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Topics - Max.

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41
Accepted / [Approved] Hyrule Town layout
« on: December 01, 2012, 08:43:53 pm »
Just to add more ideas to the synthesis:

I've always felt Hyrule Town should be kind of on a hill:



Brown indicates the lowest level, the slums. It was once the town's moat before it grew so much, but was altered to be habitable. As it used to be the moat, a bridge from the town's south gate goes over the slums, so you don't need to go through the poor part of town, but can pass over it.

Blue indicates the old town, the mid-level. Before the town grew, this was the entire plot of the town. A fountain in the middle of the market is placed right in the middle of the grand avenue leading from the south gate to the castle.

Purple is the highest part, Hyrule terrace, level with the castle.

Blue and purple are the rich part of town, while brown is the slums.


I didn't draw the buildings and stuff very accurately, they're just there to enhance the drawing. The only details that really matter are the colors indicating height/social class, the bridge that allows you the rich to avoid the poor part of town when coming and going, and probably the market.

A couple details I just thought would be cool stuff are the courtyard area, and the lines hanging across streets, which would allow Link to get from building to building on the roofs.

42
Side Quests / [Submission] Hyrule Slums Turf Wars
« on: November 08, 2012, 09:37:36 pm »
Location: Hyrule Slums
Overview:
After Farin is imprisoned and Link leaves, a rival gang, the Killer Bees, takes over much of Link's Gang's territory, preventing them from stealing from people in these areas. In between dungeons, Link can return to the slums and help out his old gang through liberating areas. This rebuilds Link's relations and trust with his old gang, as well as allowing him access to parts of Hyrule Town. The final reward is Link being allowed back into the hideout because of the rebuilt relations. Inside the hideout will be an item upgrade or piece of heart, and also... not Sykes. The gang will be shocked, and inform Link that they expected him to be here. Sykes will be absent from this point until he returns as Ganon's new apprentice.

Liberating Turf:
The Killer Bees control their turf by attacking anyone from Link's gang who goes into certain areas with slingshots. The turf can be liberated by going into these areas and defeating a Killer Bee in a small fight. Upon each one's defeat, he will whine and run away from the area, taking with him a couple other kids who would otherwise be blocking off Link's path.

The Killer Bees:
The Killer Bees hang out, blocking alleys, doors, and places to climb onto roofs. They usually come in groups, some which block off roads and stuff, one of which is armed with a Slingshot. This one must be defeated to clear the area. Their attack style is consistent with this: they keep their distance from Link and shoot him when they're far enough away.

When Link comes near one, he will run away, similar to the Bombers from Majora's Mask. One he reaches a certain distance and has an unobstructed shot, he will stop and aim back at Link. Aiming and shooting requires a short time when they won't move. They shoot seeds, which do 1/4 heart damage. Link can block these shots with his shield or slash them with his sword.

Catching them can be accomplished by taking advantage of their pauses to aim, or by cornering them. They are pretty fast, so it can be difficult. They will not go too far away from their post, but are capable of jumping over walls Link can vault over.
Any weapon is effective against them. When struck, they will get stars spinning around their head for a second, then they will surrender and run away.

Once the Killer Bee is defeated, the others in the area will also run away, allowing unobstructed access, and usually a member of Link's gang will run up, surprised to see Link, but thankful that he helped defeat the rival gang. Link will then be able to find this member of the gang around town. Note that there might be some smaller areas Killer Bees guard where a gang member doesn't run up, generally just where gaining free access allows Link into a hidden area with a chest.

Locations:
The locations that Killer Bees block off are access points to areas of Town Link wouldn't be able to get to otherwise, such as ladders, stacks of boxes, or climbable walls that allow Link onto some roofs, or alleys that allow Link into a courtyard, or entrances to the sewer system, etc.. There are usually chests with rewards that can be found in the liberated areas.

It will be necessary to liberate some areas, so that Link can get there to find an item or NPC necessary to his quest. Some Killer Bees might even block off the road to the market or castle, making Link's defeating them necessary immediately upon returning to Hyrule Town. The gang member who would meet Link after this encounter could explain the situation to Link.

However, all areas Killer Bees guard will not be accessible immediately. Some Killer Bees might be on a roof Link needs the hookshot or magnetic gloves to reach, for example, so Link will have to return later in the game to liberate these areas.

Reward:
Although access to the town and the treasure chests hidden therein is its own reward, when Link has met with every member of his gang again (minus Sykes), he will gain access to the hideout. It will only be possible to meet every member after the Goron Dungeon, as the Earth Cog must be used to clear a path to a Killer Bee.

After defeating this Killer Bee, Anton will be the last member of the gang that Link meets. He will explain that Sykes had instructed him to keep the hideout locked up tight from Link, but now Anton believes Sykes was mistaken, and Link didn't betray them. Anton will go to the hideout and unlock the door. When Link comes to the hideout, Anton will express to Link that Sykes should be there too. But he's gone missing. Where is Sykes? This serves as a clue, if the player bothers to free enough areas, that Sykes has joined Ganondorf.

