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#26
The graphics look nice. I'd like to play this when it's finally done.
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#27
I am awaiting to see how the game is for testing. The sprites look nice. I've always loved the first three Zelda games.

It's hard for me to comment much more, since I haven't been able to see any of the game mechanics.

[ATTACHMENT NOT FOUND]


Some Ideas:

PvP Zones:

I read on your forums that you plan to have to teams and they go and fight. It would be cool if the arenas were not just one room or even just a couple. The arena fights should be an entire dungeon. The two sides start on different entrances. Then they go in and try to make their way through one of those old school dungeons. The players have to move blocks and avoid traps, possibly falling into pits and such and fighting each other. When a player dies they are removed from the dungeon and cannot re-enter. The goal could be for the team to collect the most amount of rupees or however they are spelled. When a player dies, their rupees spill out of their corpse all over the floor. If a player wishes to withdraw from the dungeon, they can go back to their starting position and they get to keep what they collected; or they could risk trying to keep collecting more. This might just be a bit more fun than just throwing people into an arena and saying "Fight!".

Good/Evil Players

Well while having some major draw backs for being evil, there should be a distinct benefit for evil players. They cannot enter towns and constantly get attacked by good players or guards. Maybe through the struggle of being evil, they can save up enough money to purchase rooms that they can edit and turn into their own dungeon. They can setup traps and other features for players to explore. Since evil players cannot use banks, they have to store their loot in chests within the dungeon only.

Note: This one would take some re-working and balancing, but it could be a lot of fun.
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#28
GIAKEN Wrote:Wow my eyes are being really weird...some parts of the text are looking bold and others aren't...

Anyways, I was really into this game when it was in its prime and I always watched the website and the videos and looked at the previews. Just having what you had done...the intense looking scenes of arrows flying around from NPCs and players, the grappling hook extension (if I remember correctly?), pushing blocks (again maybe that was in it?), and whatever else was done...it looked really awesome.

There always seems to be conflict between people that have the same skill...pixel artists against pixel artists, game mappers / devs against others (like an incident that happened at ES), but there is one exception...most of the programmers get along. Like I don't have a problem with Robin or John or whoever else is a programmer on this forum or wherever...but I think Spodi and Verrigan were going at it back in the day maybe? Sorry for that little bit that didn't have to do with your game, Lambo. Tongue

I'm pretty sure than Ron and Tyler were just having a programming discussion and they didn't share the same views. They're both fairly mature and professional when it comes to this (Which I find surprising xD).
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
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#29
Robin Wrote:
GIAKEN Wrote:Wow my eyes are being really weird...some parts of the text are looking bold and others aren't...

Anyways, I was really into this game when it was in its prime and I always watched the website and the videos and looked at the previews. Just having what you had done...the intense looking scenes of arrows flying around from NPCs and players, the grappling hook extension (if I remember correctly?), pushing blocks (again maybe that was in it?), and whatever else was done...it looked really awesome.

There always seems to be conflict between people that have the same skill...pixel artists against pixel artists, game mappers / devs against others (like an incident that happened at ES), but there is one exception...most of the programmers get along. Like I don't have a problem with Robin or John or whoever else is a programmer on this forum or wherever...but I think Spodi and Verrigan were going at it back in the day maybe? Sorry for that little bit that didn't have to do with your game, Lambo. Tongue

I'm pretty sure than Ron and Tyler were just having a programming discussion and they didn't share the same views. They're both fairly mature and professional when it comes to this (Which I find surprising xD).

Yeah I didn't mean like childish squabbles...I meant like disagreements on how certain coding is done that I read throughout this forum and on a Wiki on vbGORE (I think)...
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#30
Yeah, there were a few of them. Luke and Ron had one too. Back when the forum actually had programming discussions in it xD
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
Reply
#31
1. Battle System - Just like LTTP. Enemies knocked back if you hit them, If they touch you, even without attacking, they hurt you.

2. Panning Screens - When you move from map to map, the Screen 'pan's instead of instantaneously warping you to the next zone

3. 16x32 Character Sprites - The main characters sprite is 16x32

5. 800x600 Resolution - This is to save space, the 16x16 tiles will look bigger ingame (Think RPG MAKER 2000 Games). This is also what the original LTTP did.

6. Battle types -
6a - Melee - All players can melee, Using Swords, and whatever else at its disposal.
-Warrior type classes will be able to use longer ranged and attack 2x further
6b - Ranged - Only Rangers can use ranged weapons, Including bows,Boomerangs,
and Slingshots
6c - Magic - Only mages and Priests can use spells. Mages spells can reach up to 5
squares ahead, as well has AoE and Damaging spells. Priests will be able to
use AoE Spells, Player buffing spells, and Healing spells, as well as some
Low-Damaging Spells
6c-a - Type of spells are
6c-b - Damaging, Healing, Area Of Effect, Buffing, and Teleportation
6d - Bombs - Bombs are universal and can be used by all classes.

7. Status Effects -
7a - Stunned - Cannot move for x amount of seconds
7b - Poisoned - Taking damage over time, Can be healed by a priest
7c - Slowed - Movement speed reduced
7d - Bleeding - Taking damage over time, Cannot be healed
7e - Cursed - Reduces Damage
7f - Silenced - Cannot Cast Spells
7g - Paralysis - Chance to not be able to attack
7h - Strengthed - Buffed, Increases Damage
7i - Speed - Buffed, Increases Running speed and Attack Speed
7j - Regen - Buffed, Heals HP over Time
7k - Protection - Buffed, Increases Defence

8. Dead Corpses - When you kill an enemy, Its corpse stays on the ground for a certain amount of time.

9. Types of Quests -
9a - Kill Quests - Sends you out to hunt a certain type of monster, May be multiple numbers of that monster, or It may ask you kill a boss
9b - Gather Quests - Sends you out to gather a certain type of item, or a number of items
9c - Escort Quests - An NPC will follow you to the destination to complete the quest
9d - Delivery Quests - Take an item from one NPC to another

10c - Traps - Sets of a certain type of trap when walked on
10a-a - Damaging Trap - Damages the character for x amount of damage
10a-b - Snare Trap - Causes the target to be come immobilized for x amount of time
10a-c - Poison Trap - Poisons all targets in the area, Causes Damage over time
10a-d - Silencing Trap - Player cannot cast spells for x amount of time
10a-e - Cursing Trap - Player's physical damage reduced
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