooms. It's full of ghost-type enemies (Poes, Redeads, etc.) and creepy traps (trap doors to fall through, those false doors that slam down, etc.), the Shadow Medallion will come in handy.

At the end of the dungeon, you encounter the cloaked figure from the sitting room again. It's levitating in an empty room. The door closes behind Link and the cloaked figure transforms into a miniboss or strong enemy. Defeating it will cause a chest to appear with the Quartz Talisman, which when acquired slows the rate of magic consumption for the Shadow Medallion.




90
Sprites/Tiles / Re: Hyrule Town Interiors
« on: November 10, 2015, 08:36:57 pm »
Hey! So, I was going through the first post and it looks like I'd marked the Cleaner's house as done, but I don't see it anywhere in this topic? I figure I must have marked it as done accidentally, but did anyone do his house? I don't think I did. Anyway, unless someone else sees it, that one is also unfinished.

Which would, just for further reference, bring the list of remaining interiors to:
Slums cobbler/tailor shop.
Shooting Gallery/Ammo shop
Gale's Gallery
Stanley's House (slums)
Cleaner's House

As well as whatever goes in the 2 empty houses in the slums, 2 empty buildings in old town, and the roof entrance in the Terrace.

91
Mini Games / [Submission] Box Brothers' Obstacle Course
« on: November 10, 2015, 08:16:28 pm »
Box Brothers' Obstacle Course

The Box brothers are a couple older kids who've set up shop in the empty building next to the thieves' hideout in the slums. They've collected a bunch of boxes a boards and fences and stuff and, building on their childish habit of building forts, set up obstacle courses, charging kids to test their agility skills against the clock.

They set up different courses throughout the game depending on Link's agility skills and tools, but the basic premise is the same. You have a time limit and in it, you have to race through the course and complete a certain goal. Their first course, available right from the beginning of the game, is a simple race from the beginning to the end. You must climb up walls and go across tightropes to get to the end. Later courses will incorporate the hookshot, magnetic gloves, bomb cannon, or fire/ice arrows, and have goals of hitting three different switches before time runs out or something.

The Box Bros reward competent racers with rupees for easier challenges or challenges already completed. For completing more difficult challenges the first time, ammo or wallet upgrades could be doled out.


92
Side Quests / Re: Magic Talismans
« on: November 08, 2015, 02:22:49 am »
Cool. We don't have an accepted board yet, but I'll change the tag on the first post. Should be enough.

Off topic, I'm not a moderator in this board so I don't technically have authority to accept anything even if we did have an accepted board, can I be a moderator for all the King of Thieves stuff? I act pretty authoritative anyway ;p

93
Side Quests / Re: [Submission] Kokori Ruins
« on: November 07, 2015, 04:33:03 am »
I like the idea of sticks. It's sort of got that implication, but isn't toooo dark like bones kinda would be.

The Acrobat Talisman shouldn't have any conflict with potions, it just lets you walk across tightropes and narrow ledges more quickly.


94
Side Quests / Re: Magic Talismans
« on: November 07, 2015, 04:28:49 am »
Hmm, I don't see the clash with the quartz talisman and the colorless potion. The colorless potion itself is redundant once you get the shadow medallion. The quartz talisman only affects magic consumption rate for using the medallion, so once you get the medallion (which is late in the game), you wouldn't have much of a use for the colorless potion, probably people wouldn't bother mixing it after the Sheikah Dungeon, so the colorless potion and quartz medallion are unlikely to be in your inventory at the same time, but even if they were, it shouldn't cause a conflict. I think if the similarity shows anything, it's that the colorless potion is useless after you get the shadow medallion, but since that's pretty late in the game I don't think it's an issue.

It kinda shares a use with the Funky Potion, but the Funky Potion is more powerful (no magic consumption for any items), but I don't see that being a problem, it isn't redundant.


The great fairy talisman does do one of the things the sexy potion does, but it's a permanent boost instead of a temporary one. I think the only conflict we'd have here is that if you had the great fairy talisman, and you drank a sexy potion, you'd have 4x defense temporarily. Makes you pretty strong, but it's only temporary.

One thing we can do also, is make the great fairy talisman very difficult to get (which we would anyway). For instance, to get to the great fairy talisman, you'd be required to use the sword upgrade you get partway through the last dungeon, as well as the Roc's Cape (which is optional and should also be fairly difficult to obtain.). So it'd be possible to temporarily have 4x defense, but a player would pretty much be at the last boss and would have worked really hard to get it, so I think that'd be okay.


95
Concept Art / [Submission] Ganondorf
« on: November 07, 2015, 03:59:31 am »
So, I was thinking about how the Gerudo King's appearance might change when he's revealed to be the ancient Demon Thief, Ganondorf. So I did some concept art, mainly about his clothing. It's more detailed stuff, plus little drawings of what the sprite might look more like with less details. Basically, he's wearing a topcoat/jacket thing, which he would toss aside revealing shoulder armor which makes him look more badass. We could also make his hair a different color when he's "disguised". I tried a few color variations too, I think I'm most partial to the top one.

Lots of doodled variations on the right side too, if anyone things something in there would be useful.

