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Dark Nation
04-20-2005, 03:43 PM
I think that real treasure chests would be a nice addition. No need to slash at them like they are made of grass or something. You'd set it up with the armos->item flag, just like the makeshift treasure chests, though. However, with proper treasure chests, you just enter the room where the chest is...http://www.armageddongames.net/darknation/treasure_chests/chest01.gif




and walk into it. You get the item inside...http://www.armageddongames.net/darknation/treasure_chests/chest02.gif




and the open chest is left behind.http://www.armageddongames.net/darknation/treasure_chests/chest03.gif




You could even have chests that require keys to open.http://www.armageddongames.net/darknation/treasure_chests/chest04.gif




They still would have an item inside...http://www.armageddongames.net/darknation/treasure_chests/chest05.gif




and would leave an open chest behind.http://www.armageddongames.net/darknation/treasure_chests/chest06.gif




To be complete, however, a chest requiring the boss key should be added, too.http://www.armageddongames.net/darknation/treasure_chests/chest07.gif




Other than the key requirements...http://www.armageddongames.net/darknation/treasure_chests/chest08.gif




it would act just like the other chests.http://www.armageddongames.net/darknation/treasure_chests/chest09.gif




Just for fun, using secret combos and the enemies->secret flag, you could make a chest appear when you kill a boss.http://www.armageddongames.net/darknation/treasure_chests/chest10.gif




It could even be a large chest.http://www.armageddongames.net/darknation/treasure_chests/chest11.gif




Being a large chest, it would surely have something cool inside, like a triforce shard...http://www.armageddongames.net/darknation/treasure_chests/chest12.gif




that would act just like a triforce shard you had picked up off the floor.http://www.armageddongames.net/darknation/treasure_chests/chest13.gif




And, if set up correctly, the open chest would appear in the room if you enter it again.http://www.armageddongames.net/darknation/treasure_chests/chest14.gif




Dark Nation replies:
(nam)

fatcatfan
04-20-2005, 03:47 PM
:D Nice. I think I'll have MapMaker ready for release in a couple more weeks if things go well.

Dart Zaidyer
04-20-2005, 04:49 PM
Hey, awesome!

So what happens if you have more than one chest combo in a room? They all open up at once like Lock Blocks? In that case, what if Link opens the "wrong" chest, which is unflagged? Will the item appear on the flag, or is it only given when you open a flagged chest?

What if you have multiple chests which are all flagged?

*b*
04-20-2005, 05:12 PM
oh sweet. finally, quests are starting to become more and more like the newer Zelda games

awsome job

Praethus
04-20-2005, 05:23 PM
Un-freaking-believable. All hail the DarkNation, the patron saint of ZC.

Ganonator
04-20-2005, 06:51 PM
How is this laid out in ZQuest? I would imagine chests to be linked to the next combo in the line, but what about big chests? Are they off by 1, or do they have the same situation as the small chest and therefore opens up all 'chest' combos on a screen?

Very good work, IMO

ShadowTiger
04-20-2005, 07:33 PM
...



<3



You tell such great stories, Dark Nation. :p The thing I'm really excited about here, is what ELSE you could do. You could make levers that you could push into walls, like in Radien's DoR demo. Thank you for the feature. :) No further comments / suggestions.

One question though. Will it work like lock blocks, so that one will trigger all the others? ... Suppose you had multiple chests in a room? :shrug: ... But suppose you ALSO want ONE piece of a large chest to trigger the OTHER parts. ... An interesting conflict indeed.

Sephiroth
04-20-2005, 09:05 PM
<3


Like Woa.... @_@ This is awesome!!!!!!!!! I Would love to see this not get dropped like the warp system was. -_-

Rydia
04-20-2005, 09:44 PM
@_@ THAT IS SOOOOO AWESOME!!!! Thanks a billion DN!!! It'll make everyones life much easier! ^_^

Praethus
04-20-2005, 10:13 PM
<3


Like Woa.... @_@ This is awesome!!!!!!!!! I Would love to see this not get dropped like the warp system was. -_-



As far as I know, the warp system was not dropped, only delayed.

