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Rather upset.....

73 replies · 10,571 views · Started 27 January 2006

Gibdo 2: Immune to all weapons except for fire. After being hit with a healthy dose, changes into a Stalfos 3 (bandages burn away, I guess).

that reminds me of the Gibodos from Link's Awakening; though, I think that a either a Stalfos 1 or 2 would work a bit better. Speaking of Stalfos, (it's been a while since I've worked with ZC, plz correct as necessary...), how about having an alternate one that can't be instantly killed with an arrow?

Dark Nation wrote:That's entirely possible. Can you think of a better Z1 variation? I thought about one that fires at you occasionally while it's surfaced. Soft or like a moving Land Zora.

How about it fires three fireballs that spread out, kinda like an Aquamentus? Or maybe three shots with a breif delay between each, so Link would need to keep moving to dodge the second and third shot.

Dark Nation wrote:No. Imagine that that's a Moblin 3 at the top of the screen. You are like 6 tiles down from and it 4 tiles to the left. You walk to the right, passing underneath it. As soon as you are lined up below it, it will charge downwards. You keep moving right, out of its path. As soon as it reaches the row you are on, it will turn to face you and throw a spear, then pick a direction at random and walk around, waiting a few clock ticks before it can charge again.

I think I get it: when it saw you, it'd run at you, then, if you moved away, once it reached your previous position it'd throw a spear at you?

Dark Nation wrote:I suppose that could be a possibility. Thoughts?

I'd say add a Gibdo that turned into a Lv. 2 Stalfos when burnt but which could be killed normally, and a Gibdo only hurt by fire which turned into a Lv. 3 Stalfos. Maybe a quest rule which would make normal Gibdos become Lv. 1 Stalfos when burnt.

Dark Nation wrote:To be honest, I don't really like this one that much. Anyone have any ideas for Lynel 3? I thought about a shield, but that's similar to a Darknut Death Knight, which would essentially make him a weak Death Knight, so a different class of enemy alltogether. Another idea I had was a magic cloak for him. Basically a reverse Darknut (vulnerable only from the front). So, you had to attack him from the dangerous end. Thoughts?

How about the swords they shoot become stationary fires for a few seconds when they hit Link or a wall? If Link hit the fires, he would take damage, so you'd need to be careful where you let him fire or you could trap yourself. Like the Magic Wand does with the Magic Book, except for an enemy.

Dark Nation wrote:Again, I honestly hadn't thought of that. Another idea I had was him firing at you while in the air, sort of like a childless Patra 2 that stops to rest a while and stops firing while doing so and is only vulnerable while resting. Again, thoughts?

I like the idea of dropping bombs better than fireball shooting, but I hate Peahats with a fury and a passion.

BTW, should put while at this, let's get the BS Aquamentus in there.

The way he works:

Starts off green:

First form, 3 magic sword hits, fires the usual 3 fireballs.
Second form, turns blue, fires 5 fireballs.
Third form, turns red, fires 5 Magic Shield-blockable fireballs.

And he should work Z1 and BS style.

eXodus wrote:If I'm reading right, Group 1's complaints are that the devs have mostly been focusing on features that are designed to break away from Z1 gameplay, and that not using them for purity's sake does not stop everyone else from only making anti-Z1 quests. The fact that the majority of people are trying to do everything they can to make the best quest that is nothing like Z1 is what I think these guys are so damn angry about.

If we go THAT far to the point where Z1 is disregarded, I think we should seriously consider a name change.

-James

Nightmare wrote:BTW, should put while at this, let's get the BS Aquamentus in there.

The way he works:

Starts off green:

First form, 3 magic sword hits, fires the usual 3 fireballs.
Second form, turns blue, fires 5 fireballs.
Third form, turns red, fires 5 Magic Shield-blockable fireballs.

And he should work Z1 and BS style.
-James

So, the fireballs in his first and second forms are unblockable by the magic shield? Also, it takes magic sword hits to make him change forms? So, 12 hits with the wooden sword?

Nightmare wrote:BTW, should put while at this, let's get the BS Aquamentus in there.

The way he works:

Starts off green:

First form, 3 magic sword hits, fires the usual 3 fireballs.
Second form, turns blue, fires 5 fireballs.
Third form, turns red, fires 5 Magic Shield-blockable fireballs.

