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Author Topic: Project of the Month - October 2010  (Read 3703 times)

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Project of the Month - October 2010
« on: November 15, 2010, 08:20:40 pm »
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Project of the Month: October 2010
Ocarina of Time 2D


Forum Topic

Developer: Team Dekunutz
Xfixium
Cypras
Ethelon
TomPel
Mamoruanime
DJvenom
noseblunt3
SinkinDevil
darklink45
dotyue
Jeod

Language: Gamemaker 8.0
First Posted: 06 September, 2008
Last Update: 01 November, 2010



Interview:

-Xfixium-

As you've stated, your team will hold out on posting a demo
till it is truly ready. What level of content can we expect
when that time comes?


Hopefully the very best we can offer. We hope to bring out a
very fun and challenging demo. Aiming to make people think
differently about the whole OOT2D concept. Right now we have
the demo slated to go a little past the Deku Tree dungeon. With
extra bonus content.

Are you planning on making any deliberate changes or
improvements as opposed to the original game?


Changes will definitely be made. These are mainly design changes
though. As one would expect, doing a carbon copy of the original
on every level leaves a lot to be desired. So the thinking has to
be shifted a bit, but not ruin the original "feel" of the game.

Improvements have not really been a big focus at this time. I want
to remain as pure to the systems we are copying as possible.

Your game has actually become PotM before. What have been some of
the challenges you've faced since that time?


Various coding challenges. All of which I won't go into detail about.
Because there has been so many. lol The main focus for me right now is
resource management, and keeping the game "slim". Design challenges
are the real issue of late. I have sort of been taking a back seat
to this thus far. Mainly because of the engine upgrade in effect.
I figure when we get to the testing phase of the dungeon, there will
be alot of finalizing going on. Keeping a 2D mindset with a 3D game is
one of the biggest challenges we currently face.

On a similar note. What are some of the future challenges you still
see in front of you?


Plenty of them. lol Dealing with perspective changes on a design level.
Also changing AI for enemies. Like the Octorocks. Since we're using
2D behaviors over 3D behaviors. This will definitely change the feel
of the original. Also maybe introducing certain enemies a bit earlier
within the game, to make it challenging.

Can you elaborate a little on the people on your team and what they have
contributed (or are contributing) to get where you are now?


First off, I'm a pretty picky individual, so to have these guys tolerate
me has been nothing short of amazing. lol Everyone that is involved in this
project are dedicated to making this a quality game. So I definitely
tip my hat off to these guys.

Jeod - He's a C+C guy. He also lends a hand on the spriting side. Giving
us more options and opinions on our graphics direction as a team. He's
very blunt about the WIP work which I enjoy having those kind of opinions
thrown out there, because it makes the quality of the work that much better.

darklink45 - Great spriter, if you didn't know already. He has thrown in
some excellent original enemy sprites. As well as some other miscellaneous
work. I promise you, his Queen Ghoma sprite will knock you off your feet.

DJVenom - Another great spriter. He has contributed some item sprite work,
as well as various dungeon sprites. He's a guy that will pop in and plop
something on the forum, and blow everyone away with it.

Dotyue - A spriting powerhouse. He will keep beating a sprite to death till
it's perfect. He has been everywhere we need sprites. NPCs, dungeon tiles,
menu items, you name it, he's contributed to it. He also plays a big part in
our dungeon design.

Ethelon - He's an ideas guy. As well as a designer. I trust this guy to make
the calls when I've been too busy to do it myself. He's knows the level I'd
like things to be. He also has some art skills.

SinkinDevil - A spriting staple. He has contributed sprites to the project,
as well as C+C to a lot of the graphics work. He's a constant presence within
the team. Constantly helping us with sprites, and sprite refinement.

TomPel - A sprite artist and designer. His work has included interior
work, as well as some dungeon design. This guy can do it all. Part of the
whole that has done nothing but improve everything we do.

Cypras - A programmer. His laundry list of code includes, fairies, NPCs,
ocarina engine, time transitions, rain effects, kokiri particles, and currently
the Deku Scrub enemy.

noseblunt3 - A spriter. He has helped us in the beginning, but has been
absent of late due to personal life. He has set up alot of our earlier
sprite work dealing with Link in MC style. Things like the slingshot,
deku stick, deku nut, and Adult Link animations.

Mamoruanime - A spriter and designer. The driving force behind Dodongo Cavern.
Which looks amazing.

How can other people contribute for your project if they wish to do so?

By just posting on the Ocarina Of Time 2D FSA project board. Whether it be
graphics, code, an idea, or audio, you can bet we will look at it.


-Jeod-

What is your role within the development team?

I just help out here and there. I'm not the top spriter, but then again neither is everyone else. We're all pretty much equals in this team. Every sprite we submit is fashioned to be a bit better by the others in the team. It's kinda like a game of catch. Someone throws something into the mix and someone else takes it and makes something better. In the end we're all satisfied with the result, and it feels good to be able to say the graphics have a little of everyone in it.

What are some of the future challenges you see in front of you?

Dedication. As a team we've been motivating each other quite a lot. But as the project progresses it can go two ways: we can either get more motivation by progress, or lose interest and get more involved with our lives. As a team it's like a side job to keep each other on our feet.

What have been some of the challenges you've faced?

I think most of the challenges have been in the programming aspect, but there have been a few graphical obstacles. Like the mirror shield and the megaton hammer. Those two were real tough to perfect in a 2D form, especially in a fitting style.

How do you feel about the project thus far?

