Romhacking.net

Romhacking => Personal Projects => Topic started by: The3Dude on January 22, 2020, 01:19:01 pm

Title: Zelda: Perils of Darkness BETA TESTING (Post Feedback Here!)
Post by: The3Dude on January 22, 2020, 01:19:01 pm
So I've started making yet another Zelda 1 hack with a goal in mind :o...
That goal is to outdo my last two hacks, and I want to try something no one has done as of yet in Zelda 1 hacks.

Here's what I've come up with so far.

1. The world will be darker, takes place at night. Zelda hacks are usually too bright.

2. I am staying away from Link's Awakening overworld graphics, because let's face it... LA graphics are so overused in Z1 hacks. Instead since BS Zelda is the closest thing to a Zelda 1 remake we have, I'm using those graphics as a base and slightly modifying them for this hack.

3. I will try to re-invent the dungeon formula as much as I can.

4. I will do my best to avoid the following in the overworld, Overused shops, secrets that are too similar to others, paths that are too narrow and annoying to go through, and reused screens.

I really want this hack to be for everyone, so I will be making 4 difficulty versions again.

If you have any suggestions please feel free to Post Them Here!.

Here's some screenshots of the graphics and style so far. All I have left to do with graphics is the entire title screen, and the dungeon enemies/bosses.


(https://i.ibb.co/tDzbbs4/Legend-of-Zelda-The-U-PRG-0-3.png)
(https://i.ibb.co/2PW50zs/Legend-of-Zelda-The-U-PRG-0-4.png)
(https://i.ibb.co/dMj7gp1/Legend-of-Zelda-The-U-PRG-0-5.png)
(https://i.ibb.co/r7GS6MF/Legend-of-Zelda-The-U-PRG-0-6.png)
(https://i.ibb.co/nkC6v1y/Legend-of-Zelda-The-U-PRG-0-7.png)
(https://i.ibb.co/D5pMmKY/Legend-of-Zelda-The-U-PRG-0-8.png)
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: Googie on January 22, 2020, 05:23:17 pm
This looks really cool, bro. The first dungeon still has the original palette, please change the dungeon palettes to give 'em extra flavor. :)

Can you make the first dungeon palette like this? :D

(https://i.imgur.com/IeZTfZl.png)
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: The3Dude on January 22, 2020, 05:41:08 pm
I haven't really gotten into the colors of dungeons yet, it has mostly been graphics as of now. I for sure won't leave LV1 blue though. :laugh: ;)

Do you think I should add texture to the overworld floor though? Or should I leave it just gray?
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: pocket on January 22, 2020, 06:30:44 pm
My only suggestions for now is to make sure the starter sword and the first dungeon easy to find and access. A lot of Zelda 1 romhacks make it too difficult to find the sword, making overworld traversal a nightmare, or they make dungeons too difficult to find, and these things have always been deal breakers for me with Zelda romhacks.

I also suggest you make sure each dungeon includes at least one old man that drops a hint about the location of the next dungeon. A lot of people say the NES Zelda games are too cryptic, but the old men in each dungeon are the things that make that statement an exaggeration.  Some hacks don't include hints and make the games themselves actually cryptic.
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: The3Dude on January 22, 2020, 06:36:43 pm
Thanks for your suggestions pocket! For sure the sword will be gotten easily, except on insane mode (Highest Difficulty) patch.

People complained a lot about not having the sword and instead getting a boomerang that kills in my last hack.
So... lol lesson learned. And I for sure get you about old man hints. That's another thing I will take to heart in this hack, HINTS MUST BE VALUABLE.
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: acediez on January 22, 2020, 06:45:00 pm
About the night overworld: don't just make everything black and grey, looks too artificial. Use shades of blue and purple instead. Then add a few bright warm light sources here and there, these will make the rest of the scene feel darker, even if the actual colors aren't too dark.
Take cues from Pokemon Crystal, it has very effective night palettes.

(https://i.imgur.com/Jor00iA.png)
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: Googie on January 22, 2020, 06:56:10 pm
Do you think I should add texture to the overworld floor though? Or should I leave it just gray?

Yeah try to add texture to it, I'm sure it'll look better than leavin' it plain gray. :D
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: pocket on January 22, 2020, 07:06:43 pm
About the night overworld: don't just make everything black and grey, looks too artificial. Use shades of blue and purple instead. Then add a few bright warm light sources here and there, these will make the rest of the scene feel darker, even if the actual colors aren't too dark.
Take cues from Pokemon Crystal, it has very effective night palettes.

(https://i.imgur.com/Jor00iA.png)

Crystal might also be a good example of how to texture the overworld. It's not as distracting as the grass tiles a lot of people take from Link's Awakening.
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: The3Dude on January 22, 2020, 07:46:45 pm
(https://i.ibb.co/pyK8kQY/bluenight-1.png) Here's the best I could do with blue.
(https://i.ibb.co/XSvKgnc/bluenight-0.png) Also added grass texture, Iprobably will update it.
(https://i.ibb.co/ZHt1Zgf/Legend-of-Zelda-The-U-PRG-0-9.png) Here's what it used to look like with just grassy texture.
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: DannyPlaysSomeGames on January 22, 2020, 09:31:34 pm
(https://i.ibb.co/pyK8kQY/bluenight-1.png) Here's the best I could do with blue.
(https://i.ibb.co/XSvKgnc/bluenight-0.png) Also added grass texture, Iprobably will update it.
(https://i.ibb.co/ZHt1Zgf/Legend-of-Zelda-The-U-PRG-0-9.png) Here's what it used to look like with just grassy texture.
Maybe it's just me, but the colors seem way too intense. If you want them to blend in better, I'd recommend using some softer shades to compliment up the intensity a bit, like having the purple be a tad brigter

(https://i.imgur.com/Jor00iA.png)
Again, GSC for reference.

Also, the original palette you were using could work, it's just that I'd recommend something to replace the grey, like the aforementioned lighter purple.

(https://i.imgur.com/XJdRWYd.png)
Here's my stab at it, just to give you an idea of what it could look like.
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: Hiei- on January 22, 2020, 10:18:25 pm
That's a really nice idea for a hack, looking forward to it!
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: The3Dude on January 22, 2020, 11:25:02 pm
(https://i.ibb.co/PrvfgRY/Legend-of-Zelda-The-U-PRG-0-10.png)

All this blue gave me an idea, what if I make it an icy world? Would that be better or would it get redundant?
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: Trax on January 22, 2020, 11:42:30 pm
You could have a specific area that is icy, like the graveyards in the original, with a specific palette.
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: Googie on January 23, 2020, 11:20:49 am
(https://i.ibb.co/PrvfgRY/Legend-of-Zelda-The-U-PRG-0-10.png)

This looks bad ass! :D
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: The3Dude on January 23, 2020, 04:01:30 pm
(https://i.ibb.co/gFNM7Wx/Legend-of-Zelda-The-U-PRG-0-12.png) LAVA PALETTE
(https://i.ibb.co/LvFnN0B/Legend-of-Zelda-The-U-PRG-0-13.png) ICE/SNOW PALETTE
(https://i.ibb.co/pKhJGdc/Legend-of-Zelda-The-U-PRG-0-14.png) GREEN PALETTE
(https://i.ibb.co/QDzyM5n/Legend-of-Zelda-The-U-PRG-0-15.png) BROWN PALETTE

What about these palettes. It's hard to get a good purple palette because NES is limited to these.
(https://i.ibb.co/B2Sg8Rd/NES-Color-Palette-Ripped-by-The3-Dude.png)
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: NiO on January 24, 2020, 07:26:17 am
The game is looking solid, but I dont like Link sprite, compared to the world and enemies he does look too flat, like a paper sheet or something.

I do agree that LA is overused, so I think getting an original sprite could do the work, also maybe other colors.

I do sometimes make sprite work, Im not by any mean an expert but I do try my best so if its ok with you, I could try to edit link sprites and see if I can come up with something that looks less different to your world than the current one.
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: The3Dude on January 24, 2020, 12:31:53 pm
I'd love to see what you come up with, I feel light outlining and shadowing my sprite could be an easy fix to it though.
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: Jeville on January 24, 2020, 02:55:55 pm
I really want this hack to be for everyone, so I will be making 4 difficulty versions again.

(https://files.catbox.moe/8qrnxf.jpg)
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: The3Dude on January 24, 2020, 03:43:17 pm
LOL, I thought that same way until I saw read some reviews of my last hack. :laugh:

Here's Pamfafoofle's whole quoted review.

"I was looking forward to trying this hack based on the positive reviews, likening it to Zelda Challenge: Outlands, one of my favorite hacks ever. I was disappointed with Link’s Shadow. The difficulty level is way above that of Outlands. Q1 requires you to navigate one full dungeon with many dark rooms both swordless and lampless, and then explore much of the overworld trying to find a shop to buy your sword from, but is otherwise decent. Q2 is ridiculously difficult, with the first sword not available until the third dungeon, the second not available until the seventh, no third sword at all, and a maximum of only 8 heart containers. There are also several points in the flow of gameplay which make no sense. In the first quest, for example, you cannot even enter Dungeon 7 without the Raft, which is contained in Dungeon 8! (There’s an advice room telling you to complete D8 before D7…within the D7 that you can’t enter without already figuring out that you need to explore D8 first!) And the second quest offers you the Letter but (as far as I can tell) no old woman to ever show it to!

It’s not all bad, though. The overworld is pretty well built, and would have been a lot of fun to navigate through were it not for the frustration of not having a sword! I especially enjoyed the reveal-as-you-explore overworld map, a feature I haven’t encountered in any other LOZ hack I’ve played thus far. The dungeons were not phenomenal, but decent, and challenges like navigating a dark room without a lamp or a sword could have been interesting if used in moderation. But I don’t expect to come back and replay this particular hack because I find it more frustrating than fun."

And I made another hack after this one that was reviewed and many people disliked the difficulty... I ended up going back and making 4 versions and included a Master Mode that was harder than the original lol. 8) ;D

January 24, 2020, 06:23:29 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
I thought of making an image of Link with different expressions depending on which difficulty patch, I've finished all four... but I'm only showing Normal Modes' art.

(https://i.ibb.co/0hcqX8W/decay-2.png)

and here's the shadowed/better Link sprite.

