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I'm just gonna leave this here without much further comment.
I agree that Tools are what makes Zelda games, well, Zelda games. It can be handled in different ways, though.
Right now, it seems as though developers decided on a linear development. The tools you get in one dungeon are used/required there, and may later add flavour to other dungeons and boss fights. You get every item in order. Boomerang -> Dungeon 1, Bombs -> Dungeon 2, etc. and it alls flows linearly.
This is an area of complaint. You may as well have all the tools available, all the time, and just put keycards in the dungeons that require you to go to one room (get the tool) and backtrack to an old door (use the tool to progress.) Aside from the Out-of-Dungeon experience, tools are never needed before they are required.
uh I started writing a whole bunch of crap about this but realized I was kind of rambling and its not all necessarily well thought out but I left it incomplete in case anyone wanted to read it but don't quote me on it or use it in discussion unless you can further rationalize the points.
Right now, it seems as though developers decided on a linear development. The tools you get in one dungeon are used/required there, and may later add flavour to other dungeons and boss fights. You get every item in order. Boomerang -> Dungeon 1, Bombs -> Dungeon 2, etc. and it alls flows linearly.
This is an area of complaint. You may as well have all the tools available, all the time, and just put keycards in the dungeons that require you to go to one room (get the tool) and backtrack to an old door (use the tool to progress.) Aside from the Out-of-Dungeon experience, tools are never needed before they are required.
uh I started writing a whole bunch of crap about this but realized I was kind of rambling and its not all necessarily well thought out but I left it incomplete in case anyone wanted to read it but don't quote me on it or use it in discussion unless you can further rationalize the points.
The Out-of-Dungeon experience seems to be the sore point that is being harassed in later iterations of the Zelda franchise. While a lot of the items/areas were actually accessed Out-of-Dungeon in Zelda 1, the Out-of-Dungeon stuff is usually extra curricular in the later iterations (Which I believe was a change made around the 3D era.) By having it in the style of Zelda 1, you could access items early, unlock shortcuts, and get some of the extra power-ups early. Fuck, if I remember correctly in Zelda 1 you can get the upgraded Tunic, the highest level shield, and bombs, and a whole slew of things before even stepping foot in the first dungeon.
This is where another way of handling the 'New Tools Acquired -> New Areas Open Up' method comes into play. By having more of these tool related areas been thrown about, visible even before the tool is known about, you can create a sense of desire in the player. A sense of 'where do I get what I need to get across to that area?' When you make items optional, able to be recovered out of order, and with side-events to upgrade their effectiveness, you suddenly make exploration a big factor. Unfortunately, there are players who don't want this
This is where another way of handling the 'New Tools Acquired -> New Areas Open Up' method comes into play. By having more of these tool related areas been thrown about, visible even before the tool is known about, you can create a sense of desire in the player. A sense of 'where do I get what I need to get across to that area?' When you make items optional, able to be recovered out of order, and with side-events to upgrade their effectiveness, you suddenly make exploration a big factor. Unfortunately, there are players who don't want this
I'm just gonna leave this here without much further comment.
Exactly, kentona.
He's complaining because he misses a nostalgic feeling that he doesn't get from games in the same series. Yeah, they are fundamentally different now. That's called evolution. You can't make the same game over and over and expect the series to last as long as Zelda has. (Mario is the exception I guess?)
There is a large part of the indie game development community that exists solely for this purpose. To make games that are unique, but tap into the nostalgic feeling of yester-game. The Binding of Isaac is a Zelda-like game that was spawned from this exact scenario.
Hell, probably around half of the games on RMN are an example of this. Hero's Realm is no exception.
He's complaining because he misses a nostalgic feeling that he doesn't get from games in the same series. Yeah, they are fundamentally different now. That's called evolution. You can't make the same game over and over and expect the series to last as long as Zelda has. (Mario is the exception I guess?)
There is a large part of the indie game development community that exists solely for this purpose. To make games that are unique, but tap into the nostalgic feeling of yester-game. The Binding of Isaac is a Zelda-like game that was spawned from this exact scenario.
Hell, probably around half of the games on RMN are an example of this. Hero's Realm is no exception.
I'm just gonna leave this here without much further comment.
This author does not want to save Zelda. He wants to go back in time and pines for a bygone era. As a paleontologist would pine for dinosaurs. Games with a nostalgic past have gone back to their roots before and were not met with thunderous applause but a mediocre 'yay' and a long sigh for an opportunity missed. Megaman and sonic come to mind.
The Screenshot Topic Returns
Looking for some script help- desperate!
Did you make a new viewport and just move it down, or did you increase the viewport's size to 640x480?
The viewport definition should be something along the lines of
viewport = Viewport.new(0, 0, 640, 480)
In the case of the image above it appears as though the Viewport's y is not 0 as it should be, but something more along the lines of 120ish. You can check by simply adding a line like
print viewport.x
The viewport definition should be something along the lines of
viewport = Viewport.new(0, 0, 640, 480)
In the case of the image above it appears as though the Viewport's y is not 0 as it should be, but something more along the lines of 120ish. You can check by simply adding a line like
print viewport.x
The Screenshot Topic Returns
author=tpasmall
Updated Treasure room in the Den of the Baragon
The room is very 'ceremonious', in that it is very symmetrical. It doesn't look natural, but I don't know if that is what you were going for. Otherwise it looks fine I suppose.
The Screenshot Topic Returns
Some more maps I have slowly been working on. This style of mapping takes considerable effort to make look good.
This one I want to know what people think of specifically. It was a sort of test-of-concept I like the results but I am not sure if that is my creator's love or if its actually any good or accomplishes what its supposed to look like.
This one I want to know what people think of specifically. It was a sort of test-of-concept I like the results but I am not sure if that is my creator's love or if its actually any good or accomplishes what its supposed to look like.
RPG Maker Title Screens:
The thing I like most about that title screen is actually the blue/steel coloured items within the gear mechanism that break up the brass colour scheme.
The Screenshot Topic Returns
I like the name but you could draw from real-world examples of Dance/Martial Arts. There are several martial arts that draw from dance. Capoeira, Tai-Chi, and a number of the Indian martial arts derive from dance and Yoga to name a few.
Obviously in a high-fantasy setting Danceweaver/Danceweaving works perfectly fine but I find drawing from real-world influences helps keep immersion.
Obviously in a high-fantasy setting Danceweaver/Danceweaving works perfectly fine but I find drawing from real-world influences helps keep immersion.