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Projects => Zelda Projects => Topic started by: Hedanito on February 09, 2009, 01:32:25 am

Title: The legend of Zelda Online
Post by: Hedanito on February 09, 2009, 01:32:25 am
First of all: Hello, im Hedanito, and im new here ^^.

I was looking around the internet for things for my zelda game and then i came here and thought it would be fun to post here about it.

Ok so enough about me, let me tell you about my zelda online =D

In Zelda online you can go on an adventure with up to 8 players (or maybe even more in the future) at once. Everything is minish cap style, just because i think it looks better :P.

I started this a few months ago when i wanted to learn how to make online games. Because i didnt understand it very well yet everything was pretty buggy. I stopped working on it about a month ago. About a week ago i looked at it again and i decided to rebuild the whole thing from scratch.

Here is a screen to show what it looks like at the moment:
(http://img179.imageshack.us/img179/9082/screen1pv2.png)
Still looks a bit ugly (no map lol) but i've mostly been working on the engine.

Here is another screen of 2 players together:
[imgzoom]http://img179.imageshack.us/img179/327/screen2nc4.png[/imgzoom]
As you can see every player will get a different color. This almost fully works, i only have to add the sprites for every color :P. The chat also works, you can also scroll up/down.

I am also going to add magic, for that im going to use the bar link gets in the minish cap when he charges his sword. I cant find a rip though, so thats why i didnt add it yet ^^.

I dont know exactly how the online part is gonna be. Maybe something like four swords, when you connect with your friends you can sellect a mission and then play, or maybe something like guildwars, where you can get together in town, but outside every party gets its own area.

I hope you guys here can help me getting some ideas for my game, or maybe even help with the game itself. If you think you can help me with anything at all, from ripping/spriting/animating to programming, pm me and show me what you can do ^^.
Title: Re: The legend of Zelda Online
Post by: Jeod on February 09, 2009, 02:01:59 am
Hey, now this looks halfway decent. You seem motivated enough, just like ahmio. Of course, if you want constant advice from the members here, you need to be working on your game a lot. If you work on the core adventures, then the members will help with the online part, etc.
Title: Re: The legend of Zelda Online
Post by: gm112 on February 09, 2009, 02:07:07 am
I dunno why but the inventory seems inspired off of Runescapes system.
Title: Re: The legend of Zelda Online
Post by: Jeod on February 09, 2009, 02:12:16 am
Now that you mention it, it does. It's been forever since I got on that stupid thing. If you're planning a MMORPG, then forget it unless you have a massive skilled team.
Title: Re: The legend of Zelda Online
Post by: Wasabi on February 09, 2009, 05:32:14 am
Now that you mention it, it does. It's been forever since I got on that stupid thing. If you're planning a MMORPG, then forget it unless you have a massive skilled team.
He's only planning for 8 players at this stage, which I'd stick to.
Looks like you've got a basic engine going there, I'd like to see this when it's up and running :)
Title: Re: The legend of Zelda Online
Post by: Hedanito on February 09, 2009, 08:46:03 am
The inventory does look like that of an mmorpg, but it isnt gonna be an mmorpg. I cant even imagine how weird that would be, like 100 links walking around in a temple. That wouldnt work at all. I just made the inventory this way just so you dont have to get a popup window which blocks your view, because you cant pause in an online game.
Title: Re: The legend of Zelda Online
Post by: Wasabi on February 09, 2009, 09:20:20 am
The inventory does look like that of an mmorpg, but it isnt gonna be an mmorpg. I cant even imagine how weird that would be, like 100 links walking around in a temple. That wouldnt work at all. I just made the inventory this way just so you dont have to get a popup window which blocks your view, because you cant pause in an online game.
make sure you don't make item selections with the mouse then, since I'm assuming that you're not using the mouse for anything. It'd be much better if you just have to hold another button and use the arrow keys to select the item you want.
Title: Re: The legend of Zelda Online
Post by: Jeod on February 09, 2009, 01:40:22 pm
Why not use the mouse? Easier than scrolling for your item unless each one will have a keyboard shortcut (bow f1, shield f2, etc)
Title: Re: The legend of Zelda Online
Post by: Mamoruanime on February 09, 2009, 01:43:59 pm
I think this is probably my favorite looking Zelda Online game so far! (well, next to your project AoDC <3)

Very nice ^_^
Title: Re: The legend of Zelda Online
Post by: Zaeranos on February 09, 2009, 02:12:40 pm
It looks really nice, but I'm not sure if you want to make an on-line adventure with a Zelda theme or a Zelda game which goes on-line. How are you going to build the levels. Will they adept to the number of people playing, or could you complete a puzzle with minimal 2 players and it doesn't change if your with more?