Now that Link can get into the hideout, he will find a heart piece in a treasure chest, and that Finney keeps a big pot of soup over a fire, and she will give Link some if he has an empty bottle. The soup has two servings, each one will replenish 8 hearts and make Link feel loved.



Note:
We could also adapt the 7 Deadly Sins idea to this, instead of the Killer Bees, Link could have to find 7 rival gang members. The battles wouldn't be slingshot, but instead, the gang member would steal one of Link's items and fight him with it. Defeat would yield the same results. Just an idea.

43
Mini-Bosses / [submission] Drius, the Cloaked Abductor
« on: November 05, 2012, 08:41:00 pm »
So, going off Linkwolf's idea, I made a Miniboss also, before his got moved into this forum. Didn't get to posting it before his moved here, but I had a totally different idea of how the battle would flow anyway. So we can kind of have options of how the battle would work:

Edit: I just saw a video of a boss from a game KingMob was working on ages ago, and my vision for this dude is actually really similar, with the shadows. Dunno how I feel about it, I arrived at this Miniboss independently, but a good idea is a good idea, and I feel like both bosses would be fun.

Name: Drius, the Cloaked Abductor
Location: Shadow Temple

*Credit to Linkwolf for this idea

Description:
Drius is a huge, cloaked figure with one red eye who lurks eternally around the depths of the shadow temple, smokey shadows oozing like dry ice from under its cloak. It is a similar color to the walls and floor, and often doesn't stand out until it moves. It glides slowly through the twisting passages, but attacks quickly (Drius moves at a speed such that you can get away from it, but if you lolly gag or get caught up staying in one place for very long, it'll catch you.). Some say it used to be a Shiekah Shaman who, in his experiments with dark magic trying to find a way into the spirit world, found a way into the very nightmares of the people and became a monster, with one red eye that sees both men and spirits and never sleeps, endlessly roaming the corridors of the Shiekah Temple.

You will encounter it three times in the shadow temple:

.   .   .

The first time, it will be waiting for you in the room you walk into, and will start gliding toward you. The door you just came in will have locked, and you will have to find another exit, which will involve solving a small puzzle to get another door open. Once you leave the room, Drius will have disappeared and you will be safe.

Drius' Attacks:
Abduct - Drius will constantly glide toward Link. If it is allowed to get close enough, its cloak will open, swirling shadows extending out. Link will get caught in the shadows, and an action button command, "escape", will pop up. Pressing it will cause Link to use a spin attack and backflip out of the shadows, temporarily stunning Drius and allowing Link to escape. If Link fails to press the escape button quickly enough, he will be sucked into the cloak, and the screen will black out, Link waking up at the entrance of the dungeon, wondering if it was a nightmare.

.   .   .

The second time you encounter it, you will again be locked in a room and must solve a puzzle to open a path. However, Drius will chase you down the path you just opened, which will be an obstacle course of sorts, requiring you to climb obstacles and slve puzzles quickly, as Drius is right behind you. You will escape by reaching the end of the corridor.

Attacks:
Drius will have the same attack as the first time you met it, but it will move a little faster.

.   .   .

The third time you encounter Drius, you will walk into a larger room with a large crystal on the north end. Grey circuit-like lines reminiscent of the Twilight Realm or that Floating Head boss from TMC and WW will connect the crystal to three or four torches scattered throughout the room in various locations, not all necessarily accessible, meaning you must shoot them from a range. This is the true Miniboss fight.

Outline:
You must light the torches to activate the crystal, which will make Drius vulnerable. You must attack while Drius puts the torches out. It will then summon monsters to attack you while you relight the torches, giving you another chance to damage it. He will keep putting torches out until you defeat it during its vulnerable state.

Vulnerability:
Wile Drius is invulnerable, that is, when the crystal is not lit, the hookshot, bombs, and boomerang make it pause for 1 second, but not stop. All other items have no effect.
While Drius is vulnerable, that is, the crystal is lit, the sword, arrows, and bombs all damage him. The sword is the most effective means of attack due to the number of hits you can get it, but bombs do a little more damage, though they're slower.

Attacks:
Abduct - Drius will constantly glide toward Link. If it is allowed to get close enough, its cloak will open, swirling shadows extending out. Link will get caught in the shadows, and an action button command, "escape", will pop up. Pressing it will cause Link to use a spin attack and backflip out of the shadows, temporarily stunning Drius and allowing Link to escape. If Link fails to press the escape button quickly enough, instead of being teleported out of the dungeon this time, Link will take two hearts or so of damage and roll out of the cloak.

