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Author Topic: Hyrule Town Interiors  (Read 27136 times)

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Re: Hyrule Town Interiors
« Reply #180 on: November 16, 2015, 05:04:02 pm »
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Aaand phase 2 in progress!

Which ones are done? And which ones are in progress?
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Re: Hyrule Town Interiors
« Reply #181 on: November 17, 2015, 09:40:42 pm »
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Steve, could you post the tileset?
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Re: Hyrule Town Interiors
« Reply #182 on: November 18, 2015, 03:53:45 am »
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Yea, this is the most up to date version.  Still adding to it as I go along.

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Re: Hyrule Town Interiors
« Reply #183 on: November 18, 2015, 03:49:07 pm »
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Completed tiling the candy house.  Moving on to the post office tonight.
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Re: Hyrule Town Interiors
« Reply #184 on: November 22, 2015, 04:58:24 pm »
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Post office complete
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Re: Hyrule Town Interiors
« Reply #185 on: November 24, 2015, 04:41:26 am »
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Completed the tailor's shop and updated the tileset.

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Re: Hyrule Town Interiors
« Reply #186 on: November 25, 2015, 03:31:32 am »
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Phase 2 of this is now complete!  I'll post a list of whats done when I get home later.
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Re: Hyrule Town Interiors
« Reply #187 on: November 25, 2015, 11:27:50 pm »
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Woosh! Sorry this took so long.  Completed ones are:

Ingo's Pawn Shop
Ingo's Emporium
Post Office
Tavern
Tailor Shop
Cafe
Sebastian's House
Ice Grocery (Kale's? Can someone confirm that?)
Fructo's Manor
Fortune Teller's Shop
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Re: Hyrule Town Interiors
« Reply #188 on: November 26, 2015, 03:46:19 pm »
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Ice Grocery (Kale's? Can someone confirm that?)
Yup, its Kale.
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Re: Hyrule Town Interiors
« Reply #189 on: November 26, 2015, 05:20:02 pm »
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Ok cool.  Phase 3 of this has begun!
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Re: Hyrule Town Interiors
« Reply #190 on: November 27, 2015, 02:38:55 pm »
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Apartments are tiled
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Re: Hyrule Town Interiors
« Reply #191 on: November 29, 2015, 04:53:24 pm »
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Several buildings are now linked to the castle town.  Demo 2 is on its way!!
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Re: Hyrule Town Interiors
« Reply #192 on: November 29, 2015, 04:57:23 pm »
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Woo! Is demo 2 going to have any of town's puzzles/sidequests? Or climbing areas?
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Re: Hyrule Town Interiors
« Reply #193 on: November 29, 2015, 05:30:55 pm »
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I'm not sure yet, I don't think I'm going to include any of the sidequests.  Mainly because that would take away from the final game :) Climbing areas are likely gonna be a go though!  If anyone has any suggestions for what to include for the demo, throw 'em out!
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Re: Hyrule Town Interiors
« Reply #194 on: November 29, 2015, 07:12:46 pm »
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I'm not sure yet, I don't think I'm going to include any of the sidequests.  Mainly because that would take away from the final game :) Climbing areas are likely gonna be a go though!  If anyone has any suggestions for what to include for the demo, throw 'em out!

I would like to kill some enemies :P
Also there should be some NPC's around town, just minish cap NPC's and some custom ones.
What about the music? Is there going to be any for the town?

Edit: one thing I noticed in the first demo is that when you leave a house, you appear metres away from the door, in the same spot where you were camerawise. I believe that this issue if fixed?
« Last Edit: November 29, 2015, 07:18:22 pm by Spritonic »
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Re: Hyrule Town Interiors
« Reply #195 on: November 29, 2015, 09:10:45 pm »
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Quote
What about the music? Is there going to be any for the town?

Yes! I have solved the music dilemma! :D

Quote
one thing I noticed in the first demo is that when you leave a house, you appear metres away from the door, in the same spot where you were camerawise. I believe that this issue if fixed?

Appearing meters away from the door is actually not a bug.  One of the properties of the map changer is the coordinates where the player will appear in the next map.  These are hardcoded in the editor, the game doesn't actually know where the door is.  I *want* to eventually transition the map properly, but for now this is not implemented.