(https://i.ibb.co/y5nMdTj/decay-0.png)
(https://i.ibb.co/pZGWMxw/decay-1.png)

Looks better in my opinion ;D
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: ultimaweapon on January 24, 2020, 07:23:16 pm
Since I have some time to chime in, I'd thought I'd add my 2 cents.
While a darker world does sound good, with the style of overworld used by Zelda 1, it may not turn out well. Themed settings would be the better way to go. Ice setting, lava setting, etc are all good choices to go with. Some of your current palette choices are good too.

Here's a list of some other ideas for you I thought of based from your last hack.

Allow the Boomerang to do damage again and make it the Magical Boomerang.
Eliminate the Wooden Boomerang and come up with a new item.
Allow for the Red Candle to be purchased again somewhat early(Level 3ish)
If possible, allow for the Blue Candle to be used twice on the screen instead of once.
Replace the Lion Key with a new item.
Make sure your hints are meaningful and not hard to understand.
A final boss other than Dark Link(I have an idea for you I'll share later).

That's all I got for now. Back to work for me, but I'll share more later when I have more time.
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: The3Dude on January 24, 2020, 07:50:57 pm
Since I have some time to chime in, I'd thought I'd add my 2 cents.
While a darker world does sound good, with the style of overworld used by Zelda 1, it may not turn out well. Themed settings would be the better way to go. Ice setting, lava setting, etc are all good choices to go with. Some of your current palette choices are good too.

Here's a list of some other ideas for you I thought of based from your last hack.

Allow the Boomerang to do damage again and make it the Magical Boomerang.
Eliminate the Wooden Boomerang and come up with a new item.
Allow for the Red Candle to be purchased again somewhat early(Level 3ish)
If possible, allow for the Blue Candle to be used twice on the screen instead of once.
Replace the Lion Key with a new item.
Make sure your hints are meaningful and not hard to understand.
A final boss other than Dark Link(I have an idea for you I'll share later).

That's all I got for now. Back to work for me, but I'll share more later when I have more time.

Hey ultima! Long time no see!

I for sure will include more valuable hints this time. The Lv6 hint was weird in Trial of Courage. :laugh: :-\

Any Ideas for what lion key can be? I've already got something planned that I don't want to spoil if I leave the key alone. :o

I have extremely limted ASM knowledge (almost none) so I couldn't go about making a new item without help.

And actually for a final Boss, I have the perfect idea that would match the ganon fight perfectly! The final Boss could actually be darkness itself. I mean literally... ganon is invisble and shoots fireballs, If I made the final boss in an unlightable room where you couldn't even see his fireballs it would make the final boss literally unseen. You'd have to try to hit and shoot everywhere until you break through the dark. The only way you'd know to shoot the darkness is when you hear the stun sound after hitting him enough times.
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: Trax on January 24, 2020, 10:24:52 pm
Some of my ideas (that would certainly contradict other people's) :

- Make difficulty ramp up slowly but surely.
- Only normal boomerang, and stun is enough. Magic Rod could hurt and stun at the same time.
- If burning trees is key to finding secrets that are important, then only have Red Candle, found earlier.
- Make 2-3 dungeons accessible by normal means, and others more hidden, requiring items to reach, and with reasonable hints.
- My opinion on good hinting for dungeon location is: one general hint, easy to find, and one more precise hint that you find using an essential item.
- Don't hide the first sword far away from the beginning. Hacks that abuse this are awful.

I can help with ASM.
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: The3Dude on January 24, 2020, 11:13:49 pm
I can help with ASM.

Thanks a million for offering ASM help, I for sure wanna see what you can do. I know you're good though because your name floats around the site a lot. ;)

Only normal boomerang, and stun is enough. Magic Rod could hurt and stun at the same time.

(I kinda also like the normal boomerang over the magic one, because sometimes the M. Boomerang just goes way too far and it takes too long to return. Also, bro you gave me an idea! What if magic rod was an ice rod, it would make way more sense for it to stun enemies because they would be frozen actually.)

- If burning trees is key to finding secrets that are important, then only have Red Candle, found earlier.
- Make 2-3 dungeons accessible by normal means, and others more hidden, requiring items to reach, and with reasonable hints.
- My opinion on good hinting for dungeon location is: one general hint, easy to find, and one more precise hint that you find using an essential item.
   (Agree on all points!)

- Don't hide the first sword far away from the beginning. Hacks that abuse this are awful.
That is already solved. I made the first area already ;D
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: NiO on January 25, 2020, 06:45:31 am
Yes... Your sprite does look a lot better now, seriously... A lot.

My only complain are the eyes, maybe (and just maybe) changing the brown and the green color positions could make it look better, I mean, use brown up and green down.

Other than that, I dont think it needs any change, it looks great.
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: Googie on January 25, 2020, 09:50:09 am
(https://i.ibb.co/0hcqX8W/decay-2.png)

and here's the shadowed/better Link sprite.

(https://i.ibb.co/y5nMdTj/decay-0.png)
(https://i.ibb.co/pZGWMxw/decay-1.png)

Looks better in my opinion ;D

It does look way better, you got this, bro! :D  :cookie:
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: lexluthermiester on January 26, 2020, 12:46:01 am
(https://i.ibb.co/pyK8kQY/bluenight-1.png) Here's the best I could do with blue.
(https://i.ibb.co/XSvKgnc/bluenight-0.png) Also added grass texture, Iprobably will update it.
(https://i.ibb.co/ZHt1Zgf/Legend-of-Zelda-The-U-PRG-0-9.png) Here's what it used to look like with just grassy texture.
To me, it looks like the whole game is set to take place at night. Kinda cool, no one has done that yet.
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: The3Dude on January 26, 2020, 07:23:23 pm
I moved the green to the bottom of his eyes and realized why nintendo had it at the top :laugh:.

When it's at the bottom it looks like his eyes are higher... It's hard to explain. But the green acts as a separator to his hair. Because the green makes it not look connected to his hair. Again... It is hard to explain.
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: pocket on January 26, 2020, 07:51:29 pm
Bruh that new Link sprite is really good, and I love that portrait of his face.
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: The3Dude on January 26, 2020, 08:06:44 pm
Thanks! Depending on what version he has a different expression/reaction.

On easy he's asleep.

On normal he's cheesy as seen above.

On hard he's suspicious.

On insane he's yelling for his life lol, all Portraits are finished too.

Might as well show them I guess.

(https://i.ibb.co/cJ37vmq/imageedit-1-7467158284.png)
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: pocket on January 26, 2020, 09:21:10 pm
I couldn't resist.

(https://i.imgur.com/3yGkxX3.png)
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: The3Dude on January 26, 2020, 09:32:10 pm
I couldn't resist.

(https://i.imgur.com/3yGkxX3.png)



LOL
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: NiO on January 27, 2020, 05:54:18 am
I moved the green to the bottom of his eyes and realized why nintendo had it at the top :laugh:.

When it's at the bottom it looks like his eyes are higher... It's hard to explain. But the green acts as a separator to his hair. Because the green makes it not look connected to his hair. Again... It is hard to explain.

Yeah, probably I have to see it and try it myself to have an idea of it.

Because I think Link looking to the sides looks good, but I feel it looks strange looking to our side.

Do you have those sprites outside the game too?

I sprited them myself with your pictures as a base, will see if I can make something with them today, I did the thing of the eyes and they dont look bad if you use other colors  :P
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: the_E_y_Es on January 27, 2020, 10:08:01 am
Thanks! Depending on what version he has a different expression/reaction.

On easy he's asleep.

On normal he's cheesy as seen above.

On hard he's suspicious.

On insane he's yelling for his life lol, all Portraits are finished too.

Might as well show them I guess.

(https://i.ibb.co/cJ37vmq/imageedit-1-7467158284.png)

How about swapping normal with hard?
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: The3Dude on January 27, 2020, 09:01:36 pm
Ladies and Gentlemen...
We have a title! :D

(https://i.ibb.co/j6B5V4W/walk-0.png)




Also the expressions are in order, like a slideshow. He shouldn't be fine and happy after being suspicous. :laugh:

(EDIT) Would curse of darkness, or curse of chaos sound better than curse of ruin? :-\
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: NiO on January 27, 2020, 10:37:23 pm
Darkness sound better imo
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: lexluthermiester on January 28, 2020, 03:53:12 am
Ladies and Gentlemen...
We have a title! :D

(https://i.ibb.co/j6B5V4W/walk-0.png)




Also the expressions are in order, like a slideshow. He shouldn't be fine and happy after being suspicous. :laugh:

(EDIT) Would curse of darkness, or curse of chaos sound better than curse of ruin? :-\
Curse of Darkness sounds good! Chaos or Ruin don't really hint at the problem. That of course presumes that you are going with the dark theme.
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: The3Dude on January 28, 2020, 01:08:21 pm
Curse of Darkness sounds good! Chaos or Ruin don't really hint at the problem. That of course presumes that you are going with the dark theme.

I agree, so I changed the name. Also did some touch-ups to the title screen in general. The stars... what's the word... they twinkle I guess I should say?

(https://i.ibb.co/VN8Bn7L/Curseof-Dark.gif)
Title: Re: Zelda: Curse of Darkness PROJECT (Will Take Suggestions)
Post by: Vanya on January 28, 2020, 07:29:32 pm
Curse of Darkness sounds good, yes. That's why Castlevania already used it. ;P

But in all seriousness, I wouldn't use a title that is already used by another franchise.
It just feels tacky to me.

The use of the word Darkness in this hack fits perfectly.

Might I suggest "Shroud of Darkness"?
Maybe even make it part of the story? Or an item?

And for a bit more ambitious of an idea than just setting the game at night...
... how about setting it in the Twilight Realm?

You could have a new protagonist that is a member of the Twili and his mission could be to recover the parts of the fused shadow for the Princess.

Just my two cents.
Title: Re: Zelda: Curse of Darkness PROJECT (Will Take Suggestions)
Post by: Trax on January 28, 2020, 07:42:28 pm
This intro screen is very good. Is it real or a mockup?
Title: Re: Zelda: Curse of Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on January 28, 2020, 08:53:12 pm
Curse of Darkness sounds good, yes. That's why Castlevania already used it. ;P

But in all seriousness, I wouldn't use a title that is already used by another franchise.
It just feels tacky to me.

LOL I did not know that name was taken...
I was thinking of having Vaati being the villain because he rarely ever is. So would Vaati's Curse, Oath of Darkness, or Fading Light sound best? Shroud of Darkness maybe would be too long under the Title Logo. That's the reason why I might not use it it is a good name though. :thumbsup:



This intro screen is very good. Is it real or a mockup?