Battle Flow:

Phase I
Drius will float around the room, slowly perusing Link to try to use its Abduct attack. Link must shoot the torches with fire arrows. When a torch is lit, the grey lines connecting it to the crystal will glow violet. When all the torches are lit, the crystal will glow brightly, turning the screen kind of inverse colors.
While the crystal is lit, Drius' cloak will be see-through and Drius' true form will be visible as a floating corpse-Redead thing with an obvious weak spot on his torso. It will move more quickly, but won't use its abduct attack, and while the crystal is lit, it will be vulnerable to Link's weapons. After lighting all four torches, the room turns inversed colors, and Drius becomes vulnerable.
He will be stunned for X amount of time, then drift towards the center of the room, which will take him Y amount of time based on his distance from the center. X+Y=a constant, like 10 seconds or something, so no matter where Drius is when you light all the torches, you have the same amount of time for him to be vulnerable. Once Drius reaches the center, he will raise his arms and send out a wave of shadow, returning the room to normal colors and coating the torches with black flames. The crystal will go out and Drius will no longer be vulnerable.
Drius will then summon a couple monsters, bubbles, poes, Keese, etc., which Link will have to deal with. Drius will go back to its Abduct attack, but will be a little faster. Enter phase II.

Phase II
Link will again have to light the torches. However, to light them, he will first have to use ice arrows to put out the black flames. To make this more difficult, Link will have to deal with the monsters Drius summoned, and furthermore, Drius may re-shadow a torch Link has lit if he takes too long. Once all the torches are lit, the crystal will relight and Link can again attack Drius directly. Drius will put out the torches again, and then summon monsters again. Enter phase III.

Phase III
This is the same a phase II, but now, Drius will summon more monsters whenever Link kills every monster on the screen. It will continue to put out torches Link lights and try its Abduct attack, just like the last phase.
If Link doesn't do enough damage to kill Drius when it is vulnerable in this phase, it will simply repeat phase III until Link does enough damage.


Typically, you will defeat Drius during the third time you activate the crystal, but depending on how many hits you get in, it might take until the fourth lighting of the crystal (thereby necessitating a repeat of phase 3).


Upon his defeat, Drius will collapse into a plume of shadowy smoke. A treasure chest will be left, containing the Cloak of Drius, also called the Shadow Cloak.

44
Enemy Units / [Revise] Shiekah Wraith
« on: July 18, 2012, 10:35:13 pm »
Name: Shiekah Wraith
Location: Shiekah Temple
HP:
Gerudo Scimitar - 6 hits
Noble Blade - 4 hits
Master Sword - 2-3 hits

Description:
The Shiekah Wraiths are a byproduct of a bloodstained culture and centuries of experimentation with dark magic. They are beings trapped in a dark void between worlds, and are usually visible only as glowing whisps of vapor, and invulnerable. Without the shadow cloak, they will ignore Link unless he gets too close, in which case the whispy wraith will glide over and attach himself to Link. Link will only be able to see the whisp and notice that he is walking slower and beginning to take damage, similar to the ghost rats from Twilight Princess. Link will take a quarter heart damage every two seconds (we can adjust this later) as the Wraiths cling to him and siphon his health. To dislodge the wraiths, Link can do a spin attack, which doesn't hurt them but makes them float away, or leave the room.

Upon donning the Shadow Cloak, Link enters the same realm as them, and as a reaction to Link's presence in their plane, the Wraiths enter a different mode. They appear as huge, white, glowing, spindly figures, levitating slightly off the ground. (I imagine them as a combination of Poes from TP and Chozo Ghosts from Metroid prime.) Or maybe they look more like ghosty dementors.

To clarify their reactions to Link and the cloak:
Without the Cloak, Link can see them only as whisps, and the wraiths can only see Link as a whisp. They will cling onto him if he walks close by, but will otherwise ignore him.

Once Link dons the Cloak, however, he and the wraiths can see each other. Any wraith currently attached to Link will realize Link needs to be destroyed, and back off so it can attack. Wraiths that aren't currently attached to Link will notice him, even if without the cloak he'd be too far away to notice. All the wraiths will begin to circle Link, attacking him one by one until he takes the cloak off or leaves the room.


Behavior (When Wearing Shadow Cloak):
 - Any attached wraith will immediately glide back away from Link, but other wraiths in the area will take note and join the attack. Basically, all the wraiths in the area will abandon their previous behaviour and start circling Link. With the cloak on, Wraiths will follow Link, but keep their distance, except when attacking.

 - If Link takes his cloak off, the wraiths will loose interest and return to whatever they were doing. Floating around, I guess.

 - Shiekah Wraiths are quick, and will dodge many of your attacks, like jumping Stalfos (not by jumping over your sword, just by moving back).

 - They can be defeated by timing your sword slashes so you hit right after they dodge, or by hitting them with fire arrows, which burn them. Ice arrows freeze them, and any concussive hit will shatter them after that. The sword techniques mostly work, with a couple exceptions being the shield attack, which they dodge, and the barrel ambush. I don't think you can use items like the shadow cloak while in a barrel.

 - They will be attracted to the shadow clone, however, they will only spend several seconds trying to siphon its health before realizing they've been duped and focusing back on Link. They will be tricked by every shadow clone.

Attacks:
Wraiths, while visible, will have two attacks:

Charge - They will periodically charge at Link. Their charge is preceded by a brighter glow and an unearthly, redead-like scream. If they hit Link, they latch on and Link is frozen for a second, taking 1.5 to 2 hearts damage. The only way to counter this is by dodging or attacking them before they get you. The wraiths can go right through an attempt to block their charge with a shield, so shields are ineffective.

