Hello mate! Lately I am looking towards to help the other teammates and push some work foward together to get a progress done on Project Zelda Engine.
I lately have gone into a deep review/retrospection of the whole PZE and see if we are close to what a serious game maker could call a Game Making Engine.
So far I can say, the Zelda Starter Kit has incorporated 70% of the features we have seen in the Legend of Zelda: Ocarina of Time for Nintendo 64:
-All of the OOT's weapons and Equipment, except the Iron Boots and Deku Sticks (lit unlit torches using fire from other lit torches).
-Scripted Pause Menu/Inventory
-OOT Rupee System and Wallet Upgrades
-Fully working Arrow and Bomb ammo system with OOT Quiver/Bag Upgrades (with display in HUD)
-High quality Music
-A fully functioning Ocarina system with 21+ Songs to play. (Seriously, it took me long time to perfect it)
-Managed to create a Storm Weather which is independent to the Day/Time cycle. In PZE, we can see stormy nights, or sunny days, etc.
-Managed to create a Seasons system, thanks to you, NR. The seasons are not interfering with the weather and day/night cycles. Which is very important for a stable game.
Now it is up to us to make the final and biggest goal for PZE a reality for us! The new battle system! XASABS I am pretty sure it can be the whole cake's "fruit". The top thing. The most important. Because a Zelda Game cannot exist without monsters and creatures Link can slash in the name of princess Zelda!
I am up for work! Please can you let me know of the current problems you are facing in PZE, / what bothers you / what are your estimates.
In regards to your questions!
I'm inclined to agree with Chakenevil about using www.dropbox.com, basically you install their program on your computer, and you can share a folder on your computer with anyone, which means that any changes I make to the folder on my computer will change on yours. I'm keen about this idea because I've been constantly changing the databae and the location of graphics in the folders, and it would help to keep them all uniform.
I'm not too sure how much you've played around with the XABS, but I've played through the demo and I've been looking through the code, it includes a few of the PZE scripts by default, so that'll save us on worring about compatibility for those scripts.
I should mention that your motivation has inspired me a little too
What I'd like to get done with the XABS:
1. Recode it so it allows 3 peripheral weapons; So you attack with your sword, linked to the C button (it automatically changes between attacking and talking to events depending on the context), and I was hoping to get the A, S and D buttons linked to the extra items that you can equip, such as your bow and arrow, lens of truth, etc.
2. Update the HUD to work with the peripherals; I'll probably need you to redo the graphics to allow for the peripherals, but this should be a fairly simple change for my part.
3. The pause menu needs a lot of work;
3a. With the items window, I would like to redo the graphics to room to allow for the extra equippable items, and I need to recode it so it can link the items simply. I'll come back later to fix the animations.
3b. I'll need to check the equipment window, we need to agree on a way to highlight what is equipped, and to possibly get some draft images done for what link would look like with the equipment the player has selected for him to wear.
3c. The QuestStatus window should be fine, it's just song and medallions, unless you want to change the graphics there as well, which should be easy enough to manage
3d. The map window is in shambles. I need to get a few dungeon maps made up, graphics for the dungeon maps done, and I think we need to agree on a system that will allow the developer to simply tell the system where the maps go, what level they're on, if they've been discovered, if the "Map" item has been found for that dungeon, and ot show everything, if the "Compass" item has been found and to show all the chests, but primarily we need the dungeons made first.
4. I've got bits and pieces of the title menu working, I think that I can get a lot from the title menu I made for Klokinator and transfer it back to PZE, but the main delays were that the old system took too long to load and I couldn't tell what were legitimate sources of delay that I needed to work on, and what was just the epic size of the events.
But step 0, get dropbox working! And I'm planning on getting at least step 1 done tonight.
Sorry, you also mentioned estimates! By the end of the week I hope to be working on the menu. Depending on the speed of the graphics we should either be coding it still, which is a worst case, which isn't so bad, or the best case scenario is I'll be able to clarify the problems I've been facing with the pause menu's map, and hopefully we can be discussing solutions to fixing my problems
And you also mentioned scripting the day/night system..... I'm not too sure about that, there's not too much that I can do to optimise it, and I think that it would be better to leave that as something that the developers can tweak.
I'm happy to make some function calls that will allow memorising the time and screen tint, or things like that, but I'd prefer to leave the bulk of it available to eventers.
But that's just my opinion, I can easily get a day/night script working if you still want to take that route
My dear, I have good news about the Dungeon Maps. Lets forget those Pause-Menu's-Dungeon-Maps. I think they no longer are a priority for us. Because I discovered a much better workaround on this issue! I decided that the Dungeon maps will work differently in PZE. In fact, in PZE we will adopt a
map system, which will be event-triggered (Link has to stand in front of certain statues across the dungeon, statues that look like map boards. And by interacting with those statues, you will be shown a dungeon's map .png image file!
This way, not only the gamers will be able to have maps for their dungeons, but it will be MUCH EASIER TO manage the maps without messing with scripts and configurations at all! All what the players will have to do is just to copy an event from the Event Database and appoint it to show a Dungeon picture located in the pictures folder. Nothing else! This adds up the the dungeon's riddle and experience!
Lets have the Pause Menu to display only a overworld map and nothing else.
I didn't knew a folder-sharing thing was possible. I will try it. Thanks for letting me know - To make things easier for the other team mates.
And about turning the Day/Night cycle into a script, forget it, I don't mind sticking with the current Common - Event made one, as long as you agree that it does not causes any performance impact to PZE?.