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Omnimaga
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Door,Chest,One time items,etc...
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Topic: Door,Chest,One time items,etc... (Read 4636 times)
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necro
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Door,Chest,One time items,etc...
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on:
January 13, 2006, 06:41:00 pm »
Fistly: I suggest limitting saving to designated save points: ie, a inn or saria's house or a triforce floor panel in a dungeon. This would make things easier.
Secondly, a problem: big game will probably need lots of events and such...ram is limmited
*Solutions
1. Dungeon Chuncking: Make dungeons have sets of rooms that you have to beat in chunks (so that you have to open/unlock everything in order to get to the next area, and as such...the whole progression through the area is stored as a single factor [if you got through it, all doors are marked unlocked as a group, and vice versa]
2. Limit locked doors, key locations, chests, events, and whatnots
I think that dungeon chunking is the way to go as if saving is limmited, right after a chunk you could put a save place and alow a new chunking area...and things like over world chests and heart containers should be rare
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dragon__lance
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Door,Chest,One time items,etc...
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Reply #1 on:
January 14, 2006, 07:37:00 am »
i understand wat u mean, and i guess we should do that. For treasure chest and item storing in maps, my plan is in the data of the matrix, just have L1(X), where x can be toggled between if the item is used or not. as for saving, i think should be able to save anywhere on overworld map, but in dungeons, there are designated save points. hows the plot summary coming?
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necro
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Door,Chest,One time items,etc...
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Reply #2 on:
January 14, 2006, 05:06:00 pm »
comming, but problem is that every door, chest, one of a kind item, ect must be acounted for...for EVERY dungeon and all...and I want to have a single list to save all major things to prevent cheating and all (can't cheat if you can't read it and it has sum checks)...each door takes 1-2 bytes if you didn't chunk them and it would quickly become quite...difficult to store everything.
A final idea is that again use very few locked doors, like one for a door to enter and exit a hub area of each dungeon "chunck" (a area you have to beat before another area, such as the last chunk would be the master room and the first would be where you get your first key...IOW, they force you to go linearly as is the case with zelda games)
I am also thinking of trying to change the battle engine to something like this
with zelda enemies and link...as it'd require fewer stats total and might be cooler overal (mmbnet style battles)
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dragon__lance
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Door,Chest,One time items,etc...
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Reply #3 on:
January 14, 2006, 06:02:00 pm »
that would be quite sweet!
but i'm still really worried about speed. I really want this game to be fast enough for just regular 83+. as for the dungeon solution: my thought was to split dugeons into chapters. Each dungeon is a chapter to the game, that way they can all be huge and we can fit more stuff in. the only downfall is you can't go back to a dungeon you beat, but whod want to?
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necro
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Door,Chest,One time items,etc...
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Reply #4 on:
January 15, 2006, 04:46:00 pm »
Well, xlib has FG capacities and all so all the game can be in the archive and moved into ram for map loading at a by need bassis. And if dungeons had things like skullantualas or side quests in them, going back would be worth while
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dragon__lance
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Door,Chest,One time items,etc...
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Reply #5 on:
January 17, 2006, 02:45:00 pm »
true, i'm just a little concerned about mem issues, wheter we'll have enough
. Today, i built a little simulation of MegaManBN's battle engine on the homescreen. Suprisinly, it doesn't run THAT slow, but after testing, i don't think it'll be suitable for Zelda. After all, in Zelda, Link can face all 4 directions and so can enemies which will complicate things. Instead, i think we should use that battle engine for the OPS group progect
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Door,Chest,One time items,etc...