Magic Attack - This attack is preceded by a brighter glow. The wraith shoots a ball of energy at Link. Contact with the ball will cause Link's controls to be reversed. Unless we're doing that too much already, in which case, it will just hurt, I guess. The only way to avoid this attack is to dodge.


45
Mini-Bosses / [Submission] Gomess, Shadow Temple Miniboss
« on: June 29, 2012, 06:45:16 pm »
Name: Gomess
Location: Shiekah Catombs (or whatever dungeon we decide on)
Description:
Gomess, a throwback to one of Majora's Mask's coolest bosses, inhabits the Siekah Dungeon, standing guard over the Shadow Cloak. A phantom with glowing green eyes, his body is a poorly defined cloak like shape that is constantly shifting, as it is made up of Keese. In the center of the flock, there is a glowing green crystal. Gomess wields a 
large scythe.

Behavior:
When Link enters the room, there are many separate Keese flying around haphazardly. When Link nears the center of the room, the flock of Keese swarms together and forms Gomess.

The actual enemy will be one graphic that becomes more tattered with attacks with individual Keese enemies constantly surrounding it.

Phase I:
Initially, Gomess will swoop around the room in straight dashes. He will be invulnerable while moving, as he dissociates a little, but at the end of each dash, he reforms and pauses for a moment. If he ends up near Link, he will raise his scythe, swoop at Link and slash. This attack can be dodged or blocked. After the attack, Gomess will pause for a moment before resuming his path around the room.

Gomess can be hit with Link's sword or arrows. You can get him while he pauses after a dash or attack. Hitting him will destroy some bats.
After a number of bats have been destroyed, Gomess's body will resemble tattered rags and his glowing center will be vulnerable. Link can run up and lay into it, damaging him. After a moment, he will rise his scythe and push Link back, reforming Keese to replace his body. Then he will either repeat this phase, or if he's taken enough damage, proceed to the next phase.

Phase I Attacks:
Dash - Gomess will constantly swoop around the arena, although not aiming at Link. To move, breaks up into many bats, swoop in a straight line to another area, and reform. Gomess is only vunerable after reforming. Contact with Gomess at this point will result in the same damage as if Link had run into a Keese. Link cannot block this, but can dodge out of the way.

Slash - If at the end of a dash, Gomess is near Link, he will rise his scythe and swoop toward Link, slashing. A direct hit will take off 1 heart. This attack can be blocked with a shield or dodged.

Phase II:
In this phase, when Gomess reforms Keese to replace his body, he will summon either fire or ice Keese. He will continue to swoop around the room, but contact with Gomess will result in the fire or ice effects of the Keese. Additionally, Gomess will not pause for as long between movements.

During this phase, Link will not be able to get close enough to attack Gomess with his sword without being hurt. The Keese can only be destroyed with an arrow of the opposite type. Fire Keese must be destroyed with ice arrows and vice versa. Again, after the Keese have been destroyed, Gomess' center will be vulnerable for attacks with arrows or the sword.

Phase II Attacks
Dash - Gomess will constantly swoop around the arena. To move, breaks up into many bats, swoop in a straight line to another area, and reform. Gomess is only vunerable after reforming. Contact with Gomess at this point will result in the same damage as if Link had run into a Keese, including being caught on fire or frozen. Link cannot block this, but can dodge out of the way.

Slash - If at the end of a dash, Gomess is near Link, he will rise his scythe and swoop toward Link, slashing. A direct hit will take off 1 heart. This attack can be blocked with a shield or dodged.

When Gomess has taken enough damage in phase II, he will throw down his scythe, which disappears into whisks of smoke, and explode into a flock of Keese, which flies off.




Also, we could do one of those numbers where you don't really defeat him the first time, and battle him again later. For instance, after you beat him the first time, you get the cloak, but to get the boss key, you battle him again (with tweaks to include the shadow cloak).

46
Enemy Units / [Submission] Soldiers of Hyrule
« on: June 06, 2012, 07:17:21 pm »
I tried to be less confusing with the title, but it's hard. In my town there's a car care of reynoldsburg and a reynoldsburg car care, so I can sympathize with any confusion :p

Hylian Soldier
The basic town peacekeepers are all finely brought up young men from the rich side of Hyrule. They keep their town in proper order, which means keeping the poor, thieving slobs from the slums out.

Behavior: Default
Attacks:
-Ask to leave. No physical damage.

The soldiers all have areas to which they're assigned, such as the market or a particular street. When Link wanders into their area, they tail him, keeping a little distance. They'll just watch for him to do something illegal, like attack somebody or pickpocket or anything, and if Link is seen doing something, they'll go into red alert.

If Link hides from the guards for long enough or leaves the area, they'll stop following him. For example, if Link goes around a few corners and is out of the guards sight for 5 seconds or so, or climbs up onto a roof, the guards will lay off their tailing him.