It is very real I just finished editing the transition colors. It must look better than I thought if you thought it was a mockup, :laugh: Thanks!
Title: Re: Zelda: Curse of Darkness PROJECT (Will Take Suggestions)
Post by: Da_GPer on January 29, 2020, 02:55:52 am
I do like the name Vaati's Curse: Oath of Darkness. Making it not use the Zelda name would make it awesome yet still be in the same world that Zelda is in. Also, I suggest removing the 2020-20??. It just doesn't look right.
Title: Re: Zelda: Curse of Darkness PROJECT (Will Take Suggestions)
Post by: NiO on January 29, 2020, 03:21:47 am
What about King of Darkness or Realm of Darkness?

It depends on what your storyline wants to do.
Title: Re: Zelda: Curse of Darkness PROJECT (Will Take Suggestions)
Post by: lexluthermiester on January 29, 2020, 05:36:41 am
Curse of Darkness sounds good, yes. That's why Castlevania already used it. ;P

But in all seriousness, I wouldn't use a title that is already used by another franchise.
It just feels tacky to me.

The use of the word Darkness in this hack fits perfectly.
Good points. Maybe "Spell Of Darkness"? Or maybe "Curse Of The Everdark"?
Title: Re: Zelda: Curse of Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on January 29, 2020, 12:31:42 pm
To everyone's comments above, I got a perfect name.

The Legend of Zelda: Looming Darkness >:D
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Vanya on January 29, 2020, 09:22:04 pm
That works pretty well, actually.
And let me echo everyone else's sentiments on that second title screen.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on January 29, 2020, 09:45:29 pm
That works pretty well, actually.
And let me echo everyone else's sentiments on that second title screen.

Did the old one look better or are you saying the new one does? :huh:

(Edit) Nevermind it was obvious what you meant. :thumbsup:
Title: Re: Zelda: Curse of Darkness PROJECT (Will Take Suggestions)
Post by: lexluthermiester on January 31, 2020, 05:37:54 am
To everyone's comments above, I got a perfect name.

The Legend of Zelda: Looming Darkness >:D
"Looming" tends to imply that it is impending and yet to happen.

Maybe "Curse of Shadow"?
Title: Re: Zelda: Curse of Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on January 31, 2020, 02:05:07 pm
"Looming" tends to imply that it is impending and yet to happen.

Maybe "Curse of Shadow"?

 8) That's what it's supposed to mean. Most of the world is corrupted and cursed, there is only a few parts of land that still haven't been taken over.

There used to be a marshlands, but now they're called Magma Marsh.
(https://i.ibb.co/hRr4Ysd/zeldadark-9.png)

There used to be a mountain named Rock Peak, now it's called Ice Peak.
(https://i.ibb.co/hXCpyWm/zeldadark-12.png)

And there were these woods called deep woods, now they are the Dark woods because this mist of darkness.
(https://i.ibb.co/wYBF6Kn/zeldadark-11.png)

Also I'm still debating on this, but here's the underwater area. :laugh:
(https://i.ibb.co/QNYKWSn/zeldadark-10.png)
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: NiO on January 31, 2020, 03:01:27 pm
For underwater I think you should use lighter colors for the rocks if they are supposed to be under the water, might help to sell that effect.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: ultimaweapon on February 02, 2020, 08:17:20 pm
I like Link's look and the new colors. They are a new welcomed addition. I like the title Looming Darkness as well.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on February 03, 2020, 08:09:31 pm
I like Link's look and the new colors. They are a new welcomed addition. I like the title Looming Darkness as well.

 :D Thanks Ultima!

Also what does everyone think of this?

So... I'm going to have 4 of the dungeons able to be beaten in random orders. I split the overworld into 4 sections, leaving the spawn area in the middle of the map. So you can choose to explore the beach first, the Magma Marsh, the Ice Peaks, or the dark woods first. That will all be up to the player, everyone will have a different experience. But since there are 4 areas of the map there will be 2 dungeons in each section and Lv9 will be in an unknown place for now.

I was also thinking of having Lv9 be able to be accessed at all times, but you can explore it more and more as you gain items from other dungeons. Kind of like the Temple of the Ocean King from Phantom Hourglass. Would that be a good idea? The Final Boss obviously would have the Triforce guard/old man not allowing you to pass if you don't have all Triforce pieces. I really would appreciate feedback and opinions on these ideas. :thumbsup:
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Vanya on February 03, 2020, 11:05:06 pm
Those sound like some pretty solid ideas.

The only thing I cam add is that if you model Level 9 after the ideas used in the Temple of the Ocean King, make sure to add something unique to it.
I'd rather it only be similar, rather than the same.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: ultimaweapon on February 04, 2020, 07:39:21 am
:D Thanks Ultima!

Also what does everyone think of this?

So... I'm going to have 4 of the dungeons able to be beaten in random orders. I split the overworld into 4 sections, leaving the spawn area in the middle of the map. So you can choose to explore the beach first, the Magma Marsh, the Ice Peaks, or the dark woods first. That will all be up to the player, everyone will have a different experience. But since there are 4 areas of the map there will be 2 dungeons in each section and Lv9 will be in an unknown place for now.

I was also thinking of having Lv9 be able to be accessed at all times, but you can explore it more and more as you gain items from other dungeons. Kind of like the Temple of the Ocean King from Phantom Hourglass. Would that be a good idea? The Final Boss obviously would have the Triforce guard/old man not allowing you to pass if you don't have all Triforce pieces. I really would appreciate feedback and opinions on these ideas. :thumbsup:

These are also solid ideas. In the vanilla game, you only had to go through about 15-20 rooms to beat Level 9 with both Red Ring and Silver Arrows.(I still like the name Ultima Arrows! ;-)) In your last hack, you had to venture to just about every toom in Level 9 in order to beat it. Keep that the same. Level 9 should feel like an epic experience.

Going through the dungeons in any order would be cool. Certain bosses will require certain items to win, so unless the boss of that dungeon requires only the sword, don't let the doors lock. Players should come and go as they please. If a boss of a dungeon only requires the sword like Aquementus, then lock the doors til the boss is defeated. Speaking of colors, give the bosses some different colors too to better match the area they are in.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Googie on February 04, 2020, 09:39:39 am
(https://i.ibb.co/wYBF6Kn/zeldadark-11.png)

I like this one the best, it's gangsta.  ;) :cookie:
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on February 06, 2020, 03:38:28 pm
So as of now Theres Lava, Ice, Woods, and Beach section. Should the fourth area still be beach or should I make it underwater?
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: nanashi89 on February 06, 2020, 04:16:26 pm
Underwater!
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: ultimaweapon on February 06, 2020, 11:33:00 pm
So as of now Theres Lava, Ice, Woods, and Beach section. Should the fourth area still be beach or should I make it underwater?

Since Ocarina Of Time has an underwater temple, why not go with Underwater. Both dungeons you have in that area should also have some type of underwater appeal if possible.
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: ifightdragons on February 24, 2020, 11:15:28 am
And actually for a final Boss, I have the perfect idea that would match the ganon fight perfectly! The final Boss could actually be darkness itself. I mean literally... ganon is invisble and shoots fireballs, If I made the final boss in an unlightable room where you couldn't even see his fireballs it would make the final boss literally unseen. You'd have to try to hit and shoot everywhere until you break through the dark. The only way you'd know to shoot the darkness is when you hear the stun sound after hitting him enough times.

I'm following this hack with anticipation. Your previous hacks has shown some promise, and this looks like it could be a good one.

But about the planned final boss fight. That idea sounds very unique in theory, but could very fast turn into a unfair and not very fun boss fight. Fighting something you can't see would frustrate about 99 % of all players.

"The only way you'd know to shoot the darkness is when you hear the stun sound after hitting him enough times" <--- That should tell you straight away that the fight is already going to piss most people off. It basically guarantees there will be stumbling in the dark for quite some time before luck and persistence hands you a shot. Again, a novel idea and gimmick, but would it really be fun for anyone besides the creator and a few select crazy hardcore players?

Remember the key to any good game is it needs a very fine balance between fun and challenging.

Other than that: Be smart when designing puzzles. Always keep in mind that the players will not have your knowledge when trying to solve them, so make them as intuitive as possible, without being too easy nor too hard.

And avoid crowding the screens with too many enemies, as to not make the fps drop.

Good luck! Looking forward to your updates.
Title: Re: Trying to make a Zelda 1 Hack everyone will enjoy (SUGGESTIONS NEEDED)
Post by: The3Dude on March 09, 2020, 01:15:50 pm
I'm following this hack with anticipation. Your previous hacks has shown some promise, and this looks like it could be a good one.

But about the planned final boss fight. That idea sounds very unique in theory, but could very fast turn into a unfair and not very fun boss fight. Fighting something you can't see would frustrate about 99 % of all players.

"The only way you'd know to shoot the darkness is when you hear the stun sound after hitting him enough times" <--- That should tell you straight away that the fight is already going to piss most people off. It basically guarantees there will be stumbling in the dark for quite some time before luck and persistence hands you a shot. Again, a novel idea and gimmick, but would it really be fun for anyone besides the creator and a few select crazy hardcore players?

Remember the key to any good game is it needs a very fine balance between fun and challenging.

Other than that: Be smart when designing puzzles. Always keep in mind that the players will not have your knowledge when trying to solve them, so make them as intuitive as possible, without being too easy nor too hard.

And avoid crowding the screens with too many enemies, as to not make the fps drop.

Good luck! Looking forward to your updates.

Thank you for your tips. I know I haven't posted any updates in a while... I've just been really busy trying to make the perfect overworld. I don't want it to feel limited.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: ultimaweapon on March 10, 2020, 05:47:48 pm
Just like your last hack, have a few areas not only East and West but North and South that connect to each other. That way, the Overworld feels more rounded instead of a flat rectangle.

For the final boss, you could make the floor black and the darken the room thus needing to use the candle. After the candle usage, the room is a dark grey still giving the appearance that it's dark even though you can see just low visibility. Then increase time window in which you can hit the final boss by a second if possible giving people a realistic ability to beat the boss. If that window can't be increased, then simply make the fireballs able to be blocked with the Magical Shield. That would be your fair trade off to keep it challenging but beatable.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on March 22, 2020, 01:15:53 pm
Thank you ultima for the tips. 8)

I have been working on the dungeons graphics and bombable walls here's what I did so far.


