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Monthenor
Posts: 455
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Posted: Thu Jun 22, 2006 8:09 am Post subject: |
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My worst scheduling conflicts this summer are done on Friday.
SHOUT OUT!! |
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internisus
Posts: 961
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Posted: Thu Jun 22, 2006 3:53 pm Post subject: |
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ReroRero wrote:
Should we allow each participant to define their own palette?
I think no, but I'm not in charge. My feeling is that this should lead to a coherent finished product.
I want in (!). I'll play with the program this weekend and see what it's like.
We need to talk more about how much one person's designs should build from predecessors', because I don't know how comfortable I am with starting to make my own dungeon before I know where the player would be coming from.
Also, great idea: this zquest thing only for Metal Gear! |
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Scratchmonkey
Posts: 2229
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Posted: Thu Jun 22, 2006 4:26 pm Post subject: |
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Put me in the hat!
The box!
The hat! |
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the drunken samurai
Posts: 4645
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Posted: Thu Jun 22, 2006 4:29 pm Post subject: |
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| yeah im in,waht i was working on is pretty much dead anyway |
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dessgeega
Posts: 3317
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Posted: Thu Jun 22, 2006 5:38 pm Post subject: |
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internisus wrote:
ReroRero wrote:
Should we allow each participant to define their own palette?
I think no, but I'm not in charge. My feeling is that this should lead to a coherent finished product.
We need to talk more about how much one person's designs should build from predecessors', because I don't know how comfortable I am with starting to make my own dungeon before I know where the player would be coming from.
well, i think we can agree to go in order, each person receiving everything that's been done so far.
i don't think we should do any palette-editing. part of this challenge is to work with what you have. |
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internisus
Posts: 961
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Posted: Thu Jun 22, 2006 5:52 pm Post subject: |
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| In that case, what kind of time restrictions will each person on the dev chain have? |
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Mister Toups
Posts: 4943
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Posted: Thu Jun 22, 2006 5:59 pm Post subject: |
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dessgeega wrote:
internisus wrote:
ReroRero wrote:
Should we allow each participant to define their own palette?
I think no, but I'm not in charge. My feeling is that this should lead to a coherent finished product.
We need to talk more about how much one person's designs should build from predecessors', because I don't know how comfortable I am with starting to make my own dungeon before I know where the player would be coming from.
well, i think we can agree to go in order, each person receiving everything that's been done so far.
i don't think we should do any palette-editing. part of this challenge is to work with what you have.
You know, I actually think we could be rather non-linear about doing the order for this, at least in the sense that it seems things are pretty modular with this program. We could pass along a master file that contained chunks of the overworld and finished dungeons, and everyone could have access to it but only one person could edit that one, and everyone else could be working on their dungeons in the meantime. and then whoever feels closest to finishing next can claim the overworld file? |
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internisus
Posts: 961
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Posted: Thu Jun 22, 2006 6:04 pm Post subject: |
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| But then the dungeons would have no relevance to one another, and you would run into problems like the item/weapon set available to the player at any given dungeon being a complete unknown. |
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dizzyjosh
Posts: 87
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Posted: Thu Jun 22, 2006 6:09 pm Post subject: |
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we do need some kind of hierarchy and central filing for (ack) version control.
we should also probably set some limits on like, amount of overworld space you can take up. it doesn't need to be so hard that a good idea gets ignored, but this will help give focus. maybe like 6-12 screens for the area surrounding a dungeon?
do we want to divide overworld sequences up differently? i was planning on doing some more overworld-type adventure stuff.
internisus wrote:
But then the dungeons would have no relevance to one another, and you would run into problems like the item/weapon set available to the player at any given dungeon being a complete unknown.
i think avoiding this is half of the game of making this game; that's *our* puzzle. i guess the first person to do something gets to set the trendzzzz |
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ReroRero
Posts: 2148
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Posted: Thu Jun 22, 2006 6:09 pm Post subject: |
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| We could work on out dungeons in a separate quest so when the time comes for whoever's turn it can easily be recreated and edited to fit in with what is previously done. |
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Mister Toups
Posts: 4943
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Posted: Thu Jun 22, 2006 6:15 pm Post subject: |
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internisus wrote:
But then the dungeons would have no relevance to one another, and you would run into problems like the item/weapon set available to the player at any given dungeon being a complete unknown.
well, it's not exactly hard to edit things in zelda classic... and as long as the master file is somewhat regularly updated, you can always be aware of what's currently out there.
