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Author Topic: Zelda mod [WIP] - What would you like to see?  (Read 6151 times)

Plump Helmet

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Zelda mod [WIP] - What would you like to see?
« on: May 10, 2016, 06:03:50 am »

I've been working on a Legend of Zelda-themed mod for some time now (since at least mid-late 2015), sort of a spiritual successor to the Earthward Pick mod for older versions of the game. It's nowhere near ready for release yet, since there are still a lot of bugs and errors in the raws, but once I get everything fixed up... I still probably won't release it just then, since I just don't feel satisfied with the level of content there is yet (not that there isn't a lot already).

Here's a list of everything I have so far, assuming I'm not forgetting anything. All details are subject to change later in the mod's life:

Spoiler (click to show/hide)

If anyone has any suggestions for things they'd like to see from this mod (or critiques of what I'm doing wrong, so long as they're not flamebait), please do post them!
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Meph

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Re: Zelda mod [WIP] - What would you like to see?
« Reply #1 on: May 10, 2016, 06:17:36 am »

Just as an info: There are tons of extracted zelda tilesets out there, like http://www.angelfire.com/rpg2/runezc/tilesets/warlock_overworld.jpg or this http://www.purezc.net/Tilesets/s3s1.gif :)
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Plump Helmet

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Re: Zelda mod [WIP] - What would you like to see?
« Reply #2 on: May 10, 2016, 12:27:23 pm »

Those would be the New1st and Pure tilesets. I recognized them on sight. My days spent fooling around in Zelda Classic have made them lose quite a bit of their luster, but I might take some bits and pieces for the mod's tileset if I decide to make one.
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Teneb

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Re: Zelda mod [WIP] - What would you like to see?
« Reply #3 on: May 10, 2016, 12:46:28 pm »

There's and old (0.34.x) version by Putnam, in case you want inspiration.
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Putnam

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Re: Zelda mod [WIP] - What would you like to see?
« Reply #4 on: May 10, 2016, 02:32:31 pm »

Just as an info: There are tons of extracted zelda tilesets out there, like http://www.angelfire.com/rpg2/runezc/tilesets/warlock_overworld.jpg or this http://www.purezc.net/Tilesets/s3s1.gif :)

IIRC I avoided those because of the obvious copyright issues inherent in that. I actually did want graphics. I even almost grabbed the Hinox sprite before realizing it's 1. too big for the tileset i would be using and 2. flagrant copyright violation... in fact, I think I remember Toady mentioning "ripping old nintendo sprites" as a specific problem that he's worried about when it comes to letting other people make graphics etc., lol

There's and old (0.34.x) version by Putnam, in case you want inspiration.

Actually mentioned in the OP, funnily enough.

Anyway, yeah, take what you want.
« Last Edit: May 10, 2016, 02:35:06 pm by Putnam »
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Plump Helmet

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Re: Zelda mod [WIP] - What would you like to see?
« Reply #5 on: May 10, 2016, 06:14:18 pm »

I'd prefer if this mod went in its own direction rather than be a straight update of Earthward Pick to 0.43 standards, but I'll take a look at it for some inspiration, thanks!
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Putnam

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Re: Zelda mod [WIP] - What would you like to see?
« Reply #6 on: May 10, 2016, 07:12:22 pm »

I said what you want, not everything. I mean, everything's included in what you want. You can take everything. But you definitely don't have to.

IndigoFenix

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Re: Zelda mod [WIP] - What would you like to see?
« Reply #7 on: May 10, 2016, 11:54:04 pm »

Are you going to make it compatible with other mods (no base files changed, everything with a common suffix)?

Don't forget gohma!  It would be cool if you made their exoskeleton strong enough to deflect weapons and made their eye vulnerable.

Gorons should be able to roll instead of sprinting.  Make their fastest gait have a long build up but use less energy than sprinting.  You can also simulate hopping creatures (tektites, gekko) by giving them gaits that use more energy but no build up.

Don't forget to make monsters aggressive!  The LARGE_PREDATOR tag and increased bravery and violence personality values should do the trick.  This feels more natural than the gamey PRONE_TO_RAGE tag.

Cuccos should be VENGEFUL, of course.

What if minish were intelligent vermin limited to good regions?  Even better... hivable vermin that occasionally produce special items if you take care of them :)

You should be able to extract eye drops from eyeball frogs.  Maybe drinking them should give you extravision?  Or make you temporarily immune to a blinding effect?

There are plenty of fish species in Twilight Princess and Phantom Hourglass.

Oh, and what about Hylians?  I'm assuming you just forgot to list them.

SQman

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Re: Zelda mod [WIP] - What would you like to see?
« Reply #8 on: May 11, 2016, 11:19:05 am »

Quote
Rito: Beak-nosed bird-people that live in mountain caves, like gorons. Can fly.
I would be careful with flying civs. Flying visitors freeze mid-air and are hard to get rid of. I don't know about flying invaders or caravaneers, but there may be similar pathing issues.
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D_E

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Re: Zelda mod [WIP] - What would you like to see?
« Reply #9 on: May 13, 2016, 02:18:51 pm »

I have a flying Gerudo fire-sorceress stuck in a tree in my current fort (I've mostly updated my branch of Knight Otu's zelda mod to the current version).  She's supposed to be escorting the Gerudo trade diplomat, I'll have to see if she manages to leave when the diplomat does.