(https://i.ibb.co/XpTLXqZ/zeldadarkbluesssssssss-0.png)
This is what a bombable wall looks like in the overworld

(https://i.ibb.co/PzHm8zK/zeldadarkbluesssssssss-1.png)
Burnable bush: The wood is darker than other trees very subtle, but that's the idea.

(http://hhttps://i.ibb.co/rGFxRHr/zeldadarkbluesssssssss-2.png)


(https://i.ibb.co/FYbb9NT/zeldadarkbluesssssssss-3.png)
(https://i.ibb.co/SsqMBRs/zeldadarkbluesssssssss-4.png)

Dungeon cracked walls. As you can see the graphics are based entirely off of ALTTP's dungeon graphics.

Still working on the dungeons a little more, and for the overworld, I left secret armos and pushable rocks the same because they aren't as time consuming to look for as secret pushes and bombable walls.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Vanya on March 23, 2020, 12:53:43 am
Nice! I dig those new dungeon graphics!
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: ultimaweapon on March 24, 2020, 12:35:24 am
Amazing work thus far.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: CM30 on March 24, 2020, 11:23:43 am
Love the new cracked wall graphics there, those make it much easier to tell which walls you can destroy in the game.

Not sure about the tree ones though. Maybe it's just me, but I couldn't see a difference between the burnable and non burnable ones at all, whether on my phone or desktop computer. If you can vary the palette a bit more, that'd help a lot!

Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on March 24, 2020, 11:34:09 am
Love the new cracked wall graphics there, those make it much easier to tell which walls you can destroy in the game.

Not sure about the tree ones though. Maybe it's just me, but I couldn't see a difference between the burnable and non burnable ones at all, whether on my phone or desktop computer. If you can vary the palette a bit more, that'd help a lot!

Alright, I just updated the sprite I took off the small tip leaf on the burnable tree. But look at the trunk of the tree, it is darker than all the other ones.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Trax on March 24, 2020, 08:27:04 pm
The3Dude, if you intend to have 2 quests to your hack, your trick with the cracked walls and other secret tiles may break on the Overworld. It gave us some trouble in the Redux hack, so you may want to check it out on the Zelda 1 Redux thread (http://www.romhacking.net/forum/index.php?topic=29403.0).
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on March 24, 2020, 09:47:37 pm
Actually I want to leave the cracked walls in for both quests. That way it makes the player remember any suspicious cracks that couldn't be opened in one quest can be in the other quest.

I'll have an old man hint at remembering cracked walls that only can be opened in quest 2.

March 26, 2020, 06:39:15 pm - (Auto Merged - I needed to say this :laugh:.)
Here's a big list of changes and what I've come up with. :D

1. Dungeon items, and what's needed to explore/discover a dungeon.

Lv1. First land dungeon, enter any time (Boomerang)
Lv2. First Fire dungeon, enter any time (Bow, Bomb upgrade)
Lv3. First water dungeon, enter any time (Bracelet)
Lv4. First Ice dungeon, enter any time (Blue candle)
Lv5. Second ice dungeon, Needs Ocarina ( Raft, Bomb upgrade)
Lv6. Second Land dungeon, Needs candle (Ocarina, Book)
Lv7. Second Water dungeon, Needs Raft ( Blue Tunic, Bomb upgrade, Silver arrow )
Lv8. Second fire dungeon, Needs Bracelet ( Ladder, Red Candle)
Lv9. (Red Tunic, Magic Key)

As you can see the 1st type of dungeon from each area can be entered from the start of the game, but the 2nd type needs a specific item to enter. So if you really wanted to you could go to Lv4 as your first dungeon then Lv6 after, or even Lv3 to Lv8. The dungeons won't be labeled Level 1 through 8 instead there will be symbols for what dungeon you are in. Like The first water dungeon won't be called Level-3 it would be called Level- (insert symbol here).


2. Overworld cave items.

Wood sword cave= Sword
White sword cave= Rod
Magic sword cave= Magic sword
Letter cave= Bait
shop 1  Bomb, heart, Key
Shop2  Heart, Blue potion, Red Potion
Shop3 Sword license, bomb, key
shop 4 Arrow, M Shield, M boom
Letter shop= White sword, Bait, Cheaper Red Potion

3. I'm utilizing unused enemies in the overworld such as the whirlwind enemies. Yes WHIRLWIND ENEMIES! There is a lost woods type section in the ice part of the world with strong winds. If the wind catches you you'll be blown back to the start. So you must dodge.

(https://i.ibb.co/Cm48xVY/zeldaloomer-0.png)

4. Dungeons graphics complete, and Boss Health.

(https://i.ibb.co/bbdRq1b/zeldaloomer-1.png)
shadows under doorways, made separate graphics for it.
Boss health has been changed aquamentus now takes 16 hits to defeat instead of 6, now it feels like a boss fight.


I would love opinions on these. ::)




Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: ultimaweapon on March 27, 2020, 12:04:57 am
Everything sounds great so far. Amazing graphics work. Looking forward to beta testing it once you get to that point! ;-)
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: ifightdragons on March 28, 2020, 12:55:09 pm
I would love opinions on these. ::)

You've nearly tripled the health of the boss? That's very extreme. :o
Keep in mind that the swordplay and offensive movement in Zelda 1 is already very limited and repetitive.
Simply buffing enemies and making them tanks won't make the boss fights more fun.

I've tried communicating this to you earlier. If you want most people to really enjoy this hack, you need to come from a perspective of fun.
Buffing repetitive enemies isn't more fun. It's more challenging, but not in a fun and creative way. It's more annoying to have to hit something in the exact same manner for almost triple the amount of times as originally necessary.

It won't feel more like a boss fight. At least it won't be anymore fun than the original boss fight. It will just be more tedious.

But please keep in mind, every aspect you add in really needs to add to the fun and enjoyment factor of the game. If you want to increase the challenge, make it a worthwhile and creative challenge. Not a slog.
Avoid the pitfalls most romhacks fall into; difficult for the sake of difficulty. They're usually not the ones people love and remember.
I wouldn't be saying this is I didn't think you had something special going here.  :)
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on March 28, 2020, 03:48:35 pm
Thank you for feedback.

The first boss is too easy most of the time anyways and he reappears in later dungeon making him a 2 hit kill with the best sword. I'll lower his health though like you asked, but I'll make him 12 hits to kill instead of 6.

Please continue to let me know your thoughts and ideas. I will take what you said about fun to heart.

But at the same time. I want the player to feel reward when going through a dungeon. 6 hits is too easy and always has been, most people playing this hack have already beaten Zelda 1 and know how to beat the first boss so I want to make him slightly harder than usual.

I will do my best to make it enjoyable. This dungeon can be entered in a random order so I'm trying to balance the difficulty, in case a dungeon with this boss is entered at a later time.

Please continue to send me any thoughts and feedback I appreciate all.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Trax on March 28, 2020, 08:42:13 pm
I understand ifightdragons's point, and I agree that fighting mechanics in Zelda 1 are limited. Compare to Zelda II, which is the complete opposite. But I'm also in the "harder is better" team, so making it hard is a welcome endeavor. But, it has to be adequate difficulty. What should make fights more interesting in Zelda 1 is the use of items. Could we make the boomerang essential to kill him? It's the first dungeon item, so it makes sense.

Aquamentus is as challenging as one would expect of a 1st dungeon boss, but if you have the Magical Shield, then he's almost no threat at all. My suggestions to make him more threatening :

- Totally unblockable energy balls.
- Variable angles for energy balls.
- Variable number of energy balls per attack.
- Could he spit fire? That would be cool.
- To make him vulnerable to the sword, you need to first hit him with your boomerang, but only on the return of the round-trip.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Vanya on March 31, 2020, 03:57:43 pm
I agree that incorporating items into the Aquamentus fight would go a long way to making it more fun and engaging.

To keep with the spirit of the game in general, I'd have at least 2 or 3 items be useful since you don't know which ones the player might have at any given time.

Also, I'd try really hard to figure out a way to either replace the 2nd fight or make it different somehow.
Of course, that would take some bit of ASM to accomplish.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: lexluthermiester on April 01, 2020, 12:21:11 am
This is looking really good!
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on April 01, 2020, 04:43:21 am
UPDATE!

Pieces of Heart now replace Heart Containers. Once you find 4 of them a Heart Container is added.

Adds a new layer of exploration to the overworld!

There is a counter for how many you've collected on the hud now. It resets back to 0 after collecting 4.

Thanks to bogaabogaa for the making the ASM for me. Super grateful to him, he'll be in credits for sure!

(https://i.ibb.co/7Sr5XGk/zeldaloomer-2.png)

(https://i.ibb.co/D7Fyd2m/zeldaloomer-3.png)
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: bogaabogaa on April 01, 2020, 06:18:05 am
Is it possible to hide that many heart pieces? May be Half a heart would fit the hack better. You just need to change were it compares to the number 04 and every things else works automatically.

It is funny how you "find" sources of information all over the place after a while. Like here a partial described disassembly of the PRG0 ROM (http://www.bwass.org/romhack/zelda1).

By now I could add some stuff to it. Sometimes I wonder why people investing a lot of time researching a old dump when there is a revision (PRG1)

 
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on April 01, 2020, 11:59:51 am
Is it possible to hide that many heart pieces? May be Half a heart would fit the hack better. You just need to change were it compares to the number 04 and every things else works automatically.

It is funny how you "find" sources of information all over the place after a while. Like here a partial described disassembly of the PRG0 ROM (http://www.bwass.org/romhack/zelda1).

By now I could add some stuff to it. Sometimes I wonder why people investing a lot of time researching a old dump when there is a revision (PRG1)

I'll remember that in case it does get redundant.

There are 128 screens in the over world, I can use 44 screens to hide heart pieces. And every dungeon will have a piece. If that seems like too many pieces on the overworld, I can hide 2 pieces in every dungeon except 9.
Then you'd only have to find 36 in the overworld.

One thing is for sure though. More heart pieces will definitely be more rewarding than the Pay for Door troll caves :laugh:
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Vanya on April 01, 2020, 03:18:41 pm
Yes. Replacing the door trolls would be a great thing.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Trax on April 01, 2020, 09:35:37 pm
I'd use the Door Trolls dialog pointers for more hints and advices. Also, will you remove the money-making game caves?
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on April 01, 2020, 09:45:33 pm
I'd use the Door Trolls dialog pointers for more hints and advices. Also, will you remove the money-making game caves?

