_L_
11-28-2006, 10:55 PM
As you know, beta 15 has been released, and with it a surprising torrent of new stuff. What you may not know is that, not too recently, I was recruited as a developer for Zelda Classic. I've kept a low profile about it, but now I guess I have no choice but to embrace my new identity. (This, by the way, is my excuse for slow work on NeoFirst and scripting and such.)
Here's nearly everything I've single-handedly contributed to beta 15:
* New item: Roc's Feather. Link can jump over enemies, weapons, items, conveyor belts, damage combos, slow walk combos and warp combos. Currently cannot jump into water. Link can also swing the sword in midair, or use items. (Bombs, bait and candlefire fall to the ground if dropped in midair.)
* New equipment: Hover Boots. It extends the functionality of the Roc's Feather. When Link reaches the apex of his jump, he will hover for 40 frames before falling.
* New equipment: Small Shield. Considered to be initially present for all quests prior to this. Its default Link Tile Modification is 0 - you'll have to change this yourself.
* New equipment: Spin Attack Tiger Scroll.
* New equipment: Cross Beams Tiger Scroll. Requires Spin Attack.
* New equipment: Quake Hammer Tiger Scroll.
* New equipment: Super Quake Tiger Scroll. Keep holding down the button to activate. Siphons off a bit of magic.
* New quest rule: Enemies Move/Jump Through Z axis. This changes enemy behaviour such that when an enemy jumps, it is considered to be "in midair", and can neither hit nor be hit by Link until it returns to the ground or Link jumps upward toward it. Currently only affects Pols Voices, Peahats and Vires.
* New quest rule: Can Safely Trigger Armos/Grave From The South. Link can't be hit by Armos or Ghini (or teleporting Wizzrobes) as they appear.
* New quest rule: Boomerang/Hookshot Grabs All Items. The boomerang or hookshot can be used to collect any screen item, not just ones with timers.
* New quest rule: More Sounds. All of the below sounds except WAV_HOVER and WAV_JUMP are activated with this rule.
* New quest rule: 4 Heart Container Pieces Do Not Make 1 Heart Container. This was originally going to be "Heart Container Pieces Increase Life by 1/4" until I discovered that the current item editor can already do this.
* New quest rule: Can Use Items On Screen Edges.
* New quest rule: Like Likes Eat Small Shields.
* New enemy pattern: Enter from Sides (Random). Enemies enter from sides randomly rather than deterministically.
* New enemy pattern: Fall from Ceiling. Similar to Random, but the enemies fall from varying heights above the screen. Only certain enemies and bosses are capable of falling.
* New screen flag: Item Falls From Ceiling. When the screen's item appears, it falls from above the screen, much like the keys in the Game Boy Zeldas, or the crystals in LttP.
* New screen flag: Sideview Gravity. A room with this screen flag will have the following features:
- Most sprites will fall toward the bottom of the screen unless solid combos are in their way.
- No shadows, even if the "Shadows" Quest Rule is set.
- Roc's Feather moves Link through the Y axis instead of the Z axis.
- The "Enemies Move/Jump Through Z Axis" quest rule has no effect.
- The "Fall From Ceiling" enemy pattern and the "Item Falls From Ceiling" screen flag have a different effect.
- Some combos will have an effect if they are solid and Link stands on them. Left and right conveyors and slow walk combos are currently implemented like this.
* The combo type "FFC Attribute Change" has been removed. Instead, FFCs now have the flag "Is a Changer" which enables their attribute-change functionality.
* New sound effects: WAV_DINSFIRE, WAV_FARORESWIND, WAV_CHARGE, WAV_SPINATTACK, WAV_ICE, WAV_FALL, WAV_FIREBALL, WAV_GRASSCUT, WAV_HAMMERPOST, WAV_HOVER, WAV_JUMP, WAV_LENSOFF, WAV_LENSON, WAV_NAYRUSLOVE1, WAV_NAYRUSLOVE2, WAV_PUSHBLOCK, WAV_ROCK, WAV_ROCKETDOWN, WAV_ROCKETUP and WAV_SPLASH.
Currently WAV_LENSOFF, WAV_LENSON, WAV_CHARGE, WAV_SPINATTACK, WAV_ICE and WAV_FALL are unused in the game, and WAV_DINSFIRE and WAV_FARORESWIND do not have any default sounds.
* Also added "Default" and "Default All" buttons to ZQuest SFX editor.
* Also changed the label for a combo's combo-cycling from "Next" to "Cycle".
What I'm currently working on now:
* String expansion/markup (dialogue). The hard part is making it backwards-compatable.