NPCs and things to kill noted :)
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Re: Hyrule Town Interiors
« Reply #196 on: November 30, 2015, 05:19:24 am »
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It'd be sweet to show off some of our thief skills, probably via pickpocketing (like the last demo) and some climbing stuff, maybe the tutorial area on the roofs? It's set up for climbing on boxes, climbing up walls, and tightrope walking. Perhaps a semivaluable rupee or sidequest item or something could be at the end of the roof above the bread-selling stall. Also, if it'd help, I can go through the town map and mark out how I was thinking all the climbing places would work out when I designed it, if some aren't obvious.

If hiding in a barrel is programmed, that'd be one to include also :D

It'd also be cool if there were some goal for the demo. If not a sidequest, perhaps a very simple goal with a couple NPCs exclusive to the demo? Someone (Farin, Anton, random NPC) instructs Link to steal something from the nicer part of town. Perhaps he'd need to collect some items to get it? I don't know if that's beyond the scope of what you're thinking for this, probably is :p

Anyway, how'd you solve the music dilemma? What was the music dilemma, haha?
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Re: Hyrule Town Interiors
« Reply #197 on: November 30, 2015, 02:03:33 pm »
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Also, if it'd help, I can go through the town map and mark out how I was thinking all the climbing places would work out when I designed it, if some aren't obvious.

Yes, this would be very helpful!

Yea, I'll work on a goal for you guys to look forward to. Thief skills will definitely be on the table (although they're not coded yet -- do we have climbing sprites?).  Also I noticed we don't have any mechanics defined for how tight roping works.  This might be a good time to hammer that out (unless I just can't find it).

Quote
Anyway, how'd you solve the music dilemma? What was the music dilemma, haha?

Upgraded Monogame to their development build (3.5).  3.4 didn't have proper support for ogg vorbis, so it was blowing up everytime I tried to load a song
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Re: Hyrule Town Interiors
« Reply #198 on: November 30, 2015, 06:38:35 pm »
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Okay, it looks like there was actually a good bit less climbing and thieving than I'd kind of assumed : /
So I did a quick diagram, which is attached. The red arrows indicate the climbing places (I didn't mark places where you can go from roof to roof across planks because that is obvious and isn't really climbing anyway), and they're kinda few. So I added yellow question marks and arrows where it looks like you SHOULD be able to climb, but don't seem to be able to.

The yellow arrows are also kind of suggestions to allow climbing in those areas. I was thinking there could be some crumbling walls where the yellow down arrows are, which would allow Link to jump from the higher levels to the slums. Where there's a horizontal yellow arrow across the narrow western street, I was thinking hookshot. There's question marks around the market in the slums, because maybe the tents should be connected with ropes and hanging lanterns, so you could get around on them. Also in the bottom left corner, it seems like something should be going on there.



Anyway, most of that might not be possible at this late stage in the town's development, I dunno.

As far as sprites, I thought we're just using the regular ladder/wall climbing animation from Minish Cap for climbing. Do you need those?

As for defining tightrope walking, I tried to hammer it out in this topic but it wasn't ever settled:
http://zfgc.com/forum/index.php?topic=41371.0

"Rope walking- along clothes lines, etc. basically just treats these objects as bridges that you can traverse linearly from their endpoints, but Link moves slower and with a balancing animation."


That topic also mentions walking along narrow ledges (which we've definitely neglected in our design thus far), and moving which hanging below something (also neglected). We can make another topic to hammer out the thief skills, which I think we should.


And last side note, what format does the music need to be? I've always been a singer/songwriter, but this last week I've been tinkering around with like, orchestral arranging with the idea to try stuff out for the game.
« Last Edit: November 30, 2015, 06:42:27 pm by Donotfeedthemax »
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Re: Hyrule Town Interiors
« Reply #199 on: November 30, 2015, 07:32:07 pm »
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We did do the climbing animation for both thieve link and cap link. Its on the accepted section.
« Last Edit: November 30, 2015, 09:15:07 pm by Spritonic »
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