Behavior: Red Alert
Attacks:
-Baton: Attack with a blunt object. 1/4 heart damage. Can be blocked with the shield or a well timed sword swing.
-Slash: Take a swing at Link with their sword or spear. 1/2 heart damage. Can be blocked with the shield or a well timed sword swing.

If Link does anything less than scrupulous and a guard sees or a citizens alerts them, the guards go into red alert. This is a maim first, ask questions later alert. Guards near Link will run after him, and any guards that Link gets near while running away will also be alerted. Earlier in the game, they will only swing batons at him, but later in the game, they'll draw their swords. If Link takes three baton hits, he will fall over and be thrown out of the rich side of town at the nearest exit, rather than just attacked until he dies. The guards are civilized.

A red alert can be reset to default if Link leaves the rich part of town or remains in an area otherwise inaccessible to the guards for long enough, like 20 seconds.

Health
HP: 1 hit to the head (option of the action button when standing directly behind him, can also shoot him with boomerang, hookshot, or bow) will knock him out, like the Gerudo thieves in OoT.
When unconscious, the soldier will fall to the ground with stars spinning above his head for 7-10 seconds. When they get up, they will prompt a red alert.

Notes
Guards will always block sword attacks, and bombs don't affect them, They deflect incoming bombs. They can only be knocked out.

The areas patrolled by guards will become more numerous throughout the game. Initially, there will only be a couple in the market and streets, but later there will be more in the market, and even one or two posted on roofs.

47
Characters / Icepick Vinnie
« on: June 06, 2012, 06:57:05 am »

"Icepick" Vinnie, center, pictured with Anthony Cavezza (aka Tony Bagels), left, and John Brancaccio (aka Johnny Bandanna), right.


Icepick Vinnie was born Vincent Bellatoni in a zoo in Italy in 1929. His viscous temperament lead to charges of vehicular homicide, so he moved to the relatively lawless Antarctica until the situation back home chilled off.

Unfortunately for his moral constitution, the fellas he fell in with down South were even more cold hearted than the fuzz back home. In order to pay back a loan he took out to finance a toboggan, Vinnie did some work for local boss Tommy Sneakers. He never predicted that his icy determination to pay back some cold, hard cash would lead him to climb the ranks of the mob to succeed Tommy and control most of the Antartic Continent.

Finally at the top, Icepick Vinnie decided to return to Italy and put some of his old enemies on ice. He first froze their assets before sending them a chilling message: he was taking over the business. The bosses in Italy said it'd happen when hell froze over. They had no idea what Vinnie was capable of. The streets of Italy quickly turned into a war zone.

Baffled police routinely found dead penguins with stab wounds and no sign of a murder weapon. Those in on the inter-mob fight knew the cause, though. Icepick Vinnie's signature method was an icicle straight through the heart. The murder weapon melted like gelato under the Italian sun.

Before Vinnie could take over Italy, however, the government found him. Secret Service agents traced him down by investigating suspicious businesses with unreasonably high refrigerant intake. Vinnie was charged with leaving the country illegally and tax evasion, and sentenced to 40 years in a small pet carrier.

Vinnie may or may not be or have been in cahoots with the penguin from Wallace and Gromit.



It should be noted that all mafia nicknames were taken from real Italian Americans.
http://blogs.villagevoice.com/runninscared/2011/01/the_20_best_nic.php

48
Cut Submissions / [Rejected] Sykes
« on: June 04, 2012, 08:55:21 pm »
Figured I'd throw my idea of Sykes as an actual submission instead of just in my head :p

Name: Sykes
Age: 12 years old (assuming Link is 11 or so)
Race: Human/Hylian/Regular, whatever, the same as Link :p
Home: Hyrule Slums, although when Link sets out on his travels, he does too.

Bio:
You would find out a lot about Syke's past and personality from talking to other NPCs. Sykes, like Link, was orphaned at a young age. At the game's opening, he lives in Hyrule Slums with a number of other poor youth under the guidance of Faron. He lived on his own for a couple years before he found this surrogate family, which caused him to develop both excellent thievery skills and an insecure personality. Sykes trusts no one and always puts himself first, as both traits were necessary to survive on his own.

As one of the oldest children in the gang at this point, as well as being skilled, he is looked up to by almost all the other kids. He enjoys getting attention he's never had before, and therefore takes on a leadership position readily. He cares for the younger children, stealing extra food and clothes for them and teaching them thieving techniques as he shows off how developed his are. However, this care doesn't extend to those his age, who he sees at a threat to his position. Sykes is quick to challenge the older children to prove that he's better, and will do anything to win. He usually acts aggressively and even arrogantly to assert his authority and remain the center attention and adoration.

When Link initially declines Ganon's offer, he returns to the hideout. Link asks where Farin is, because he wants to talk to him about Ganon's offer, but Sykes says that Farin went to the prison when Sykes told him about Link's capture. Just then, one of the gang comes into the hideout with terrible news. He was stealing some bread or something and saw guards apprehending Farin and taking him into prison.

