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Author Topic: Horn of Balance  (Read 482650 times)

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Re: [Demo] Tech demo - Horn of Balance [DEMO 0...
« Reply #580 on: April 02, 2012, 05:51:11 am »
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In case anyone was still wondering:


Not the most convincing story, but we still got 12 people to download. Thank you FISSURE, Niek and 4Sword.
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Re: [Demo] Tech demo - Horn of Balance
« Reply #581 on: April 06, 2012, 04:52:00 pm »
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Time to get back to work I suppose. It's a 4 day easter weekend for me right now so I should be able to make some progress. No kidding this time. Before that though I guess I should post the real progress made lately along with the updated "to do" list.

Progress:
0.12.108 (24 maart)
+ Worked a little on the boss again
+ Fixed glitch: cannonball incorrect reactivation in room 2
+ Fixed glitch: positioning collision reject effect
+ Fixed glitch: no crashing into walls after you get pushed back through a rejected attack

0.12.109 (25 maart)
+ The cannonballs at the start of the dungeon now stop as you unlock the basement
+ Fixed glitch: Eyegore first encounter failing to following
+ Added a short delay before Eyegore opens it's eye

0.12.110 (25 maart)
+ Started work on a new item: default boomerang

0.12.111 (31 maart )
+ Finished new item: boomerang (default)
+ Fixed glitch: when collecting important items (like the dungeon treasure) using the hookshot
+ Edited: high level swords can't break light rocks anymore

0.12.112 (1 april)
+ Enemies now also get pushed back as the are getting stunned
+ Stunned enemies can no longer be stunned in a stacked fasion
+ You can now use stunning on enemies that are sometimes (jumping) in the air, but if you hit them while above ground they are attacked by a weak damaging attack instead of getting stunned.

0.12.113 (4 april)
+ A friend helped me out creating a "walking on metal" soundeffect


Still left to do till the next demo:
- Boss entrance scene
- Boss fight
- Dungeon ending scene
- Adding text to all the statues in the dungeon (to add some light lore)
- Adding the boomerang(s) <-- now finished
- Adding hit switches
- Adding skeletons with bows (that jump out of the way)
- Tweaking the collectable fairies
- Plant crowding room (if at all possible) <-- new
- Finish quake medallion <-- new
- Editing the magic usage system
- Building a new depth system (!)
- Going through the all the rooms in entire dungeon (with testers) to tweak things like item/enemy placement and check performance.
- Make sure about 4 rooms of the desert dungeon are playable


Update:
Just some progress.
« Last Edit: April 07, 2012, 05:14:46 pm by Martijn dh »
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Re: [Demo] Tech demo - Horn of Balance
« Reply #582 on: April 09, 2012, 01:37:29 pm »
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I hope you guys like hard and/or complex boss fights. What started off fairly simple has since become a 5 stage boss fight. That is not to say you as a player will necessarily encounter them all (based on you playstyle / tactics), but it won't be a walk in the park either.

The fight will hopefully reach a beta status in a couple of hours. I won't release it publicly (because it will contain some slight graphical issues and possibly glitches), but if anybody is interested in playtesting the fight then let me know. Please only respond if you actually intend on giving me usable feedback and don't mind having the fight spoiled before demo 13.
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Re: [Demo] Tech demo - Horn of Balance
« Reply #583 on: April 09, 2012, 03:32:12 pm »
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Wow! I don't know what to say about that one.
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Re: [Demo] Tech demo - Horn of Balance
« Reply #584 on: April 09, 2012, 03:55:24 pm »
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Maybe 5 stages is a confusing wording. What I mean is that the boss will get an extended movement script as hp does down. So at first there is just a single pattern to take into consideration. (Along with what I can best describe as a stage hazard). When his healths drops a bit a second pattern is added at the end. Then later a third. And later still there will be a fourth pattern to override the third. Near the end all previous patterns are dropped to go with a final fifth attack pattern.

I've currently done four out of the 5 patterns and I'm pondering a bit on how others might experience the fight. As in: add in pauses in the patterns for the player to hit the boss and make the health value simple but high enough not to be able to kill the boss with one frenzy attack. Things like that. I'm really interested in getting some feedback when it is all fully programmed. :)
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Re: [Demo] Tech demo - Horn of Balance
« Reply #585 on: April 09, 2012, 04:11:33 pm »
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OK. I think I get it now.
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Re: [Demo] Tech demo - Horn of Balance
« Reply #586 on: April 09, 2012, 07:48:25 pm »
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I've decided the boss was too hard in its current form so I deleted sections and ended up with only three patterns. Still pretty hard, but easier then before. I'll work on the final details at another time. And again, if anybody wants to help out with playtesting feel free to send me a message.
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Re: [Demo] Tech demo - Horn of Balance
« Reply #587 on: April 14, 2012, 07:37:10 pm »
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Still working on the boss from last weekend so here is a little video to at least have something to show.
<a href="http://www.youtube.com/watch?v=2RSas_PHCRI" target="_blank">http://www.youtube.com/watch?v=2RSas_PHCRI</a>

EDIT:
I am interested to hear what people think. Not so much the overall events, but more the wording and tone.

