CJC
07-04-2015, 03:56 AM
Okay, so I made a quest for the 5th quest contest.
That quest lost.
So I was experimenting with graphics, and in the process I created CJC5thReskin. Essentially, it was my fifth quest, but with the dungeon graphics I created to maintain consistent perspective and with overhauled enemy and character sprites.
But the palette and mountains in that quest are awful.
Recently I've been refining the Reskin tileset into something more sophisticated: a set that uses the same principle as Koten (That every tile should work in every CSet), as well as a single palette and the idea that mountains should work like dungeon walls. This tileset is called Eclipse, because I intend to use it for a custom project with the same name.
But... it might be a good exercise in the versatility of the tileset if I convert my 5th Quest to it first. This will tell me if the set has all of the environment features that I need for the bigger project.
So, I'm going to use the tiles and sprites to once again run through my 5th quest. But I'm thinking I want to change some things too, to make the quest less linear and to make the enemies more interesting.
Here are my questions:
1.) Is anybody interested in this sort of thing?
I don't want to just release remakes over and over. Granted, the yellow forest around the Master Sword is an eyesore, but is that enough to warrant a complete graphical and gameplay overhaul?
2.) What kind of changed mechanics would you like to see?
I've got a script that makes sword enemies stab instead of fire beams, to make them closer to Link. This would make them easier.
I've also got ideas for tribble->next combinations to achieve some cool results. For instance, I'm thinking I want all undead enemies to be burned for defeat. Fire weapons would stun them until you deplete their HP (kill the first form), and then while their body is on the ground you have to use the candle or magic wand to fry them. This would make them much more difficult, particularly in early dungeons where candle usage is limited.
3.) Better music and sound effects, are there any ideas?
I was just planning to use some of my favorite Midis in this iteration, but Nightmare suggested I use NSF music. I know BigJoe is an excellent composer on that venue. Does anybody have any input on that?
4.) Plot?
I'm considering making the game less cryptic and even giving some explanations, such as the fact that Ganon has hypnotized the royal guard and--for those too strong to be swayed--turned them into monsters (hence why Link needs the Triforce of Wisdom to fight him, it is protection against his magic). Such would involve removing the cave system of the original and reskinned versions in lieu of a more modern dmap-based interiors. I'm also going to use character portraits, and I want to know if this sort of detail is appreciated as a nice feature or detested as another deviation from classic gameplay.
5.) I don't have any other bullets.
So... opinions?
That quest lost.
So I was experimenting with graphics, and in the process I created CJC5thReskin. Essentially, it was my fifth quest, but with the dungeon graphics I created to maintain consistent perspective and with overhauled enemy and character sprites.
But the palette and mountains in that quest are awful.
Recently I've been refining the Reskin tileset into something more sophisticated: a set that uses the same principle as Koten (That every tile should work in every CSet), as well as a single palette and the idea that mountains should work like dungeon walls. This tileset is called Eclipse, because I intend to use it for a custom project with the same name.
But... it might be a good exercise in the versatility of the tileset if I convert my 5th Quest to it first. This will tell me if the set has all of the environment features that I need for the bigger project.
So, I'm going to use the tiles and sprites to once again run through my 5th quest. But I'm thinking I want to change some things too, to make the quest less linear and to make the enemies more interesting.
Here are my questions:
1.) Is anybody interested in this sort of thing?
I don't want to just release remakes over and over. Granted, the yellow forest around the Master Sword is an eyesore, but is that enough to warrant a complete graphical and gameplay overhaul?
2.) What kind of changed mechanics would you like to see?
I've got a script that makes sword enemies stab instead of fire beams, to make them closer to Link. This would make them easier.
I've also got ideas for tribble->next combinations to achieve some cool results. For instance, I'm thinking I want all undead enemies to be burned for defeat. Fire weapons would stun them until you deplete their HP (kill the first form), and then while their body is on the ground you have to use the candle or magic wand to fry them. This would make them much more difficult, particularly in early dungeons where candle usage is limited.
3.) Better music and sound effects, are there any ideas?
I was just planning to use some of my favorite Midis in this iteration, but Nightmare suggested I use NSF music. I know BigJoe is an excellent composer on that venue. Does anybody have any input on that?
4.) Plot?
I'm considering making the game less cryptic and even giving some explanations, such as the fact that Ganon has hypnotized the royal guard and--for those too strong to be swayed--turned them into monsters (hence why Link needs the Triforce of Wisdom to fight him, it is protection against his magic). Such would involve removing the cave system of the original and reskinned versions in lieu of a more modern dmap-based interiors. I'm also going to use character portraits, and I want to know if this sort of detail is appreciated as a nice feature or detested as another deviation from classic gameplay.
5.) I don't have any other bullets.
So... opinions?