Friday, February 13, 2009

3d Links Awakening Quadrant update 92, 93, 94, 95 & 96

So I forgot to update a day or two this week, to make up for it, have five updates in one morning! (plus whatever else I finish today)



Quadrant I13, connects Martha's Bay to the Ukuku Prairie via cave.



Quadrant I14, there is pretty much nothing here.



Quadrant I15, has a phone booth so you can talk to a lonely old man.



Quadrant J15, another set of mysterious stairs, who puts them way out here, and why?



This quadrant leads to both the mysterious stairs seen above, and to an owl statue. You can ignore the white parts in the bridge texture there as they are transparent when viewed in game:

Tuesday, February 10, 2009

3d Links Awakening Quadrant update 89, 90 & 91

Probably the last update before I go to bed.



Quadrant L16 brings us to the South-Eastern corner of Martha's Bay, there is nothing else of interest in this completely boring and uninteresting quadrant, let us quickly move on.



Quadrant H15 has another staircase hidden in the grass, I wonder where they lead.



For our 100th quadrant completed, I give you Quadrant K10, home of the mysterious Seashell Mansion... of Mystery! I wonder what it's for...

100 Quadrants down, 156 to go.

3d Links Awakening Quadrant update 87 & 88

Been busy messing around in the editor, updating/fixing the collision map, messing around with transparent and animated textures, etc, and as such I forgot to post these quadrants.



Quadrant J16, only thing of interest here is a staircase leading to... somewhere...



Quadrant K16. Again, not a lot here.

I might make a recording/youtube video showing off the island in the editor, which includes all the grass, bushes, rocks, etc that I don't include in these quadrant updates.

Saturday, February 7, 2009

3d Links Awakening Quadrant update 86

Quadrant I16 is complete.



A secret Sea Shell can be found on this island beneath a bush, I probably should stop talking about them, kinda ruins the whole secret part...

3d Links Awakening Quadrant update 85

Quadrant H16 is complete.



Decided waterfalls would look nice, I'm going to try an make a good looking mist effect at the base.

3d Links Awakening Quadrant update 84

Quadrant G16 is complete



A man used to live in this house, but he had died before the beginning of the game, I believe it has a much nicer view of the ocean now then it did in the original game.



As per Fizz's suggestion, I replaced the steps texture on the cliffs with the ladder texture from the first dungeon, I think it looks much better now.

Friday, February 6, 2009

3d Links Awakening Quadrant update 83

Quadrant G15 is complete, the area the connects the Beach to the Bay, and of course it differs wildly from the original game.



Yeah, a bunch of changes, but none actually affect game play, so I'm content with them.

Thursday, February 5, 2009

3d Links Awakening Major update 5

Quadrant L13 is complete, bringing an end to the Ukuku Prairie



A nice, empty quadrant, great place to end an area on. Awesome.



Here is an overhead view of the Prairie (lots of cliffs, lakes and rivers for a prairie... hmm...) that blank spot in the upper right hand corner is the Location of the Seashell Mansion, not sure when I'm going to throw that in. Other then that this is one of, if not the, largest areas, weighing in at around 39 quadrants.



Here we have the traditional overview of the entire Island, it is really hard to get the entire thing in frame. Probably going to go with Martha's Bay next, I already figured out how to get the bay to match up with the beach vertically, now if only I could find a way to match up the rapids ride with everything else.

Wednesday, February 4, 2009

3d Links Awakening Quadrant update 82

Quadrant K13 is complete



Only one quadrant left in the Prairie, then its off to Martha's Bay or the Tail Cave. Haven't decided yet.

Tuesday, February 3, 2009

Place Holder Explanations

Because people have been asking, I wanted to remind you that the Demo is more of a Proof of Concept, i.e. showing that we can get stuff in game. As such the following is all place holder:

-Winged Sword: Will be replaced with Link once We (Ryan) Figure out how to get bones working in the current engine.

-Non-Animated Water and Grass: The animations are on the list on things to be created (but we have much more important things to work on/fix at the moment)

-Choppy Collision/No Diagonal movement: The Choppy collision is caused by the fact that the Winged Sword has a very long and narrow collision box, having diagonal movement would have made it much easier to get stuck. Both of these will be fixed once Link is put in game.

