Description
Welcome to RMN's collaborative Zelda game made in SMBX! The purpose of this event is to organize a collaborative effort to make a game in SMBX where Link is the playable character. We are going to have PLOT, PROGRESSION and a FINAL BATTLE! If this sounds like fun to you, please join!
This is an overview on how this collaborative game will work.
1. The game will be FOCUSED and have CLEAR PROGRESSION and a PLOT
The game will be a collaborative effort of a team, and not a hodge-podge of levels in a level pack. That means working together to plan out levels, areas, temples and story!
2. The game is limited by what SMBX can do
It's not like traditional Zelda games where you can get items permanently to unlock new areas or abilities or whatever. With SMBX there is no real permanence between levels (beyond your own character's powerups, which are lost once you get hit). The only thing that can really mark progress is a WORLD MAP and TRIFORCE PIECES (aka Stars).
3. The game is limited to Link (and potentially Shiek (as Toad) if we get a resprite)
No Mario, Luigi, or Peach. This game is about playing as Link (with 2P defaulting to Shiek, if available)
4. Levels have to be designed with Link in mind
Mario levels can have a lot of tight jumps and precision platforming, but that doesn't work as well for Link. Link is more about stabbing things with his sword, or collecting keys and bombs. Levels should reflect his strengths.
5. We all have to use a consistent aesthetic (a.k.a. the same graphics pack)
No Mario tiles or enemies in a Link game. Everything used has to be resprited or be graphically consistent for this. We need to try to be consistent with sound effect usage! Solving something should give you the little Zelda flourish! We need to take the extra time and effort to make sure little details like this are consistent.
Remember that we're making a platformer, and therefore, make a platformer! I suggest against trying to make "equipment" in the traditional sense. Everything Link can get is all temporary and easily lost, so play up his natural sword moves and other features rather than trying to supplement or require items for stuff. Except for maybe temples. Don't make the platforming super-hard. Make it easy enough that a 5 year old could beat it. Because Link is NOT platforming-intensive character. All the levels (especially PROGRESSION ones) should be on the short side. Mario 3 sized. Long levels with Link strike me as a particularly bad idea. Even temples should be relatively short, so that you can use the midpoints for boss fights. Or even make the temples a series of short levels! I'd say each "Temple" should revolve around a different ability or item for Link to make use of, sort of like a real Zelda game. Since it's Zelda, there can be more emphasis on puzzle/problem solving. Killing all enemies in a room could be a viable puzzle solution.
Here is a Zelda II style graphic pack for SMBX:
http://rpgmaker.net/users/kentona/locker/Zelda_rmn_graphics.zip
If you use graphics other than these, please keep a separate folder of them in your submission (in addition to your level folder). In the final game, I hope to save space and include this graphics pack in the root folder of the project. Thus if you use graphics other than these I need an easy way to put them in your level folder, and the easiest way for that to happen is if you keep a copy those extra graphics in a separate folder. Got it?
For palaces, there is also this collection of graphics. I will NOT be placing these in the root folder, so if you use them, be sure to keep a copy of what you use in a separate folder as instructed above!
http://rpgmaker.net/users/kentona/locker/LoZ2AoL_the_palaces.zip
TO BE DISCUSSED
Once there once was a great and wise King of Hyrule that governed the land with the strength of the united Triforce as his command. However, the King was not immortal and, anticipating his death, he hoped to find someone with the innate qualities that were fitting of a worthy possessor of the Triforce, for if it were to fall in the wrong hands, evil would befall Hyrule. Unfortunately, he was unable to find any such person before his death, and thus shattered the Triforce and hid its pieces in the kingdom.
Ages have past, and a mystery entity rises to threaten Hyrule. A young elf by the name of Link has been chosen by destiny to collect the scattered triforce pieces, reunite them, and defeat this mysterious dark entity!
TO BE DISCUSSED
I feel that the game should be fairly non-linear. Link would start out in the Central hub (Hyrule Castle/Hyrule Field) and be able to progress to a selection of areas (ie- Lost Woods, Lake Hylia, Zora's River, Graveyard) and defeating their temples and collecting Triforce pieces, unlocking a new set of areas (ie Death Mountain, Gerudo Desert, Skyloft, Snowpeak), then eventually the Dark World where Link must face Ganon. This is all to be discussed and hammered out by the participants before levels are started!
As an example:
TO BE DISCUSSED
I think that 5-7 areas + hub area + dark world will be sufficient for this game.
Easiest
Lost Woods/Forest Temple Green Bots, Moblins, Deelers,
Gerudo Valley/ Spirit Temple Leevers, Octoroks, Geldarms
Lake Hylia/ Water Temple Blue Tektites, Blue Bots, Bago Bagos, Zoras (Reskinned Firetrap plants, perhaps?
Graveyard/ Shadow Temple: Moa (reskinned boos), Magu, Boes (Black Bots), any ideas for a reskinned Poe?
Death Mountain /Fire Temple: Red Tektites, Dairas, Red Aches, Boulders, Firebirds
Skyloft/Sky Temple: Birdknights, what else?