EDIT2:
Progress made these last couple of weeks:
0.12.114 (6 april)
+ Tried out more soundeffects and went with a different sound
+ Added sound effect for Zol's jumping out of the floor
+ Implemented metal terrain

0.12.115 (7 april)
+ Added and implemented hitswitches (just yellow ones for now)

0.12.116 (8 april)
+ Worked some more on the boss

0.12.117 (9 april)
+ Worked some more on the boss

0.12.118 (9 april)
+ Almost finished the boss fight

0.12.119 (14 april)
+ Edited falling through the floor (tweaked dust sprites / mask dimensions)
+ Fixed pulling force for falling through the floor
+ Finished boss entrance scene

0.12.120 (14 april)
+ Fixed glitch: incorrect background sound after being resurrected
+ Finished boss fight

0.12.121 (15 april)
+ Tweaked boss stats
+ Fixed issue with the game select returning to the titlescreen too soon
+ Tweaked subboss attack impact
+ Fixed glitch: throwing containers against dorment flying tiles
+ Worked some more on the first couple of rooms in the desert dungeon

Still left to do till the next demo:
- Boss entrance scene <-- now finished
- Boss fight <-- now finished
- Dungeon ending scene
- Adding text to all the statues in the dungeon (to add some light lore)
- Adding hit switches <-- now finished
- Adding skeletons with bows (that jump out of the way)
- Tweaking the collectable fairies
- Plant crowding room (if at all possible)
- Finish quake medallion
- Editing the magic usage system
- Building a new depth system (!)
- Going through all the rooms in entire dungeon (with testers) to tweak things like item/enemy placement and check performance.
- Make sure about 6 rooms of the desert dungeon are playable
« Last Edit: April 15, 2012, 03:25:08 pm by Martijn dh »
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Re: [Demo] Tech demo - Horn of Balance
« Reply #588 on: April 16, 2012, 12:45:50 pm »
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Looks like you haven't finished the introductory video yet.
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Re: [Demo] Tech demo - Horn of Balance
« Reply #589 on: April 16, 2012, 05:30:31 pm »
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Could you clarify?
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Re: [Demo] Tech demo - Horn of Balance
« Reply #590 on: April 17, 2012, 12:29:42 am »
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The end of the video gave it away.
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Re: [Demo] Tech demo - Horn of Balance
« Reply #591 on: April 17, 2012, 05:36:20 am »
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I still need more information then this. Could you be more specific?
I cannot improve it if I do not know what you feel should be improved.
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Re: [Demo] Tech demo - Horn of Balance
« Reply #592 on: April 17, 2012, 06:05:21 pm »
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Go 3:04 and that will explain everything.
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Re: [Demo] Tech demo - Horn of Balance
« Reply #593 on: April 17, 2012, 06:17:59 pm »
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Well, that is debatable. You know, just explaining what you're thinking might be easier then letting others guess. Well, whatever.

You're talking about the music fading out before all the text has been shown?
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Re: [Demo] Tech demo - Horn of Balance
« Reply #594 on: April 17, 2012, 06:19:51 pm »
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The prologue movie seems finished to me. However I don't think this is suited as a prologue video. The "Enjoy!" at the end even suggests it is more a promotional video explaining the story than a prologue. When watching this video I kept thinking: "Show. Not tell." These events need to be played, because they involve Link the player character. Another thing I noticed is that the file select name is different from the movie name. Either Link is picked as the name of the character throughout the game or the file select name should be integrated in the movie.

But that is something you don't want to hear. About the text and wording, their are some comments I could make as it doesn't really sound epic. Some words are even a bit confusing. And some parts seem to be added to artificially lengthen the prologue. If you could provide me with a transcript of the text I will put some more detailed comments to them. However at the moment I'm a bit to tired and lazy to copy the text.

Was it the point to make a prologue anyway or is it for something else? Just asking.

@RetroRespecter: I have also a hard time figuring out why you would consider it to be unfinished?
« Last Edit: April 17, 2012, 06:27:44 pm by Niek »
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Re: [Demo] Tech demo - Horn of Balance
« Reply #595 on: April 17, 2012, 09:57:53 pm »
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After the NCGC one of the pieces of feedback was to introduce more storyelements into the demo. It's not something that I was jumping at (as I do not believe my engine is finished enough), but I decided to come halfway anyway and make a temporary intro sequence. It will eventually get replaced with something better, but for now still images seemed appropriate (as the original did something simular) and easy. The text and images show what I will eventually try to implement as actual gameplay. For now it's soul purpose is (as you guessed) to explain the story a little.