I might just have 1 in the entire game. If I do get rid of them what should I replace it with?
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Vanya on April 02, 2020, 04:41:05 am
Fortune teller that gives increasingly expensive hints maybe?
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Trax on April 03, 2020, 03:49:48 am
That would be a relevant idea. The hint could change according to the number of dungeons completed, or certain items found, etc.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on April 03, 2020, 06:11:17 pm
Ok, I can't decide. :-\

Should I use this palette for the Ice area? If I use this one, the hud text color doesn't get affected which is good, but it looks like daylight. Water and rocks also look more frozen which is cool.

(https://i.ibb.co/bQg08wW/zeldaloomer-4.png)

Or this one, if I use this one the hud text color IS affected, but it fits the darker theme.

(https://i.ibb.co/GTCbCCR/zeldaloomer-5.png)

Please let me know. :o
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Googie on April 03, 2020, 06:23:31 pm

(https://i.ibb.co/GTCbCCR/zeldaloomer-5.png)



I like this one better, cause it looks gangsta. :D
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: ultimaweapon on April 03, 2020, 06:59:59 pm
While the snowy one does look good, the darker one better fits the game, so go with that one. Save the snowy one for another hack.

You really only need 1 Money Making Game - 2 at most. So turning those to Caves that provide more hints is a good idea. Or those can be caves that you hide your heart pieces in.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Vanya on April 04, 2020, 03:56:43 am
I agree, as well.
Plus you can just redraw the HUD text to use a different color anyway.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on April 06, 2020, 02:01:23 am
Finally, after all this time, I finished making what seems to be the perfect overworld for this hack!  ;D

To balance the overworld as much as I could I hid about the same amount of hidden rupees, shops, door repairs (way less than the original actually), and gambling games as there are in the original. Often when hacks stray from the original balance it can get/seem uninspired at times. For instance, in The Legend of Link ROM hack, since the overworld was just a mirrored Link's Awakening map, all shops and places from Link's awakening that were originally unique, were replaced with an excessive amount of duplicate shops. That made me just assume every new building I saw was a shop, and I was right. :laugh:

Back to the point though, I wrote down a huge docs file with rules I followed when making the world, and I think it turned out well :D!
All I'm trying to say is that you won't get bored in this overworld. :laugh:

ABOUT HEART PIECES, I hid exactly 20 in the overworld, 3 are hidden in each dungeon, with the 4th dungeon piece always being gotten after defeating the dungeon boss.
So you start with 3 heart containers, every dungeon has 4 pieces total (except Lv9) and the overworld has 20 pieces making 5 more heart containers in total. Exactly enough heart pieces to get 16 containers.

Don't worry... if you're vigilant you will spot the cracked walls and the slightly different trees. :thumbsup:
There are also many spots that utilize the bracelet and ladder for secrets, even the ocarina so you can walk on water..... I added a couple extra raft spots too, because let's face it the raft is underused.

There are enemies unique to certain areas, such as whirlwind enemies. They are only on the Ice mountain, if you get caught in one you'll be blown back to the bottom of the mountain. (Can come in handy though!)

In the Lava area, there are red bubbles, so if you touch one you'll be forced to visit a fairy. Adds more dodging to that area. That's the thing, you can explore any part of this world first. Any dungeon you find early you can beat if you wan't but it will be difficult if you explore a more dangerous area first, You can play any style, hard areas first for the challenge, or slowly build up strength to take on the more difficult dungeons.

Oh yeah in the underwater area there are armos that are already awakened that chase you at fast speeds, every other underwater enemy is a slow type because they are underwater.

I even am trying to change the music currently too, it's very tedious. :banghead: :-[

Let me know what you guys think, please give me more ideas! All I gotta do left is create the rest of quest 1 dungeons then I'll need some beta testers! It's happening soon guys, thank the Coronavirus for this opportunity of so much free time. Can't work or go to high school... (Hope Covid ends soon... :o)





Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: gzip on April 06, 2020, 03:21:17 am
Back to the point though, I wrote down a huge docs file with rules I followed when making the world, and I think it turned out well :D!

Care to share the doc, or more details on what it contains?

Quote
ABOUT HEART PIECES, I hid exactly 20 in the overworld, 3 are hidden in each dungeon, with the 4th dungeon piece always being gotten after defeating the dungeon boss.

Sounds cool. Don't think I've seen that in a hack yet.

Quote
Don't worry... if you're vigilant you will spot the cracked walls and the slightly different trees. :thumbsup:

I was never a fan of cracked walls since it takes the fun out of finding the secrets. I see hacks resorting to walk thru walls more when they have this feature. I did always like the trick in alttp where you could tap on hollow walls with your sword.

Quote
There are also many spots that utilize the bracelet and ladder for secrets, even the ocarina so you can walk on water..... I added a couple extra raft spots too, because let's face it the raft is underused.

 :thumbsup:

Quote
I even am trying to change the music currently too, it's very tedious. :banghead: :-[

What's your strategy here? We're sorely in need of tools in this area.

Quote
Let me know what you guys think, please give me more ideas

How about the different suits being required for different areas, ala botw? Blue for ice, red for lava. Hearts tick away if you don't have them but you can still get a few places by having just enough hearts and using potions.

I'd be happy to test when you're ready.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on April 06, 2020, 09:31:32 am
How about the different suits being required for different areas, ala botw? Blue for ice, red for lava. Hearts tick away if you don't have them but you can still get a few places by having just enough hearts and using potions.

I want every area explorable from start just like original Zelda 1, besides that would be way too difficult to code in :-[ :laugh: ::)      Anyways there are slightly harder enemies in more treacherous areas though, so that kinda is the same idea simplified

Care to share the doc, or more details on what it contains?

Sure! :D Here's an edited for viewers version.
https://docs.google.com/document/d/18Sze0w4C2FSBTgsc_01OF_R3QBaIwdu7lBG8oDfdySs/edit?usp=sharing



I was never a fan of cracked walls since it takes the fun out of finding the secrets. I see hacks resorting to walk thru walls more when they have this feature. I did always like the trick in alttp where you could tap on hollow walls with your sword.

Hmm... Didn't think of that, I feel like removing them now :laugh:, I could leave it as a custom add-on patch though?


About music, I'm looking at this to do it, https://www.romhacking.net/documents/781/ Been doing it all through HEX. Super tedious! :banghead:

About being a tester, Great! I'll PM you when it's the time. :thumbsup:
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: gzip on April 06, 2020, 12:54:52 pm
Sure! :D Here's an edited for viewers version.
https://docs.google.com/document/d/18Sze0w4C2FSBTgsc_01OF_R3QBaIwdu7lBG8oDfdySs/edit?usp=sharing

It's a nice doc. You should post it to the documents section.

Quote
Hmm... Didn't think of that, I feel like removing them now :laugh:, I could leave it as a custom add-on patch though?

Don't throw away your hard work. Optional makes everyone happy. It also allows others to easily use it in their hacks.

Quote
About music, I'm looking at this to do it, https://www.romhacking.net/documents/781/ Been doing it all through HEX. Super tedious! :banghead:

Yes, I've taken a stab at it a few times and have had some success. Nothing worth keeping. There gotta be a better way.

The Triforce Power hack changes dungeon music to alttp (music is credited to Matrixz), that's the best I've seen yet. Wonder if he used any tricks.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: mdtauk on April 06, 2020, 04:27:12 pm
(https://i.ibb.co/GTCbCCR/zeldaloomer-5.png) (https://i.ibb.co/Cm48xVY/zeldaloomer-0.png)

Some of the colour palettes seem a little too monotoned, I know the theme is darkness, but have you explored combining colour tones which give a dark oppressive feel, without entirely being blue?

(https://i.ibb.co/PzHm8zK/zeldadarkbluesssssssss-1.png)  (https://i.ibb.co/ZHt1Zgf/Legend-of-Zelda-The-U-PRG-0-9.png) 

These are a little better.  Of course the NES Palette is quite limiting.  If the HUD palette is getting in the way, you could go for black and white only for those elements.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Hiei- on April 06, 2020, 04:37:52 pm
Finally, after all this time, I finished making what seems to be the perfect overworld for this hack!  ;D

To balance the overworld as much as I could I hid about the same amount of hidden rupees, shops, door repairs (way less than the original actually), and gambling games as there are in the original. Often when hacks stray from the original balance it can get/seem uninspired at times. For instance, in The Legend of Link ROM hack, since the overworld was just a mirrored Link's Awakening map, all shops and places from Link's awakening that were originally unique, were replaced with an excessive amount of duplicate shops. That made me just assume every new building I saw was a shop, and I was right. :laugh:

Back to the point though, I wrote down a huge docs file with rules I followed when making the world, and I think it turned out well :D!
All I'm trying to say is that you won't get bored in this overworld. :laugh:

ABOUT HEART PIECES, I hid exactly 20 in the overworld, 3 are hidden in each dungeon, with the 4th dungeon piece always being gotten after defeating the dungeon boss.
So you start with 3 heart containers, every dungeon has 4 pieces total (except Lv9) and the overworld has 20 pieces making 5 more heart containers in total. Exactly enough heart pieces to get 16 containers.

Don't worry... if you're vigilant you will spot the cracked walls and the slightly different trees. :thumbsup:
There are also many spots that utilize the bracelet and ladder for secrets, even the ocarina so you can walk on water..... I added a couple extra raft spots too, because let's face it the raft is underused.

There are enemies unique to certain areas, such as whirlwind enemies. They are only on the Ice mountain, if you get caught in one you'll be blown back to the bottom of the mountain. (Can come in handy though!)

In the Lava area, there are red bubbles, so if you touch one you'll be forced to visit a fairy. Adds more dodging to that area. That's the thing, you can explore any part of this world first. Any dungeon you find early you can beat if you wan't but it will be difficult if you explore a more dangerous area first, You can play any style, hard areas first for the challenge, or slowly build up strength to take on the more difficult dungeons.

Oh yeah in the underwater area there are armos that are already awakened that chase you at fast speeds, every other underwater enemy is a slow type because they are underwater.

I even am trying to change the music currently too, it's very tedious. :banghead: :-[

Let me know what you guys think, please give me more ideas! All I gotta do left is create the rest of quest 1 dungeons then I'll need some beta testers! It's happening soon guys, thank the Coronavirus for this opportunity of so much free time. Can't work or go to high school... (Hope Covid ends soon... :o)

Seems like good ideas.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on April 06, 2020, 04:55:19 pm
(https://i.ibb.co/GTCbCCR/zeldaloomer-5.png) (https://i.ibb.co/Cm48xVY/zeldaloomer-0.png)

Some of the colour palettes seem a little too monotoned, I know the theme is darkness, but have you explored combining colour tones which give a dark oppressive feel, without entirely being blue?

