Thanks for the signal boosts and such guys! I’ve decided my course of action: I’m going to take some volunteers. I have some holes I need to patch up and some base enemies to program before I’m ready to take volunteers, but I’ll make another post when I’m ready to take them, maybe look for some on ZFGC if tumblr doesn’t yield enough volunteers.
I’ll give a detailed guide on the work that needs to be done when I take volunteers, but it’s all pretty simple stuff: cut and pasting premade events, changing a couple variables. Nothing hard, or even programming heavy. Just kind of time consuming and not a whole lot of fun for me because I’ve already done a lot of cut and pasting and changing variables. :|
And again, thanks guys. The bits of interest people have shown in volunteering/supporting just makes this project feel so much more feasible for me already. If I can get some volunteers, I might be able to have this project done or at least in “almost finished, give to testers to catch all the bugs” phase before another year of working on it passes!
Progress on this has been kind of turbulent. The fact that this is a one man project (so I’m the only person working on it) is totally wearing on me.
I’m kind of caught between a rock and a hard place because the obvious answer would be to take a break from it, but I don’t want it to be one of those situations where I put the project down and then it never sees the light of day. Especially since I’ve poured so much time into it already! The idea of that happening just makes me oooOOOOooohhhHHHhhhggg feel sick because I don’t want to be one of “those” creators, ya dig. 8(
My other option would be to get some people to help me with the massive amount of cut and pasting and variable changings, but the problem with that is that I don’t have money to hire people to do this it’d have to be volunteers. I don’t know if I can find volunteers who know their way around rpg maker 2k3 well enough to be able to decipher the mess that is my coding/eventing and doesn’t mind doing mind numbingly menial work.
GFFFHHHHHHHGHHHHH on the bright side the entire world IS FULL OF POTS :|
I can't believe its been over a year and you're still moving forward with this project. You're an inspiration to all us losers who get super excited about big projects and then give up after two weeks.
I’m pretty surprised myself! I’m a proud doofus that I’ve stuck with this project this long and that I’m this close to finishing. Like, you guys still probably won’t see it released or beta’d for a while because there’s a lot of little things that need fixing here and there, but from my perspective as the game’s designer/programmer/everythinger the bulk of the work is done and that’s pretty dang cool to me.
It’s not everything I wanted it to be, but at the same time it’s more than I thought I could actually do. I’m really looking forward to finishing it and releasing it!
FINALLY actually placed all the bushes down, jeez did that take forever.
Next I have to lay all the pots down… I think that’s going to be even worse, actually, since there are more dungeon and indoor screens then there are outdoor screens. WISH ME LUCK
Progress is… progressing! Spent today barfing bushes down and fixing what was almost a critical error that could have set back work by a hell of a lot.
It’s finally looking like a game and I’m proud. B,)
Doing work on the Lost Woods and some misc other areas I glossed over now that the dungeons are all laid out, and I got a spoiler for you all: Fado? She’s kind of a creep. I mean, you probably already knew that if you ever completed the Biggoron trading quest in OOT, but…
That girl ain’t right.
School’s just about out for me, so you know what that means.
MORE WORK ON THIS PUPPY RIGHT HERE. B)
just stopping by to say coding dungeon maps is the most terrible thing I’ve had to do yet and I will most likely strip down some of the standard LoZ map functions because coding all this for every dungeon I’ve made would not only bore me to tears but add months of work to the project.
I TRIED, I SWEAR, but having a map that actually keeps track of which room you’ve been in and which room you haven’t would take hundreds of variables. The smallest dungeon in the game still has about ~30 rooms, and trying to track the rooms is ABSOLUTELY AWFUL. Other dungeons are even bigger. Sadly it’s just not a realistic goal for me to do that as a one-person team. ):
I’m not sure what to do as an alternative, though. I’m thinking making either a) a more static map that shows all rooms whether you’ve been in them or not and just displays the boss room and unclaimed treasure chests or b) leave mapping out dungeons to the players themselves since I know some gaming masochists who like doing that kind of thing.
It’s almost been a year since I came up with this project! Not yet an entire year since I started working on it, and certainly not a year OF working on it (due to life interruptions and all), but a year since I put plans into a text document and sat back and thought “yeah, I’m actually going to try doing this.”
I simultaneously feel like I’m farther than I thought I’d get and behind schedule, but I’m really proud of the work I’ve put forth on a personal level. I’ve still got a lot of work ahead of me, but with the dungeons nearly complete I’d say the hardest work has passed.
Presently, I’m trying to incorporate pixel-by-pixel movement. It’s hard since RPG Maker 2k3 is very strictly tile based, but I feel like I may yet be able to scrape something together. Not making any promises, though—-most of the methods I’ve found are the kind of thing where you needed to have it built specially from the beginning of development. Still though, I’m gonna do my best to be able to give an authentic Zelda experience!
3/5 floors of the final dungeon are done being built!