I'm not saying we all need to be working at once, just that we don't need a set order. |
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Monthenor
Posts: 455
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Posted: Thu Jun 22, 2006 7:04 pm Post subject: |
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It'd be nice to have at least a little IC-specific flavor to tie it all together. Just so we're all on the same page.
I propose: "Journey to the Center of the Axe" |
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Slyphglitch
Posts: 13
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Posted: Thu Jun 22, 2006 7:40 pm Post subject: In |
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I know I'm kinda new here, but my summer course is coming to an end soon and I will have free time on my hands.
I'll join in. |
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dizzyjosh
Posts: 87
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Posted: Thu Jun 22, 2006 11:35 pm Post subject: |
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guys oh guys i just made something work i was gonna ask for help and then i figured it out
this is so awesome
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Slyphglitch
Posts: 13
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Posted: Sat Jun 24, 2006 3:49 pm Post subject: Checking |
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Is everyone here using ver 2.10 of ZQuest?
I want to make sure I'm on the same page as everyone.
Just FYI, this engine seems to support 256 colors.
In theory this game could look like Zelda 3 if we try hard enough.
Also are we importing our own sprite sets or using the classic sets? |
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dessgeega
Posts: 3317
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Posted: Sat Jun 24, 2006 4:40 pm Post subject: |
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| we're going to use the original sprites. |
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shnozlak
Posts: 704
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Posted: Sat Jun 24, 2006 5:46 pm Post subject: |
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IDEA
we need a project manager (Dess?)
This person should be in charge of master planning and keeping track of designer progress.
Each person should get:
A specific region
The style for the region (desert / mountains / forest / what ever)
What will boarders that region in each direction
Required tool(s)/weapon(s) to enter the dungeon and or cross the region (some dungeons require no tool/weapon)
The new tool or weapon for in the dungeon or map area
Requirements should be decided in advance and then people should be assigned to regions at random.
The idea is that since we all have our little niches to fill we can all work at the same time and no one has to wait.
We need a way to make it expandable.
Also: dont mess with the link sprite |
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the blueberry hill
Posts: 458
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Posted: Sat Jun 24, 2006 8:26 pm Post subject: |
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Geez guys, what's with all the organisation.
Someones makes a dungeon and some overworld stuff -- whatever the fuck they want.
We play, and comment on it.
Next person adds some stuff, maybe makes tweaks to the previous persons work to make things fit, governed by the comments from everyone playing it.
And so on.
You do as litle or as much as you want -- whatever you think best helps make the game better.
Am I missing something? |
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dessgeega
Posts: 3317
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Posted: Sat Jun 24, 2006 11:21 pm Post subject: |
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yeah, we definitely don't need assignments. there isn't that much enforced linearity in the original zelda - the list of participants is just to make sure someone doesn't hide the raft behind a river while someone else is hiding the ladder behind a dock.
it's really mostly so people can build off what other people did before them, to whatever degree they choose to.
hey, someone offer me a place to host my example quest.
i can have the first part of our collaborative effort finished sometime this week, unless someone else would like to go first. |
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the blueberry hill
Posts: 458
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Posted: Sat Jun 24, 2006 11:58 pm Post subject: |
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| Edit: I guess not. |
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dessgeega
Posts: 3317
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Posted: Sun Jun 25, 2006 6:01 am Post subject: |
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A LINK APART
an unfinished legend of zelda oddysey by dessgeega
download here
a malicious sorcerer has come out of the west and taken the throne of hyrule. the hero link has been exiled to an island in the south, and in link's absence the three pieces of the triforce have been seperated and scattered to the corners of the land.
REGIONS OF HYRULE
island of the dead
exiled from the kingdom, link has been sentenced to join the dead of this island necropolis. secrets are buried in these crypts.
the desert
a stony waste now, in far younger days this place was inhabited by great pathfinders. ruins of their civilization may remain, but beware of traps!
the western woods
hidden deep in the forest is an old river temple, but it is well-guarded.
castle grounds
the palace is under the rule of an usurper, and link is not welcome here. while the triforce is scattered there is no hope of even breaching the entryway.
tower island
a trial waits here, and a powerful weapon awaits the victor.
northern mountains
merchants peddle their wares along a stone mall. an ancient and formidable labyrinth lurks nearby.
lake hylia
watch out for zoras! |
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ReroRero
Posts: 2148
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Posted: Sun Jun 25, 2006 5:40 pm Post subject: |
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| Could anyone tell me the bare minimum of equipment needed to complete [i}The Legend Of Zelda[/i]? I was thinking of making my dungeon a sidequest where you can get extra equipment that isn't needed to complete the main quest but would make it easier. |
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Baines
Posts: 906
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Posted: Sun Jun 25, 2006 7:42 pm Post subject: |
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dessgeega wrote:
the list of participants is just to make sure someone doesn't hide the raft behind a river while someone else is hiding the ladder behind a dock.