The inventory menu looks really great, but 4 tabs with 27 items each? Or am I missing something?
Title: Re: The legend of Zelda Online
Post by: Mamoruanime on February 09, 2009, 02:21:32 pm
It looks really nice, but I'm not sure if you want to make an on-line adventure with a Zelda theme or a Zelda game which goes on-line. How are you going to build the levels. Will they adept to the number of people playing, or could you complete a puzzle with minimal 2 players and it doesn't change if your with more?

The inventory menu looks really great, but 4 tabs with 27 items each? Or am I missing something?

I was thinking each tab opened up the different *types* of inventory; like how in lttp you have assignable/usable inventory (bottle, etc), and then you have your automatic inventory (flippers, etc), then your Main EQ inventory (sword, shield, etc), and finally your dungeon inventory
Title: Re: The legend of Zelda Online
Post by: Eleo on February 09, 2009, 02:47:07 pm
Looks like this project has quitesome potential... :)
I'm wondering if you plan on just having the four different colors of Link as playable characters? One of the most fun parts of online gaming is the possibility to personalize your character in different ways: armor, species, skin color etc...
i don't know about anyone else, but I'd LOVE the possibilty of choosing a female character - maybe a variation of minish cap Zelda, Malon or Anju?  ^_^
Title: Re: The legend of Zelda Online
Post by: Hedanito on February 09, 2009, 04:04:35 pm
The inventory does look like that of an mmorpg, but it isnt gonna be an mmorpg. I cant even imagine how weird that would be, like 100 links walking around in a temple. That wouldnt work at all. I just made the inventory this way just so you dont have to get a popup window which blocks your view, because you cant pause in an online game.
make sure you don't make item selections with the mouse then, since I'm assuming that you're not using the mouse for anything. It'd be much better if you just have to hold another button and use the arrow keys to select the item you want.

I think im gonna use the mouse for the inventory, just because its a lot easier. You press an item and then press the button you want to assign it to. This saves a lot of time and its lots easier to program, since i would have to stop the movement etc for scrolling trough the menu.


It looks really nice, but I'm not sure if you want to make an on-line adventure with a Zelda theme or a Zelda game which goes on-line. How are you going to build the levels. Will they adept to the number of people playing, or could you complete a puzzle with minimal 2 players and it doesn't change if your with more?

The inventory menu looks really great, but 4 tabs with 27 items each? Or am I missing something?

Its gonna be a zelda game which goes online. Im not sure yet how im gonna build the levels yet, thats one of the reasons i posted this topic ^^.

Not every tab is an inventory :P, the first one is for usable items, the others for things like heart pieces and maybe something like a friend list.
Title: Re: The legend of Zelda Online
Post by: King Tetiro on February 09, 2009, 06:02:59 pm
I actually like the look of this. Keep it up.
Title: Re: The legend of Zelda Online
Post by: Zaeranos on February 09, 2009, 06:13:10 pm
Well about the levels. You could make a town, with all the shops. And in the town make a portal to every level, which you use to transport a party. The levels might be selected from a map. You could make the levels only accessible if everyone in the party is capable of traversing it. You could make a number of versions for every number of the size of a party.

Or you could make the levels modular. Having hundreds of rooms which you can connect in a row and adept the level to the lowest member of your party or the size of your party.

But I'm wondering the problem of on-line games is to keep it interesting. Is this game a MMO, then you need a story that always continues. If it is something like Four Swords but an on line coop. Then you would have a finite story, but once its over the game is done. As an on line element would actually Lengthen it. What are your thoughts about that.
Title: Re: The legend of Zelda Online
Post by: Hedanito on February 11, 2009, 04:23:57 pm
But I'm wondering the problem of on-line games is to keep it interesting. Is this game a MMO, then you need a story that always continues. If it is something like Four Swords but an on line coop. Then you would have a finite story, but once its over the game is done. As an on line element would actually Lengthen it. What are your thoughts about that.

