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Author Topic: [Dead] Zelda: Oracle of Life  (Read 535743 times)

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Ryan

The only Canadian?
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #2880 on: April 10, 2007, 02:43:16 am »
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woot a new boss. finally. i just might consider playing the next demo....
Yeah well the first boss actually was fun to fight. Did you play the first?
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  • Likes to Ramble
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #2881 on: April 10, 2007, 03:00:29 am »
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The first boss was a joke. 'nuff said.

Edit: OK, highscores are made server side now... should make it safer =P. Now to work on the damn boss again.
« Last Edit: April 10, 2007, 04:45:15 am by AoDC »
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the a o d c
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #2882 on: April 10, 2007, 04:52:15 am »
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woot a new boss. finally. i just might consider playing the next demo....
Yeah well the first boss actually was fun to fight. Did you play the first?

yea i played all the demos. He was fun too fight in the beginning. Id team up with a random person have him die and then solo against him. But after countless of demos with the same boss...it gets kinda boring.
Now dont get me wrong I have lots of faith in this game. I just think it needs to relax with all the demos and have a big demo release(doesnt need to be the full game but should have alot more stuff....you know wut i mean.) or people are going to get bored of it.
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  • Hotpiebob
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #2883 on: April 10, 2007, 04:58:30 am »
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Z3 should fix it.
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the a o d c
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #2884 on: April 10, 2007, 11:43:45 am »
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i want to know wtf's going on with z3. there's been no news of it in ages, has there? :S
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この世に悪があるとすれば、それは人の心だ
  • .hack//The World
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #2885 on: April 10, 2007, 11:48:20 am »
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Its May 18th.

Edit: Right um... Might as well post these =/.




The fire keese have no AI as of yet, and the dodongo isnt network synced yet. Its all part of the new enemy system that will stop the server from overloading, and let enemies attack and target players. Oh and, dodongo does move =/. At least more than the old demo ones anyway.
« Last Edit: April 10, 2007, 12:32:20 pm by AoDC »
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the a o d c
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #2886 on: April 10, 2007, 01:17:37 pm »
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Why not spread the AI load out onto either a server farm or onto the client side (with server side security of course >.>), thats what most MMO's do. Running the AI of every enemy in a full scale MMO would be far to big a task for one pc to cope with.
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Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #2887 on: April 11, 2007, 12:15:26 am »
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such big decisions to make :P
nice particle effects ^^
and thanks for the info on z3 :)
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この世に悪があるとすれば、それは人の心だ
  • .hack//The World
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #2888 on: April 11, 2007, 02:09:24 am »
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Why not spread the AI load out onto either a server farm or onto the client side (with server side security of course >.>), thats what most MMO's do. Running the AI of every enemy in a full scale MMO would be far to big a task for one pc to cope with.

Its all part of the new enemy system that will stop the server from overloading, and let enemies attack and target players.
Read, Helios.

such big decisions to make :P
nice particle effects ^^
and thanks for the info on z3 :)
They are honestly just recoloured snow particles from ploray =P.

Edit: OK, fixed a bug in the party. Experience wasn't right... but it is now. Oh well back to the boss.


Distance checker working finely.

Edit: OK, Fire Keese in the boss room !@#$% me off. If you get too close to one, their fault or yours, it sticks to your damn head and you have to try and outrun it or die. I usually die >_>.


Seeeeeeeeeeeeeeeeee? It randomly grabbed my head and started eating my hearts away =(.

Edit: K, olo, Boss and Keese/Fire Keese are all done. Tested by me a few times...
« Last Edit: April 11, 2007, 09:11:42 am by AoDC »
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the a o d c

Hoffy

Hero of Fire
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #2889 on: April 11, 2007, 09:23:29 am »
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Boss fight looks super duper.

I like how you've improved the game to make it a lot more Zelda-ish. It's also nice how the fire actually comes out of Dodongo's mouth, instead of well... an explosion that comes from no where XP. Nice work.
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Hoffy.
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #2890 on: April 11, 2007, 09:31:59 am »
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Quote
Read, Helios.
I did, I was just trying to explain another way of stopping the server from overloaded because of AI.
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Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #2891 on: April 11, 2007, 09:56:11 am »
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Boss fight looks super duper.