For that you could just set up a ground rule regarding item appearance and usage...
Either:
A) Pick the item order in advance, before anyone starts. Anyone can expect items from prior dungeons, but must not require (though they can do things that benefit from) items that appear past their dungeon. Must also make sure each dungeon can be reachable with only what comes before it (including items available in the overworld.)
B) All dungeon items can be acquired with just the available overworld objects. No treasure absolutely requires another treasure, though one dungeon treasure make make the path to another much easier. (Such as using the ladder to take a shortcut across a river-laden room, versus taking a longer path across several monster filled rooms and passing through an invisible wall.) Again, concern must be taken in regards to the overworld, to make sure not only that all dungeons can be reached with only overworld items, but that all overworld items themselves can be reached without dungeon treasures, though the paths may be dangerous.
In either case, the place that would require organization is the overworld. You need to make sure the dungeons themselves are reachable, and that the overworld items (bomb dropping enemies, shops selling items, etc) are available when needed. And perhaps lend a little logic to travelling between dungeons, so that you don't have to keep criss-crossing the world just because dungeons are in the worst travel spots possible in relation to each other. |
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Monthenor
Posts: 455
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Posted: Mon Jun 26, 2006 5:32 pm Post subject: |
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ReroRero wrote:
Could anyone tell me the bare minimum of equipment needed to complete [i}The Legend Of Zelda[/i]?
Ganon requires the Triforce, the White Sword, and the Silver Arrow...and that's about it. All the other equipment is just to get through the dungeons, so it depends on everybody else's levels. There isn't really a "sidequest" item in Zelda because the dungeons are specifically constructed to require them.
I take that back. There's the wand and book. Maybe the magic key.
I remember reading something about a glitch wherein the Red Potion can kill Ganon, but it kills him wrong so you can't actually complete the game. That would have meant a completely swordless time attack. |
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Slyphglitch
Posts: 13
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Posted: Mon Jun 26, 2006 7:51 pm Post subject: Just to make sure |
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So I understand everything our dungeons must be accessible by overworld only items.
I got that part.
Are we finally at the point as a team where we can start claiming items for our dungeon?
I really don't want to start designing my puzzles until I know
what major power-up will be in my dungeon.
In the original, wasn't bombs, the blue candle and the blue ring all overworld items? |
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Baines
Posts: 906
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Posted: Mon Jun 26, 2006 8:52 pm Post subject: |
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Yes, those were all available in the overworld.
In the first quest: (Second quest shuffled the dungeon item order, but were still the same items.)
Dungeons:
1 - bow (dungeon item) and boomerang (in a regular room)
2 - magic boomerang
3 - raft
4 - ladder
5 - whistle
6 - magic wand
7 - red candle
8 - magic book and magic key
9 - silver arrows and red ring
The dungeons also had spots where you could increase your bomb capacity?
Overworld had the letter (which enabled buying potions), all three swords, some extra heart containers, arrows (so you could use the bow,) bombs (sold and dropped by monsters,) meat, extra keys, shield, blue candle, blue ring and magic bracelet.
The bow is required, but not in the dungeon where you get it. (You have to get arrows as well.)
The whistle is required to open a dungeon.
The ladder is I think required to navigate some dungeons?
The raft is I think required to reach some dungeons? (And some overworld objects.)
The boomerangs, magic wand, magic book and red ring are not required. The magic key isn't required, but you might have to buy keys to do without it?
The red candle isn't required, as you can do enough with the blue. You can also burn trees if you have both the magic wand and magic book, but I don't remember if that combination is practical (if even possible) without getting one of the candles first .
The magic bracelet might have been required in the second quest, but it was optional in the first. |
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dessgeega
Posts: 3317
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Posted: Tue Jun 27, 2006 8:46 pm Post subject: |
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dizzyjosh wrote:
digging around the zquest site i found a link to a .zipped version of the alphadawg tutorial, which should be image- and page-complete.
temporarily, i'm hosting it via yousendit at: http://www.yousendit.com/transfer.php?action=download&ufid=8B71D5C049DC9788
that'll only be good for 7 days or 100 downloads, so maybe someone with a real server could pick up the slack later?
here it is. |
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L
Posts: 145
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Posted: Thu Jun 29, 2006 7:53 am Post subject: |
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It's not too late for me to declare my desire to participate in this, is it?
