Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Ideas and Projects
#1

The Little Big Legend of Zelda Majora's Mask

Archive: 15 posts


So I am currently working on a new Zelda level series (based off of Majora's Mask) and I am in need of some feedback
so read through what I have to say and provide said feedback/opinions

ITEM MENU NOW IN BETA STAGE, CAN BE FOUND BY SEARCHING FOR:
Majora's Mask Engine (Tech Demo 1: ITEM MENU)

Feedback appreciated


Currently done:
sackbot with direct control
hud-view life (5 hearts broken up into 10 halves with the ability to recover hearts with pickups/potions)
hud-view magic bar (full length magic bar capable of 10 magical attacks before needing recharge (also able to be replenished at any increment with pickups/potions)
item selection screen logic (highlighting object and showing name) (6x3 grid)
mapping any typical item (bow hookshot mask etc.) to d pad left/down/right by player control from "start" menu (just as in the game) >>> this proved to require a fairly huge piece of logic (over 90 AND gates alone o.O)
creating item icons for menu and well as d pad pictures
adding name info box for each item at bottom of menu (physical, not chat bubble,displays curently highlighted item) >>> this looks quite cool now that its done (and somehow took me about 10 hours... >.>)
adding examine/instructions for each item via chat bubble (by pressing x while in menu and highlighting said item)
creating d pad button icon logic
visual confirmation of item mapping >>>(requires 6 copies of each object in 108 emitters, so it took up about 15% of the thermo )
Currently in progress:
creating mask icons
ironing bugs out of my tranformation masks logic
creating 3 day limit clock (with forced level fail upon time running out, possibly with moon crashing cutscene)

Currently not started:
creating zelda esque jump(automatic climb and jump)/grab button logic
making hud-display follow player
creating fairy (with same effect as those in game)
making dungeon map in "start" menu logic
making "start" menu pause gameplay (I have a hunch on how I can achieve this)
spin attack mechanic
tatl logic for providing hints when needed
any of the actual levels


Currently attemping to include:
lock on mechanic
jump attack mechanic (if I can manage a workable lock on mechanic)
rupee system with actual uses such as restocking item stocks
gameplay view minimap
bottles
deku flying actions
all ocarina songs (with different instuments (zora/deku/goron/link)
music sequencer versions of Majora's Mask songs
ability for certain parts of my logic to be user friendly (so I could possibly offer logic as prizes)

Currently not including:
first person view for actions (bow, hookshot, deku bubble etc.)
goron rolling actions
zora boomerangs
all masks other than transformation masks

so thats the info for now feedback/opions appreciated
I will update this post as more of this 'logical' beast is finished
should have a working demo of my zelda engine by the end of the week

>>>Current thermo usage: about 35%<<<
(hoping to keep thermo usage under 50%)
>>>(O.o)currently: ~25 hours into creating Zelda Engine(o.O)<<<
2011-02-21 05:26:00

Author:
travis54449
Posts: 52


Sounds like a great project. I'm excited to see it when it's released.2011-02-21 13:44:00

Author:
bloomchild
Posts: 74


I should be able to have a full fledged tech demo with nearly everything working(item menu,the items them selves, and the transformation mechanic) by Monday if no unforeseen issues arise 2011-02-22 20:38:00

Author:
travis54449
Posts: 52


Sounds promising, look foward to this .2011-02-24 00:02:00

Author:
Bloo_boy
Posts: 1019


Sounds amazing. I'd love to be part of that But you sound like you have things down packed. Well anyway if your not including the Goron and Zora forms signature moves, whats the point of having them? They both would be pretty simple to make.2011-02-24 01:22:00

Author:
kirbycool
Posts: 30


I have other things planned for the goron/zora forms mostly utilizing their other special abillities (such as the goron being able to walk on lava) and making an object from scratch perform the actions would infact be easy.. but im direct controlling sackbots and as far as i know making a sackbot roll (and look good while doing so from a top down view) is fairly difficult 2011-02-24 01:47:00

Author:
travis54449
Posts: 52


Sounds really good, I was in mind to edit my Legend of Zelda Water temple for LBP2 but it doesn't seem worth it with the few plays and hearts it has but even if I edited it out, there's no way I can handle all that tech, that's simply amazing2011-02-24 01:56:00

Author:
Elsa
Posts: 164


LBP2 definately made making the logic for my levels way easier (I tried this in lbp1 and ended up with a totally full thermo by the time I had about half of the items done)
and on an off topic note, I plan on creating tutorials for most of the logic I create for my levels, as all of those who have had a 'backstage' tour of my Zelda Engine have been asking how I made most of it
2011-02-24 02:02:00

Author:
travis54449
Posts: 52


Ah true, I just imagined you covering the bot with animated hologram made to look like a goron ball, so I guess that might look out of place. But Zora Link could only throw boomerangs, play guitar, and swim. So if theres no boomerangs and you cant swim in top down mode (sackbots cant swim anyway). Then you have me stumped on what the Zora would do.
As long as it looks like Zelda, has music like zelda, and the sword works well, ill be happy.
2011-02-24 02:06:00

Author:
kirbycool
Posts: 30


as for the swimming part I plan to utilize glass and holo material to simulate water and its not going to be entirely top down, some parts may be standard lbp view so I could better create some aspects of the game (particularly for the great bay temple)
I also plan to make logic that will effectively make standard link float on the 'water' which will make zora link required when ever you need to be on the bottom of a body of 'water'
2011-02-24 02:36:00

Author:
travis54449
Posts: 52


and on an off topic note, I plan on creating tutorials for most of the logic I create for my levels, as all of those who have had a 'backstage' tour of my Zelda Engine have been asking how I made most of it

That would be really awesome if you made a tutorial on the logic, it might come in handy for some of my levels I'd really like to know how to do health logic but it all seems so complicated perhaps in a better tutorial I might understand it more
2011-02-24 02:45:00

Author:
Elsa
Posts: 164


ill keep that in mind when i get around to making tutorials (the way i made my health logic wasnt too complicated, it just requires alot of counters for dislaying the current level of health )2011-02-24 02:49:00

Author:
travis54449
Posts: 52


The item selection menu is now completely done 2011-02-24 22:50:00

Author:
travis54449
Posts: 52


I have decided to delay my Zelda engine slightly so that I can create an introduction movie for my Majora's Mask levels. Regardless of being delayed I will still be working on this project, just not as much until I am finished with the introduction movie 2011-02-26 06:25:00

Author:
travis54449
Posts: 52


I have other things planned for the goron/zora forms mostly utilizing their other special abillities (such as the goron being able to walk on lava) and making an object from scratch perform the actions would infact be easy.. but im direct controlling sackbots and as far as i know making a sackbot roll (and look good while doing so from a top down view) is fairly difficult

You could create a goron ball and have goron link jump into goron controllinator. That's what I've done with my morphball and samus. Good luck in any case. Sounds wonderful
2011-02-26 17:54:00

Author:
Shadow_Wolf_1987
Posts: 108


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.