I like how you've improved the game to make it a lot more Zelda-ish. It's also nice how the fire actually comes out of Dodongo's mouth, instead of well... an explosion that comes from no where XP. Nice work.
Took me a while to figure it out.

Quote
Read, Helios.
I did, I was just trying to explain another way of stopping the server from overloaded because of AI.
Wuvs you.
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the a o d c
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #2892 on: April 11, 2007, 10:52:04 am »
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zombie brain eating fire keese? sounds good :P
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  • .hack//The World
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #2893 on: April 13, 2007, 05:43:29 am »
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zombie brain eating fire keese? sounds good :P
Yea. They kill. The thing is, you have to stay away from keese. Some of them do randomly start attacking you. Their Ai is done, along with the new spawn system, so server overloads are no more. I have to find a decent distance for a Keese to start attacking you at... Because newcomers with swords will be !@#$% when they find a keese randomly latch on and kill them. I also fixed a hp/mp regen issue... it wont regen if you have been hit, only when you are safe. What to do now... more testing... Oh and HoF is adding more rooms to the dungeon.

---------------------------------------------

Right guys, cant stand it anymore. Next demo I'm stopping the project. I cannot stand the restrictions of a Zelda game, especially one with MMO things. I am almost 18, and I want to start my own profitable project with a team close to my area. Three years of work, and after so many rewrites, its time to give it up. My next project being made with guys from school will be alot more... designed and action based. Anyway, just giving a heads up.
« Last Edit: April 13, 2007, 11:09:50 am by AoDC »
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the a o d c
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #2894 on: April 13, 2007, 11:37:25 am »
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Maybe I should've said something, but I saw this coming, Aaron.

Sorry if I sound selfish, but I thought I'd ride the bandwagon.
As much as you learned from this project (which I hope you did), I learned as much too.

It was a great project, but I never really saw the long-distance team thing working out, like a long-distance relationship.


But all the way, I'll be with ya. (Unless you fire me.)
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:D
My good sir, in the immortal words of the late Mr. Wrong: STFU.
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #2895 on: April 13, 2007, 01:38:49 pm »
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of course you could hand this over to someone else willing and worthy to continue it :P
(i'm not suggesting me at all btw. i wouldn't be willing :P)
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  • .hack//The World
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #2896 on: April 13, 2007, 02:21:10 pm »
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not enough ambition
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My Child Is Student of The Month at Neverland Ranch!
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Koh

Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #2897 on: April 13, 2007, 03:49:26 pm »
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Well could you improve the HUD Hearts and Magic metter, cause they are just plain and there.  They can be better ya know :D.
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  • Megaclipse Games
Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #2898 on: April 13, 2007, 09:19:53 pm »
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zombie brain eating fire keese? sounds good :P
Yea. They kill. The thing is, you have to stay away from keese. Some of them do randomly start attacking you. Their Ai is done, along with the new spawn system, so server overloads are no more. I have to find a decent distance for a Keese to start attacking you at... Because newcomers with swords will be !@#$% when they find a keese randomly latch on and kill them. I also fixed a hp/mp regen issue... it wont regen if you have been hit, only when you are safe. What to do now... more testing... Oh and HoF is adding more rooms to the dungeon.

---------------------------------------------

Right guys, cant stand it anymore. Next demo I'm stopping the project. I cannot stand the restrictions of a Zelda game, especially one with MMO things. I am almost 18, and I want to start my own profitable project with a team close to my area. Three years of work, and after so many rewrites, its time to give it up. My next project being made with guys from school will be alot more... designed and action based. Anyway, just giving a heads up.
Best choice ever.
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Re: [WIP] Zelda: Oracle of Life - Sunday Release
« Reply #2899 on: April 13, 2007, 09:30:14 pm »
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Eh, wtf?
Zelda Online is done for?
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