Dark World/ Ganon: Nasty things
Hardest
These lists shouldn't be considered hard fast "adhere or die" but it gives a general idea we can follow to avoid all areas being really homogenous in terms of enemies.
When starting work on a new level submission, be sure to note what area it will belong to, and what kind of level it will be:
1. PROGRESSION level
This is a short level that Link must progress through. It will contain no triforce pieces and will be largely linear (though could be used for "branching paths" and "secret exits!"). Link will exit these stages by simply walking offscreen.
2. MINIBOSS level
This is a very short level wherein Link will face a boss or miniboss fight. The level exit would be unlocked after winning.
3. TEMPLE level
This is a level (or collection of short levels) where Link must progress through to retrieve a piece of Triforce. These levels will mark the end of an area, and only one temple level(s) will be allowed per area. The level ends after retrieving the Triforce.
4. TRIFORCE level (maybe)
This is a longer or more complex or difficult level, where Link can find a piece of Triforce at the end. I AM NOT 100% SET ON THIS IDEA YET THOUGH - it depends on how many "temples" we settle on. The level ends after retrieving the Triforce.
5. BONUS level
An incredibly small level where Link can find some heart pieces or fairies to restore his health, or perhaps a powerup like a Fire Sword. The level can be exited by walking offscreen.
6. ???? level
Any other ideas for level types?
1. The event starts now. The event will END once the plot is finalized and all the levels are submitted.
2. Discussion period: where we hammer out the game's details.
3. Level creation period: where we make the levels.
4. Compilation and Refinement period: where we refine the levels and make them work together as a game.
5. Testing period: where we test the final draft.
6. Release: where we create a gameprofile and release the game.
Remember, this is going to be a collaborative game! We have to work together on this. Don't just go off willy-nilly making levels and submitting them, because if they don't fit in our gameplan, they aren't getting accepted. Ready? BREAK!
This is going to be fun, guys!
This is an overview on how this collaborative game will work.
1. The game will be FOCUSED and have CLEAR PROGRESSION and a PLOT
The game will be a collaborative effort of a team, and not a hodge-podge of levels in a level pack. That means working together to plan out levels, areas, temples and story!
2. The game is limited by what SMBX can do
It's not like traditional Zelda games where you can get items permanently to unlock new areas or abilities or whatever. With SMBX there is no real permanence between levels (beyond your own character's powerups, which are lost once you get hit). The only thing that can really mark progress is a WORLD MAP and TRIFORCE PIECES (aka Stars).
3. The game is limited to Link (and potentially Shiek (as Toad) if we get a resprite)
No Mario, Luigi, or Peach. This game is about playing as Link (with 2P defaulting to Shiek, if available)
4. Levels have to be designed with Link in mind
Mario levels can have a lot of tight jumps and precision platforming, but that doesn't work as well for Link. Link is more about stabbing things with his sword, or collecting keys and bombs. Levels should reflect his strengths.
5. We all have to use a consistent aesthetic (a.k.a. the same graphics pack)
No Mario tiles or enemies in a Link game. Everything used has to be resprited or be graphically consistent for this. We need to try to be consistent with sound effect usage! Solving something should give you the little Zelda flourish! We need to take the extra time and effort to make sure little details like this are consistent.
Remember that we're making a platformer, and therefore, make a platformer! I suggest against trying to make "equipment" in the traditional sense. Everything Link can get is all temporary and easily lost, so play up his natural sword moves and other features rather than trying to supplement or require items for stuff. Except for maybe temples. Don't make the platforming super-hard. Make it easy enough that a 5 year old could beat it. Because Link is NOT platforming-intensive character. All the levels (especially PROGRESSION ones) should be on the short side. Mario 3 sized. Long levels with Link strike me as a particularly bad idea. Even temples should be relatively short, so that you can use the midpoints for boss fights. Or even make the temples a series of short levels! I'd say each "Temple" should revolve around a different ability or item for Link to make use of, sort of like a real Zelda game. Since it's Zelda, there can be more emphasis on puzzle/problem solving. Killing all enemies in a room could be a viable puzzle solution.
Here is a Zelda II style graphic pack for SMBX:
http://rpgmaker.net/users/kentona/locker/Zelda_rmn_graphics.zip
If you use graphics other than these, please keep a separate folder of them in your submission (in addition to your level folder). In the final game, I hope to save space and include this graphics pack in the root folder of the project. Thus if you use graphics other than these I need an easy way to put them in your level folder, and the easiest way for that to happen is if you keep a copy those extra graphics in a separate folder. Got it?
For palaces, there is also this collection of graphics. I will NOT be placing these in the root folder, so if you use them, be sure to keep a copy of what you use in a separate folder as instructed above!
http://rpgmaker.net/users/kentona/locker/LoZ2AoL_the_palaces.zip
TO BE DISCUSSED
Once there once was a great and wise King of Hyrule that governed the land with the strength of the united Triforce as his command. However, the King was not immortal and, anticipating his death, he hoped to find someone with the innate qualities that were fitting of a worthy possessor of the Triforce, for if it were to fall in the wrong hands, evil would befall Hyrule. Unfortunately, he was unable to find any such person before his death, and thus shattered the Triforce and hid its pieces in the kingdom.