-Game not saving my High Score: This was actually something I forgot to put into the README file. Right now the game is not set up to save any data, when the timer runs out it checks to see what your current score is and displays it at the bottom of the High Scores list, even if you got over 10,000 points you would still be placed at the bottom.

Yes this demo was horribly buggy but it served its two purposes: 1. Let us know how well people on a variety of computers can play it, and 2. Show you what we have been working on behind the scenes. There will be another Demo released probably around the time the Over World is complete, maybe sooner. It will again be a frame rate test, but it should also include some enemies, and generally be more replayable then Chicken Hunter.

Monday, February 2, 2009

3d Links Awakening Quadrant update 81

Quadrant J13



If I remember correctly, there is a Secret Seashell hidden in the quadrant, hidden beneath a rock that would appear roughly in the middle of this image

Sunday, February 1, 2009

3d Links Awakening Quadrant update 80

Quadrant I13 is complete.



Almost done with the Prairie, should be onto the next area by next week.

3d Links Awakening Quadrant update 79

Quadrant I12 is complete.



That purple square is for an owl/hint statue, it is just placeholder until the statue is modeled, so best to ignore it

3d Links Awakening Quadrant update 78

Quadrant J12 is complete.



Here you can see the "new" texture on the doughnut things. I didn't notice until I checked them out in engine, but with their old texture they blended in with the lighter areas of the map. With this new texture they stand out perfectly.

3d Links Awakening Quadrant update 77

Quadrant K12 is complete



Spent most of the night re-assigning materials to try and fix some problems Ryan ran into texture-wise, giving the doughnut things a different texture so that they stand out more against cut grass, etc.

As Ryan and I were discussing, we may be moving to a new, more powerful engine, one that supports bones inside models which the current engine doesn't support.
But don't think that moving to a new engine will magically solve our texture and bone problems, with an engine built from scratch we control how it reads models. If we move to a new engine I may have to remake the entire island.

Granted, remaking the island probably wouldn't be a bad idea, I started modeling it with the intent to just render it, not for a game engine. I could probably shave at least 75% of the triangles from each quadrant, I was very pleasantly surprised to see that no one has experienced any slow down.

I really should post a wire-frame of the island sometime

Saturday, January 31, 2009

3d Links Awakening Quadrant update 76

Quadrant L12 is complete



The posts on the forums so far have been very helpful, I honestly wasn't expecting the game to run so well on low and mid end PC's, Ryan has done a Hell of a job programming this.

Thursday, January 29, 2009

3d Links Awesome™ Update Number Awesome™

Hello dear readers, I am pleased to bring you this Awesome™ post!

Lets start things off with Quadrant L10



Wow, not much Awesome™ here... LETS MOVE ON!

The main bulk of Awesome™ is due to the fact that at the bottom of this post is a link to download a PLAYABLE beta/proof of concept of THIS GAME called "zChicken Hunter EXTREME!"

It isn't much, you run around killing chickens in Mabe Village, but it IS fun! And it serves a useful purpose, which will be explained in a little bit.

Next up, the Forums are now open! Check them out at http://mithoskgames.prophpbb.com/
Feel free to post/brag your high scores in the LA/Chicken Hunter section, also please post your game play experience in the provided thread as it helps us figure out any problems with performance that can be fixed via code or modeling so PLEASE POST YOUR GAME EXPERIENCE IN THE PROVIDED THREAD! IT WILL HELP MAKE THE FINAL GAME RUN SMOOTH AS SILK FOR EVERYONE!

Next up is the README included in the download, PLEASE READ IT, it lists the controls and gives more detailed instructions for posting your GAME PLAY EXPERIENCE.
(Have I made clear how important posting that is yet?)


:::::README START:::::




LINKS AWAKENING PROOF OF CONCEPT bld r1

=======================================

Hello and thank you for downloading

zChicken Hunter Extreme! The Proof

of Concept/beta of the Link's Awakening 3D Project!