Question: If not different sprites, how about different midi music?! |
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Decinoge
Posts: 129
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Posted: Thu Jun 29, 2006 3:46 pm Post subject: |
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dessgeega wrote:
A LINK APART
an unfinished legend of zelda oddysey by dessgeega
dessy...
...
are those... the original ones? Oo or is that just something out of this project context?
well i'm out of the blue in here... but i would like to make 1 dungeon... an dungeon of undeads and skeletons (i think those are the only undeads on original zelda oO but we always have bats and knights ^^ [undead knights xD])
anyway i'm in, and... i just need to know a few things i guess...
i dont know if the tiles that come with the progam are all the tiles there is on the game, if not, could someone indicate me where can i get them? |
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dessgeega
Posts: 3317
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Posted: Thu Jun 29, 2006 5:02 pm Post subject: |
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Decinoge wrote:
are those... the original ones? Oo or is that just something out of this project context?
the original what? sprites? they're ripped from the satellavue version of the game. i happen to like them a lot.
for the project though, i think we should do original everything: original sprites, palettes, music. afterwards you kids can do whatever you like.
so how about this: everyone works autonomously, and when they're all in i'll make changes if there are any problems. but people have to claim what treasures they want before everyone starts working.
there are only seven triforces, you know. so say something like "i want to do a dungeon with a triforce piece and the raft". you could also do a dungeon for just a special item, like (for example) the silver arrows, since there are only so many triforces to go around.
so . . . claim your treasures!
then when everyone starts working we'll use this thread for technical support. |
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Decinoge
Posts: 129
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Posted: Thu Jun 29, 2006 5:38 pm Post subject: |
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| i can sti(n)ck with one triforce if is a problem... i realy dont know what undead keep o their trousers... or even if they have any... however i think triforce is the best... i'm willing to trade eventualy if anyone wants... prize is negociable XD |
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Monthenor
Posts: 455
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Posted: Thu Jun 29, 2006 6:37 pm Post subject: |
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I want the magic book. That way nobody really minds if I totally poop out on this thing.
The Zelda Classic editor is this curious mix of utility and DOS cruft and it's rubbing me the wrong way.
For future reference, the wrong way is "east". |
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Baron Patsy
Posts: 573
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Posted: Thu Jun 29, 2006 9:31 pm Post subject: |
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| okay, i'm really lazy and i have no idea how to use this thing, so i think i'm probably out. |
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L
Posts: 145
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Posted: Thu Jun 29, 2006 9:41 pm Post subject: |
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dessgeega wrote:
there are only eight triforces,
Corrected. Uncheck "Big Triforce Pieces" and "3 or 6 Triforce Total" in Quest Rules to ensure this.
EDIT3: See forthcoming posts. |
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Decinoge
Posts: 129
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Posted: Thu Jun 29, 2006 11:46 pm Post subject: |
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| ú guys are realy gonna make me read the damn tutorial and play the freaking game all over again... |
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shnozlak
Posts: 704
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Posted: Fri Jun 30, 2006 8:29 am Post subject: |
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I claim raft or flippers!
Mmmm watery goodness!
Are we including the flippers? Thats not in loz #one.
so, if not...
Raft can be used in the dungeon right? Id just have to leave space for docks. |
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Decinoge
Posts: 129
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Posted: Fri Jun 30, 2006 4:01 pm Post subject: |
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can i get an item aswell ? :\ i dont know, a sword, maybe a shield... the bomerang, the whatever arrows...
i just ask u guys if i can have any of those, and please especify correctly wich one.
however, i have preference for the strongest shield (wich one is it by the way? is it realy the mirror one? was there mirror shield on zelda 1 oO?)
[edit] - dessy, just a piece of advise, make a list of whatever items are taken and by whom (the one just a few posts uo) on the first post, so people dont get so disorganized . (make them red, bold and big XD) i would realy like to know wich items are taken... (after all, we are all working for a common porpose ^^)
[edit2] - magic shield... thats it... can i have it to get in this dungeon? |
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GrimSweeper
Posts: 530
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Posted: Fri Jun 30, 2006 5:21 pm Post subject: |
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shnozlak wrote:
I claim raft or flippers!
Mmmm watery goodness!