(https://i.ibb.co/PzHm8zK/zeldadarkbluesssssssss-1.png)  (https://i.ibb.co/ZHt1Zgf/Legend-of-Zelda-The-U-PRG-0-9.png) 

These are a little better.  Of course the NES Palette is quite limiting.  If the HUD palette is getting in the way, you could go for black and white only for those elements.



These are the current palettes. Those blue area you showed me specifically is the ice area.
To clear up any confusion, these are the palettes.

LAND
(https://i.ibb.co/FWnb7FM/zeldaloomer-6.png)

LAVA
(https://i.ibb.co/D8wRCqb/zeldaloomer-7.png)

SNOW MNT
(https://i.ibb.co/6bBRhjS/zeldaloomer-8.png)

UNDERWATER
(https://i.ibb.co/NKxHYYf/zeldaloomer-9.png)
(https://i.ibb.co/93RCq0L/zeldaloomer-10.png)
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Googie on April 06, 2020, 06:42:57 pm
Loving the pics, bro. :D

Makes me wanna pick up my Zelda hack now, this is awesome progress. :thumbsup:
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: mdtauk on April 06, 2020, 07:40:20 pm
The NES Palettes don't make it easy.  If only as part of moving from screen to screen, it could switch palettes.  That way you could have more variation.

(https://i.imgur.com/IsyZgjB.png)

These are not brilliant, but I tried to mix up some of the colours and shades.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Trax on April 06, 2020, 08:35:44 pm
There are still a lot of LA visual elements...
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on April 06, 2020, 08:49:26 pm
The NES Palettes don't make it easy.  If only as part of moving from screen to screen, it could switch palettes.  That way you could have more variation.

(https://i.imgur.com/IsyZgjB.png)

These are not brilliant, but I tried to mix up some of the colours and shades.

I like the colors you used for the floor in the lava area, I might change that out of all of them. I'm trying to keep the snow areas floor a whiter color so it can look like snow is on the ground, so I won't use that blue.
I like the purple floor more for the land too, but the floor palette for undersea does look better.

I'll put pics up when I edit the colors again. (Which will br soon) :thumbsup:

There are still a lot of LA visual elements...

Really? :-\

The rocks, the trees, and the stairs are BS Zelda styled. The enemies are too. The only slightly LA graphics I have is Link's sprite. Even the items are styled after BS Zelda.

What looks LA to you? I am trying to avoid it.

Please let me know.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Trax on April 06, 2020, 09:24:42 pm
Hmmm, yeah, it does look like BS Zelda. Which is nice. All screenshots looks good to me. I suggest to be careful with the colors that are part of the normal ground. Make sure there's not too much constrast between the colors. A gritty pattern for the ground can be distracting to the eye.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on April 06, 2020, 11:32:09 pm
Colors 2.0


LAVA (updated floor colors) It will always be the brightest area because of the lava illuminating everything.

(https://i.ibb.co/Vthym2V/zeldaloomer-11.png)

SNOW (Can't believe I didn't think of this earlier, now it looks like snow is layered on all the rocks and trees!

(https://i.ibb.co/3CPHgtN/zeldaloomer-12.png)

LAND (Brighter Green)

(https://i.ibb.co/xjhJh03/zeldaloomer-13.png)

UNDERWATER (slightly modified version of mdtauk's image above)

(https://i.ibb.co/9g8kYrw/zeldaloomer-14.png)


Better now? :D ;D
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Vanya on April 07, 2020, 05:50:59 am
LAVA - I think it'll look better with more of a yellow-orange floor.

SNOW - Looks great!

LAND - Something seems off, though I like the green in it.
Maybe a bit too close to the underwater palette and doesn't feel dark enough for the theme of darkness.

UNDERWATER - I like the original better, but at the very least I think the floor color needs to be a lighter tint of cyan. The different blue tones in the original really sell the underwater feel for me.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on April 07, 2020, 01:16:54 pm
LAVA - I think it'll look better with more of a yellow-orange floor.

SNOW - Looks great!

LAND - Something seems off, though I like the green in it.
Maybe a bit too close to the underwater palette and doesn't feel dark enough for the theme of darkness.

UNDERWATER - I like the original better, but at the very least I think the floor color needs to be a lighter tint of cyan. The different blue tones in the original really sell the underwater feel for me.



Alright, for land instead I'm making it look like these. I'll call that area the corrupted area, because darkness is totally covering it already. Looks way better anyways.

(https://i.ibb.co/NZ1NGgL/zeldaloomer-20.png)

(https://i.ibb.co/yshd3jB/zeldaloomer-21.png)

Unless this is better for the LAND colors.

(https://i.ibb.co/KDDY8Tc/zeldaloomer-22.png)


For Lava here's this.

(https://i.ibb.co/6W4Z00m/zeldaloomer-24.png)

(https://i.ibb.co/NpKmVBN/zeldaloomer-25.png)


And for water, I reverted it back to the original, in my opinion it looks better too.

Lol, I'm never gonna forget coming up with the colors for this hack. :laugh:


EDIT: This for lava looks cool too, makes the rocks look charred from heat.
(https://i.ibb.co/v4jXLRD/zeldaloomer-26.png)

EDIT 2: This looks as orange as it can be.
(https://i.ibb.co/94kHdVp/zeldaloomer-27.png)

Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: ultimaweapon on April 07, 2020, 06:17:18 pm


Alright, for land instead I'm making it look like these. I'll call that area the corrupted area, because darkness is totally covering it already. Looks way better anyways.

(https://i.ibb.co/NZ1NGgL/zeldaloomer-20.png)

(https://i.ibb.co/yshd3jB/zeldaloomer-21.png)

Either one here is a great choice.

For Lava here's this.


This for lava looks cool too, makes the rocks look charred from heat.
(https://i.ibb.co/v4jXLRD/zeldaloomer-26.png)

EDIT 2: This looks as orange as it can be.
(https://i.ibb.co/94kHdVp/zeldaloomer-27.png)

The first one here is a great choice. Also going back to the original choice for water is best as well.


Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on April 12, 2020, 09:03:03 pm
I added a new feature to the dungeons ;D. Though it's a small one it will mix things up a bit more.
The lefmost block in the center row of dungeons isn't always the push-able one anymore. It could be all the way on the right, near the middle or maybe even the left still. :happy:


Dungeon colors showcase.

DARK
(https://i.ibb.co/QKLnnXf/zeldaloomermap-0.png)

DARK(Dark Rooms)
(https://i.ibb.co/TWt0JNF/zeldaloomermap-1.png)

LAVA
(https://i.ibb.co/cNhdCfF/zeldaloomermap-2.png)

Rooms with Lava (Floor is lit)
(https://i.ibb.co/zRzd324/zeldaloomermap-3.png)

UNDERWATER
(https://i.ibb.co/V2Hjk05/zeldaloomermap-4.png)

Underwater Pitfall Rooms (Can't actually fall in :laugh:)
(https://i.ibb.co/3YBw8ns/zeldaloomermap-5.png)

ICE
(https://i.ibb.co/L1XG32k/zeldaloomermap-6.png)
(https://i.ibb.co/N9w98zd/zeldaloomermap-7.png)


Also I will be removing the cracked walls for the overworld and dungeons, my reasons are here.

1st reason- Quote from Gzip, "I was never a fan of cracked walls since it takes the fun out of finding the secrets. I see hacks resorting to walk thru walls more when they have this feature. I did always like the trick in alttp where you could tap on hollow walls with your sword."

2nd reason- I just finished playing Charade's Legend of Banjo hack and Gzip's thoughts on it are very true. You already knew there was a pathway there before having enough bombs. Takes the “secretive-ness” out of it.

If you disagree, please let me know why I should keep it. "Getting rid of them can also frees up more space for graphics :happy:"


Also, I will need beta testers after making the 4th dungeon, I'm not waiting before I finish all the dungeons before testing so if you'd like to be a tester please comment. I only need 4 testers, have 1 already so that leaves 3. First 3 to post will be picked most likely.

Things are coming along well. :) :D
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Googie on April 12, 2020, 10:37:47 pm
Those pics are bad ass, I really like 'em. :D

I liked the idea of cracked walls, it gives your hack some extra flavor. :thumbsup:
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: NiO on April 13, 2020, 07:11:17 am
I do think cracked walls are a good option, if this was my hack I would make it like this.

1- Keep the cracked walls but make them barely noticiable, something similar to what you did with the trees, something that sometimes can be unseen if you are not paying attention.

2- Have fake cracked walls, with this I mean, you can add the sprite of a cracked wall and the player could use the bomb there but nothing will happen, because its not destructible.

3- Maybe like someone already mentioned, use the sword sound to know if they are desctructible.

4- If adding all of those ideas you think is still too easy, then make only a few cracked walls sound, and others that dont, so the player will have to take a risk to waste a bomb to see if it opens something or not.

Just some ideas, I remember reading somewhere that people hacking Zelda tends to do it even harder than it was.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: ultimaweapon on April 13, 2020, 10:04:44 am
I added a new feature to the dungeons ;D. Though it's a small one it will mix things up a bit more.
The lefmost block in the center row of dungeons isn't always the push-able one anymore. It could be all the way on the right, near the middle or maybe even the left still. :happy:


Dungeon colors showcase.

DARK
(https://i.ibb.co/QKLnnXf/zeldaloomermap-0.png)

DARK(Dark Rooms)
(https://i.ibb.co/TWt0JNF/zeldaloomermap-1.png)

LAVA
(https://i.ibb.co/cNhdCfF/zeldaloomermap-2.png)

Rooms with Lava (Floor is lit)
(https://i.ibb.co/zRzd324/zeldaloomermap-3.png)

UNDERWATER
(https://i.ibb.co/V2Hjk05/zeldaloomermap-4.png)

Underwater Pitfall Rooms (Can't actually fall in :laugh:)
(https://i.ibb.co/3YBw8ns/zeldaloomermap-5.png)

ICE
(https://i.ibb.co/L1XG32k/zeldaloomermap-6.png)
(https://i.ibb.co/N9w98zd/zeldaloomermap-7.png)


Also I will be removing the cracked walls for the overworld and dungeons, my reasons are here.

