Home   Help Search Login Register  
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Zelda World Alpha Released on Moddb.com
Pages: [1] 2 3 ... 10
 1 
 on: September 04, 2010, 01:38:33 PM 
Started by ZZhobbit - Last post by ZZhobbit
Ok, give me a shout if you want some different coloured textures, I got a red tunic and a full Dark Link with different bow and arrows as well.

Might save you some trouble.

 2 
 on: September 04, 2010, 06:14:29 AM 
Started by ZZhobbit - Last post by Packer
Yeah definitely what we wanted to do. At the moment its not a real priority to change Links Color, we have a lot more important things on the list before we start customising Characters.

 3 
 on: September 03, 2010, 05:56:54 AM 
Started by ZZhobbit - Last post by ZZhobbit
Assuming things like deathmatch and team deathmatch will become modes in ZW, will the team identification be based on tunic colour? Like Red vs Blue, Green vs Purple, etc. That seems like the easy way to do it but I'm just wondering, and how will having a free for all with more than 4 people work will they all be the same colour or will they be able to pick from a variety?

Seems early to be asking but just something I thought of.

Green   Red

 4 
 on: September 02, 2010, 08:58:05 PM 
Started by Packer - Last post by Jimmg
With the exception of Jimmg being an ass.


 5 
 on: September 02, 2010, 09:10:02 AM 
Started by whiteyzz - Last post by Darkwargreymon
Hey ZZhobbit from ZU?
How you doing?

 6 
 on: September 02, 2010, 09:08:59 AM 
Started by Packer - Last post by Darkwargreymon
Its good that this project isnt dead yet  Awesome Link

 7 
 on: September 02, 2010, 05:42:11 AM 
Started by Packer - Last post by Packer
Well once again another development type blog post, we've been making some nice progress with the exception of Jimmg being an ass. Anyway...

New Area or should I say Arena.

Its the Clock from Clock Town after midnight on the Final day. I though it'd make a quick Free For All Deathmatch Arena without much hassle. Fight while the moon watches you fight to the death from above. I might just release this as a custom Level for people to play, considering its only the Clock you can run around.

I've also been working on the AI side of things, we can do quite a lot with them which is great, we still need to make a way for them to despawn after player leaves there visual range so they don't end up piling up in servers and lagging the hell out of them. At the moment we have only 1 NPC Stalchild rigged and in-game, he doesn't have any weapons except the Fairy bow and he also doesn't have any of his own animation so he currently reuses Adult Links animations for it.

News on the sword and shield, not much to say other then it hasn't been worked on, we'll have to make at least a type of melee weapon for Stalchild to attack with. The melee/Shield systems will be one of the hardest parts of ZW in my opinion due to there nature of blocking projectiles and hit objects over a radius. With that said I would like to mention that the sword and shield melee systems won't be exactly the same as the N64, mainly do to the N64 doing damage to whatever the sword his rather then raycasts. We'll try our bests though.


Crouch and Prone, prone for adult Link will be a custom animation in respect to the N64 game, though I wish to add it for those users who want a prone Link for there levels but I will most likely remove the ability to go Prone in the initial release but keep the animations in there. People keep saying that Link doesn't crouch, he actually does quite a bit. If you play OOT/MM whenever you use your shield link will crouch down and put the shield in front of him, with that said while you crouch you can't move at all. Its a defence stance, but you can use other items while crouching like the bow.

We're also doing a bit of designing on interactive things but I think I'll keep it a secret till release.

 8 
 on: September 02, 2010, 04:56:45 AM 
Started by Packer - Last post by Packer
Its a matter of finding people who are competent to do the work, if they're able to match our requirements then we'll have them help out with the making side of things

 9 
 on: September 02, 2010, 04:53:59 AM 
Started by Darkwargreymon - Last post by Packer
Not far but its making slow progress, I've got a bit of updating to do to the Tedi's model and do his texture, the squirrel is just about ready for animating. I've nearly gotten the base gameplay mechanics done, mostly meaning there's teams and 1 weapon. I wouldn't expect much for a month or so though.

 10 
 on: September 02, 2010, 04:47:55 AM 
Started by Packer - Last post by ZZhobbit
Will the development ever open up into a team environment? Like would other people be recruited on to help, or is it be a small group that makes it and other people mod? Just wondering as it sounds like a very interesting project and I'm currently studying game design.

Pages: [1] 2 3 ... 10
Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC
Army Green Theme By Wdm2005 © 2008
Valid XHTML 1.0! Valid CSS!