96
Side Quests / [Submission] Kokori Ruins
« on: November 06, 2015, 09:40:55 pm »
The Kokori Children vanished after the Deku tree was destroyed in a war long ago. Their village has decayed through the years, but their spirits still haunt the ruins, playing childish tricks on those who wander through.

In the shadows of the remains of the central building is a staircase leading to a tunnel woven into the roots of the village. However, it is blocked off by thorny vines. Upon investigating it, the ghost of a child appears. "I was playing hide and seek, but I couldn't find anyone. I've been looking... for a long time. Will you help me?" This will prompt other ghosts to appear in other houses.

In the other ruined houses, Link can find the other ghost children hiding under boxes or behind bookshelves. As Link approaches, he can hear the ghost giggling. When he moves the box or bookshelf, the ghost will appear and circle around him, saying "Can't catch me!".

Link has to hit the ghost with his boomerang to still it, upon which it will say something. "The Deku Tree told us to play hide and seek a while ago. Have you been looking this whole time?" "You aren't as scary as the other people who were looking for us." "I didn't know if anyone would be able to find us! Who told us to hide again? Is he still here?" The implication being that the Deku Tree saw the war coming and when Ganondorf's troops showed up to destroy the tree, it told the children to hide so they wouldn't be killed. And they've been hiding ever since, even though the Deku Tree was uprooted and the children became ghosts. (If we're feeling fairly dark, we could have little piles of bones under the boxes or whatever, as if the children died waiting to be found.)(That's pretty dark though.)

After finding three ghost children, Link goes back to the central building and can talk to the first ghost. "The Deku Tree told me I was it because I was the strongest. My friends were hiding for a long time. But I don't know if anyone won the game..." The ghost fades away and the thorns disappear, allowing Link to access the staircase.

Link can go down to the tunnel, which has some enemies and a puzzle or two. At the end is the Acrobat Talisman (or if we don't decide to use the magic talismans, some other reward).


97
King of Thieves / Re: Priority List
« on: November 06, 2015, 06:04:01 pm »
Haha, my bad. I just didn't notice when I clicked on it.

If we're opening the discussion as to what can be added now- I'd like to put some priority on sidequests/bonus content, as well as NPCs. The NPCs inform design for the villages to some extent, and the side quests/bonus content inform the area design in terms of "add secret caves" and stuff- it's also much better to design initially something like "there is an arena for you to fight the Helmaroc for the Roc's Cape" than to tack it on at the end.

Also, content like bonus quests and NPCs can be developed/critiqued faster, since it's just words/ideas and we don't need to create any real content for them.

98
King of Thieves / Re: Priority List
« on: November 06, 2015, 04:14:55 pm »
So how is this thing read as a priority list? The middle column is what we are currently working on, but does that imply finishing it is a priority? What do the colors mean? Once the middle column is finished off and moved to the complete column, we start of things from the backlog column?

Spritonic, as far as Goron village, I'd like to hold off until we can do a couple more designs, I think it could still be a bit better. I at least want to try a couple other things. I'll try and work on the Kokori forest/village ruins today so that can get finished. Feel free to do some town interiors in the mean time? ; )

99
Side Quests / Re: Magic Talismans
« on: November 05, 2015, 06:08:13 pm »
So, since we've been designing maps and all, it'll be nice to figure out if we can use these magic talismans as hidden items and work them into maps (at the end of little mini-dungeons), or through side quests.

So yeah, I feel like it's kinda been long enough for these to stew here and we should either accept them and start working them into the designs, or reject them and come with other bonus content to reward exploring and side quests. Steve, is there any programming preference/point of view about these?

100
Sprites/Tiles / Re: Ganondorf
« on: November 05, 2015, 06:04:45 pm »
That's a good point that we should avoid that, we don't want it to feel like a cheap reveal, oh this dude you thought was good is suddenly Ganondorf! That's lame. However, we have a couple things that mitigate that and gradually lead up to the conclusion that the Gerudo King isn't who he claims to be. First, Link keeps meeting the hero's shade, who tells Link that the Gerudo King doesn't deserve the triforce. The player initially assumes this ghost dude is the game's bad guy, who's out for the triforce himself.

Later, we meet the Gerudo in the desert, although the Gerudo King had told Link to avoid the desert at all costs. The Gerudo there are led by a female warlord, Abigail, and claim they have no king. Pretty strange, if their king has allegedly been in Hyrule Castle pleading their case. This should add doubts about who Link is working for.

Then, when Farin and Zelda show up when the Gerudo King finally has all the cogs, the player shouldn't be 100% certain they've been working for the right guy. He should seem a liiiiitle off, but not too off. When Farin reveals he is the true Gerudo King and this one is Ganondorf, come back from the dark world or whatever to usurp his place, it is kind of surprising, but also explains a lot.

I don't think this really is the "hijacked by Ganon" trope, it's just that Link, as well as the Hylian Royalty, have been led this whole time to believe this Gerudo King was a new one, when in fact, it was the one one, Ganondorf, pretending to be the new one. I don't think, in game, it will be very confusing or too cheap a plot twist.

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