Thursday, October 6, 2011

Zelda SoDak is Gold

After two years of work, Zelda SoDak is finally complete. Technically it took two years but theoretically it only took 6-7 months. As you know if you read my previous posts, work was going very well and all the levels were complete by Christmas 2009 except for the final one, which was completed by February the following year.

At the end of February, I started a new job at Eagle Creek in Pierre, SD, making databases with Siebel for large companies. This set me back because it limited the amount of time I had to properly test everything. Since I wanted others to do the testing for me, though, I didn't mind this. However, as the months went by, no one was giving feedback so I ended up testing the game by myself. I didn't test as often as I should have. Some reasons are explained in the Postmortem, which can be found on my website.

Every time I played through the game I found things that needed to be changed. This post is going to go over some of those things just so you can get an idea of what's been going on:

- Technical
o Cave/Dungeon entrances weren't working
o Tiles weren't places properly (Bomb a rock and a grey tile appeared meaning the door hadn't been placed)
o Sound effects weren't working (special markers hadn’t been placed)
o There was a version of the Gohma I had in the game that wasn’t beatable unless you had Golden Arrows. They aren’t in the game so neither is the Gohma.

- Aesthetics
o This was a big one. As you can see in the original map, this area was wide open (black squares represent the section you can see on the television). There are Moblins in here you can just walk past and not have to fight. It didn't make for much fun. So I added in more rocks to not only make it harder to get through but also to make it look better. There are a couple of other areas that have a similar problem when playing but they didn't really bug me and it looks good on the map so I left it.

o Enemies got added/removed in different locations.
o A tree was added in front of the entrance to see the Old Woman to force the player to get the candle beforehand.
o The color of water was different from one tile to the next on the same square.
o Two warp zones were too close to each other which didn't make sense gameplay-wise so one of them and Level 7 swapped places.

- Editor Shortcomings
o There’s a checkmark in the editor you can select to make enemies reappear on certain game squares. This didn’t work so I had to make it so that on every square the enemies always reappeared. This was the only way to get multiple Zoras on the screen at the same time constantly among other things.
o In the original game, there were rooms in dungeons that were completely black. In order to advance you had to get the candle to be able to see. As you can tell from the screenshot, it doesn’t always work. If you were to use a moveable block, the tile that appears underneath it would be visible. Blocks are visible. Traps are visible. Sometimes the darkness doesn’t even take affect until you are leaving the room. In certain cases it works fine or good enough but in examples like this it just wasn’t worth it.
o A whistle you obtain to kill Digdoggers is also able to clear a lake and reveal a staircase. The lake’s disappearance animation doesn’t work in Zelda Classic so I didn’t bother even using it.
o Enemies wouldn't reappear when they should, including bosses you hadn't beaten. You could hit a boss a couple of times (or if there were multiple bosses in the room kill just one) and if you then died, when you returned to the boss room all bosses were destroyed. Not much of a challenge. This was fixed by the ‘Enemies Always Reappear’ checkmark and if you killed the boss they stayed dead.
o Enemies would disappear when they shouldn't – the Red and Blue Bubbles in particular. If a Red Bubble hits you, you can't use your sword and have to find a Blue Bubble to undo the paralysis. For some odd reason, Blue Bubbles would decide to take a break and disappear randomly, leaving you swordless. I ended up taking out these two enemies and putting in temporary paralysis Bubbles instead. (One area still has them and since I activated the ‘Enemies Always Reappear’ checkmark it seems to work fine – hopefully.)

There were some other things that got fixed but these were the major ones. There is still an exploit that is in the game I found at the 11th hour (pretty much literally). I decided to keep it in for a couple of reasons:
- First and foremost, it won’t break the game.
- If you’ve played the original Zelda before, chances are you won’t think about doing it – I didn’t until last minute.
- It will make the game a little bit easier but not enough to warrant taking it out. If anything, people might find it helpful if they deem the game too challenging.

With that, Zelda SoDak is officially complete, finally. It’s been a long run and the one thing I’ve learned is the benefit of having others playtest for you. Hopefully that will happen in future games. Head over to the Portfolio section of my website to read the Postmortem and download the game.

-VashTS

Thursday, January 14, 2010

Almost There

The Holidays (November through now) always cause me to slip when I'm at home due to family coming, college friends home, and other trips. I won tickets for the Vikings vs. Giants game on January 3rd and that game was well worth the trip. I had also gone up to the Cities just before Christmas to see Beauty and the Beast with a friend.

Now that things are back to normal, my full focus is on completing my Zelda game. All the levels have been completed except for the final one. I am concepting the layout for that right now and will definitely have it finished by next Friday if not sooner. Level 7's layout gave me a few gripes due to passageways so I'm expecting the same for Level 9.

I also completed two side-quests. One is to obtain the Magical Key and the other is to get the Red Ring. With the Magical Key's dungeon I implemented several techniques that Link will have to use in the forthcoming dungeons so that the player will have a sense of what it to come. For the Red Ring's dungeon I put in several creatures that I was not able to use in the main game (the Death Knight, for example). There were either multiple copies of these creatures or they were just hard as hell to beat so I put them in here. The game is available for download at my website in its current stage of development.

