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NeoFirst Development Diary

103 replies · 338,788 views · Started 18 June 2008

I played Mother 3 recently, and one lesson that I learned from it is this: if I am going to use save points in NeoFirst, then I will need a lot of save points. And in order to have lots of save points, I will need to make the save points small and easily insertable into various different locations. So, I began a search for a standard save point design - one that would fit in cramped tunnels, gloomy forests, elegant dungeons and pristine wilderness.

In Mother 3, the save points are frogs. Thus, they are small, innoculous, and are quickly recognisable without being visually dominating. I wanted something less arbitrary than frogs, though. Instead of an animal or device, I wanted some sort of abstract symbol that would come to represent 'saving' to the player.

Then, I thought of Super Mario World. As you know, the level goals of this game resemble football goalposts, and this motif is carried over to the Chargin' Chuck enemy. The use of a sports analogy makes a lot of sense for a save point, as both are purely mechanical elements of their respective games. This led me to deciding NeoFirst's save point:

[center]User posted image[/center]

In Cricket, the wicket is functionally similar to Baseball's bases. It is, however, much more visually distinct. While I'm not all that familiar with the laws of Cricket, my appropriation of the wicket into NeoFirst represents a place where Link is 'safe'. When Link is near a wicket, he's safe, but when he's running between wickets, he's in danger of losing his progress. The game of NeoFirst can thus be thought of as a long chain of wickets, with the space between each forming an 'atom' of gameplay.

But you're arching your brow and thinking, "This doesn't seem very fantasylike! Where's the sparkly ring of unexplained magical energies that 'normal' games use for save spots? Shouldn't there be some half-baked explanation about 'recording your memories' or something? And how does it make sense that these wickets are installed all over Hyrule?"

My rationale is that these wicket savepoints do not alter the mood of a screen or area in the same way that a ring of sparkles would when placed in a dusty, faded cavern or somesuch. Furthermore, a wicket is only an anachronism when we interpret it as a Cricket element - it is, after all, just 3 two-foot wood poles, with two sticks resting on them. For all we know, there could be an entirely different significance to wickets in NeoFirst's Hyrule - but, so as not to draw attention to them, no explicit explanation shall be given.

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As you can see, the wicket can easily adapt to match its surroundings.[/center]

(3 days later)

That's excellent. I'm really liking the graphic you chose for the save points. And, yes, I'd have to agree that more save points is desirable.

I am truly in love with this quest _L_! I have just become an ultimate fan of this. I can't get enough of it! I just can't for this to be finished 😉

_L_ you do know that in Links Awakening there is a "a piece of heart" puzzle that requires the bomb arrow?

It has come to my attention after watching a video of this game, that there is a wall you can blow up to access a way to blow up the block without the use of bomb arrows >.>

Yes, I have noticed that all of the images I've posted in this thread have died. Please rely on your memories until this is rectified.

_L_ wrote:Yes, I have noticed that all of the images I've posted in this thread have died. Please rely on your memories until this is rectified.

It's not just the images that are broken. It seems the download link I can find for this quest is dead as well.

Looking forward to taking a look at it.

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As you might be aware, these extravagant self-illuminated engravings appear in a few places in Hyrule. But what do they do? What is their purpose?

The answer is that they are Warp Rings - magical teleporters created many years ago to transport goods, arms and people to and from Hyrule's towns and strongholds.

In order to make use of these devices, one needs to carry on their person a Warp Coin!

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They look a bit like badges.[/center]

These are the Temple Warp Coin (leading to the Temple of Light), the Castle Warp Coin (leading to southwest of Hyrule Castle), the Abbey Warp Coin (leading to the Forest Abbey) and the Palace Warp Coin (leading to the Eastern Palace).

Link receives two Warp Coins when he begins his quest: the Castle Warp Coin, and the Temple Warp Coin. However, he loses the Temple Warp Coin soon after using it. Tsk! I hope he can get it back somehow.

Step into the Warp Ring's inner circle to transport your molecules to the next Ring. The order of the Rings is this: Castle -> Abbey -> Palace -> Temple -> Castle. If you lack a Coin for a destination, then you will skip over it and proceed to the next.

But be warned... these teleporters were not designed for children, and even a very healthy child is likely to suffer transitory dizziness after using a Warp Ring.

So THAT'S what those odd circles are for! Never would've guessed! I'm guessing you find each Warp Coin in their respective place, right? Well, except for the Temple Coin.

Most slain enemies, in addition to Rupees, drop one of these two items: a healing fairy, the time-limited invincibility Clock, and the Kill All Enemies item that kills all enemies when you collect it. However, for extra variety, I've added a few special status items to the mix.

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What's unexpected is that only some enemies can drop these items, and the colour of the enemy determines what sort of item it has the potential to drop.