Just some notes before you get started:

=======================================

Requirements:

Java

Winzip/Winrar

=======================================

Getting started:

1. Unzip/Unrar LA.zip

2. Double click on run.bat

3. Enjoy!

=======================================

Controls:


On the main menu:

W: Move selection UP

S: Move selection DOWN

ENTER: Select highlighted option


In Game:

W: Move UP

S: Move DOWN

A: Move LEFT

D: Move RIGHT

SPACE: ATTACK


You may need to click on the window in order for controls to work.

=======================================

Purpose of this Release:

1. Show the the game is indeed being made

2. Gather vital performance data

=======================================

How you can help:

Give us a report of your experience with the game! Here is how:


1. Play the game

2. Goto http://mithoskgames.prophpbb.com/

3. Sign up (it's free!)

4. Goto the LA/Chicken Hunter Forum

5. Enter the "Chicken Hunter Playtest" discussion

6. Make a post giving us the following information:

a. Graphics card (name, maker, RAM, etc)

b. RAM

c. CPU speed

d. Operating System

e. Frame rate (You don't need to be exact, we just want to know if it is running smooth or choppy or not at all)


The most important info we need is a, b, and e, the other info helps too!

=======================================

Known Bugs:

-No Background Music

-on second play through i started in the trees to the right of the normal starting point, third play through worked fine. (Not sure of repro rate)

-chickens still escaping/getting into areas the player cant

-some choppy collision around cliffs and other areas

=======================================

General info:

Modeling by: Jordan (aka MithosKuu)

Programming by: Ryan


Contact information:

Jordan: lordmithos@gmail.com (put LA somewhere in the subject line)


:::::::README END::::::::


Did you read it all? GOOD! If not, BAD! GO READ IT!


Anyway, this is what you've been waiting for this entire post, isn't it? well HERE IT IS!

CLICK ME TO DOWNLOAD THE BETA!

CLICK ME TO GOTO THE FORUM!

Have fun guys, stay Awesome™!

Wednesday, January 28, 2009

3d Links Awakening Quadrant update 75

Quadrant L11 is complete



Not much here other then our first glimpse of the river that feeds into Martha's Bay

Tuesday, January 27, 2009

3d Links Awakening Quadrant update 74

Quadrant K11 is complete



This quadrant is located directly beneath the Shell Shrine, other then that, not much to talk about.

I believe I may have a solution for the "Martha's bay is 8 units below the Prairie and 80 units above the beach" problem, but we will see more on that when I get to work on the bay.

For those wondering, the village is at an elevation of 0 units, the Prairie is (mostly) at an elevation of -16 units, sea level is at an elevation of -144, and the part of the beach that connects to the bay is at an elevation of -104 units. 8 units is about half the height of a cliff face, or as high as the half cliff in the above picture.

The reason why sea level is at a negative number instead of 0 is because I started modeling the village first, and my programmer has told me to stop moving models around as it messes with his work, so I can't elevate everything to make the sea level be at elevation 0

Monday, January 26, 2009

3d Links Awakening Quadrant update 73

Quadrant J11 is complete



Just trees and holes, we are almost to Martha's Bay

Sunday, January 25, 2009

3d Links Awakening Quadrant update 72

Quadrant J10 is complete



Again, not much here, but that won't last long, most of the remaining quadrants in this area are full of cliffs.

3d Links Awakening Quadrant update 71

Quadrant F12 is complete



The entrance to Level 3, the Key Cavern, the actual entrance isn't as showy as the gameboy version, but it's 1:43am and I didn't want to mess around with the cliffs any more then I had to. (I will probably go back and fix it up later)



For those that don't know, I live in Washington and will most likely be attending Sakura-Con this year, I don't know how many people other then my 13 watchers actually read/follow this blog, so I don't know how many of you live in Washington or plan on attending, but if any of you do, feel free to hit me up if you see me (I will post a picture of what I will be wearing for most of the time when Con gets closer) I always love to hear from readers, I may not reply often, but I do love seeing that I have new comments.

Saturday, January 24, 2009

3d Links Awakening Quadrant Update 70

Quadrant I10 is complete



No cliffs at all, easy to make but nothing interesting to talk about, darn.

I'm tired and lazy

So yeah, quadrant is complete, just too tired to render and post it, I'll put it up in the morning

Thursday, January 22, 2009

3d Links Awakening Quadrant update 69 (Giggity Giggity edition)

Quadrant I11 is complete



Not much here, another relatively empty quadrant.

