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> OoT2D dev team signup --, -- officially over LOCK PLEASE
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Razz
Posted: Jul 10 2008, 05:46 PM
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Welcome aboard!

Now all I need is one or two sound artists and we're good to go


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kremling
Posted: Jul 10 2008, 05:49 PM
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I would also like to help out with concept art.


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Razz
Posted: Jul 10 2008, 05:52 PM
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Kewl, I'll put you in as an artist as well then


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Fender
Posted: Jul 10 2008, 06:16 PM
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i can help replicate music

PM me if you'd like my help.


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Razz
Posted: Jul 10 2008, 06:27 PM
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awesome, hold on I'll put you on the list.

Okay, so it seems like I have plenty of people from mfgg (I may go out to tsr and some other places to see if I can find some other people) so I'll give this one more day and then the opportunity will be over. By then I'll have everything ready and we can get to work!

So join while you still can guys


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True Mario
Posted: Jul 10 2008, 09:10 PM
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QUOTE (Razz @ Jul 8 2008, 09:31 PM)
Well we'd still need level designers (Obviously) because it's a 2D remake, thus the levels will be remade to fit the 2D environment. Concept Planners have a special part in production. Just because it's a remake, who says I can't break the rules and add in some extra stuff?

Heck maybe even a few extra dungeons ...

I cannot help you with this, but I REALLY like the idea. cool2.gif However, I do have a little to provide. Creating a remake, just go and play or at least compare various games and their remakes. Think of SMB and SMAS, and their differences. Think of FF and the remakes of it. They offer new graphics, better sound, and bonus dungeons based on the old. It would be neat to see this going sort of that way.
I am not the maker or imaginer of this project, but here are a couple of ideas towards certain people, that could be good ideas. Please confirm or deny this, Razz.

Graphic Tips: Dungeons which just don't look as good (just looks, textures and such) in 2D should be given a more 2D-friendly redesign if it is called for. Foregrounds would include (random example, haven't played OOT) pipes which are actually placed above the character if it were a sewer. Backgrounds would be found at mountaintops and over any large drops.

Sound Tips: The sound remixes should be edited based on graphics. If the graphics are high modern digital quality (not 3D, but high quality) then the music would be modern and fitting. If it were NES quality (Don't see that happening, but it's an example) than the sound would be simplistic and low quality. With SNES style graphics, the sound should fit equally, with good quality but no truly "modern" sound to it.

Level Tips: New dungeons should unlock new bosses or new items, and be found late in the game. They should be bonus, most likely.

Some mechanics could be changed just to be more 2D-friendly, and some just because they weren't totally perfect in the original. Just as you see fit.


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Draco Icebane
Posted: Jul 10 2008, 09:12 PM
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QUOTE (True Mario @ Jul 10 2008, 07:10 PM)
With SNES style graphics, the sound should fit equally, with good quality but no truly "modern" sound to it.

And in a SNES Zelda game you could always just use LttP instruments

EDIT: And on that matter I may consider trying to help with music, but I'd be limited entirely to Modules and it might take me a while to manage a decent song

This post has been edited by Draco Icebane on Jul 10 2008, 09:12 PM
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True Mario
Posted: Jul 10 2008, 09:13 PM
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QUOTE (Draco Icebane @ Jul 10 2008, 09:12 PM)
And in a SNES Zelda game you could always just use LttP instruments

EDIT: And on that matter I may consider trying to help with music, but I'd be limited entirely to Modules and it might take me a while to manage a decent song

'Tell the truth, that's almost exactly what I was thinking of. nod.gif


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Razz
Posted: Jul 10 2008, 09:18 PM
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QUOTE
Some mechanics could be changed just to be more 2D-friendly, and some just because they weren't totally perfect in the original. Just as you see fit.

Yeah, I'm planning certain things this way. For example, the hookshot. I've been thinking about how I would go about making it 2D friendly, yet pay homage to the hardcore OoT fans, so I came up with the idea that it works exactly the same as hookshots in previous 2D zelda games, except it has a small red dot like OoT that shows the surface the hookshot will land on. This way, I can make intricate multi-leveled 2D landscapes, without worrying if the player will get lost with the hookshot.

As for bonus dungeons, new stuff, and the like, I was thinking of doing something special. The game can have two versions, a version that tries as hard as it can to be like the original OoT, except in 2D (Just for the hardcore OoT fans) and a version that is completely revamped, with new dungeons, enemies, dungeon designs, sounds, ect ect.
Of course, this may be a bit much to work on, but I'm trying to stay optimistic about this project.

Thanks for your input


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True Mario
Posted: Jul 10 2008, 09:22 PM
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QUOTE (Razz @ Jul 10 2008, 09:18 PM)
As for bonus dungeons, new stuff, and the like, I was thinking of doing something special. The game can have two versions, a version that tries as hard as it can to be like the original OoT, except in 2D (Just for the hardcore OoT fans) and a version that is completely revamped, with new dungeons, enemies, dungeon designs, sounds, ect ect.