Ages have past, and a mystery entity rises to threaten Hyrule. A young elf by the name of Link has been chosen by destiny to collect the scattered triforce pieces, reunite them, and defeat this mysterious dark entity!
TO BE DISCUSSED
I feel that the game should be fairly non-linear. Link would start out in the Central hub (Hyrule Castle/Hyrule Field) and be able to progress to a selection of areas (ie- Lost Woods, Lake Hylia, Zora's River, Graveyard) and defeating their temples and collecting Triforce pieces, unlocking a new set of areas (ie Death Mountain, Gerudo Desert, Skyloft, Snowpeak), then eventually the Dark World where Link must face Ganon. This is all to be discussed and hammered out by the participants before levels are started!
As an example:
TO BE DISCUSSED
I think that 5-7 areas + hub area + dark world will be sufficient for this game.
Easiest
Lost Woods/Forest Temple Green Bots, Moblins, Deelers,
Gerudo Valley/ Spirit Temple Leevers, Octoroks, Geldarms
Lake Hylia/ Water Temple Blue Tektites, Blue Bots, Bago Bagos, Zoras (Reskinned Firetrap plants, perhaps?
Graveyard/ Shadow Temple: Moa (reskinned boos), Magu, Boes (Black Bots), any ideas for a reskinned Poe?
Death Mountain /Fire Temple: Red Tektites, Dairas, Red Aches, Boulders, Firebirds
Skyloft/Sky Temple: Birdknights, what else?
Dark World/ Ganon: Nasty things
Hardest
These lists shouldn't be considered hard fast "adhere or die" but it gives a general idea we can follow to avoid all areas being really homogenous in terms of enemies.
- You must use SMBX v1.3 (the download link is in the Engines page if you don't have it already)
- There is no limit to the number of levels you can submit. (But only the levels that conform to the gameplan will make it to the final game)
- Levels that don't meet a minimum level of quality will be rejected.
- Levels must be complete and level endings must be possible to acquire.
- Levels can't cause SMBX to reach a volatile or glitchy state nor can they cause level/section wide slowdown in SMBX.
When starting work on a new level submission, be sure to note what area it will belong to, and what kind of level it will be:
1. PROGRESSION level
This is a short level that Link must progress through. It will contain no triforce pieces and will be largely linear (though could be used for "branching paths" and "secret exits!"). Link will exit these stages by simply walking offscreen.
2. MINIBOSS level
This is a very short level wherein Link will face a boss or miniboss fight. The level exit would be unlocked after winning.
3. TEMPLE level
This is a level (or collection of short levels) where Link must progress through to retrieve a piece of Triforce. These levels will mark the end of an area, and only one temple level(s) will be allowed per area. The level ends after retrieving the Triforce.
4. TRIFORCE level (maybe)
This is a longer or more complex or difficult level, where Link can find a piece of Triforce at the end. I AM NOT 100% SET ON THIS IDEA YET THOUGH - it depends on how many "temples" we settle on. The level ends after retrieving the Triforce.
5. BONUS level
An incredibly small level where Link can find some heart pieces or fairies to restore his health, or perhaps a powerup like a Fire Sword. The level can be exited by walking offscreen.
6. ???? level
Any other ideas for level types?
1. The event starts now. The event will END once the plot is finalized and all the levels are submitted.
2. Discussion period: where we hammer out the game's details.
3. Level creation period: where we make the levels.
4. Compilation and Refinement period: where we refine the levels and make them work together as a game.
5. Testing period: where we test the final draft.
6. Release: where we create a gameprofile and release the game.
Remember, this is going to be a collaborative game! We have to work together on this. Don't just go off willy-nilly making levels and submitting them, because if they don't fit in our gameplan, they aren't getting accepted. Ready? BREAK!
This is going to be fun, guys!
Registration
You must be logged in to sign up for The Last King of Hyrule.
Participants | Entries |
---|---|
Dudesoft |
|
kentona | |
halibabica | |
fredo |
|
Solitayre | |
Ratty524 | |
Decky | |
LockeZ | |
Kaliesto | |
nin8halos | |
pyrodoom |
|
Seiromem | |
jackalotrun | |
DarklordKeinor | |
Isrieri | |
GoddessDweia |
|
efrainmarinho12 |
|
SladeJT |
|
wildwes |
|
mordenglory | |
Rixel96 |
|
Filius_Rex |
|
grantmay |
|
TangledLion | |
rob_harju |
|
SkyLord |
|
Binturong |
|
theworldofmajic | |
ThatGamingGuy |
|
legendra |
|
RyckyLee91 |
|
superkalvis |
|
sonic9169 |
|
Illy |
|
TaylorManton1 |
|
Bonne95 |
|
Entry Status Key | |
|