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Author Topic: [WIP] Legend of Zelda Adventure  (Read 1390 times)

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[WIP] Legend of Zelda Adventure
« on: August 31, 2009, 01:59:09 am »
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STORYLINE~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mostly void if any.
Essentially, Hyrule is overtaken by a new evil.  A group of warriors rises to the task of traveling towards Hyrule Castle to thwart that which has plagged the land.  <--nutshell edition

IMAGES~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Not at the moment hence the concept.

DEMO~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Hard at work.
Sept 9,2009 Breakdown
  * all characters finished upto level 3
  * title screen up

Sept 1,2009 Breakdown
  *start menu finished for single player
  *octorok finished
  *Medium character finished upto level 3
  

Aug 30, 2009 breakdown

  *all of the Light character's movement sprites have been finished upto level 10
  *all of the Light character's attack sprites have been finished upto level 5
  *uses ZFGC MC movement engine with some personal modification (credit ZFGC)
  *attacking at levels 1-5 implemented successfully
  *falling through holes implemented successfully
  *Chapters 1-6 music finished
  *concept menu system setup for starting new games

OTHER INFO~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Idea and inspiration from playing Knights of the Round and MagicSword the past week or so.


Q&A
  TFS, will you really finish this?
       A.  Couldn't tell ya.  Plan on it, but the future could change anything.
  TFS, when will we get a demo?
       A.  As soon as all characters (Light,Medium,Heavy) are fully functional upto level 3; the first chapter is finished; and title screen with menu system implemented.  I'd say maybe a couple of weeks.
  TFS, what is the game like?
       A.  Basically like the old beat 'em ups of the SNES era, but you will still feel a heavy presence of LttP.
  TFS, what graphical style are you using?
       A. Link to the Past since it is a nicely detailed style that I can actually edit decently.
  TFS, will this game support saving?
       A. No.  The game will, however, have a leader board and achievements system.  I plan to have users start the game with a unique user name(if they choose online play).  Then the times, monsters killed, etc will be recorded on their respective leader boards.
  TFS, can I SEX u?
       A.  If you really want to...I guess >.>

~~~~~~~~~~~~~~~~~WHAT IS LEFT UNTIL DEMO~~~~~~~~~~~~~~~~~~~~
1. Collisions
2. Health
3. Stage 1
4. Character select screen
« Last Edit: September 10, 2009, 03:53:56 am by Theforeshadower »
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Re: [WIP] Legend of Zelda Adventure
« Reply #1 on: September 02, 2009, 02:31:24 am »
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Bumpdate!

Just replying to let you guys know that all that is left for me to do in order to release a demo is program a couple more monsters, add a HUD, the character select screen, collision system, and finish mapping the first level.

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Re: [WIP] Legend of Zelda Adventure
« Reply #2 on: September 10, 2009, 03:54:24 am »
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'nother bump date.  Check first post.
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Re: [WIP] Legend of Zelda Adventure(screenshots ...
« Reply #3 on: September 11, 2009, 07:44:26 pm »
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First three are at levels 1 and 2.

The bottom two show light and medium at level 3.

Heavy does not get an upgrade until level 4.
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Re: [WIP] Legend of Zelda Adventure
« Reply #4 on: September 12, 2009, 07:46:28 am »
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Is there anyway to tell them apart visually, or is it by the weapon they use?
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Re: [WIP] Legend of Zelda Adventure
« Reply #5 on: September 12, 2009, 08:22:10 am »
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Is there anyway to tell them apart visually, or is it by the weapon they use?

As of right now it is broken down by weapons :/


All of the level ups are real time/in-game
Here's the breakdown of upgrades per level(which is not really a level...just after so many points you get full health and a possible upgrade).:

LIGHT
Starts out with Flame Staff and Green Tunic

~ level 3 - receives a mithril cane which shoots magic missiles
~ level 5 - receives a blue tunic(less damage taken)
~ level 7 - receives a Red Rod(abilities undetermined)
~ level 10  receives a Red Tunic(even less damage taken)
~ level 13  receives a Blue Rod(possible ice attack)
~ level 15  dual wield(gains the ability of using both the red rod and blue rod in tandem)

MEDIUM
Starts out with basic sword, green tunic, and small shield

~ level 3 - receives a mithril sword(more damage)
~ level 4 - receives a heavy shield(can repell more attacks)
~ level 5 - receives a blue tunic(takes less damage)
~ level 7 - receives a red sword(possible sword beam w/ full health)(more damage)
~ level 9 - receives a gold shield(can reflect some magic)
~ level 11  receives a red tunic(even less damage taken)
~ level 13  receives a gold sword(permanent sword beam)(more damage)
~ level 15  receives an ancient shield(can't tell ya yet ;) )

HEAVY
Starts out with a hammer, green tunic, and small shield

~ level 4 - receives a mithril hammer(more damage)
~ level 6 - receives a blue tunic(less damage taken)
~ level 7 - receives a heavy shield(can repel more attacks)
~ level 9 - receives an axe(more damage: possible throwing ability?)
~ level 12  receives a red tunic(least damage taken)
~ level 14  receives a gold shield(some magic reflected)
~ level 15  receives some kind of dual-headed axe(most powerful attack in the game)
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I am trying to find some kind of risk/reward.
By the estimates and what not with the ideas I have, the easiest character to play would be the Medium character with the Light just a slight touch harder because of less health.
The hardest character to play would be the Heavy character but once/if you reach level 15, you would have the strongest attack in the entire game.

Here's a breakdown of health/skill power:
LIGHT
6 hearts , longest special/skill bar to fill

MEDIUM
8 hearts, mid sized special/skill bar

HEAVY
10 hearts, smallest sized special/skill bar
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Specials would be useable once a certain amount of combos or damage taken.
Haven't ironed out what I want yet...probably would change based on level so as to entice the player to keep playing to see the new special.



Just a loooooooooooooooooooooong answer to your question :)
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