A second quest? wink.gif


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Draco Icebane
Posted: Jul 10 2008, 09:23 PM
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QUOTE (True Mario @ Jul 10 2008, 07:22 PM)
A second quest? wink.gif

a master quest?
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True Mario
Posted: Jul 10 2008, 09:24 PM
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QUOTE (Draco Icebane @ Jul 10 2008, 09:23 PM)
a master quest?

Well, what I mean is that his "new version" sounds sort of like a second/master quest.


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Razz
Posted: Jul 10 2008, 09:27 PM
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QUOTE
Well, what I mean is that his "new version" sounds sort of like a second/master quest.

Well I assume it would sort of work that way. Depends on how things turn out in the end. Heck, if things really pick up, I might be able to finish a demo for ncfc (I highly highly doubt this though)

Right now I'm currently working on a ultra-beta engine for the game (And for my group to work on tomorrow), just a black square moving around. I've been thinking about added friction and acceleration in, just to make it different from previous 2D zeldas. Sound good?

This post has been edited by Razz on Jul 10 2008, 09:27 PM


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True Mario
Posted: Jul 10 2008, 09:37 PM
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QUOTE (Razz @ Jul 10 2008, 09:27 PM)
Well I assume it would sort of work that way. Depends on how things turn out in the end. Heck, if things really pick up, I might be able to finish a demo for ncfc (I highly highly doubt this though)

Right now I'm currently working on a ultra-beta engine for the game (And for my group to work on tomorrow), just a black square moving around. I've been thinking about added friction and acceleration in, just to make it different from previous 2D zeldas. Sound good?

Not a bad idea at all.

I was thinking of helping in one more way, not technically a job you made yet. I want to impart some can-avoidance wisdom of my own.

-This idea is awesome and I support it greatly. I never did and never will be able to play OOT, so there's a reason for me to want it finished. Don't think its a bad idea, or that its worse than you thought. That's a gate to the "Can."
-You need a drawing board as well. Tell everybody in your team your intentions for the game; come to an agreement, so they have defined jobs. You don't want people's work becoming useless.
-Get ahold of a plan for all to know. There might best be a new topic for that. You want to figure out just how this game will look and sound, and tell everyone, so different graphical artists aren't creating clashing graphics, or sound clashing, etc.
-You want to be prepared to lose and gain members of your team. It must NOT be the game's apocalypse if you lose an important member. Everyone needs a working replacement, just in case. Even have someone prepared to take over your role, maybe.
-Competing between two people of the same team IS healthy. Nintendo does it; I read about it. They have a Team A and a Team B, competing against each other for better ideas and the like. And look at the results. cool2.gif Ocarina of Time, no less.

Hope this gets off to a good start!


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Black Boo
Posted: Jul 10 2008, 09:41 PM
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Sweeet. Sign me up for spites/level design. I have all the maps for the dungeons around my house somewhere...


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Razz
Posted: Jul 10 2008, 09:44 PM
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I greatly appreciate the help. I'll be sure to remember your input. It's been very helpful so far :D
QUOTE
-You want to be prepared to lose and gain members of your team. It must NOT be the game's apocalypse if you lose an important member. Everyone needs a working replacement, just in case. Even have someone prepared to take over your role, maybe.

This is very helpful. Thank you so much.

QUOTE
EDIT: And on that matter I may consider trying to help with music, but I'd be limited entirely to Modules and it might take me a while to manage a decent song

Contact me if you want to join. Considering you've been extremely helpful so far, I'll make an exception and allow you to join whenever you feel like it.

Edit: welcome aboard Black Boo

This post has been edited by Razz on Jul 10 2008, 09:45 PM


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True Mario
Posted: Jul 10 2008, 09:45 PM
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I know how big posts of help feels. Which is why I like giving it. biggrin.gif

That ends my period of aid, 'till I see this game's demo, or at least next displayed stage.

This post has been edited by True Mario on Jul 10 2008, 09:48 PM


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Black Boo
Posted: Jul 10 2008, 09:46 PM
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QUOTE (Razz @ Jul 10 2008, 09:44 PM)
welcome aboard Black Boo

Thanks.

When do we start? I'm just asking.


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Razz
Posted: Jul 10 2008, 09:48 PM
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When do we start? I'm just asking.

Tomorrow. The time depends on how late I sleep in, and how long it takes me to finish the development forum tonight.

Speaking of which I should probly finish that real quick.


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Dex
Posted: Jul 10 2008, 09:55 PM
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woah what?!
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Yo Razz

If you're still accepting sign ups on this I can help with the art and all.



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