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Creative Projects / Re: Zelda World Generator Project
« on: May 02, 2011, 02:41:01 am »
1) Well you would have a lot of non-use items gained from clearing each dungeon, such as triforce fragments or crystals with girls in them. These implicitly mean you have collected all of the dungeon tools. You also have things like the trading sequence, those little things you collected for the meter in Link's Awakening or the bugs in TP. Usually less necessary to beat the game but maybe needed for some upgrade or whatever.
2) I think the "healing fountain" is a convention that should probably go in. Reduced needs for endurance from exploring does a lot to make the difficulty low enough for more casual players. Having these be related to fairies... doesn't seem as important.
3) Yeah, I was just talking about the connected maps sort of things.
4) It almost feels like I'd just be ripping off the series if I gave the same sort of focus to Mr Obnoxious. The game could have one... or not. It certainly wouldn't break the gameplay to leave him out.
5) If I didn't use link models for the character this would be irrelevant. Nonetheless the NPCs and such should mention the end boss a good deal and it would be fine for him to run around in the world causing trouble and such.
6) Meh.
7) I think actually having another character run around during a boss fight and being involved in the weak spot showing up actually kind of sucks if it's done too early on. The character is kind of proving they are a hero able to stand on their own for the early portions like that so assistance takes away from that. Toward the end it makes more sense for you to be facing down challenges that would be physically impossible alone.
I guess I should say that a lot of what I'm trying to do here would be about as applicable for a Metroid or Castlevania game. I'm aiming for puzzles and distinct dungeons and that so Zelda is the best comparison but it doesn't need to be something people might think was an actual title in the Zelda series.
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Nice thread. I feel kind of disheartened to see people that are no doubt better programmers than me only doing that much with it though.
e:
http://natewm.com/blog/2009/04/26/procedural-adventure-map-generation/
This shows pretty much how I mean to deal with the overworld. Larger obviously but that's the technique.
2) I think the "healing fountain" is a convention that should probably go in. Reduced needs for endurance from exploring does a lot to make the difficulty low enough for more casual players. Having these be related to fairies... doesn't seem as important.
3) Yeah, I was just talking about the connected maps sort of things.
4) It almost feels like I'd just be ripping off the series if I gave the same sort of focus to Mr Obnoxious. The game could have one... or not. It certainly wouldn't break the gameplay to leave him out.
5) If I didn't use link models for the character this would be irrelevant. Nonetheless the NPCs and such should mention the end boss a good deal and it would be fine for him to run around in the world causing trouble and such.
6) Meh.
7) I think actually having another character run around during a boss fight and being involved in the weak spot showing up actually kind of sucks if it's done too early on. The character is kind of proving they are a hero able to stand on their own for the early portions like that so assistance takes away from that. Toward the end it makes more sense for you to be facing down challenges that would be physically impossible alone.
I guess I should say that a lot of what I'm trying to do here would be about as applicable for a Metroid or Castlevania game. I'm aiming for puzzles and distinct dungeons and that so Zelda is the best comparison but it doesn't need to be something people might think was an actual title in the Zelda series.
-
Nice thread. I feel kind of disheartened to see people that are no doubt better programmers than me only doing that much with it though.
e:
http://natewm.com/blog/2009/04/26/procedural-adventure-map-generation/
This shows pretty much how I mean to deal with the overworld. Larger obviously but that's the technique.