Because it was requested, here are 3 shots of the inter island as is, unless blogger messed with them, they should be 4000x3000 in size, have fun







Really hard fitting the entire island in frame...

Wednesday, January 21, 2009

3d Links Awakening Quadrant update 68

Quadrant H12 is complete



It's funny, when you play the original game, you notice what all of these cliffs would mean for the island elevation-wise, I honestly don't know if Martha's Bay is supposed to be at sea-level, or if it empties into the sea via waterfalls...

Tuesday, January 20, 2009

3d Links Awakening Quadrant update 67

Quadrant H11 is complete



Man I love areas with nothing interesting to talk about, this quadrant has trees and water, oh and a cliff down in the corner. Enlightening.

Monday, January 19, 2009

3d Links Awakening Quadrant update 66

Quadrant G12 complete



Nothing to do here but continue on to the Key Cavern

Sunday, January 18, 2009

3d Links Awakening Quadrant update 65

Quadrant G11 is complete



Not much here but a bush (which would be located on that island) that contains a seashell.

3d Links Awakening Quadrant update 62, 63, & 64 I'm not dead edition

Bah, been busy the last few week(s!) totally forgot to post these, regular updates should resume tomorrow/today/Sunday/when ever I wake up :P



Quadrant H9, here you find the honey comb (well, not yet) an item in the trading sequence that eventually leads to the boomerang



Quadrant H10, location of a giant stone pig head (again, not yet) and serves as a shortcut to the castle



Quadrant E12, this area serves as the entrance to the Sign Post Maze.

Thats all for now, I'm going to bed, more work/updates once I wake up

Thursday, January 8, 2009

3d Links Awakening Quadrant update 60 & 61

Morning Double Post Time Go!



Quadrant G9, much like G10, lots of holes for Pincer beasts to pop out of



Quadrant E11, this is the entrance to the sign post maze. It looks messy, but there is a reason for that.

Wednesday, January 7, 2009

3d Links Awakening Quadrant update 59

Last update of the day, quadrant E11 is complete



Once again, cliffs make me mess around with elevation. One day I will destroy the cliffs. One day.

In a few weeks I will split the blog up into three separate ones:
mithosk-games_la will be for the Zelda updates
mithosk-games_helix will be for Metroid updates
mithosk-games_dl will be for projects using original characters (Won't be many/any updates till LA and/or Helix are close to completion)

This split will effect the URL for this blog, changing it to http://www.mithosk-games_la.blogspot.com and the current URL will no longer work, I will give notice when I'm a few days from the split so you will know when to start using the new URL's.

3d Links Awakening Quadrant update 57 & 58

Another double update this morning



First up is Quadrant G10, this area is filled with pits that pincer worms tend to live in



And Quadrant F11, this area is right above the entrance to the third level

Tuesday, January 6, 2009

3d Links Awakening Quadrant update 56

Quadrant F9 is complete



Man, I'm just cranking these out lately, great start for the new year

3d Links Awakening Quadrant update 55

Quadrant E9 is complete



Once more with feeling. I. HATE. CLIFFS! not so bad this time around, needed to lower the elevation of quadrants E10 and F10 a bit, what I am really dreading is getting Martha's Bay to line up with both the prairie and the beach, since they are at radically different elevations.

3d Links Awakening Quadrant update 54

Quadrant F10 is complete



Not much here other then the first teleporter you find in your quest, which makes moving about the (rather large) island much less of a hassle.

(as a side note, apparently teleporter isn't a word according to blogger's spellchecker)

Monday, January 5, 2009

3d Links Awakening Quadrant update 53

Quadrant E10 is complete



This quadrant is located just East of the Mabe village shop and acts as the border between the village and the prairie.

Should I start doing Helix related updates as well? Or should I just continue to work in the dark, throwing out occasional teasers until I have a bit more to show?

Sunday, January 4, 2009

Normal LA updates will resume tomorrow, spent most of the week working on Helix models

Thursday, January 1, 2009

Technically it didn't make it last year...



::edit:: new version of the teaser, this one with the correct lighting