Here is the text. Suggestions are always welcome:

switch (argument[0])
{
    case "Title1":
        message[0] = "The story starts off with Link as he";
        message[1] = "was living with his uncle in the vast";
        message[2] = "western forest of Hyrule. His uncle,";
        message[3] = "a blacksmith, was teaching him how";
        message[4] = "to forge metals and together they";
        message[5] = "spend weeks crafting a new sword.";
        message[6] = "A most beautiful ceremonial blade.";
        message[7] = "Elegant and perfectly balanced, it";
        message[8] = "was truly their finest work to date.";
        exit;

    case "Title2":
        message[0] = "It had been announced that princess";
        message[1] = "Zelda would soon be of age and wed so";
        message[2] = "a festival was at hand in her honor.";
        message[3] = "All things packed Link and his uncle";
        message[4] = "set out for the city with the intent";
        message[5] = "of presenting their blade as a gift.";
        exit;

    case "Title3":
        message[0] = "Upon arriving at the borders of the";
        message[1] = "city of Hyrule Link and his uncle";
        message[2] = "encountered soldiers everywhere.";
        message[3] = "By sudden decree of the king anyone";
        message[4] = "coming to the festivities looking";
        message[5] = "suspicious got arrested instantly.";
        message[6] = "Carrying his blade the uncle too got";
        message[7] = "grabbed and Link was forced to go";
        message[8] = "in pursuit via a different route.";
        exit;

    case "Title4":     
        message[0] = "When Link finally made his way into";
        message[1] = "Hyrule City he was tired and needed";
        message[2] = "to look for a place he could sleep.";
        message[3] = "Upon entering one of the many shops";
        message[4] = "he hoped to ask for directions, but";
        message[5] = "accidentally bumped over a vase.";
        message[6] = "The shopowner took note and chased";
        message[7] = "Link out where he started to cause";
        message[8] = "a scene for an absurd compensation.";
        exit;

    case "Title5":
        message[0] = "Various soldiers came and cornered";
        message[1] = "Link, but luckily they were part of";
        message[2] = "Zelda's escort as she walked near.";
        message[3] = "She called off her guards and took";
        message[4] = "a good look at the young boy before";
        message[5] = 'drawing closer to whisper: "Help me."';
        exit;

    case "Title6":
        message[0] = "Things go downhill from here on out";
        message[1] = "and the demo starts as Link has to go";
        message[2] = "and make things right again. Enjoy!";
        exit;
};


PS: The name of Link on the nameselect screen is completely seperated from the intro sequence. You only see the intro as you wait when you open the game, press esc from the select screen or wait a while from the select screen. It is not, as I am guessing you figured, so that the intro starts by selecting a (new) game.
« Last Edit: April 17, 2012, 10:04:07 pm by Martijn dh »
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Re: [Demo] Tech demo - Horn of Balance
« Reply #596 on: April 18, 2012, 04:58:59 pm »
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Okay. Forget what I said then...

Can you at least tell us who is behind these extreme laws?
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Re: [Demo] Tech demo - Horn of Balance
« Reply #597 on: April 18, 2012, 05:33:46 pm »
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The king decreed them. Can't tell you anything about the underlying motives.
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Re: [Demo] Tech demo - Horn of Balance
« Reply #598 on: April 22, 2012, 09:10:39 pm »
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I've been pretty busy so only managed a modest amount of progress this week. The flud room is now at an acceptable level. I'll be ready anxious to here what people think off it when they actually reach it. It's meant to make the player feel a little bit cornered / under a time constraint.
Also, I'm still looking for people to help with playtesting and for getting more feedback on the intro text.

0.12.122 (16 april)
+ Added a maximum value to creation objects continuously spawning enemies

0.12.123 (22 april)
+ Implemented plant flud room (= enemies keep gushing out while in the room)

Still left to do till the next demo:
- Dungeon ending scene
- Adding text to all the statues in the dungeon (to add some light lore)
- Adding skeletons with bows (that jump out of the way) < -- I'm ditching the idea of having them also jump as that would make them too difficult.
- Tweaking the collectable fairies
- Plant crowding room (if at all possible) <-- now finished
- Finish quake medallion
- Editing the magic usage system
- Building a new depth system (!)
- Going through all the rooms in entire dungeon (with testers) to tweak things like item/enemy placement and check performance.
- Make sure about 6 rooms of the desert dungeon are playable
« Last Edit: April 22, 2012, 09:16:50 pm by Martijn dh »
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Re: [Demo] Tech demo - Horn of Balance
« Reply #599 on: April 23, 2012, 04:31:38 am »
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Keep it up at your own pace.
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