Green enemies are the only ones that can drop a Guardian Acorn, which doubles your defense and lasts until you change screens 8 times.

Only Red enemies are capable of dropping a Piece of Power, which adds 2 to your melee attack power and lasts until you change screens 8 times.

Blue enemies, the strongest and least generous of all, simply drop a Bomb Flower, providing one extra bomb. This may seem almost without merit, but it is the only occasion that enemies will drop bomb ammunition! For most of the game, you must ration your bombs carefully and restock through regrowing bomb flowers or the many shopkeepers. Consider this item drop to be a mild relief to your resources.

This works out pretty well because Green and Red enemies tend to appear in safer areas of the game, and in tougher places most only Red and Blue enemies will appear, so the Guardian Acorn won't be present to assist your endurance. Also, Guardian Acorns are bound to be helpful near the beginning of the game when your health is low, but would provide altogether too much protection when coupled with the Blue Mail or Red Mail.

I'm considering, also, the possibility of including spell items that, when used, consume magic to grant you a defense or offense bonus for only the current screen. Well, it's not like there are too many uses for the magic meter at present...

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Bait? Isn't that the most useless of equippable items?!
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Yes, except in this game! For bait now has a use!

As you know, recovery hearts don't appear normally in NeoFirst, due to Link possessing his regenerative Heart Ring. But sometimes you just need a quick boost of vitality. Refuse to believe it if you must, but laid-down bait can be consumed by enemies - and when that happens, you're rewarded with a heart!

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"The way to a Moblin's heart is through his stomach."

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And there it is!
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However, youngling, know that enemies won't devour bait twice in succession! Furthermore, feeding an enemy has the effect of increasing their HP! So deploying bait is a slightly risky proposition.

It's likely, quite likely, that certain enemies may have different reactions to bait than others. I will, however, tell of one enemy that has a particularly unique reaction to bait.

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Feed this duck for the first time in a game, and it will drop a Bomb Bag.
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This is known as "turning a bit of lame Castlevania trivia into Zelda canon."

By the way, Bomb Bags work a bit differently in NeoFirst. They function like Missile Tanks or Heart Containers - acquiring one increases your Bomb capacity by 4. Thus, they can be hidden in roughly the same manner that Pieces of Heart Containers can be hidden.

Once the Forest Abbey has been done and dusted, and a three-pointed item of yellowish hue has been obtained, you must move on to the next level! But it's perched atop a high peak, which was formerly known as Mt. Frostburn, but is now given the slightly more fearsome and rhyming name of the Fire Spire.

But, to even begin to climb the Spire requires some further exploration!
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The vine-clad walls leading up the mountain is blocked with trees and a boulder. The boulder can't be passed unless it is pushed three times. At this point, Link doesn't possess the means to push a boulder more than once! This is a troubling obstacle.

Link has two paths available to him.

First, he could learn or discover the secret path across the Endless Desert, learn the secret to awakening the Armos Knight, and claim the Power Bracelet resting beneath it.

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I think the secret involves water... that's right, isn't it?
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Or!! There is a more straightforward possibility. He could find and venture through the hidden entrance to the dungeon beneath the cemetery, known as Life's End. This dungeon has an exit above the foothills that leads past the boulders. But can Link withstand the dungeon's obstacles?

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Life's End is full of darkness, skeletons...

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...and bottomless pits.
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This dungeon is a drain on your still-limited resources! Most all of its rooms are dark, requiring use of your recently claimed magic-consuming Red Candle. And once you've learned that the secret of permanently inconveniencing the reviving skeletons is to use bombs, you'll find yourself running short of those, too. Perhaps a brief sojourn in search of a spare Magic Container or Bomb Bag might be a useful preparation?

News has just reached my ears! Your hookshot has more capabilities than just pulling you toward wooden objects and bewildering various enemies. You can also use it to steal enemies' projectile weapons!

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Use the hookshot to grab enemies' pointy sticks, even as they fly at you!
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When your hook snags a pointy stick, it gets pulled toward you, safe and unbroken, and it goes straight into your arrow stockpile. Reclaimed ammunition! (...But is it a spear or an arrow? Well, it's a pretty small spear, if it is so.)

This means that these enemies are suddenly useful for helping you resupply your arrows. It's a pretty useful technique! Let's hope that these enemies show up in dungeons when you need them.

And this isn't the only kind of weapon that can be seized with the hookshot!

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You... you surely can't grab the bombs that these Octobombs are spitting... can you?
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Maybe you can! It's risky engaging these enemies, though, as their bombs take off 4 hearts per hit and cannot be stopped by any shield! Oof! Better wait until you've found some defensive attire.

