Zelda SotT: Basic Engine Complete. Beta Time.

I can now officially say that Zelda: Shadow of the Triforce has finally entered the beta phases. With the basic engine of the game completed, I can start with the actual development of the game and storyline itself.

What basically completed the engine was the completion of the NPC dialogue system.

With the system I have set in place, NPCs and signs can keep talking for as long as they want(or I want). They could be the basis of entire "cutscenes" in the future. Don't be discouraged though! Many cutscenes will be very lively and exciting! Here's some screenshots of checking a sign and talking to a little boy NPC. These are only tests. You can also only check signs when you're in front or in back. Naturally, you can't read a sign from the side.



Now if you didn't notice already, the stats on the top bar have changed. I believe it was SuperAntx who had a problem with the big rupee which seemed large and out of place. I took his advice and changed it to the actual sprite used in BS Zelda. I also added bomb and arrow stats, though there are no bombs or arrows yet.

The next things that I've updated recently were the facts that I have decided upon (being that nobody even bothered to comment on the matter) taking out the Goron and the Zora as playable characters and making them into in-game rings that you wear to transform into them for both sidequests and the storyline.


As you can see there, now you choose from the four sword users. There are the two links, Gameboy Link and BS styled Link, and there are the two "Mascots" from BS Zelda, the male and female. I also shortened the descriptions to lessen the lag that it gives.

Lastly I added a cool little intro to my game before the title plays. A light just turned on in my mind and I thought, why not? It's the little intro that shows the company that made the game. For example, a game made by Capcom will show the Capcom words, play some music or something, then the game will start after that. So, I made the little screen below to play before the title screen and show that the game is made by yours truely. It makes it look all professional and stuff, even though it isn't!


That's all I have for today! As the game now enters its beta phases, I'll be sure to continue to keep you guys up-to-date on the progress of the game's development!

Posted by Fugsnarf on Friday, September 18, 2009 07:45PM - 13 comments / Members say: yea +2, nay -0

« Zelda SotT: Recent Progress in Development · Zelda SotT: Story is coming along. *Minor Spoilers* »

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#13 Fugsnarf:  

There are set areas that you are in. Each area has a set area that you can see. In other words, the screen doesn't scroll with you. Therefore, it just wouldn't work to do what you're proposing, though I have thought about it in the past.

Monday, September 21, 2009 04:36PM

#12 Metamorphman:  

Kudos, the game seems to be shaping along well. Just a small suggestion though: Would it not be better to check a player's resolution and the set their client.view accordingly? That way, the game will look clean and crisp on every monitor( unless someone decides to play the game on a monitor with some very, very huge resolution in the future). :)

Monday, September 21, 2009 03:51PM

#11 Fugsnarf:  

When there's enough content in it to satisfy the average player.

Monday, September 21, 2009 01:19PM

#10 Kelto:  

Also, when do you plan on releasing a beta?

Monday, September 21, 2009 04:26AM

#9 Fugsnarf:  

haha

Saturday, September 19, 2009 11:55AM

#8 Kelto:  

For the title screen you should record someone saying Fugsnarf and then you could make it like sega XD

Saturday, September 19, 2009 11:54AM

#7 Fugsnarf:  

The gameboy zelda, yes. BS Zelda does not. The first Zelda game doesn't either. Diagonal movement also causes some problems in BYOND as it can appear that you're walking through tiles.

Saturday, September 19, 2009 09:28AM

#6 SuperAntx:  

Fugsnarf wrote:
> Ironically, I was already planning on doing something very similar to that, without the diagonal movement.

Zelda has always had diagonal movement.

Saturday, September 19, 2009 09:15AM

#5 SuperAntx:  

Yeah, it's a problem. If you don't want to wait for an official update you could use Nadrew's window manager and pretty much do the same thing yourself.

Luckily, if you press the glitched key again the problem should be fixed.

Saturday, September 19, 2009 09:03AM

#4 Fugsnarf:  

One problem I found with that demo is that when you switch to another window while you are still transitioning between tiles, you'll keep moving since it doesn't recognize the key as being let up.

Saturday, September 19, 2009 01:06AM

#3 Fugsnarf:  

Interesting demo. Ironically, I was already planning on doing something very similar to that, without the diagonal movement.

Saturday, September 19, 2009 01:00AM

#2 SuperAntx:  

Nice job on the top bar, it looks a lot better with the matching icons.

Next you should take a look at my Macro Move demo and see if you can get the movement smoother.

Saturday, September 19, 2009 12:50AM

#1 Magicbeast20:  

Sweet.

Friday, September 18, 2009 08:01PM

 

 

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#5 Jeremybreeze:  

if you wont start doing megaman files again, why not give it to someone else?

Saturday, November 14, 2009 03:11PM

#4 Ganing:  

Fugsnarf wrote:
> Ganing wrote:
> > Fug, I challenge you to a round of Efencea.
>
> Challenge accepted?
>


Set up a time

Monday, October 05, 2009 09:01PM

#3 Fugsnarf:  

Ganing wrote:
> Fug, I challenge you to a round of Efencea.

Challenge accepted?

Monday, October 05, 2009 07:42PM

#2 Ganing:  

Fug, I challenge you to a round of Efencea.

Monday, October 05, 2009 07:39PM

#1 Metamorphman:  

This is one small step for man. One giant leap for mankind.

Sunday, September 27, 2009 05:24AM