Read-only archive of the Armageddon Games Forums Archive (2000–2026) · About this archive

The quest for a new example quest

46 replies · 14,503 views · Started 26 September 2005

Shoot, it would be nice to see a number of quests made to test the newer features in ZC. I seem to remember a time when there were 3 or 4 demos out along with a public beta.

But if youre talking about replacing Newfirst as the primary example quest, Im not against that either.

Bringing back from the dead.

Newfirst is... well, iit's nice and all. We won't replace it of course, but we just do need an example quest that'll demonstrate the features of 2.11 nicely. Something similar to Demo Quest. Doesn't have to be long or even good-looking, it can use the classic set for all I care, it just has to be a good demonstration.

Anyone still interested?

jman:
[center]UCoL

NeoFirst[/center]

Make the call. 😛 I'm totally willing to do this. I just wonder which tileset I'd start from: Mr. Z's Pure Tileset Extreme, or Radien's DoR Tileset. Both are truly formidable sets.

It definitely needs to have all dungeon wall sets, floor border sets, and even dirt / grass / rock sets be in Isometric and Dungeon Carving layout mode, as well as having sprites for all the new features and items, ... ... Oh and I need to go to class now. XD Seeya in a bit.

Once beta 7 comes out, and we get all the bugs ironed out, you can start. I don't care which tileset you use.

If anyone is willing to help BH4, please do so. Not that I'm implying it has to be collaborative, but I think everyone can at least lend a hand when it comes to a new example quest.

actually, I started a quest like this a while ago. it was supposed to be more of a first quest remake, but, I could give BH4 the tileset, once I complete it. it's fairly easy to use, as it's based off of 1st.qst's tileset, with some added tiles and such, to make it look more modern

I could finish it up in no time, if BH4 would like to use it

[edit] and it IS a flashy tileset. if it's a tutorial quest, the classic tileset isn't a very good example of what ZQuest can do, you know?

[edit again] and reading the first page of this thread, because this thread seemed familliar, I see that I already volunteered graphics for such a quest, so that makes what I just said redundant and repetitive

A thought I got is why not make it a tutorial quest making quest for the new features? For example, for example, show some complex tricks and explain how to pull it off, or highlight stuff. Think Brickroad from Earthbound.

Well, regarding the hotkeys, I made a hotkey guide that AlphaDawg stuck on his website quite a while ago.. and while it IS outdated, it's still got a very large chunk of them. I'll try to go and find it right now.

EDIT: Well, that was quite faster than I expected.

http://web.archive.org/web/20020209115335/http://www.zeldaclassic.com/zqtutorial/thirdparty/hotkeylist/index.html

Again, this list is fairly old, but it does have a bunch of the hotkeys already defined. I'm far too out of the loop right now to update it myself, so perhaps someone else could? :shrug:

I can see this as being done quite easily. Wouldn't quite account for the Din's Fire, Farore's Wind, or Nayru's Love tiles, (Well, less so for Farore's wind, obviously.) but those can be mimicked easily enough.

Heck, we could rip in a whole Cset 6 of TMC sprite tiles VERY Easily. I mean, absurdedly easily, if Cset 6 will be used just for Link's tiles. I mean, take a look Here. If you can get their focus correctly, you can rip them very easily. And with the Alt+Slide ability of ZQuest's Tiles menu, we're in the clear! At least for Link Tiles. Man, so very, very easy.

I'd definitely go for a Minish Cap Tileset Example quest. However, this would mean that more people would be wanting to build their quests in that same tileset, and would be asking for more and more minish cap tiles, and overall quality would have to increase to keep up. The standards would be raised to near astronomical proportions.

Note: The rest of the TMC Tiles can be found Here. Or at least the ones they have.

Your links to HERE do not work! It takes me to an invalid page that cannot be displayed.

Jigglysaint wrote:A thought I got is why not make it a tutorial quest making quest for the new features? For example, for example, show some complex tricks and explain how to pull it off, or highlight stuff. Think Brickroad from Earthbound.

You know, that'd be -very- nice. You could have an actual Tutorial quest, with real images from ZQuest based on combos. You could have little tutorial characters pointing at things, displaying strings, etc.