And he should work Z1 and BS style.

-James

That can sound good for hard boss big boss with only the wooden sword 😊

But shouldn't the last form have unblockable fireballs? Nice to see quite a bit of new enemies. We do need some more.

DN:

Second form, 5 fireballs, blockable with the magic shield
Third form, 5 fireballs, UNBLOCKABLE with the magic shield (a.k.a. Mirror Shield blocks and doesn't reflect back)

And mind throwing me the alpha with the new enemies? I would like to be the tester of them if possible.

Others:

He was the Lv. 7 boss for the BS Zelda game. He's intended to be a later boss, a.k.a. the Gleeok 2.

But I think he should be in there. While I'm a hardcore old-school graphics freak, he's very much usable in the old format.

-James

Man, all these new enemies. So cool. I've often wanted some kinda upgrade for the Goriya and Leever. While we're on the subject of new enemies, is it too much to ask for an upgraded Like Like? 😉 I suggested him nearly half a year ago, in this thread.

Not to say that these enemies aren't enough already. I'm very pleased to see new enemies. 😃

EDIT: Oh, right. I forgot to ask you all something. With all these new enemies, are there currently any plans to abolish the current enemy tile system, and making it similiar to how you choose Link's tiles? I mean, we choose items and animations, and now Link in this way, so why not enemies? :shrug:

Actually, the projectiles fired by Aquametus BS during Phase 3 are unblockable with the Magic Shield. Speaking of which, it'd be wise to implement the "forgotten" enemies that have been eaglerly awaiting implementation for many years, now. You know what I mean: Floormasters, Boulders, Fire Dodongos, Ceilingmasters, etc.

I see what some people are saying here, many of the latest features just don't fit in to a normal Z1 enviroment, slashing and magic being good examples of that. Before any more major new features, what I think everyone would benefit from is the development a solid, bug-free engine, focussing on:

- Fixing major bugs which currently exist.

- Expanding on the more basic aspects of ZC, small things that could increase the variety of all kinds of quests. Examples include more shops, whistle warps, etc., new enemies, which DN has kindly added many of already 😊, and multiple tile warps. These would all improve what ZC could do, and would work in any context, not just in Z3-based quests, which seems to be the main criticism here.

- Not directly related, but sorting out some of the things which can make ZQuest irritating to use. I'm sure I'm not the only one who finds using 256 colors next to impossible, simply because of the size of the colors you have to click. There are many features and options that could be added to ZQ, which would improve usability. The ones that instantly come to mind are the tile and combo selection screens, where an option to remember the position of the cursor, and even the cset used, would come in extremely useful; along the same lines, being able to set up more than 1 combo at the same time would also be useful.

Although doubtlessly some of you will disagree, I've been thinking for some time that the developers need to concentrate on this before adding any more major new features. Just take a glance at either the public or beta bug forum, and it's quite clear that something should be done.

Right now, I'm going through all of the current enemies and rewriting code to make them more generic (something that needs to be done in order to have customizeable guys/enemies). At the moment, each enemy has its own animation code even though most of the standard enemies are virtual clones of each other with different graphics and stats (octoroks, zols, gels, stalfos, moblins, etc.). I'm about halfway done with the conversion. Once that's done, I'll continue work on the new Z1-type enemies. Right now, there's only the new Goriya and Leever. Not really much to test yet.

This won't change the esoteric predictability of the enemies, will it? For instance, you can usually count on some types of enemies to move about in a certain pattern.
The easiest example of that are enemies who turn towards Link if he's on the same line. Goriyas do it occasionally, Darknuts usually do it, Ropes always do it, etc...

Dark Nation wrote:Right now, I'm going through all of the current enemies and rewriting code to make them more generic (something that needs to be done in order to have customizeable guys/enemies).

don't toy with me. are you actually planning to make an enemy editor? please, PLEASE tell me you are

Dark Nation wrote:Right now, I'm going through all of the current enemies and rewriting code to make them more generic (something that needs to be done in order to have customizeable guys/enemies).

In which case, would you consider giving enemies a less restrictive movement grid, like you have with Link? Of course, the current enemies don't have to utilize it, but it would certainly pave the way for new types of enemies.