And, there's one particularly cheeky trick you can pull on a certain foe.

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This is the only way to obtain a boomerang in this game!
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Yes, you can steal the Goriyas' weapons, right from the moment that they appear! Once you've snagged a boomerang, it's yours for the rest of the game. But be careful not to use it on Goriyas - they've learned how to snatch speeding boomerangs with their bare hands, and they'll just nab yours, causing you to lose it. Best engage them with another weapon!

I think that the very last sentence of L's last post was by far the most brilliant of them all. I have no idea how you managed to script that, but then again, you're L, so...

ShadowTiger wrote:I think that the very last sentence of L's last post was by far the most brilliant of them all. I have no idea how you managed to script that, but then again, you're L, so...


I know exactly how he did it, and... again, I'm green with envy

I don't take pains to be overly mysterious. What you do is:
* Set their Boomerang Defense to 'Ignore'.
* In the global script, if an LW_BRANG has a Collision() with an NPC whose Weapon is WPN_ENEMYBRANG, then destroy the LW_BRANG, set Link->Item[I_BRANG1] to false, and play some sort of sound effect.

......holy carpal tunnel syndrome.

So much win. Stealing ammo? Useful bait? PIECES OF POWER AND GUARDIAN ACORNS?!?!?! Some serious awesomeness here!

Honestly, the power pieces and acorns were part of what I LOVED about Link's awakening. Sometimes, you'd get lucky and find a powerup and then BAM, you're running around kicking all kinds of ass.

Let's have a look at a few more items and bosses!

[center]Protection Ring[/center]
The Protection Ring appeared in the Oracle games, and its behaviour has passed unchanged into this game. Its black heart shines with the allure of danger, and it is indeed a dangerous ring - all damage done to Link with do exactly one heart. This means that the weakest enemies do double damage, and the slightly strong enemies do half damage. Since there are so many more weaker enemies than there are strong enemies, this may not seem at all beneficial! However, the Protection Ring comes into its own when Link seizes the Blue Mail. Suddenly, every attack in the game deals a mere half-heart to Link!

But be warned - the Protection Ring can only be claimed early in the game, when Link possesses 5 heart containers or less!

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And, you'll have to find the cave in which it is hidden in the first place...

Queen of Hearts[/center]
Off with her head! This mobile statue of a heartbroken monarch who met a tragic end is similar to an Armos Knight, except that it drops a trail of hearts and anti-hearts (henceforth known as "hurts"😉 as it hops. It waits in the same dungeon as the Protection Ring, but guards a different treasure.

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Grab the red, avoid the black! What an odd boss!

Bee Smoker[/center]
A canister that wafts pacifying clouds of smoke. You receive this at the very beginning of the game! It's not at all useful for combat against most foes (certain specific insects excepted), but one shouldn't overlook its ability to cloud the vision of certain devices and monsters!
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Blow smoke on fireball statues and they won't be able to aim their fireballs at Link!

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This irritable arachnocrustacean can't aim its fireballs if it can't see Link through the smoke.

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And this Chaser Trap can't see Link either, and it doesn't have the temperament to make wild guesses.

Kholdstare[/center]
One of the easier bosses to implement. It's a cloud of unrepentant evil with an eye for causing pain. It is, however, cowardly to the extent that it imprisons itself in a huge tomb of ice. It's so dense that only Din's Fire has the heat to melt it down!

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If you don't have the firepower, you'll just have to take another route.

Sand Wand[/center]
Direct from a certain video game, this wand causes a pillar of sand to rise up from the sand it is waved over! These pillars do not naturally disappear, so you need to use your trusty Hammer to get rid of them. It's not the most useful of magical artifacts, but its abilities can improve certain combat situations for you!

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Use the Sand Wand to flip over these tenacious headless turtles!

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Create sand pillars to block the path of the flames of this particularly dangerous dragon![/center]

Incidentally, I've implemented some subtle mechanical differences between this and the original NES games. Solid terrain now blocks the movement of boomerangs, arrows and fire, much like in the later Zelda games. However, magical attacks such as sword beams and Wizzrobe spells will still penetrate.

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Push the block to decrease the range of the fire, so you can close in with the sword! A block-pushing boss battle?[/center]

Haha, I love it! The sand rod is certainly one of the more unique items I've seen in a Zelda game, so it pleases me to no end to see it here too.

Edit: Also, I notice the boss health meter. Perhaps you could move the play-time to the active subscreen, and stick the boss meter there? 😊

How far into this game are you by now? The things you're doing are amazing, but is it ever going to be complete?

If I work pretty consistently, then with luck I will be finished within 10 months.

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It looks like the epitome of 'movement is so restricted you will want to tear your eyes out if you spend longer than 2 minutes there' to me...