The levels are all different colors even though they don't look it in the pictures. Level 9's layout is a cross between its layout in the 1st and 2nd Quest. Here are the layouts for the rest of the completed levels:

Level 2 - Hourglass
Level 4 - Ramiel
Level 5 - Octorok
Level 6 - Cross
Level 7 - Dragon
Level 8 - Tree
Level K
Trial Chamber

-VashTS

Tuesday, October 13, 2009

Levels 1 and 3 Complete

I finished Level 1 last week and whipped out Level 3 today. I did the testing on these myself but will still have them tested by others for degree of difficulty. They are being done out of order to fit together in the DMap area. I am holding off on loading these for playtesting just yet so that I get more information on the Overworld first. They will be going up on YouTube tomorrow, however. Here are the two maps:

Level 1 - Croc's Head

Level 3 - Ghost


- VashTS

Friday, October 2, 2009

Zelda SoDak: Overworld

As promised, the Overworld to my Zelda Classic game is complete. Again, I'm sorry if you can't see the pencil lines. I'm going to have some playtesting of the Overworld and may have to make changes if something doesn't flow right. Here are pictures of the grid I made and the finished product:


- VashTS

Tuesday, September 22, 2009

Austin GDC Roundup

Last week was the annual Game Developers Conference in Austin, Texas. For those of you who don't know, GDC is a massive game industry conference where companies of all sizes get together and discuss the latest trends in the industry. Sessions can vary from "how to grab the attention of the casual markey," "how to make sure you aren't infringing on copyrights," "how to better market your games," and "how we used this piece of software to make our game really cool and now we're telling you how to do the same (in other words: really technical stuff)."

There are several difference locations that hold a GDC every year at the same time. Austin's is always in September, San Francisco is always in March, Europe's (held in Cologne, Germany) is every August, then there's Canada's and China's as well. Out of the two I've been to (Austin and San Francisco), Austin is much smaller and has a more relaxed atmosphere whereas San Francisco is more like the E3 of GDCs. By this I mean that is it extremely huge, showcases new games as well as industry insight, and the after parties are pretty much all exclusive. I guess while I'm at it, I should explain what E3 is in case people don't know that one, either. E3 stands for the Electronic Entertainment Expo and is held every June in Los Angeles. Unlike GDC which is more technical, E3 is the time for all the companies to display all the newest games and hardware for the next year.

Anyway, back to GDC. Like I had said, Austin is much smaller and has a more casual atmosphere than San Francisco. You are able to walk around the Expo floor and talk to people for pretty much as long as you like whereas in SF you might have a minute if you're lucky. This was certainly true again but something else I notice this year compared to last year was that the crowd size had been reduce dramatically. Sessions weren't nearly as full as they usually are and the Expo floor was literally half the size that it was last year, if not more. The majority of booths at the Expo were also software and technology companies rather than actual game companies. I heard that there were 4,000 people in attendance this year, which by itself is by no means small, but when you compare it to previous years, some heads might turn wondering why the difference. I have two theories. The first and most logical to the average person: the economy. With things as they are now, most companies probably can't afford to send people to these events and would rather save up for E3 or even possibly GDC San Francisco since it is bigger. This theory is backed by reports I've heard on state government conventions, mainly dealing with the DoT (Department of Transportation). They had a big conference a couple of weeks ago as well and most places couldn't afford to send their employees. So many, including the guest speakers, had video phone conversations set up in their offices that were broadcast at the convention site.

My second theory is the main theme of this year's convention: MMOGs (Massively Multiplayer Online Games, or even simpler just MMO). While this is a huge market and brings in a ton of revenue, there really aren't all that many companies that are focused on this genre of games as compared to the industry as a whole. This means that while some topics can be beneficial for non-MMO companies, the majority are leaving the rest of the industry without much to take in. Several companies were also saying this as well as the indie crowd.

Overall, though, Austin was just as much fun as it was last year. The sessions I attended were extremely beneficial. I'm going to post some links to some articles on these talks below if anyone is interested in reading on them. For two nights, the Alamo Drafthouse in downtown Austin held showings of two different documentaries. The first was filmed at last year's GDC SF and is called Into the Night. It followed Chris Crawford, an early game designer and founder of the GDC, and Jason Rohrer, a young indie game developer, around SF as they talked about how games have changed over the years. The second night featured a documentary on the rise and fall of pinball, most notably Williams Pinball, called Tilt. Both were very good but I found Tilt to be extremely interesting - especially because of the fact that there is only one pinball company now and Williams, who used to be the largest distributer in the world, had made a ground-breaking new machine in 1999 that I had never seen and now they are gone.

Before and after these documentaries, there were short films that people had made that were inspiried by the look and feel of video games and also probably animation on the whole. Some of these were pretty funny but on the whole they were really messed up. I'll post links to two of them so you can see what I mean.

