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Author Topic: Legend of Zelda: Link to the Future [name subject to change] -  (Read 3464 times) Bookmark and Share
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boot2490
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« Reply #60 on: 26 March, 2012, 00:30:33 »
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Windwaker had AMAZING dungeons. I haven't come across any puzzles in SS that are very hard yet, but I will agree that there is a larger difficulty range overall.
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« Reply #61 on: 26 March, 2012, 01:32:41 »
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I just didn't like the LTTP dungeons, or the DS series dungeons. TP's dungeons were alright, but Skyward Sword's were amazing. Best in the series in my opinion. The thing that makes them better is the sense of progression, and clever manipulation of the dungeon's gimmicks. Usually there is a central mechanic and purpose to the 3d dungeons that is unmatched in the 2d ones, which are usually just sprawled and unorganized puzzle mazes. Also, they didn't make getting new items as satisfying, because they were not as important to manipulating the dungeon. In the later games, getting the new item meant new possibilities and new puzzles. It is an overall more satisfying experience, rather than actually recreating the mood of a real dungeon.

Well that's almost a given. The dungeons from the 2D games are just that: two-dimensional. There's not much you can do with two dimensions. The 3D dungeons add the element of height, allowing for more complex and rewarding dungeons, mazes, puzzles, etc.
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« Reply #62 on: 26 March, 2012, 02:42:46 »
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Windwaker had AMAZING dungeons. I haven't come across any puzzles in SS that are very hard yet, but I will agree that there is a larger difficulty range overall.
It probably depends of people. My bro is not known to complain about difficult puzzles in games, especially Zelda, and he played most of them, but for SS he did and thought they made it too hard compared to other games. He also found Majora's Mask too hard, but mainly because of enemies and bosses that he found almost unbeatable even early in the game.

And yeah 2D doesn't give as much freedom for puzzles. Most of the time you'll have a bunch of blocks you push around to make your way to the other side of a room. Of course we have to keep in account the calc hardware, though. In raycasting you would still have flat dungeon rooms, unless you have like 3 raycasters displayed at once on top of each others for some kind of bare-bones variable wall height, so it wouldn't be much different.
« Last Edit: 26 March, 2012, 02:44:55 by DJ_O » Logged

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« Reply #63 on: 26 March, 2012, 02:48:27 »
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Well that's almost a given. The dungeons from the 2D games are just that: two-dimensional. There's not much you can do with two dimensions. The 3D dungeons add the element of height, allowing for more complex and rewarding dungeons, mazes, puzzles, etc.

Actually, what was changed in the style of the 3d dungeons, in my opinion, could be achieved with 2 dimensions. Only a few of the newer puzzles really need the element of height, or depth. It is more in the layout and flow that it changed more than the puzzles themselves.
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« Reply #64 on: 26 March, 2012, 02:49:20 »
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well, imo, I think I'll be satisfied with link's awakening style dungeon. Cheesy
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« Reply #65 on: 26 March, 2012, 02:50:14 »
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Boot2490 could you provide some ideas to Blakpilar (and preferably code since they might be very complex)?
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« Reply #66 on: 26 March, 2012, 02:53:42 »
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Hmm...

I have a lot -
 - of projects on my plate, but I'll see if I can't design a dungeon or something. However, all my projects are on hold until I have compiled a list of them.
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« Reply #67 on: 26 March, 2012, 02:56:11 »
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Ummm, can I be filled in on what is going on? I was in Canada and apparently missed progress of some sorts on blak's and my project shocked
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« Reply #68 on: 26 March, 2012, 02:58:47 »
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I don't think so, we are just discussing dungeons.
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« Reply #69 on: 26 March, 2012, 03:00:23 »
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I don't need code, just an idea or two. 3D dungeons and dungeons in the non-handheld games still allow for more things to be placed, boot, because they don't have such a small memory restriction. Personally I thought the dungeons in Minish Cap were pretty fun, so I might make the dungeons in our game in that kind of style. (Though, we'd have to implement movable tiles.)

EDIT: Yeah, saint, we're just talking about dungeon design.
« Last Edit: 26 March, 2012, 03:01:09 by BlakPilar » Logged
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« Reply #70 on: 26 March, 2012, 03:01:58 »
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Ummm, can I be filled in on what is going on? I was in Canada and apparently missed progress of some sorts on blak's and my project shocked
Where in Canada?  shocked Also nice to see you again, I noticed since this month you have been much less active than you used to. Big frown
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« Reply #71 on: 26 March, 2012, 03:03:17 »
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Ontario, for the weekend Smiley
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« Reply #72 on: 26 March, 2012, 04:13:43 »
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IMO Majora's Mask had the best dungeons, if you're looking for central mechanics. Althouhg, Link's Awakening was pretty good at that, too, for being 2D. Often you had to double back to a room at the far edge 3 or 4 times because you got a new key/item.
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« Reply #73 on: 26 April, 2012, 00:00:46 »
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Hiya guys! I've got some good news, and some bad news.

The bad news is saint has left our two-man dev team because he's got some other projects that he's been working on and doesn't quite have the time to work on this. The good news, though, is that I now have the source and since I have literally been doing nothing in some classes the last couple of weeks, I can start working on this! Cheesy

However, summer is approaching! And, if everything goes the way I would love it all to go for me in the very near future, I may not have much time to work on this here Zelda game Undecided so I have a proposal! I would like to be able to work with one person (possibly maybe two) on this because I don't exactly have the best creativity sometimes, and I have been known to be stuck on a single bug for quite some time. If you are semi-good or better at Axe, contact me through a PM on here or through email (my address is on my profile), and I'll let you know if you're "hired" Wink The only thing I ask is you let me get caught up on all the changes in the source and whatnot so I know what's going on code-wise.

So uhh, yeah! I'm sad to see saintrunner go, but I (and hopefully you all) understand. Just know that this project is back, regardless of whether or not I get a partner (or two) Cheesy
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« Reply #74 on: 01 May, 2012, 01:08:18 »
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I hope this remains alive. It would suck if this died Undecided
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