4matsy
04-20-2005, 11:38 PM
:odd:

...Cool. :D

Dark Nation
04-21-2005, 07:51 AM
There are 6 new combo types.
- Chest (Normal) is standard chest. It opens when you touch it from below (you can't open a chest from the side or top). It changes to the next combo in the combo list.
- Chest (Normal, Copycat) changes when a chest is activated. These can't be activated by touching them, only by being triggered from a regular chest.
- Chest (Locked) works like Chest (Normal), except it removes a key from your inventory when you open it. If you don't have any normal keys or the magic key, it won't open.
- Chest (Locked, Copycat) works like Chest (Normal, Copycat) except that it triggers when a Chest (Locked) is triggered.
- Chest (Boss) works like Chest (Normal), except it only opens if you have a Boss Key in your inventory.
- Chest (Boss, Copycat) works like Chest (Normal, Copycat) except that it triggers when a Chest (Boss) is triggered.

All chests of the same class (Normal, Locked, Boss), along with their Copycat counterparts, will open at the same time if one of them is opened. You only get the special item if Link is touching an Armos->Item flag when a chest type is triggered. So, you can have empty chests and Link has to pick the right one to get the prize. And he would only have one shot in the entire game, since chest states save, just like door states.

A large chest (at least, in the screen shots above) is composed of 4 combos. The top 2 are Chest (Boss, Copycat) types and the bottom 2 combos are Chest (Boss) types. The bottom 2 each have an Armos->Item flag on them.

And since many people are using the default theme, they aren't going to see your comment about the warp system, Snort, as it is white text on a white background. I almost missed it (and was wondering why Praethus thought that '<3' had anything to do with warps).

ShadowTiger
04-21-2005, 09:21 AM
So, you can have empty chests and Link has to pick the right one to get the prize. And he would only have one shot in the entire game, since chest states save, just like door states.Oh, my, that's a bloody good idea. O_O ...

We still have to find a system in which if you touch a combo like that, it'll turn into the next one, but all the others on the screen WON'T. That should be very important for puzzles, and things like footprints in the snow, dirt, or sand, in the case of walkable combos.

Praethus
04-21-2005, 12:06 PM
You only get the special item if Link is touching an Armos->Item flag when a chest type is triggered.

So does the flag go on the chest itself or on the tile below the chest?

Also, I think I see the answer in your (nams) just, but I just want to be sure. If you have the chest set to appear upon killing all enemies, then you open the chest. When you come back in and kill the enemies again, will it be the open chest that appears?

{DSG}DarkRaven
04-21-2005, 04:55 PM
First question to DN: What does "nam" mean?

Second question to DN: Now that we have functional chests, would it be possible to have a chest game, similar to LTTP? Obviously we couldn't have a room full of 12 chests, but something like... enter the room, pay the guy, guy disappears, and a handful of chests appear within the room, say, eight, in a square configuration, so that the center space, where the guy disappeared from (and where the player is standing), would remain empty? Another room type we could potentially make would be like the pay for info room, only it'd be a pay for item room. Three chests, with values set by the quest maker, containing specific items. A player could choose from a 10, 30, or 60 rupee chest, only to find a heart, heart container, or perhaps an exploding bomb. Additionally, the room would be one time only, or there would have to be a specific item which would remove the room, or thirdly, the chests would only be purchaseable once, so a player couldn't continually buy a pair of flippers or what have you. Sort of like a shop, only you can't see what you're getting, which could potentially be a lot of useless crap.

Third question to DN: You mentioned magical keys opening chests, and that got me thinking, are we any closer to having dungeon specific keys, or dungeon specific magical keys (hereafter referred to as master keys, different from Boss Keys)?

bigjoe
04-21-2005, 07:07 PM
So, you can have empty chests and Link has to pick the right one to get the prize. And he would only have one shot in the entire game, since chest states save, just like door states.
Could there be like a screen flag or something to negate the saving of states until an item is collected? This way, you could have a game that works but with more than one chance to get the item.


First question to DN: What does "nam" mean?
I think its to signify that he fought in Vietnam..

..just kidding :p It means "Not a Mockup"

*b*
04-21-2005, 09:25 PM
so, the armos-item is still required? that's kinda funky, if you ask me... but, you didn't, so I'll just have to joygasam everytime I set one of these little guys off

Jigglysaint
04-24-2005, 02:53 PM
Wow, that's totally awesome! Now the next thing to do is have it so that when you get an item in a chest, it will display the text string for the screen. Think about it, you walk up to open the chest and you take the item, and a descrption goes from accross the screen describing it.