Sykes, both because of his habit of putting older kids down and because he actually believes it's true, immediately accuses Link of being the cause of Farin's arrest. Somehow, Link traded his freedom for Farin's. The other children aren't sure, but go along with Sykes. Link feels betrayed and leaves the hideout to find Ganon and accept his offer.

When Sykes hears that Link was asked by the Gerudo King to be his apprentice, this comes as an enormous blow to his psyche. Sykes is a better thief and has done more for the gang than Link has. When Link returns to the gang's hideout after the King's proposal, Sykes is furious and hurt. He convinces himself that Link is a traitor and would give up his ties to the gang in an instant when opportunity presents itself. To "protect the younger kids from Link's traitorous influence" and protect his own position as the coolest kid there, he lies and informs Link that it's Link's fault Faron was thrown into prison. The younger kids, who look up to both Sykes and Link but aren't informed about the real situation, go along with Sykes. Link, feeling betrayed, leaves the hideout to accept the Gerudo King's offer.

When Faron returns to the hideout, he hears from Anton about what happened while he was trying to bargain for Link's release. He has a talk with Sykes, who just feels more angry. Not only did Link get chosen when Sykes should have been, not only did Link turn his back on the gang, but now Sykes is getting in trouble for it!? Sykes, furious, leaves the gang and the city, setting off on a quest to hone his thief skills and become the best thief Hyrule has ever seen, to prove his worth.

One plot twist we could include would be that actually Ganon meant to take Sykes on as his apprentice, but made a mistake and chose Link instead. Just a random, undeveloped idea.

In-Game Role
Along Link's quest, Link runs into Sykes on a couple occasions. Sykes heard of the cogs on his travels, and thought that collecting them would prove to everyone that he was the best thief Hyrule has ever seen. Sykes would challenge Link, either to a battle or some other challenge involving thief techniques when they ran into each other.

Something we'd kind of need to work out is that we've also got Maple looking for the cogs. I like the idea of them all searching, but Link kind of has an advantage because he has the thief bracers.
One idea I had was that it'd be really cool if in the third dungeon, Goron Mines, Maple helps Link out during the boss battle. Not as a playable character, but as a mechanism that could be really cool. And perhaps he even gets the cog at the end instead of Link, and runs off with it. Then later in the game, it would be stolen from her, either by Ganon or by Sykes, working for Ganon (But of course we wouldn't know it was Sykes until the end).


49
Cut / [Cut] Faron, leader of the Gang of Thieves
« on: May 21, 2012, 07:11:44 pm »
Faron is the good hearted man who takes in orphaned children in Hyrule Slums and teaches them thieving skills necessary to survive in the rough district. He mentors Link until Link leaves on his quest to gather the Cogs.


50
Overworld/Locations / [Submission] Goron Canyon Concept Art
« on: May 21, 2012, 07:05:38 pm »
WouLdnt it be cool if they lived on a canyon instead of a cave. They mined down into the canyon, and their mines stretch off for miles around the fissure, searching for carbon veins.







That
Ast one has a kind of diagram of how their system might work. They mine carbon ore, then raise it up to the top of the canyon to the furnace station, where the ore is dumped into the blast furnace. Then the slag (useless molten rock) would flow out one way, to be dumped somewhere, and the molten carbon would flow into their smithy to be shaped so it could be used and traded.

51
Overworld/Locations / [Submission] Hyrule Slums Concept Art
« on: May 21, 2012, 07:01:17 pm »
I really think poor Hyrule town and rich hyrule town are too long. Hyrule Slums and Hyrule Heights would be better, I think.





That second one is a view of Hyrule Slums, looking up at Upper Hyrule/Hyrule Heights/Hyrule Market/Rich Hyrule Town, and up above that, Hyrule castle. This drawing could be executed much better honestly, so maybe when I have time or something :p

52
Dungeons / [submission] Forest Dungeon Concept Art
« on: May 21, 2012, 06:57:00 pm »
This is one of those things where it might be able to fit into either forum, but I think world-related concept art should go in the world forum.






53
Concept Art / [Submission] Thief Techniques Concept Animations
« on: May 17, 2012, 09:58:33 pm »
Let's get the party started :p







I believe the specific thief techniques are Running up a wall, ledge dangling, jumping, wall climbing, evading a guard, and vaulting over small fences.

I also believe that comments and constructive criticism are welcome here, because that'll definitely help inspire each other more, which is the point of concept art! Ideas!

54
Graphics Requests/Archive / Tile roof
« on: April 19, 2012, 02:07:55 am »
Does anybody know of any tile roofs from 2D Video games? I've been looking for one to at least use as a reference to sprite one myself in MC style, if not one that would blend in with MC Style, maybe with a little work.

This kind of roof:


55
Feedback / The size of page numbers
« on: March 22, 2012, 02:46:01 pm »
So, this probably isn't relevant to most people, but, so, the page numbers, that when there's more than one page in a topic, or pages in the graphics forum for instance... I always click on the wrong one. They're so small and close together! Does anybody else have this problem?
It seems like there's lots of space around where these numbers are, and they could be further apart, or bigger. But is this totally just me and my ineptitude for clicking the appropriate page number?