Either that, or plan out a really, really nasty dungeon for the old newfirst design. 😛

I still think we should call it "NeoFirst." 😛

Neofirst, that has a good ring to it...
I could help by writing the story, if you need one. PM me with the requirments. (Just an fyi for this, I get carried away sometimes with twists and crap). Just don't flame me for this, please.

... Why ... would ... anyone flame you for it? > >.' I think offering to help is a cause most noble under just about any circumstances. It's very nice of you really. But why PM them? It's all best seen out in the open. Like I said before, it -could- be a tutorial quest. The player walks through a relatively linear (Though not necessarily.) world where each screen or so shows you how to work a particular feature of ZQuest, using actual visuals from ZQuest, converted to combos within ZQuest itself.

I'm just wondering how we'd go about doing this, and in what fashion, and what should be exhibited. It's also a Beta 7 showoff quest, as well as a tutorial, so it should do everything using the new features.

Idea:
Screen 1: Displays how to use basic combos
Screen 8: Displays cycling
Screen 20+: Superadvanced tricks.
I jumped around to show how the world could be set up.

Would something like that work?

Eh, it's not based on a screen by screen basis. It's "how" to go about doing everything we need to do, and finding out -what- we need to do.

Hmm, what if there was an elementery storyline related to the tutorial? I was thinking of an intereactive tutorial. Imagine this: To get the Wooden Sword, you would have to basically use Link as a cursor to place the wooden sword object on the screen. It could start as a blank screen in Zequest, then instructions could be given(you would need to disable the text barrier for this) to go to the specific menu, choose the right option, then have the sword placed in order for you to get. I might try somthing like that to see how it feels. It would only need to be done once obviously, and only when a new concept has been learned. Then, these tricks could be archived, and thanks to 4 warps per room, these things could be organized and unlocked according to obtaining triforce(this is the archive, you would still need to learn it first) and stuff. For example, from the start of the game to the end of level 1, you learn the fundimentals of quest building(not in order, as the idea is to lean while playing, not play while you learn). For the wooden sword, it's like I mentioned. When you get to level 1, you learn about warps, then on the first screen you learn about doors and combos. When you go right, you learn about monsters, and so forth. Each level can have like 8 to 12 concepts(including between levels). Advanced concepts are unlockable via finding special items or reaching certain areas. It does seem like hard work, but I think it would really help the players out to make better quests. Besides, most of us learn best by playing video games anyway. Might as well exploit entertainment for the sake of learning.

I'd suggest a quest that's mostly linear, as some of you suggested, with a different feature in each room (item, shop, warp, secret, tiered secret, ...). There are literally hundreds of features I could think of.

Then someone could write a tutorial that explains for each screen how it was made, sort of a zquest screen-by-screen tutorial. The first screens would be simple things (how to place combos) and in the end, if we're lucky, you'd have a custom boss... Of course the tutorial quest would be unpassworded so you can play the screen through, read the tutorial and look at it in zquest.

I would be quite interested in helping to make such a tutorial, be it in zquest or article-writing. I've done a mini-tutorial on flags, something in the same style but on a much larger scale is what I'm suggesting.

[shameless advertising]
LINK
[/shameless ad]

I really don't think that a quest that looks like you're in Zquest is the way to go. It would be a lot easier for someone to just make a nice tutorial in HTML with pictures (much like AlphaDawg's old tutorial), and people could tab to that window from Zquest, to reference it while making their quest, rather than learning in Zelda Classic itself, and then closing it and going to Zquest.

No, I really think that this example quest should be somewhat of a cross between Newfirst.qst and Demo.qst ... (I like the name NeoFirst.qst, BH4)..

KJAZZ wrote:I really don't think that a quest that looks like you're in Zquest is the way to go. It would be a lot easier for someone to just make a nice tutorial in HTML with pictures (much like AlphaDawg's old tutorial), and people could tab to that window from Zquest, to reference it while making their quest, rather than learning in Zelda Classic itself, and then closing it and going to Zquest.

No, I really think that this example quest should be somewhat of a cross between Newfirst.qst and Demo.qst ... (I like the name NeoFirst.qst, BH4)..

http://www.geocities.com/firefly_zc/gui_colorset_test.htm

I could continue making it, but I can't afford to pay large amounts of money just to have more uploading space.
I'm just learning about HTML (I'm in 8th grade), that's why probably I can't make a better tutorial.