What I might be working on in the future:
* Cliff jumping
* New item: Water Walking Boots. (L2 Flippers)
* A way to charge up the wand to shoot a concentrated blast.
Here's nearly everything I've single-handedly contributed to beta 15:
* New item: Roc's Feather. Link can jump over enemies, weapons, items, conveyor belts, damage combos, slow walk combos and warp combos. Currently cannot jump into water. Link can also swing the sword in midair, or use items. (Bombs, bait and candlefire fall to the ground if dropped in midair.)
* New equipment: Hover Boots. It extends the functionality of the Roc's Feather. When Link reaches the apex of his jump, he will hover for 40 frames before falling.
* New equipment: Small Shield. Considered to be initially present for all quests prior to this. Its default Link Tile Modification is 0 - you'll have to change this yourself.
* New equipment: Spin Attack Tiger Scroll.
* New equipment: Cross Beams Tiger Scroll. Requires Spin Attack.
* New equipment: Quake Hammer Tiger Scroll.
* New equipment: Super Quake Tiger Scroll. Keep holding down the button to activate. Siphons off a bit of magic.
* New quest rule: Enemies Move/Jump Through Z axis. This changes enemy behaviour such that when an enemy jumps, it is considered to be "in midair", and can neither hit nor be hit by Link until it returns to the ground or Link jumps upward toward it. Currently only affects Pols Voices, Peahats and Vires.
* New quest rule: Can Safely Trigger Armos/Grave From The South. Link can't be hit by Armos or Ghini (or teleporting Wizzrobes) as they appear.
* New quest rule: Boomerang/Hookshot Grabs All Items. The boomerang or hookshot can be used to collect any screen item, not just ones with timers.
* New quest rule: More Sounds. All of the below sounds except WAV_HOVER and WAV_JUMP are activated with this rule.
* New quest rule: 4 Heart Container Pieces Do Not Make 1 Heart Container. This was originally going to be "Heart Container Pieces Increase Life by 1/4" until I discovered that the current item editor can already do this.
* New quest rule: Can Use Items On Screen Edges.
* New quest rule: Like Likes Eat Small Shields.
* New enemy pattern: Enter from Sides (Random). Enemies enter from sides randomly rather than deterministically.
* New enemy pattern: Fall from Ceiling. Similar to Random, but the enemies fall from varying heights above the screen. Only certain enemies and bosses are capable of falling.
* New screen flag: Item Falls From Ceiling. When the screen's item appears, it falls from above the screen, much like the keys in the Game Boy Zeldas, or the crystals in LttP.
* New screen flag: Sideview Gravity. A room with this screen flag will have the following features:
- Most sprites will fall toward the bottom of the screen unless solid combos are in their way.
- No shadows, even if the "Shadows" Quest Rule is set.
- Roc's Feather moves Link through the Y axis instead of the Z axis.
- The "Enemies Move/Jump Through Z Axis" quest rule has no effect.
- The "Fall From Ceiling" enemy pattern and the "Item Falls From Ceiling" screen flag have a different effect.
- Some combos will have an effect if they are solid and Link stands on them. Left and right conveyors and slow walk combos are currently implemented like this.
* The combo type "FFC Attribute Change" has been removed. Instead, FFCs now have the flag "Is a Changer" which enables their attribute-change functionality.
* New sound effects: WAV_DINSFIRE, WAV_FARORESWIND, WAV_CHARGE, WAV_SPINATTACK, WAV_ICE, WAV_FALL, WAV_FIREBALL, WAV_GRASSCUT, WAV_HAMMERPOST, WAV_HOVER, WAV_JUMP, WAV_LENSOFF, WAV_LENSON, WAV_NAYRUSLOVE1, WAV_NAYRUSLOVE2, WAV_PUSHBLOCK, WAV_ROCK, WAV_ROCKETDOWN, WAV_ROCKETUP and WAV_SPLASH.
Currently WAV_LENSOFF, WAV_LENSON, WAV_CHARGE, WAV_SPINATTACK, WAV_ICE and WAV_FALL are unused in the game, and WAV_DINSFIRE and WAV_FARORESWIND do not have any default sounds.
* Also added "Default" and "Default All" buttons to ZQuest SFX editor.
* Also changed the label for a combo's combo-cycling from "Next" to "Cycle".
What I'm currently working on now:
* String expansion/markup (dialogue). The hard part is making it backwards-compatable.
What I might be working on in the future:
* Cliff jumping
* New item: Water Walking Boots. (L2 Flippers)
* A way to charge up the wand to shoot a concentrated blast.