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Features you want in ZC Final

83 replies · 11,534 views · Started 11 September 2006

I'm making this poll because we're kinda debating what features should be in the next stable release of C. We're working on the many bugs in the program, most of which have been fixed (the grabber for example is now almost completely functional. Thank DN for that one), but there are some features that we want included but not sure if you would like them before we release the newest stable version or afterwards for the next version (which might take a while to come out). You can choose any of the three features listed above, or if you prefer, select none of the above. The three choices are: a completed item editor with full scripting capabilities, the new dialogue editor, and a rudimentary(incomplete but functional) enemy editor. Your input will greatly determine which direction we go with this.

I voted Item and Rudimentary Enemy. Dialogue would be nice, but can be done without. Items would be fine if what we saw in 12.9 worked and was fully fleshed out, if necessary script support for items can wait for the next release (but would still be nice if we could have it now).
EDIT: I just realized that, sans scripting, the z-series items are a little lacking on the functionality end (other than for special counters and the like). So, some item script options would be nice, or some kind of behavioral mod.

An enemy editor, for now, would just need to modify the basic variables (health, damage, etc.). Obviously, script support is something to be added at a later date, since a solid ZC release is obviously on the horizon.

i voted diloague and complete item editor, these are the main 2 i've been waiting for. just for the heck of it, i threw in a vote for the enemies to say i care about it, but it can wait.

I voted for the item editor and the dialogue editor. Everybody wants the enemy editor, that's obvious, but if we're shooting for a bug-free, final version here, I say we should do our best to avoid adding half-completed features. Since the last truly stable and widely accepted version of ZC, so much has been added, that tacking on something incomplete would just feel wrong. A final public release would hopefully bring about a resurgence of ZC popularity, and having an incomplete enemy editor, arguably the most requested feature ever (next to the Roc's feather), would only give people something to complain about.

Bottom line- an incomplete enemy editor will likely make the whole release feel incomplete and crush the hopes of prospective questmakers. They'll get excited about it, only to realize it's limited or buggy. Besides, if the enemy editor gets left out now, it'll keep people excited about the future of ZC.

I voted for all three, even though I want the dialogue editor the most. I've been waiting for that for a long while. Still, I have a question about it: Are you going to allow messages to be placed anywhere on the screen?

Item editor and dialogue. Thoes are my first picks and would make a good release. It might take a little longer but what the heck. I'll go for it.

First of all, Son of a Bitch these kinda even out like this
:googly: Me Gusta Evaluar Y No Hablar Espanol Excellente

Item
Ok, a good choice. This will allow us to do a lot of tinkering and making interesting weapons for line such as some bomb arrows. Praise who ever the hell's out there. One of the most important ones I say, It will allow us to suprise the players with something never seen before such as a spell that shoots a ton of boomerangs in all directions stunning everything on the field.

Enemy
Humbung, what would I make with this... A bomb breathing gleeok, a manhandle that shoots winds, perhaps a darknut that is invincible to everything except the master sword?

Dialogue Editor
And what does this do...

Dialogue Editor is the one I want the most. Just because it makes the mood in my quests better. And it is just plain needed.

Item Editor would be awesome, however, I see this one being hard to make without bugs. I think it would take the most time. However, the only thing is, you basically started it already with people now planning things with it. And if you don't finish it, it will cause a lot of people to get mad. But yeah, this is cool.

The Enemy thing, I can wait for in the future. I would love it, but if I were to choose which two I would want it would be the dialogue and the item editor.

Also, I thought you could only vote for one, so I voted for the dialogue.

I voted for Item editor and Enemy editor. I'm not sure what the dialogue editor would do, though I would like to know. Hopefully the will be somewhat usable without scripting. The enemy editor will be useful with features such as.

1. Being able to specify where the enemy sprites are located (use the current locatons as defaults).

2. Being able to specify which cset an enemy uses.

3. Being able to edit an enemy's HP and Damage.

I still think 1.90 tribbles should be reimplimented 😃. I consider it a bug for older quests and a lack of a feature for current quests.

{DSG}DarkRaven wrote:I voted for the item editor and the dialogue editor. Everybody wants the enemy editor, that's obvious, but if we're shooting for a bug-free, final version here, I say we should do our best to avoid adding half-completed features. Since the last truly stable and widely accepted version of ZC, so much has been added, that tacking on something incomplete would just feel wrong. A final public release would hopefully bring about a resurgence of ZC popularity, and having an incomplete enemy editor, arguably the most requested feature ever (next to the Roc's feather), would only give people something to complain about.

Bottom line- an incomplete enemy editor will likely make the whole release feel incomplete and crush the hopes of prospective questmakers. They'll get excited about it, only to realize it's limited or buggy. Besides, if the enemy editor gets left out now, it'll keep people excited about the future of ZC.

I couldn't have said it better. Since the item editor was already released, that would be a great feature to fix up and release with the final version. The dialogue editor would also be a good feature to add in since there has been quite a bit of discussion on what people would want to see and I am guessing that work has already been done on this or there is at least a plan for it.