56
Graphics / Vaati Transfigured
« on: March 14, 2012, 04:46:03 am »
Not exactly graphics in the game sense, but a doodle I've been working on the past couple days.
http://fc07.deviantart.net/fs70/f/2012/073/c/8/transfigured_by_donotfeedthemax-d4sqzx3.png

Too big to post here, I dunno how to post a thumbnail or small one you click on to make bigger...
But anyway, I was doing this over the past day or two in spare minutes here and there, and it didn't really turn out how I wanted it, but I'm still figgering out drawing on the computer.

57
Game Design / Sword System
« on: January 09, 2012, 10:33:51 pm »
Alright, design team, it's been a bit, sorry for dropping off the face of the internet for a week or so, basically.

Anyway, although having meetings over skype is definitely the best way to get things accomplished, we haven't had one yet where it's been more than Stig and I, so I think we're gonna cover how the sword is gonna work here in a topic.

Obviously, there are some unchangable aspects of the sword: namely, you press a button to swing it and it hurts what it hits if what it hits can be hurt. The way I think we've decided to do it in this game so far is that as far as using items goes, there are three buttons to which you can assign items (let's call them A, S, and D), you can assign the sword to any of them, the hookshot to any, etc.
Also related to the item use is the "action" button, which if we're comparing this game to Wind Waker, would be R. For some items, we've already decided what this does (ie, when aiming an arrow, it switches which type you'll fire), but we haven't discussed how it will work with the sword.

What we're leaning toward right now (I think) is that what it will do is dependant on the context of what else you're doing. For example, when you're jumping with the Roc's cape, the R-action button would prompt a down thrust, should you have learned this move from a sword tutor dude.

Also to be noted is that the shield will be a seperate item from the sword. Meaning if you want to use it, you have to press the button you've assigned it to, and it has it's own context dependant R-action button actions when you're using it.

SO, with all that introduction: what types of sword and shield attacks should we put in King of Thieves? I loved the new manuvers in Twilight Princess and Minish Cap, but they could be taken further than MC did for a 2D game. So what types of attacks do you want, how will they work?



I'll start off with a couple moves Stig and I think will work in this game.

Roll Attack
Learned from Sword Master
While rolling, you can press the button you've assigned to sword to in order to initiate a roll attack, which entails Link sliding forward with his sword pointed forward to hit enemies. Akin to how the Pegasus Boots' attack works, this unexpected attack can also sometimes pierce enemies defenses.

Shield Bash
Perhaps learned as soon as the shield is acquired, in order to give the shield more functionality, perhaps learned from the sword master.
While holding the shield button, press the R-Action button to preform a shield bash, which can knock regular enemies back away from you. Preforming this action on certain enemies lowers their defenses and creates an opening to attack.


So, what other attacks do we want? I was thinking particularly of the down thrust, if the player finds the Roc's Cape, an optional item, he can learn it from a sword master.
Also, I'm curious if there is some attack that would be special and make sense if you pressed the sword button while the shield is equipped.

Furthermore:
The down thrust would work if you pressed the sword button while jumping.
What if you pressed the jump button while holding the sword button (like for charging a spin attack)? This seems like the method to initiate a jump attack to me!

58
Coding / Rpg maker xp gltich
« on: September 07, 2011, 06:00:52 pm »
So, the most bizarre glitch I've ever encountered is upon me. Whenever the player swings a sword, breaks a pot, cuts a bush, uses any weapon, whichever event was created fourth, EV004, as its identity is, appears wherever the attack was directed or the pot/bush was. The only way I can figure out how to fix this is to delete event 4 out of each room, but... That's ridiculous!
Please, if anybody can help, I need it! This is halting the production of my game.

Background on my game, the player has a number of items available to him, but all the weapons work like this. When you press the button to attack, the "target" x and y variables are set to the player's location, then adjusted to represent the coordinates of the square being attacked. The enemy events, whenever the target is set, check to see if the target x and y match their x and y, and if so, take damage. The pots and bushes check in the same way, and if the target is on them, they get destroyed, specifically, using the erase event command, rather than a self-switch, because I want them back later.

There is a demo of my game that I would love if anybody took apart and checked out, and here's a link:
http://www.mediafire.com/?87yomxxaw4zepic

This glitch didn't appear in older demos, and I'm not sure what I changed that could have caused this. If anybody has any questions about anything, please ask, I really appreciate / need any help available to me.

59
Zelda Projects / Mask of the Gods
« on: July 03, 2011, 03:27:13 am »
The Legend of Zelda: Mask of the Gods


Yeah, the previous subtitle was "The Mask of Ikana", but I think "Mask of the Gods" sounds better.