Are we including the flippers? Thats not in loz #one.
so, if not...
Raft can be used in the dungeon right? Id just have to leave space for docks.
I fight you for raft if it works in dungeon.
Which, I should know by now if I actually had downloaded the editor/game! |
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Mister Toups
Posts: 4943
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Posted: Fri Jun 30, 2006 6:56 pm Post subject: |
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Okay bitches. I get the wooden sword!
(yeah that's right) |
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L
Posts: 145
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Posted: Fri Jun 30, 2006 8:59 pm Post subject: |
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Well, you know what? If he gets Wooden Sword, then I'm allowed to get Princess Zelda (i.e Level 9) - simply because I have the urge to pull a Gradius V on it (whereby one can enter at a low level, and while Ganon and the harder areas would be Triforce-locked, you could still find a treasure* hidden in the remaining rooms.)
*Power Bracelet. I still have the Lens of Truth, though, and it will be hidden somewhere after the Triforce-lock room. To the person who'll be making the Silver Arrows dungeon: try hiding the arrows behind a lot of Lens-requiring puzzles. |
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ReroRero
Posts: 2148
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Posted: Fri Jun 30, 2006 9:09 pm Post subject: |
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| I shall take either one of the boomerangs. I am Australian. |
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the blueberry hill
Posts: 458
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Posted: Fri Jun 30, 2006 10:20 pm Post subject: |
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I.. I... I wanted a boomerang.
My Zelda-a-like game is going to be entirely boomerang based. |
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dessgeega
Posts: 3317
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Posted: Sat Jul 01, 2006 12:19 am Post subject: |
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| there are two boomerangs! |
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dessgeega
Posts: 3317
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Posted: Sat Jul 01, 2006 12:26 am Post subject: |
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also no lens of truth! even if it wasn't beyond the bounds of this project, it introduces the magic meter, and that's not something we want to deal with.
shnozlak and GrimSweeper, commence e-duel for the raft!
(maybe one of you wants the ladder instead?) |
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L
Posts: 145
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Posted: Sat Jul 01, 2006 1:19 am Post subject: |
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| No magic-meter items? Okay, guess I've have to switch to the Magical Key, then. |
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Decinoge
Posts: 129
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Posted: Sat Jul 01, 2006 6:21 am Post subject: |
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i dont care, magic shield is mine >_< :P
its just a shield anyway, and i need some important thing to justify the last hiden room. beyond simple rupys -_-
anyway i'm having a problem in here... i can make a dungeon item room... i can make the passage to it, i can get in it... i can pick up the item... but i CANT GET THE FUCKING OUT >.<.... can anyone help me on this one? :\
[edit] - the problem is that link doesn't go all the way up >_< the stairs >_< |
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shnozlak
Posts: 704
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Posted: Sat Jul 01, 2006 7:44 pm Post subject: |
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dessgeega wrote:
also no lens of truth! even if it wasn't beyond the bounds of this project, it introduces the magic meter, and that's not something we want to deal with.
shnozlak and GrimSweeper, commence e-duel for the raft!
(maybe one of you wants the ladder instead?)
hmm well looking back at my level design it could in fact work just fine with the ladder once a few adjustments were made (stepping stones). BUT I put up the raft claim first! And I have a certain love of the creepyness of under ground water. Do you have a level designed yet Grimmysweeps? Could you put up with the ladder?
I want my raft!
Ill try to bang something of a level out tomarrow.... |
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GrimSweeper
Posts: 530
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Posted: Sat Jul 01, 2006 9:27 pm Post subject: |
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Actually, I haven't touched the editor yet. *shame*
So your prior claim is in effect, darn it all. I suppose I could make do with a ladder. It's not like I had an inkling of what I planned to do with other items and the raft was really to have a underground safari of monsters in a look but don't kill sort of way. |
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dessgeega
Posts: 3317
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Posted: Sat Jul 01, 2006 9:37 pm Post subject: |
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GrimSweeper wrote:
the raft was really to have a underground safari of monsters in a look but don't kill sort of way.
i wholeheartedly support this idea.
GrimSweeper, you'll always have the raft in my heart. |
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GrimSweeper
Posts: 530
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Posted: Sat Jul 01, 2006 9:41 pm Post subject: |
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It would be still possible, if my dungeon was after schnozlak's dungeon. Then, I could make do with something other than a ladder. The possibilities are interesting.
Or he could steal the idea from me and create his version of a zoo. Either way, it gets put in the game. |
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