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NO LONGER BEING WORKED ON AS OF SEPTEMBER 7TH, 2012!

Quote from: TDWP FTW on September 07, 2012, 01:36:33 pm Welp, it was inevitable, but I've stopped working on TLoZ: Path of Revelation for good. I'd much rather spend my time focusing on my own original games (I've been working on a platformer, and a puzzle game lately, both of which are pretty promising IMO) rather than a fangame that could be shutdown at any moment.



So, I'm releasing the source to the game...



http://www.mediafire.com/?ai2utxpl9ki1r0b



It's a Game Maker 8.1 file, and let me warn you ahead of time. It. Is. A. Clusterfuck. The game is so unorganized and sloppy, with sprites, objects, etc. just out of place and whatnot.



Do whatever you like with it, and if you continue it, please give credit where credit is due, including the credits I've given to people in the opening post.





Winner of "Best of Zelda" for NCFC 2011! Last update: 7/2/2012, 9:27 PM EST

Introduction



The Legend of Zelda: Path of Revelation is a Zelda fan game that aims to introduce modern game mechanics into the classic 3/4 top down style of TLoZ: ALttP. The game centers around a sacred area known as the Path of Revelation, which the Sages use to

"choose" the next Hero when one is needed. I don't want to reveal too much of the story, so I can't explain much more.



The game will feature 11 dungeons, 3 of which are sort of "training" dungeons, and essentially side-quests that the inhabitants of areas near them give you. The remaining 8 are full dungeons which will be quite large in size, and revolve around a specific elemental theme, and a main puzzle. For instance, the earth temple (The actual name will be "Sandstone Alcove") has a main puzzle dealing with cracked floors, kind of like some areas in Pokemon games.



And last but not least, the game will have a lot of interactivity between NPCs, and the land (Which is a new region known as Caleron) itself. For instance, an NPC might give you a sidequest that you can only complete in a certain season, or during certain weather. This also means that there will be terrain changes for certain seasons, and during certain weather. Of course, there will be more in-depth NPC interactivity not related to seasons/weather, like NPCs getting into arguments with one another, and affecting sidequests they may give you, or say if they run a shop, the prices may go up due to the shop owner's anger.



Screenshots













Videos



None yet

Download



Download from Dropbox

Demo Information



File Size: 73.3 MB

Vista Compatible: Yes

Changes Screen Resolution: No



Updates



Improved name registration, similar to TLoZ. Left and Right moves your selection through the characters (Up and Down don't do anything, so you have to scroll through the list)

Advanced seasons. Early, Mid, and Late variants of each of the 4 main seasons. For example, early spring, mid spring, late spring, early summer, mid summer, etc.

Removed shading overlay. It just made everything darker and uglier, and it still looks great without it, so I figured I'd just remove it.

Improved menu aesthetics (Both the file select and inventory menus)

Controls



Arrow Keys - Move Link/Epona, move through menu selections, aim the bow/hookshot

Z - Action/Talk/Read/Play Gemshorn/Get on Epona/Reel Fish/Get on King of Red Lions

X - Sword/Close Gemshorn box/Get off Epona/Scroll to end of text/Get off King of Red Lions

A,S,D - Use Items/Select items from inventory/Play Gemshorn

Enter - Pause/Inventory

Q - Go to the pause menu to the left

E - Go to the pause menu to the right

Ctrl - Hide/Unhide shading overlay

1,2,3,4,5,6 - Change weather (1 = Rain, 2 = Snow, 3 = Sunny, 4 = Overcast, 5 = Foggy, 6 = Thunderstorm)

Mouse wheel - Increase/Decrease Time

-/+ - Cycle through seasons

Spacebar - Pause/Resume time flow

F4 - Fullscreen



Current Features



Time/Day System

Seasons

Weather

HUD

Text Engine

Instrument/Songs

Inventory

Map

Quest Status

Name Entry/File Select

Saving/Loading

Epona

Boat (Only in the Fishing Hole for now)

1 Dungeon (Patierna Shrine)

Items:



Deku Nuts

Slingshot

Bombs

Boomerang

Gemshorn of Sorrow

Bow & Arrows

Fire Arrows

Bomb Arrows

Rod of Growth

Megaton Hammer

Hookshot

Cyclone Vase

Lens of Truth

Fishing Rod

Shade Cloak

Bottles

Pictobox

Equipment:



Old Sword

Bugs/Glitches



None yet



Credits



Myself - All of the engine so far, except what's listed below.

Lukearentz -

Xander -

Darklink - Epona sprites

Calvein - Tree sprites

TRM - Item sprites for HUD

Muzzle - Hearts script

xot - Desaturation script

Takam - Water/Cabin/misc tiles

SuperMarioMaster91 - NPC/Misc. sprites



Words from the developer:

*This will be edited with comments pertaining to the project that don't belong in the other sections*



Nothing is here... The Legend of Zelda: Path of Revelation is a Zelda fan game that aims to introduce modern game mechanics into the classic 3/4 top down style of TLoZ: ALttP. The game centers around a sacred area known as the Path of Revelation, which the Sages use to"choose" the next Hero when one is needed. I don't want to reveal too much of the story, so I can't explain much more.The game will feature 11 dungeons, 3 of which are sort of "training" dungeons, and essentially side-quests that the inhabitants of areas near them give you. The remaining 8 are full dungeons which will be quite large in size, and revolve around a specific elemental theme, and a main puzzle. For instance, the earth temple (The actual name will be "Sandstone Alcove") has a main puzzle dealing with cracked floors, kind of like some areas in Pokemon games.And last but not least, the game will have a lot of interactivity between NPCs, and the land (Which is a new region known as Caleron) itself. For instance, an NPC might give you a sidequest that you can only complete in a certain season, or during certain weather. This also means that there will be terrain changes for certain seasons, and during certain weather. Of course, there will be more in-depth NPC interactivity not related to seasons/weather, like NPCs getting into arguments with one another, and affecting sidequests they may give you, or say if they run a shop, the prices may go up due to the shop owner's anger.73.3 MBYesNoArrow Keys - Move Link/Epona, move through menu selections, aim the bow/hookshotZ - Action/Talk/Read/Play Gemshorn/Get on Epona/Reel Fish/Get on King of Red LionsX - Sword/Close Gemshorn box/Get off Epona/Scroll to end of text/Get off King of Red LionsA,S,D - Use Items/Select items from inventory/Play GemshornEnter - Pause/InventoryQ - Go to the pause menu to the leftE - Go to the pause menu to the rightCtrl - Hide/Unhide shading overlay1,2,3,4,5,6 - Change weather (1 = Rain, 2 = Snow, 3 = Sunny, 4 = Overcast, 5 = Foggy, 6 = Thunderstorm)Mouse wheel - Increase/Decrease Time-/+ - Cycle through seasonsSpacebar - Pause/Resume time flowF4 - FullscreenNone yetMyself - All of the engine so far, except what's listed below.Lukearentz - Typewriter Text Engine Xander - Link sprites Darklink - Epona spritesCalvein - Tree spritesTRM - Item sprites for HUDMuzzle - Hearts scriptxot - Desaturation scriptTakam - Water/Cabin/misc tilesSuperMarioMaster91 - NPC/Misc. sprites*This will be edited with comments pertaining to the project that don't belong in the other sections*Nothing is here... « Last Edit: September 07, 2012, 01:38:20 pm by TDWP FTW » Logged Logged