The focus on this game is more storytelling and visuals, although I've tried to create gameplay as top-notch as I can manage.
The story is set in pre-Link Termina, probably a hundred years or more. It follows two characters, whose plots weave in and out of each other, eventually uniting at the end to conquer their enemy. A character called Kafei, who is most likely the ancestor of the one Link met (you know how characters seem to be continuously reborn through the ages, like Malon or Tingle), and Igos du Ikana, the same one we've met in Majora's Mask. Termina is peaceful on the surface, but age-old rivalries based on theological views between the Clock Towners and Ikanans spill over commonly, causing their dislike for one another to escalate. This tale begins on the night of a carnival, when Kafei is celebrating before he leaves town to visit his uncle, Igos is enjoying the festival with other soldiers of Ikana, and a mysterious, troubled stranger arrives from a faraway, war-torn land to take in the sights and stories of a country heading down the path his knows only too well. The game's story will be darker than most zelda games, sort of following Majora's mask, however it will probably be darker than that. Obviously, Igos is dead by the time Link meets him, so he must not live happily ever after.




Gameplay wise, almost all of the systems are in place. Health and the action battle system are done, along with three enemies and all weapons, except for the optional ones. Also, the characters learn abilities through the story: for example, Kafei is thought to tight-rope walk to gain entrace to the first dungeon.

Systems to complete still are a rupee counter in the corner, and the optional weapons/tools (bottles, bombs, etc...). There are three weapons/tools/abilities for each character so far and one shared ability planned for the second to last dungeon, which may seem small, but so is this game. There are four dungeons Kafei and Igos go through individually, and two, perhaps two and a half, that they conquer together. Kafei's dungeons will be based slightly more on agility and puzzles, and Igos' more toward fighting and magic.

The demo now is Act One of the game, and then a technical demo.

Anyway, if you play this, have fun, and expect more soon.


____________________________________________________________________________________________________________________
____________________________________________________________________________________________________________________



Screenshots:

Newer screens:










Older screens:








menu screen as it is now. from left to right, the icons with zeroes are magic beans, poe souls, and magic potions (returning from the oracle games).

Link to Screenshot Gallery (includes older screens)

http://www.majhost.com/cgi-bin/gallery.cgi?f=95208


________________________________________________________________________________________________________
________________________________________________________________________________________________________

Trailer:
<a href="http://www.youtube.com/watch?v=edtwW_KR_u4" target="_blank">http://www.youtube.com/watch?v=edtwW_KR_u4</a>

Teaser Trailer...
except, it really gives away a lot, that's a whole bunch of the demo :p ...

________________________________________________________________________________________________________
________________________________________________________________________________________________________


Demo Update - posted 10-26-2011
DOWNLOAD ME!

Complete Act 1, with everyplace you should be able to go at the moment finished.
There are no glitches that I'm aware of, but I'm sure people can find some if they were to put their minds to it, haha.

The furthest you can get here is to where Kafei and Igos split up. After that, you'll be taken to a technical demo, as usual.


----------------
Glitches/Stuff
----------------
There are a couple wierd things, that I don't know how to fix at the moment:

-Don't, during a cutscene, just repeatedly rapid-fire on the spacebar. It won't make things go faster, and during my testing, caused the game to freeze a couple times (once it sent a NPC into a wall and froze him there, freezing the whole game)

-A couple times during playtesting, I arbitrarily warped into the adjacent room in the direction I was walking (right)... No idea.



Technical demo features:
Weapons/Enemies system
All main items:
-Hammer
-Magnet Gloves
-Volt Rod
-Ember Seeds (now finished, I think...)
-Jump Charm
-Elegy of Emptiness Mechanic - removed for repairs
All the map features that require use of the items
  (i.e. torches to light, pots to smash, ropes to ropewalk, etc.)
3 types of enemies, that kind of need to be reprogrammed...




__________________________________________________________________________________________________________________________
__________________________________________________________________________________________________________________________


Progress of the whole game, in terms of what I'm working on at the moment, more things get added as I start more without finishing other things:

Clock Town:
Carnival of Time: 10/10
Non-Carnival: 6/10

Termina Field: 9/10

Ikana Canyon, and Valley: 9/10
Ikana City:
  -map 10/10
  -population 1/10
  -stores and stuff, 1/20

Ikana Castle:
  -As far as the plot goes now - 10/10
  -Further than the plot takes us - 1/10

Plot Progress: 3/10

HUD: 9/10 (only rupees left)
... but as far as the rupee display goes, I know EXACTLY how far I am... 10/100. Or 1/10, if you prefer reduced fractions...
The rupee system is being rethought as to avoid being such a pain.





60
Feedback / Posting a game?
« on: July 03, 2011, 01:37:32 am »
So, I've been working on a zelda fangame, like the rest of you guys, and, I wanted to put it on this website so people could critique what I have so far, or even use it as a resource if anyone thought it was good enough. So I went to the projects section, and I can't post a topic like the other people with games have done. Why is this? I mean, if I'm not allowed to post a game then I don't quite understand how this website works...

Sorry guys, I just wasn't reading carefully enough the outside of the board, or description of the whatever. I guess you post it somewhere else, and that elsewhere creates the topic. Sorry, I was being a little dull. Nevermind.

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