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Wc3 - The Legend of Zelda Get started

Discussion in 'Legacy Social Groups' started by DarkAngelAzazel, May 5, 2010.

  1. WherewolfTherewolf

    WherewolfTherewolf

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    I have not forgotten this - just have a few large exams this week thus I haven't gotten anything done.

    Sorry for the lack of things posted here
     
  2. Sabertooth

    Sabertooth

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    No biggie. I'm working ok Trellenwood anyway.
     
  3. WherewolfTherewolf

    WherewolfTherewolf

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    I'm going to get started on the projectile system tonight
     
  4. Sabertooth

    Sabertooth

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    Still bogged down with school?
     
  5. WherewolfTherewolf

    WherewolfTherewolf

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    Yes - school is almost out so we can begin soon
     
  6. WherewolfTherewolf

    WherewolfTherewolf

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    FINALLY - School just ended today - got senior pictures tomorrow, but I'm planning on getting started on the necessary systems
     
  7. WherewolfTherewolf

    WherewolfTherewolf

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    http://www.hiveworkshop.com/forums/pastebin.php?id=4im2f2

    Ok, here's the old project I've mentioned had a lot of the necessary systems done - this was what I was working on for the solo mapping competition but never finished.

    Some of the systems in it require JNG, but they are all of my design, I did not use anyone elses systems. That being said, it's not perfect but it works (never finished making the pathing for movement well so you just kinda slide when you walk into a wall, you just kinda slide next to it).
     
  8. WherewolfTherewolf

    WherewolfTherewolf

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    Ok what is has:
    -Keyboard movement
    -Some camera stuff in it - walk into the main hall to get it to the normal cam, I'm not sure whether or not I reset this right when I started testing other things
    -Pushing and Pulling movable objects with floor switches - I was testing pushing when I stopped working on it - pulling is simple, while pushing an object takes into account things like friction of the tiles it's on.

    For the art style of the water temple I'd like to do something like I had started here - if you want, we can use this as a starting point for the water temple too.


    I'm currently working on the system for projectiles (like arrows)
     
  9. WherewolfTherewolf

    WherewolfTherewolf

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    Projectiles

    Well this is still WiP, but here's what I have for projectiles so far.
    The keyboard controls in this map aren't perfect as I made them pretty quickly, but the main focus in this is the projectiles.

    K, the projectiles move regardless of the terrain under them and die once they hit walls.
    The different rooms are for testing different things, like blizz cliff colision, non blizz, etc. etc.

    I also threw in a few other more fun things in there, like things that change the facing of the arrows, target practice, an arrow splitter thing.

    Added a scope thing in there - currently the filter is pretty ugly, a more appropriate scope may be in order.

    Now the question is, should I allow you to fire arrows at an angle? Currently they only fire horizontally, but It is entirely possible to add shooting at angles.

    I don't think making the arrows Arc is necessary though.
     
  10. WherewolfTherewolf

    WherewolfTherewolf

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    hehe - all these updates feel like spamming to me
     
  11. WherewolfTherewolf

    WherewolfTherewolf

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    K, got horizontal angles working with arrows (haven't updated it in the post with the system yet though)

    Now I'm working on adding bombs and their arc style movement.

    We should probably get the item ideas ready for the game so I can make them now:

    What we have so far:
    -Sword
    -Bombs
    -Arrows

    These are necessary - but now for the creative stuff - what additional weapons should we add to the game?
     
  12. Gyrosphinx

    Gyrosphinx

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    The Hookshot! Definately!
     
  13. WherewolfTherewolf

    WherewolfTherewolf

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    hmmm shouldn't be that hard - it's like doing the same thing with the Arrows just with the person. I guess I would make it shoot out a guide dummy, and if it hits a surface it can attach to it pulls you.

    So:
    -Sword
    -Shield
    -Bombs
    -Arrows

    Dungeon Acquired Items:
    -Hookshot


    Ok, we should also come up with new items too:

    A few Ideas:
    -Teleport Ring - allows you to make a teleport point and then teleport back to it using the ring (use it once, then use it again to teleport back)
    -Magic Boomerang - I already made a spell that does this - basically you lay out a path and the boomerang follows it
    -Anti-Gravity bomb - reverse gravity when it explodes sending things flying up for a few seconds, or pulling things down that are already reversed in gravity.


    Also should we add jumping in the game?
     
  14. Gyrosphinx

    Gyrosphinx

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    Yep, awesome ideas you got there. The Hookshot might be done like they did it in Pudgewars I believe. Jumping we need!
     
  15. WherewolfTherewolf

    WherewolfTherewolf

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    I never played Pudgewars, but I'm going to make the hookshot work on multiple altitudes, sort of like how I got arrows working that way too.

    Oh, here's the updated Arrows
    Arrows

    Started on bombs but they don't do anything yet

    After using "prepare bow" hit "Free aim" to be able to aim up and down
    Scope still works in it too.

    Just don't exit out of "prepare bow" without turning off "Free aim" and "Scope" of it messes with the camera
    If you do, just enter bow again and then turn them off
     
  16. Gyrosphinx

    Gyrosphinx

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    I tested it out, it works pretty good, but we need like a crosshair or something, Aiming was quite hard compared to how it was in OOT, but hell, it is wc3! The system was pretty smooth and well executed. The arrows moved abit slow though. when it comes to movement, it was all smooth and perfect, except for when hitting the corners of those fugly blizzard cliffs. I suggest we do not use blizz cliffs in the actual map.
     
  17. WherewolfTherewolf

    WherewolfTherewolf

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    -Well I was just using in game things, we can get a better reticule filter for that
    -Type ! and a number (like ! 50) to change the speed - note that it calculates the angle based on the speed so if you set it to 0 and then fire a bunch up, then set it to 99 they will all move straight.
    -Well Blizz cliffs used right work, and that terrain was just slapped together quickly for this - in certain situations they work well. And I've noticed the arrows move oddly when moving over water too, I'll iron those out later.

    Notice that the higher the ! value is, the more distance the arrow is moved in .03 seconds, thus if you set it to max (99) then it doesn't respond as well to things like cliffs, at max value it will go up to the top of the wall before dying (hence look ugly).
     
  18. Gyrosphinx

    Gyrosphinx

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    Aha, ok, all in all you've done a good job. I'm not the right guy to comment the actuall scripting, I know absolutely nothing about that stuff.
     
  19. WherewolfTherewolf

    WherewolfTherewolf

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    Thanks, most of the scripting I've done is leakless - I know it's not perfect but mainly I just make sure that I avoid errors that add up over time.

    (Well I mainly kept the script that actually matters leakless, things like the random targets and such I don't really care about cleaning up as their just for testing)
     
  20. Gyrosphinx

    Gyrosphinx

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    Yessirr!