I could add things like hidden heart pieces so you would play some mission again to get the hidden items. And maybe something like a ranking system for each level which tells you how good you were. It could depent on how much damage you took, how many monsters you killed etc. And maybe even something like a hard mode for the pro's, with monsters which do something like 2x damage, or maybe just a lot of monsters ^^. This would make people play the game much, much longer.
Title: Re: The legend of Zelda Online
Post by: Garoth Moulinoski on February 11, 2009, 07:44:27 pm
The inventory does look like that of an mmorpg, but it isnt gonna be an mmorpg. I cant even imagine how weird that would be, like 100 links walking around in a temple. That wouldnt work at all. I just made the inventory this way just so you dont have to get a popup window which blocks your view, because you cant pause in an online game.

I wonder why people keep thinking that they simply must have allow every player in an area to show up. There used to be a Zelda MMORPG thread a while back which people kept debating on how a Zelda MMORPG would or wouldn't work.

You can make Hyrule, towns, and non-dungeon locations have every player show up. Each player, however, would have their own dungeon where no one else can intrude in. Special dungeon items are untrade-able while goods like potions are trade-able. Instead of levelling up or whatever, you can find heart pieces at almost-randomly selected intervals (like, for every 50 + random(50) enemies, you get a heart piece) and maybe have a larger selection of swords, tunics and shields instead of having actual stats.

Either way, it looks like your game's not gonna be a full MMORPG, just something like an online Four Swords, so I guess its cool. :P
Title: Re: The legend of Zelda Online
Post by: Hedanito on February 13, 2009, 09:33:04 pm
Ok little update ^^

(http://img9.imageshack.us/img9/6584/screen3cw2.png)

Added a magic bar, rupee's, sword animation works and link is on the minimap ^^
Also did some other things like improving the chat but i dont think you care about that :P
Title: Re: The legend of Zelda Online
Post by: Hedanito on February 16, 2009, 04:24:33 pm
Another update  XD

Right now when a ruppee drops somewhere in a client, it will be dropped in all the other clients too. This may not sound like much, but this will help to make sure the environment of every client is the same. This includes chests, bushes, monsters and all sorts of other stuff.
Title: Re: The legend of Zelda Online
Post by: gm112 on February 16, 2009, 04:52:31 pm
I like your use of Minish Cap resources :P. That's a little creative. Question, what is the server written in? Are you using your own networking library? You don't have to respond if you do not want to, I'm just curious is all :S.
Title: Re: The legend of Zelda Online
Post by: Zaeranos on February 16, 2009, 05:01:37 pm
Hmm Link is on the minimap, but the map itself isn't. You still don't know where you're going and where to find the others  XD  ;)

No the sword animation looks good (at least that one frame). The magic bars is also nice, don't you ever change that. It is sleek, straight to the point and has no distracting frivolities. Some people try to make the HUD a piece of art, while it is often to distracting.

By the way, will you have multiple levels for the sword or is there just one sword?
Title: Re: The legend of Zelda Online
Post by: Hedanito on February 16, 2009, 05:41:00 pm
I like your use of Minish Cap resources :P. That's a little creative. Question, what is the server written in? Are you using your own networking library? You don't have to respond if you do not want to, I'm just curious is all :S.

Im using GML for the server with 39dll. Game maker is a little slow though for servers so if a lot of people are going to play it i will have to make a c++ server anyway.

Hmm Link is on the minimap, but the map itself isn't. You still don't know where you're going and where to find the others  XD  ;)

No the sword animation looks good (at least that one frame). The magic bars is also nice, don't you ever change that. It is sleek, straight to the point and has no distracting frivolities. Some people try to make the HUD a piece of art, while it is often to distracting.

By the way, will you have multiple levels for the sword or is there just one sword?

There is no map on the minimap because there is no map. The black squares are just for testing links movement, and im not going to add them to the minimap if they arent going to be in the actual game.

I dont know yet though if im going to add another sword, i will if it has something to add to the storyline.
Title: Re: The legend of Zelda Online
Post by: gm112 on February 16, 2009, 07:00:48 pm
I like your use of Minish Cap resources :P. That's a little creative. Question, what is the server written in? Are you using your own networking library? You don't have to respond if you do not want to, I'm just curious is all :S.

Im using GML for the server with 39dll. Game maker is a little slow though for servers so if a lot of people are going to play it i will have to make a c++ server anyway.

39dll isn't really that bad. But yeah, stick to something other than GML for the server. I know someone who uses C++ and 39dll for their server. Good luck on your project :). I look forward to the open beta.

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