1st reason- Quote from Gzip, "I was never a fan of cracked walls since it takes the fun out of finding the secrets. I see hacks resorting to walk thru walls more when they have this feature. I did always like the trick in alttp where you could tap on hollow walls with your sword."

2nd reason- I just finished playing Charade's Legend of Banjo hack and Gzip's thoughts on it are very true. You already knew there was a pathway there before having enough bombs. Takes the “secretive-ness” out of it.

If you disagree, please let me know why I should keep it. "Getting rid of them can also frees up more space for graphics :happy:"


Also, I will need beta testers after making the 4th dungeon, I'm not waiting before I finish all the dungeons before testing so if you'd like to be a tester please comment. I only need 4 testers, have 1 already so that leaves 3. First 3 to post will be picked most likely.

Things are coming along well. :) :D

I am fine without the cracked walls Just give me the option to have plenty of bombs!  ;D

Those dungeons look awesome. You know I'm always willing to help you out.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on April 13, 2020, 11:54:36 am
Those pics are bad ass, I really like 'em. :D

I liked the idea of cracked walls, it gives your hack some extra flavor. :thumbsup:

Alright, I guess I'll just keep them in, I'll just have an addon patch that hides all the cracked walls. :laugh:

I do think cracked walls are a good option, if this was my hack I would make it like this.

1- Keep the cracked walls but make them barely noticiable, something similar to what you did with the trees, something that sometimes can be unseen if you are not paying attention.

2- Have fake cracked walls, with this I mean, you can add the sprite of a cracked wall and the player could use the bomb there but nothing will happen, because its not destructible.

3- Maybe like someone already mentioned, use the sword sound to know if they are destructible.

4- If adding all of those ideas you think is still too easy, then make only a few cracked walls sound, and others that don't, so the player will have to take a risk to waste a bomb to see if it opens something or not.

Just some ideas, I remember reading somewhere that people hacking Zelda tends to do it even harder than it was.

On your last sentence, do you mean you want it hard? ;D :huh:
What I could do is make the dungeon ones less noticeable, because they are very easy to spot. The cracked walls in the overworld and bushes in the overworld are harder to see because all the colors... so those are good. My main problem is the dungeon ones.


I am fine without the cracked walls Just give me the option to have plenty of bombs!  ;D

Those dungeons look awesome. You know I'm always willing to help you out.

 :laugh:. Don't worry max Bomb count in this hack is 20. When I said I have 1 tester already, I meant you because  you're the first one I'm sending the beta to. Watch your email, it should be sent today! :woot!:
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: ifightdragons on April 13, 2020, 11:57:00 am
I'd recommend against removing cracked walls. It's one of the biggest annoyances of the original game. Going around blind looking for what might be cracked walls pretty much anywhere and everywhere is not the least bit fun. It's bad game design. It's just not reasonable to expect players to clank their sword on every inch of the game. So adding the sound, while a nice touch, doesn't really mitigate much of the annoyance. Add it for sure, as it's a nice bonus, but don't remove cracked walls because the sword clanking is added.

Like others have suggested, making cracked walls less obvious and noticeable is a good way to do. Some could be fake as well, but this is a precarious balance. Adding just a little too many fake cracked walls is sure going to more annoying than fun.

By the way, the designs and palettes so far are really, really inspired! You're doing great.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Trax on April 13, 2020, 05:35:56 pm
I always thought that the concept of cracked walls was an unsolvable problem. If you have no cracks, everything is a goddamn hit-and-miss, not to mention a loss of time more than anything. Assuming you don't use save states, the number of bombs required becomes ridiculous. On the other hand, if you have cracks, then they are not "secret" anymore. You see a crack, you bomb, you know it's a passage. The only difference with a regular door is that you need a bomb to pass. And that's it. It's like the bomb is the key.

Neither option seems to add any reasonable amount of fun to the game.

The only "in-between" I can imagine is that the cracks are not easy to spot. If you have textured walls that already have cracks in it, but a cracked wall is just a little bit more cracked, then it means you can miss it if you are not paying attention, and it's not a total guessing game on every wall of every room. So, I'd go with that. That would be my suggestion. Make cracks hard to see. And that would be applicable to trees as well.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: bogaabogaa on April 13, 2020, 06:16:33 pm
It depends on the game designee if cracked walls are a good idea or not. If you have hints in the game and unique location that makes it distinguishable it might be satisfying to find a hidden door. It also depends what you hide behind it. A player should not get stuck if he misses a cue. In dungeons you have tools like map and compass so a good designed dungeon should not be a issue with plane walls. It also depends on a player if he likes to think about such things so a optional patch could also be a solution.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Queue on April 13, 2020, 07:50:20 pm
Over 30 years ago I bombed every overworld wall and burned every overworld bush (obviously plenty of spots were out of reach, but you get the idea). I systematically went row-by-row on each screen. It was terrible then and it's terrible now. There were many times more "bad" bomb / burn spots (arbitrary spot in a stretch of flat wall / bush-line) than good ones (only 2 or 3 flat wall edges, a bush pattern that implied a cave, etc.).

In dungeons, bomb-able spots are only centered on walls, and with the map and / or some process of elimination, the player can puzzle out which walls are worth bombing.

Binding of Isaac's somewhat-subtle X-rocks are an example of bomb-able (scarce resource consumption, essentially) rewards done well.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: Vanya on April 15, 2020, 01:20:43 am
For my part, I will say that I'm firmly in the camp that wall cracks should stay and be difficult to distinguish.

There is a dungeon in ALttP that has a multitude of fake cracks. That was almost as annoying as having none at all but definitely worked better as a concept. (I'm pretty sure there was a minor graphical tell to the real walls, but I don't remember 100% clearly.)

One more thing I would like to mention is that even while playing BotW I sometimes get a fake bombable wall effect going on when certain rock formations look similar to the obvious bombable walls.
There are plenty of cracked rocks that definitely look like they should be bombable.
So it's sort of the opposite effect.

So one other possibility is to maybe even create 2 different cracked wall graphics for the overworld and 2 fake cracked wall graphics. That way it isn't super obvious which ones can be bombed, but you can easily mistake them if you become lax about it.

But at the very least, yes, have real and fake ones that are subtly different.

And a good rule of thumb for this sort of thing is to make the graphics reasonably indistinguishable when placed on the screen but still be obviously different if viewed side by side on a blank screen.
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: pleasejust on April 15, 2020, 01:10:51 pm
agree with Vanya 100%
Title: Re: Zelda: Looming Darkness PROJECT (Will Take Suggestions)
Post by: The3Dude on April 15, 2020, 04:57:57 pm
Thank you everyone for your feedback! :D
I haven't replied until now, but I've been watching your feedback, I changed the graphics for cracked walls in overworld and dungeons, they are harder to spot, the dungeon ones used to be totally obvious, but not anymore :happy:, you might miss a few walls if you aren't vigilant.

Thank you for all your kind words, I am trying to make this hack so everyone can enjoy it, not just hardcore players.

Also, big update. Testing is now happening :woot!:. The whole overworld and the 1st 4 dungeons are explorable/playable. I'd really appreciate volunteers for testing. I would like to know feedback on the overworld and dungeon designs most of all. Anything that sticks out to you that you like or dislike please post here... That is if you're a tester.

P.M me for details. I only need 3 more testers I already have ultimaweapon as a tester.
Title: Re: Zelda: Looming Darkness BETA TESTING (Post Feedback Here!)
Post by: greenghost420 on April 15, 2020, 08:10:38 pm
how can i be a tester? this looks good nice work
Title: Re: Zelda: Looming Darkness BETA TESTING (Post Feedback Here!)
Post by: nosynose on April 16, 2020, 02:49:06 am
Sorry for the late input, but to be frank, personally I don't like the title "Looming Darkness". It just doesn't sound very cool to me. You might not want to change your mind about this, and that's totally okay, but let me suggest some alternatives anyway:

Towering Darkness
Creeping Darkness
Haunting Darkness
Shrouding Darkness
Lurking Darkness
Darkness Menace
Twilight Perils
Darkening

And congrats for reaching beta!
Title: Re: Zelda: Looming Darkness BETA TESTING (Post Feedback Here!)
Post by: The3Dude on April 16, 2020, 10:48:02 am
Sorry for the late input, but to be frank, personally I don't like the title "Looming Darkness". It just doesn't sound very cool to me. You might not want to change your mind about this, and that's totally okay, but let me suggest some alternatives anyway:

Towering Darkness
Creeping Darkness
Haunting Darkness
Shrouding Darkness
Lurking Darkness
Darkness Menace
Twilight Perils
Darkening

And congrats for reaching beta!

Thank you for your feedback! I actually like shrouding darkness for a title, but sadly because I made the dungeons prettier 8) :laugh:... All the graphics space is taken. I can't have a name longer than Looming Darkness...

Does "The Legend of Zelda: Darkside" sound better? Or maybe even The Darkside of Zelda, instead of Legend?
Title: Re: Zelda: Looming Darkness BETA TESTING (Post Feedback Here!)
Post by: nosynose on April 16, 2020, 12:57:04 pm
Thank you for your feedback! I actually like shrouding darkness for a title, but sadly because I made the dungeons prettier 8) :laugh:... All the graphics space is taken. I can't have a name longer than Looming Darkness...

Does "The Legend of Zelda: Darkside" sound better? Or maybe even The Darkside of Zelda, instead of Legend?

Oh no, the dreaded space issues!
I'm not so sure about "Darkside" myself, but how about:

Zelda: Brave the Dark
Zelda: Roaming Darkness
Zelda: Grim Darkness
Zelda: Darkness                   ?
Title: Re: Zelda: Looming Darkness BETA TESTING (Post Feedback Here!)
Post by: The3Dude on April 16, 2020, 01:57:47 pm
Hmm...

Oath of Darkness?

Prophecy of Darkness?

Veil of Darkness?

Shadowing Darkness/ or Shadow of Darkness?

I might have to thin the letters to fit some of these names. :laugh: :o
Title: Re: Zelda: Looming Darkness BETA TESTING (Post Feedback Here!)
Post by: gzip on April 16, 2020, 02:53:10 pm
I like Looming Darkness. Next pick would be Veil of Darkness. Shroud of Darkness?
Title: Re: Zelda: Looming Darkness BETA TESTING (Post Feedback Here!)
Post by: The3Dude on April 16, 2020, 03:06:45 pm
I like Looming Darkness. Next pick would be Veil of Darkness. Shroud of Darkness?