In other news, my Zelda Overworld is about 80% done by now. I'll have more screens of it up later this week. My plan is to have the entire Overworld (e.g. - layout, secrets, shops, etc.) completed by next weekend. Should be a pretty easy deadline. Then it's on to the dungeons.

- VashTS

LINKS:

GDC Sessions:

Storytelling through Independent Games
http://www.destructoid.com/gdc-austin-09-storytelling-through-independent-games-149119.phtml

Splosion Man Postmortem
http://www.destructoid.com/gdc-austin-09-twisted-pixel-s-splosion-man-postmortem-148926.phtml

Flashbang Studios: How to Make a Game in 8 Weeks
http://www.destructoid.com/gdc-austin-09-flashbang-how-to-make-a-game-in-8-weeks-148861.phtml

Fantasic Contraption Postmortem
http://www.destructoid.com/gdc-austin-09-the-fantastic-contraption-postmortem-148758.phtml

Gaijin Games: Holistic Indie Game Design
http://www.destructoid.com/gdc-austin-09-gaijin-games-holistic-indie-game-design-148715.phtml

The Universe Behind World of Warcraft
http://www.wow.com/2009/09/17/agdc09-blizzard-talks-about-world-behind-warcraft/

Videos:

Tilt: The Battle to Save Pinball Trailer
http://www.youtube.com/watch?v=JIolBJwH9p0

Into the Night (It's in English but has German subtitles)
http://www.youtube.com/view_play_list?p=23FF624894437DEE

Kings of Power 4 Billion %
http://www.youtube.com/watch?v=Ll5qW9_ex0g
http://www.youtube.com/watch?v=m9M__celKco&feature=related

Pirate Baby's Cabana Battle Street Fight
http://www.youtube.com/watch?v=T5zpNfTfGZU&feature=related
http://www.youtube.com/watch?v=Mgm1o5TzLUc&feature=related

Tuesday, September 8, 2009

Zelda SoDak

I'm starting to piece together my Zelda Quest. I've been drawing the overworld out on graph paper. The border is complete and so are two of the prime sections. I have some other pieces done as well but they aren't really in a "section" yet so to speak (e.g. - Lost Woods, Death Mountain, Kakariko Village, etc.). Once I complete something on the map, I have been placing it into ZQuest. I'm not fretting over secrets, shops, and other things of that nature yet. I know where I will be placing them but I'm not doing it in ZQuest until I have the entire overworld complete. Then these sections will come in followed by the dungeons. The only section I have actually put in is the Badlands maze because otherwise Link will get stuck in a wall.

Here are some comparison screens of the graph map I made and the end product in ZQuest. I have the graph blocked out for each square of the overworld (the dark black lines) and the normal graph squares represent one tile square. This way I know exact dimensions of everything. If you can read the graphs, 'S' means "stone," 'A' means "Armos," and 'T' means "tree." Anyways, here's the photos:

I may have to raise things higher on the bottom of the screen. I'll have to see based on playthroughs later. It won't be that big of a deal, though. These two photos show two of the dungeons. One of hidden in the forest...

In other news, GDC Austin begins in a week. I've had a bug of some kind for the past week because I've been going to bed/waking up with a lot of phlegm and coughing. It has been getting considerably better but I went into the doctor's today and got some pills just so that I'd be completely over it by the time the convention starts. Can't wait!

- VashTS

Wednesday, September 2, 2009

Zelda Classic is Rolling

I had started to use a tutorial I found for ZQuest (the Zelda Classic editor) but it stopped in the middle. Then I found the "official" ZQuest tutorial created by AlphaDawg, the winner of Zelda Classic's Third Quest competition. His quest was dubbed the "Third Quest" and was put in with an updated version of Zelda Classic. The tutorial he made still doesn't cover every nook and cranny of ZQuest but it does go through all of the basics you'd need to make a quest in the same fashion as the original two.

A link for AlphaDawg's site is found below:
http://www.kingsquee.com/zc/zqtutorial/index.html

There were a couple of things I could not figure out while doing his tutorial and the YouTube tutorials of BikdipOnABus helped cover them. The first of his tutorials is linked below:
http://www.youtube.com/watch?v=iTvuoqr5cYU

The only issue I'm having still is the drying up of a pond when you blow the whistle - like in the original game for getting into Level 7 (shown at 40 seconds in below):
http://www.youtube.com/watch?v=gaYEmWjpAW8

I think the animation was taken out of my version and so I'll have to just resort to using a secret combo with no animation.

Head over to my portfolio and check out the end product of the tutorial. There are a few items wrong in it that I found the fixes to the day after making the video (of course). These issues involved the grayscale stairs you see. There was an audio glitch I also encountered which took all of my background music away. I found the fix for that on PureZC.com but the background music you hear in the video I put in manually to sync up using Audition. I'm pleased with the results, glad I won't have to do it again, but also mad that I had to in the first place.

- VashTS