I wish you were a bit more specific on what you actually plan for the enemy editor if you were to make it for the next release, but I would rather let that be a brand new feature in a future version which will have all the features you plan on developing. I am voting for items and dialogue.

i vote none of the above as i like the level of creativity as it is... release a stable version that maintains the same level of creativity without distorting it, it is what i would like... thus i say keep the "special" features out of the next version... excluding the dialog editor... i forgot to check that box and i don't care if thats included because all it does it make stuff easier... it only really eases the work that quest makers have to do.

I voted Item and Dialogue. Finish Dialogue first as I could really use it and it would be easier to bugfix.

EDIT: Forgot to add that the dialogue editor would be much better for the scripting impaired.

As much as I'd like to see an enemy editor now, I went realistic and only picked the first two. The Item Editor is obvious - it's half in there right now, so might as well finish that up. And the dialog editor would be so friggin' nice - I'm sure everyone could benefit from this in their quests.

"Rudimentary" does not mean "buggy." You'd be able to edit an enemy's basic stats (health, damage, etc) but not the complicated behaviors such as those exhibited by most of the built-in bosses.

DarkDragon wrote:"Rudimentary" does not mean "buggy." You'd be able to edit an enemy's basic stats (health, damage, etc) but not the complicated behaviors such as those exhibited by most of the built-in bosses.

Which is exactly the sort of thing people want most. Leave it out.

I think It would be good to put in a Quest=>Graphics=>Sprites=>Enemies which would allow you to edit the appearance of the enemies!

With the Item editor, will it be possible to make an item act like the Triforce when you pick it up? I still think it should be a screen flag, but I guess being able to do it in the item editor would be good too.

Item Editor and Rud. Enemy Editor. These are the two features I've wanted since 1.90. A question though. With the item editor, would it be possible to set a slash animation for any new swords you were to create?

All of them would be lovely, actually, and besides, we got to stall for the NeoFirst anyway.

and lets TRY to make it as bug free as possible.

JayeM wrote:How long will each of these features take to implement?

We actually have a set date in mind (or rather, a set date was kinda forced upon us) so they shouldn't take long. The longest would probably be the dialogue editor.

Um, what is a dialogue editor? I'd appreciate it if someone could explain. 😊

Oh and I voted for "none". I just want a new stable ZC NOW, no new features no anything. Just fix the bugs from one of the latest betas and release a "final ZC" and start adding features to the next full and stable release, thanks.

If my CMotW #2 has demonstrated anything, it's that FFCs are quite capable of emulating enemies (and even more so given the latest beta), once you know how to do so. And, one of the plans for the scripting system is the ability to reference NPC (i.e enemy) objects and adjust their HP, attack and stuff. At least, I think it is.

_L_ wrote:If my CMotW #2 has demonstrated anything, it's that FFCs are quite capable of emulating enemies (and even more so given the latest beta), once you know how to do so. And, one of the plans for the scripting system is the ability to reference NPC (i.e enemy) objects and adjust their HP, attack and stuff. At least, I think it is.

Good luck crafting the tutorials for it though. :blah:

I mean, I keep thinking about doing these, ... very, very intensely, ... but when I actually sit down to do it with my present knowledge, I always end up in a dead end somewhere, somehow. I never know how I get there, since I always have the pseudocode down pat, but then you have syntax issues, placement of WAITFRAME dilemmas, math, etc.

koopa is crafting a "How to script in 21 days" tutorial, ... or at least he'll be doing it when he gets back from "life." I hope it'll be a great boon to those who don't already magically know how to somehow script. 😉

What I'd really love to know how to do is to make an EXACT COPY of a blue darknut, with the only difference is that when you hit him, he doesn't get thrown backwards. ONLY difference. Thing is, I have no idea how to do that. That's why I'd love a rudimentary (As it were..) enemy editor. There are just some things that are obvious to add in. Health, velocity, wait behavior, damage via touch, damage via weapon, graphics, animation frames/speed, weapon graphics, weapon blockability, weapon speed, knockback, etc.

We allready have the beginnings of an item editor, so that should really be finished first. And a dialogue editor has been a long time coming, so that would also be excellent

An enemy editor would be awesome as well, however it would only be a simple one, and with enemies, I think it should be all or nothing

Dialogue. If I could vote.

The item/ weapon editors need a couple new features, like editing names.
Everything should be finished, though.

Dialogue is like the best thing that could be added. I've been wanting it ever since I tried to make cutscenes.

Of course, do them all though. :P I could wait until Dec 31 @ 11:59. :laughing:

I personally think a complete item editor or enemy editor are generally bad ideas. They would create too many possibilities and would take ZC far from its roots.

However, I voted for only the dialogue editor. This is a much-needed innovation that isn't too "unorthodox."

(Anyone else swamped with hours of homework each day?)

Item and Dialouge editor FTW. I'm sure most of us are tired from NES beeping and letters. Though all should be in the final realese of ZC. As these are just for the betas right?