I like Looming Darkness too, it sums up the story. :laugh:

I'll just leave it. It also is a callback to one of my other favorite franchises. Kingdom Hearts. There's a card that's called Looming Darkness, when you use it, the next room is full of enemies.

(https://vignette.wikia.nocookie.net/kingdomhearts/images/0/0b/Looming_Darkness_%28card%29.png/revision/latest?cb=20100317151721)

Looming Definition: v appear as a shadowy form, especially one that is large or threatening.

(of an event regarded as ominous or threatening) seem about to happen.
"there is a crisis looming"

Maybe he didn't like the name because it reminds him of "Fruit of the Loom" :D :laugh: :laugh: :huh:
Title: Re: Zelda: Looming Darkness BETA TESTING (Post Feedback Here!)
Post by: nosynose on April 16, 2020, 09:47:09 pm
I like Looming Darkness too, it sums up the story. :laugh:

I'll just leave it. It also is a callback to one of my other favorite franchises. Kingdom Hearts. There's a card that's called Looming Darkness, when you use it, the next room is full of enemies.

(https://vignette.wikia.nocookie.net/kingdomhearts/images/0/0b/Looming_Darkness_%28card%29.png/revision/latest?cb=20100317151721)

Looming Definition: v appear as a shadowy form, especially one that is large or threatening.

(of an event regarded as ominous or threatening) seem about to happen.
"there is a crisis looming"

Maybe you don't like the name because it reminds you of "Fruit of the Loom" :D :laugh: :laugh: :huh:

Umm... it was gzip who like "Looming Darkness", not me :)
I second "Shroud of Darkness", which at least seems acceptable to you, me, and gzip, and have other alternatives as well:

Zelda: Dark Land
Zelda: Darkness Hour, or Hour of Darkness

But of course that's up to you. 8)

Yeah, I just couldn't bring myself to like "Looming Darkness". At a glance, it read like "Loony Darkness"  ;D
Title: Re: Zelda: Looming Darkness BETA TESTING (Post Feedback Here!)
Post by: The3Dude on April 18, 2020, 10:28:55 am
I knew Gzip wasn't you, I meant to quote you lol. What about Shadow of Darkness?
Title: Re: Zelda: Looming Darkness BETA TESTING (Post Feedback Here!)
Post by: nosynose on April 18, 2020, 01:24:02 pm
I knew Gzip wasn't you, I meant to quote you lol. What about Shadow of Darkness?

Ugh, I don't know. Maybe... Shards of Darkness? Perils of Darkness?
I imagine that the darkness has arrived to Hyrule and caused all kind of hazardous terrain changes like icy/volcanic/sinking/gloomy areas you had designed, so Perils of Darkness seems to be quite relevant here.
But that's just me :)

And I hope me keep arguing here don't distract you too much from finishing the hack ::)
Title: Re: Zelda: Looming Darkness BETA TESTING (Post Feedback Here!)
Post by: The3Dude on April 18, 2020, 02:23:33 pm
Don't worry  :laugh:, I didn't take it as an argument, just suggestions. I appreciate all feedback. This hack is meant for the people. :beer:

Perils of Darkness sounds good.

I might just use Times of Darkness, or Night of Darkness.

Fits perfectly, especially because of what's been going on with Coronavirus in the real world. :-\

I've been mostly waiting on my testers feedback before I move on though. I needed a break :o. :-X ;D



EDIT: you collect pendants so maybe Pendants of Darkness would be good?

Perils sounds too similar to Trials and I used Trials for my Trial of Courage hack...
Title: Re: Zelda: Looming Darkness BETA TESTING (Post Feedback Here!)
Post by: nosynose on April 19, 2020, 01:18:18 am
Don't worry  :laugh:, I didn't take it as an argument, just suggestions. I appreciate all feedback. This hack is meant for the people. :beer:

Perils of Darkness sounds good.

I might just use Times of Darkness, or Night of Darkness.

Fits perfectly, especially because of what's been going on with Coronavirus in the real world. :-\

I've been mostly waiting on my testers feedback before I move on though. I needed a break :o. :-X ;D



EDIT: you collect pendants so maybe Pendants of Darkness would be good?

Perils sounds too similar to Trials and I used Trials for my Trial of Courage hack...

Peril: a source of danger
Trial: the act of testing something
So they're quite different, I think.

Pendants of Darkness? Are those originate from the darkness entity, story-wise?

Didn't "Shadow" and "Night" refer to the same lack of light as "Darkness"? Thus "Shadow of Darkness" and "Night of Darkness" doesn't make any sense, IMHO. Better to put them like "Shadow of Evil" or "Night of Terror"

More suggestions: "Reign of Darkness" and "Darkest Hour"
Title: Re: Zelda: Looming Darkness BETA TESTING (Post Feedback Here!)
Post by: Sam Atoms on April 19, 2020, 06:19:24 am
Forces of Darkness
Demons of Darkness
Crown of Darkness
Fields of Darkness
Title: Re: Zelda: Looming Darkness BETA TESTING (Post Feedback Here!)
Post by: Vanya on April 19, 2020, 02:09:10 pm
I have to say that Perils of Darkness is clicking in my head right now.
It just sounds and feels right.
Title: Re: Zelda: Perils of Darkness BETA TESTING (Post Feedback Here!)
Post by: The3Dude on April 19, 2020, 05:13:18 pm
I'm going with nosynose's Perils of Darkness suggestion. I really just didnt want to finalize the name until I finished the story. ::) It's finished and the name makes perfect sense :thumbsup:

Thank you everyone for your suggestions.  Especially nosynose :beer:
Title: Re: Zelda: Perils of Darkness BETA TESTING (Post Feedback Here!)
Post by: nosynose on April 22, 2020, 12:40:49 am
My pleasure :)
Title: Re: Zelda: Perils of Darkness BETA TESTING (Post Feedback Here!)
Post by: ultimaweapon on April 22, 2020, 11:35:54 pm
It's pretty good so far. I've already emailed you some things that need fixing. I'm looking forward to the next beta.
Title: Re: Zelda: Perils of Darkness BETA TESTING (Post Feedback Here!)
Post by: The3Dude on May 21, 2020, 06:55:37 pm
Yes I know it's been a long time, but it was for good reasons. :happy:

So I've done many things without even updating my testers. I've been cramming my high school physics class along with this so that also slows me down.

But here's what I've done.

1. ALL the graphics work is complete, I finished all the Boss sprites (Based on BS Zelda) and added "Vaati" as the final boss. I also fixed the edges of water touching the land sprites, they didn't look so good :-[ :laugh:.

2. I've made every 1st quest dungeon except Lv9

3. The overworld is slightly more comfortable to move around in, it already was though so this improvement is minor.

4. I also fixed some texts and edited a few hints.

All I did was list these fixes and not show anything, so I'll at least post these new Boss Sprites. ;D

(https://i.ibb.co/S3RkQbY/imageedit-2-2349144380.png)

Here's what Vaati would look like with his correct colors

(https://i.ibb.co/YDHvV13/Vaati.png)
Title: Re: Zelda: Perils of Darkness BETA TESTING (Post Feedback Here!)
Post by: Vanya on May 22, 2020, 09:56:43 am
Cool! Looking forward to giving this a spin.
Making Vaati the final boos was a great idea.
Title: Re: Zelda: Perils of Darkness BETA TESTING (Post Feedback Here!)
Post by: ActionGamer on May 22, 2020, 02:11:39 pm
Can I try out this hack? It looks amazing
Title: Re: Zelda: Perils of Darkness BETA TESTING (Post Feedback Here!)
Post by: The3Dude on May 22, 2020, 03:40:10 pm
Cool! Looking forward to giving this a spin.
Making Vaati the final boos was a great idea.

Haha! Thanks Vanya. :laugh:

Can I try out this hack? It looks amazing

Yes I'll PM you a link. The dungeons can be done in any order pretty much, 4 are able to be explored in any order right off the bat, and the other 4 have riddles to enter them. Just be smart and don't explore wizzrobe dungeons first! Unless you really want good items first. :thumbsup: 
Title: Re: Zelda: Perils of Darkness BETA TESTING (Post Feedback Here!)
Post by: ultimaweapon on June 03, 2020, 03:12:16 pm
Sorry I'm late to the party, but I just got out the hospital after being there for a week. Perils Of Darkness is a good name for this game. I'm abut to check out the updates now.
Title: Re: Zelda: Perils of Darkness BETA TESTING (Post Feedback Here!)
Post by: The3Dude on June 04, 2020, 05:59:44 pm
Sorry I'm late to the party, but I just got out the hospital after being there for a week. Perils Of Darkness is a good name for this game. I'm abut to check out the updates now.

It's totally fine man, I am sorry to hear that. Hope you're doing good. Sorry for seeing this so late.
Title: Re: Zelda: Perils of Darkness BETA TESTING (Post Feedback Here!)
Post by: ultimaweapon on June 05, 2020, 12:21:30 am
I'm still in the process of healing, but I'm a lot better than I was.

The 2nd lava dungeon that leads to the Stepladder is one of the most creative level designs I've seen in a Zelda 1 game. I also enjoyed the Sunken Palace dungeon too.

The location you have for Dungeon 9 is great.
Title: Re: Zelda: Perils of Darkness BETA TESTING (Post Feedback Here!)
Post by: The3Dude on June 05, 2020, 01:39:21 am
I'm still in the process of healing, but I'm a lot better than I was.

The 2nd lava dungeon that leads to the Stepladder is one of the most creative level designs I've seen in a Zelda 1 game. I also enjoyed the Sunken Palace dungeon too.

The location you have for Dungeon 9 is great.

Thanks Ultima haha! I tried to make every non-starter dungeon (A.K.A the dungeons that have secrets to enter them) be based off of the in-game mechanics. One dungeon is based on pushable blocks, one is based on walk-through walls, one is based on bombable walls, one is based on passageways, Level-9  will be based on Sound effects, while combining every mechanic into one.
Title: Re: Zelda: Perils of Darkness BETA TESTING (Post Feedback Here!)
Post by: the_E_y_Es on June 09, 2020, 10:29:41 am
In case you're still considering names.

Shadowland

Nightscape

Dark Dream

The Gloaming

Curse of the Sun

Dark Star
Title: Re: Zelda: Perils of Darkness BETA TESTING (Post Feedback Here!)
Post by: greenghost420 on August 03, 2020, 10:29:00 pm
id love to try this hack as well lol send it over...