Be careful with fireballs and other fire attacks.  Zelda enemies throw fireballs around like they're nothing, but giving them actual fire attacks in Dwarf Fortress makes the game pretty much unplayable.  I had a fire-spitting custom werewolf come (Ganon-style Dark Beast), and it burned off my entire map.  Fireball spitting river zora also make river embarks at best a throw of the dice (if your wagon lands next to where they spawned, gg wp :().  Rock spitting attacks are a better Dwarf Fortress model of how fireball attacks are used in Zelda games.

Rolling gorons and vulnerable Gohma eyes work well :).

Also, wrt the Kokiri, I suggest giving them wooden armor but metal weapons, since that's what they had in Ocarina.

Big warning re-heat immune creatures in the current versions: the old way to do this was to just set all their materials to have a high melting point at the end of the creature definition.  If you do this in the current version, but forget that tears and sweat are now a thing, it results in creatures that start fires whenever they get worked up.  I was VERY CONFUSED about why visiting goron bards kept setting fire to my tavern.
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Knight Otu

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Re: Zelda mod [WIP] - What would you like to see?
« Reply #10 on: May 14, 2016, 07:16:59 am »

Quote
Rito: Beak-nosed bird-people that live in mountain caves, like gorons. Can fly.
I would be careful with flying civs. Flying visitors freeze mid-air and are hard to get rid of. I don't know about flying invaders or caravaneers, but there may be similar pathing issues.
Flying traders lose their trade animals, and the items carried by those animals won't be available for trade.
And yeah, fire attacks are very problematic if they're too common.
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Putnam

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Re: Zelda mod [WIP] - What would you like to see?
« Reply #11 on: May 14, 2016, 11:04:36 am »

Quote
Rito: Beak-nosed bird-people that live in mountain caves, like gorons. Can fly.
I would be careful with flying civs. Flying visitors freeze mid-air and are hard to get rid of. I don't know about flying invaders or caravaneers, but there may be similar pathing issues.
Flying traders lose their trade animals, and the items carried by those animals won't be available for trade.

Coul'dve sworn that was fixed.
« Last Edit: May 14, 2016, 11:07:03 am by Putnam »
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D_E

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Re: Zelda mod [WIP] - What would you like to see?
« Reply #12 on: May 14, 2016, 02:09:03 pm »

That flying fire sorceress guard did leave with her diplomat, so that's something.  I'll have to keep an eye on the Gerudo caravan, see if any sorceresses show up guiding pack animals, and what happens if they do.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

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Re: Zelda mod [WIP] - What would you like to see?
« Reply #13 on: May 14, 2016, 11:56:58 pm »

Quote
Rito: Beak-nosed bird-people that live in mountain caves, like gorons. Can fly.
I would be careful with flying civs. Flying visitors freeze mid-air and are hard to get rid of. I don't know about flying invaders or caravaneers, but there may be similar pathing issues.
Flying traders lose their trade animals, and the items carried by those animals won't be available for trade.

Coul'dve sworn that was fixed.

Double-posting with some updates:

1) The flying sorceress guard left with her diplomat, despite getting hung up in a tree for the entire time the diplomat was on the map.

2) There was another sorceress leading a pack animal in the next caravan.  The sorceress and the animal immediately became separated from one another, but both pathed up to the Depot independently, and trading was able to go forward.  I don't know if a wagon driver would work.

3) Flying mounts are hideously broken.  The moblin siege showed up riding kargaroks, which became stuck at the edge of the map where they entered. This caused huge lags spikes every two or three frames, probably from all the failed pathing, making the game basically unplayable.  Removing [FLIER] from the kargaroks fixed both problems.
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Mods I've done:
Zelda mod-mod, Beta in the Wild DF 47.04
Illithid Empire mod DF 31.25 (update canceled)
Spotter's Guide to Illithids (Genesis mod-mod) genesis 3.19a4 (update canceled)

Knight Otu

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Re: Zelda mod [WIP] - What would you like to see?
« Reply #14 on: May 15, 2016, 03:52:20 pm »

I seem to have completely bungled my test case by failing to save creature_standard after giving humans flying. :-\ Not in the mood to play further right now, but I gave dwarves flying now, so I'll see how the traders behave next season (I've already broken wagon access). What should happen if I'm right (and recall all nuances correctly) is that trader and animal separate, path to the depot independently, and claim to unload, but don't, and trade would be "possible" in theory, but not in practice due to no foreign goods and no trade capacity.

Edit - They get a trade capacity, but otherwise, as expected - no trade goods, even though all trade animals reached the depot.
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« Last Edit: May 16, 2016, 08:37:52 am by Knight Otu »
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