Sephiroth
04-24-2005, 07:22 PM
Wow, that's totally awesome! Now the next thing to do is have it so that when you get an item in a chest, it will display the text string for the screen. Think about it, you walk up to open the chest and you take the item, and a descrption goes from accross the screen describing it.
That's awesome if that could happen. It could be like a room type. chest -> string. XD Open the chest and the string is displayed. :)

bigjoe
04-24-2005, 09:51 PM
so, the armos-item is still required? that's kinda funky, if you ask me...
Maybe "Armos->Item" flag should have it's name changed to "Item Activator" to more properly reflect it's function, since it is now used for more than just Armos combos.

VEL
04-24-2005, 10:16 PM
Very cool! I've always loved the (nam) screens!

Orion
04-24-2005, 11:16 PM
Maybe "Armos->Item" flag should have it's name changed to "Item Activator" to more properly reflect it's function, since it is now used for more than just Armos combos.

Exactly, how else would you specify what item appears in the chest? However, maybe there should be a new flag instead, since some of us still use the Armos->Item for it's original purpose.

bigjoe
04-24-2005, 11:43 PM
Exactly, how else would you specify what item appears in the chest? However, maybe there should be a new flag instead, since some of us still use the Armos->Item for it's original purpose.
The flag works for all combos that can leave an item. Armos is one of them.

Tygore
04-26-2005, 06:19 PM
I love you.

Nicholas Steel
05-26-2006, 01:41 AM
thats a pretty hilarious way of explaining the feature DN... makes me glad that the developers still have a sense of humour. (im aware of the age of this thread)

Mega Link
07-18-2006, 12:02 PM
So, you can have empty chests and Link has to pick the right one to get the prize. And he would only have one shot in the entire game, since chest states save, just like door states.

Would you be able to do that with dungeon doors? In the quest I'm making Link has a choice of 3 doors to go thourgh. (Pretty obvious decision.) He has to go thourgh all of them in the right order. If he goes the wrong way, it is a perement game over. The only way to continue is to restart the entire game.

ShadowTiger
07-18-2006, 03:34 PM
Would you be able to do that with dungeon doors? In the quest I'm making Link has a choice of 3 doors to go thourgh. (Pretty obvious decision.) He has to go thourgh all of them in the right order. If he goes the wrong way, it is a permanent game over. The only way to continue is to restart the entire game. You open a treasure chest from the bottom only. There are three kinds of treasure chest combos. Normal, locked, and boss. (And their copycat equivalents, which only open when their normal/locked/boss chest partner is opened.) When one type is opened, ALL combos and copycat combos of that type are opened as well, so you would have to make all three doors different types of combos. You don't even need to use Treasure Chest combos. Just use side warps, now that they're divided into four individual side warps per screen.

Mega Link
07-18-2006, 04:12 PM
You don't even need to use Treasure Chest combos.:odd: What!? I didn't say anything about Treasure Chest combos!
Look again:


Would you be able to do that with dungeon doors? In the quest I'm making Link has a choice of 3 doors to go thourgh. (Pretty obvious decision.) He has to go thourgh all of them in the right order. If he goes the wrong way, it is a perement game over. The only way to continue is to restart the entire game.
:sonar: Scaning for text: "Treasure Chest combos":sonar:
.................................................. .................................................. ..............
Scan complete, there are no results to display.
.................................................. .................................................. ..............
See. No "Treasure Chest combos".:rolleyes:

ShadowTiger
07-18-2006, 05:38 PM
Analyze your post again (http://www.armageddongames.net/showpost.php?p=1081997&postcount=26). See that quote by Dark Nation? It deals with Treasure Chest Combos. I can only assume that you were looking at it, taking ideas from it in the sense that you can only activate one, as DN had mentioned.

So, to answer your question as I did in my post, the answer is no. Do it the way I suggested, or start a new thread for it. :rolleyes: This isn't the thread to discuss it, nor is gravedigging a two to three month old thread the way to discuss it. Either you weren't specific enough in asking, or they're two different issues and you missed something crucial. One of us probably did.

... and it's Scanned.