I can honestly say I'm glad I could be a part of the team. Ocarina of Time 2D has been a project lots of fans have dreamed of, and together we've been able to pull off a stunning victory so far. I'm looking forward to the first demo release! I want to know what everyone will think of Team Dekunutz's work.


-Ethelon-

What is your role within the development team?

I do tiling and did a bit of spriting with a few of the menu icons (3/4 is my weak point). I also do alot of design. I focus more on that (design) now because I haven't had too much time to work on tiles or sprites due to a few other projects that came up during X's absence.

How do you feel about the project thus far?

I think it has a huge potential with the team. They're all very capable people, and it's pretty awesome to be able to work with a large team that's good at what they do.


-Dotyue-

What is your role within the development team?

I was recruited as a spriter to design Four Sword Adventure Style Characters of the Orginal game, but wit time it led me to design dungeons, items and bring in ideas for the game itself like gaming modes and dungeon puzzle or boss encounter design. You could say that i try to bring as much creativity of myself into this OoT2D Project

What are some of the future challenges you see in front of you?

The more and more intruding Real Life that doesn't give me the silence and time to sprite, to bring in Design ideas since everyone has his own ideas

What have been some of the challenges you've faced?

To find the true fitting sprite styles and level designs to be true to the original game and feel true to fsa without being too less or much in size and idea and its still a problem in every part we try to convert, every single room has characteristics which afford new sprited tiles or ideas to be searched in 2D Zelda's and ported into the faced obstacle. but with the help of every member we could overcome every problem until now

How do you feel about the project thus far?

When this project actually reaches the limits of the Kokiri Woods with every aspect that the original had and the fun parts we brought in and the People are pleased with that, then much work will be done. The Future has already seeded for some really cool ideas to make the FSA-Type feeling complete for every Player


-TomPel-

What is your role within the development team?

Well, I'm a spriter and a room designer. One of the many :P. At first I worked more on designing the Kokiri interiors, but nowadays I guess I'm leaning more to spriting. I like to help other's when they have some problems with their sprites. I'm getting lazy I suppose :P. At the moment I'm working on a room inside the Great Deku tree. It's a pain in the ass, I can tell you  :D. Many of the tiles must be made from scratch.

What are some of the future challenges you see in front of you?

Well, converting areas to 2D of course. You have to make the puzzles and areas to work in a top-down perspective. Many of the rooms in OoT are pretty spacious. The same doesn't work in 2D Zeldas. The screen mustn't look empty or boring. You have to use a lot of creativity to make the areas work. And of course the custom sprites and tiles :P

What have been some of the challenges you've faced?

Well, the conversion to FSA-style in general was a whole new challenge for me. Haven't played the game or anything, let alone sprited in the style. Luckily it's pretty much just more advanced version of LTTP-style. It's nice to learn new things. Oh, and the fact that real life seems to always get on the way of this project.

How do you feel about the project thus far?

Great actually. Lot of work and time has been put to this. And I'm proud that this isn't even trying to be just a copy of the original. We'll add our own spices in the mix :P
We also have a pretty damn talented team!


-darklink45-

What is your role within the development team?

I sprite and animate enemies, bosses and occasionally help with other sprite related things. But I'm trying to do more work now because i haven't been doing much.

What are some of the future challenges you see in front of you?

Trying to finish all that i have started.

What have been some of the challenges you've faced?

Trying to find the time to be more active, and to learn to make to sprite in this style without borrowing too much from other games and port the models to sprites.

How do you feel about the project thus far?

Great, this is a great team that know what they are doing, I feel honored working in this project and I think it will go very far.


-Cypras-

What is your role within the development team?

My role within the development team is a programmer. Xfixium and I do the programming for this game. Mainly I work on individual elements for the game and then the team gives advice and I adjust it. When that's finished Xf puts it into the next build of the engine.

What are some of the future challenges you see in front of you?

The major challenges ahead of us are converting the 3D elements in 2D and make it still enjoyable and OOT like. At the moment i'm facing real life time management. Although it's almost summer holidays so i'll be able to get things done.

What have been some of the challenges you've faced?

Time management in real life. Other than that the team is great with getting things done and right.

How do you feel about the project thus far?

I love how this project is going currently. The team is really great at what they do and Xf just leads us all very well. Not to mention that our team can be very random at times which keeps things cool and fun.


-SinkinDevil-

What is your role within the development team?

My role in this development team is a spriter but I'm also helping the room designers a little bit.

What are some of the future challenges you see in front of you?

All the enemies that needs to be done, that alone will be alot of work.

What have been some of the challenges you've faced?

Find some time to get something done. We all have busy lifes to keep up with such as school ect.

How do you feel about the project thus far?

It's coming along really good. I think that this project is going to go far just because of the great teamwork we have.


-Mamoruanime-

What is your role within the development team?

Dodongo Cavern Extraordinare~

What are some of the future challenges you see in front of you?

Lots of drawererings :(

What have been some of the challenges you've faced?

Lots of drawerings D:

How do you feel about the project thus far?

I like-like it :D


-DJvenom-

What is your role within the development team?

I'm the minor graphics dude.

What are some of the future challenges you see in front of you?

Honestly at the moment, between myself and the other artists on the team, I can't think of anything we can't tackle!

What have been some of the challenges you've faced?

Coming up with a consistent menu item style. Our current one is pretty satisfying though. :)

How do you feel about the project thus far?

As one of the original creators of The Church of OOT2D back in 2003, it will be nice to see the vision of Daniel Barras come to life. It's a shame he can't be involved in some aspect.
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