ID:87529
 
Keywords: nestalgia
The hallmark of any classic adventure game or RPG are simple puzzles. Push this block, flip this switch, enter the room from this door etc. etc. Anyone who has played a Zelda title ough to know exactly what I'm talking about. Not only does NEStalgia feature these types of puzzles, it does so in an intuitive way that is seamlessly integrated into a multiplayer environment.

Below is a video from a puzzle early on in the game. Anyone who wants to avoid spoilers ought not to watch the video, as it shows how to solve the puzzle. That said, this particular puzzle isn't hard to figure out.

When the player accepts the "A Puzzling Parrot" quest, you may pause the video to read the two pages of the quest description. This explains the story behind the puzzle, as well as hints for the player on how to solve it. The basic premise is that the player must go upstairs to catch the Pirate Captain's beloved parrot, and is given a "Parrot Cage" to do so.



As you can see, as the player approaches the parrot, it flies four spaces in the opposite direction. Should the parrot hit a wall, it will fly away, forcing the player to restart the puzzle. To solve the puzzle, the player must corner the parrot in the alcove to the right.

To answer potential questions about "how the heck does that work in an MORPG?": Each player sees their own parrot. Other players do not interact with your "instance" of the parrot, and because players may walk through each other, there can be no blocking. You might see another person running around the puzzle area, but you won't see the parrot that they are chasing.

The character used here is a female Merchant. As you can see, a Merchant's abilities are named accordingly, and instead of MP, some merchant abilities cost gold to use. Also note that successfully capturing the Parrot requires that you do a lot of damage to it first (ala Pokemon!). Do too much damage and you'll defeat it, meaning that you have to do the puzzle over again.

NEStalgia has many different types of puzzles, most of which are harder or more complex than what you see here. While I'm not going to pull a "Golden Sun" and smother players to death with puzzles, they are definitely an important part of the game.
Excellent! I can't wait to see some of these things in action for myself.
Won't the Pirate Captain be pissed off if you accidentally kill his beloved parrot whilst hurling gold coins at it? I guess you could tape its head back and hope the Cap'n is hard of sight.

This game looks great. I'm still hoping you writeup an article on your signature HUD system one day because it really suits this medium. I think that the new TOPDOWN_MAP format will reduce the volume of code needed to do all of this dynamic text-on-map (since you won't have to break up everything into chunks), but since you've already presumably got this all worked out you may never try it. If you do, please do let us know how it affects things because the intent there was largely to make applications like this more logical to construct.

Do you have a screenshot of the entire UI? I'm assuming you are going with a minimalist approach, focusing on the map window, but I'm curious how you integrated the text widget (unless you are just using the default skin).
Tom wrote:
This game looks great. I'm still hoping you writeup an article on your signature HUD system one day because it really suits this medium.

It's one of those things on my "to-do" list that I always work on here and there. I think that I've got the demo about 75% done... but I may want to restart from scratch to take into account the TOPDOWN_MAP stuff. I haven't looked at any of those new features yet, but I'll likely take advantage of them in future projects!


Tom wrote:
Do you have a screenshot of the entire UI? I'm assuming you are going with a minimalist approach, focusing on the map window, but I'm curious how you integrated the text widget (unless you are just using the default skin).

Yup, I'm all about the minimalist approach. The overall UI is still a work in progress, but here is a screenshot: http://www.byond.com/members/SilkGames/files/nes/random/ nes_full_ui_v47.png

WSay/Say (Y and U hot keys) bring up an input box within the UI right below the chat output for players to type in. The globe button on the left is a simple "Who" command. On the top:

F1 - Help files
F2 - Take screen shot
F3 - Options (the BYOND default options menu)
F4 - Toggles stretch/32x32 icon mode
F5 - Toggles Music off, all sounds off, all sounds on.
Looking good as always.
SilkWizard wrote:
It's one of those things on my "to-do" list that I always work on here and there. I think that I've got the demo about 75% done... but I may want to restart from scratch to take into account the TOPDOWN_MAP stuff. I haven't looked at any of those new features yet, but I'll likely take advantage of them in future projects!

Cool! I wouldn't worry about rewriting for this new notation (and I doubt it'll change much). I'm mostly just curious if, when you do try it out, you find it makes this kind of larger-object coding easier/harder/same, or if there are any flaws that we can improve upon.

http://www.byond.com/members/SilkGames/files/nes/random/ nes_full_ui_v47.png

Looks really nice!
Tom wrote:
I'm mostly just curious if, when you do try it out, you find it makes this kind of larger-object coding easier/harder/same, or if there are any flaws that we can improve upon.

The one thing that I saw in the notes that will probably make a huge difference is the large increase in the pixel_x & pixel_y limits. Right now my text system has to switch to the next tile of the HUD when it places the text images. With the expanded ranges, I can now probably rely solely upon the pixel offsets.


Light dude wrote:
I don't know if you did do this, but it would be better if you implemented a separate window at the top of the battle screen showing the current HP and max HP of the enemy, possibly when you hover over them if you can battle more than one enemy at a time.

That screen real estate is actually already taken up by the Group Strategy HUD: http://www.byond.com/games/hubpic/78209_3742.png

Plus, like most RPGs from the era, I prefer to keep the HP/MP of the enemy hidden. A few of the classes have "Libra"-esque spells that will allow players to check this information, but that's it.
What's wrong with Golden Sun Silk?
I loved it's puzzles, in fact, I'm going to replay it soon!
Flame Sage wrote:
What's wrong with Golden Sun Silk?

I liked Golden Sun... for about 8 hours. After that it got really repetitive, and the puzzles were just a boring chore. Granted, I played it years ago, but that's what I remember about it.
Sexy parrot.

I liked Golden Sun... for about 8 hours. After that it got really repetitive, and the puzzles were just a boring chore. Granted, I played it years ago, but that's what I remember about it.

Yes! Exactly.
Golden Sun is one of my favorite RPGs ever created. The second one was only better in my opinion.
Fugsnarf wrote:
Golden Sun is one of my favorite RPGs ever created. The second one was only better in my opinion.

I think that Golden Sun is the FF7 of the younger generation of gamers. It was a lot of people's first 'real' RPG. It's not a bad game, but it doesn't deserve half the praise it receives.

My first RPG was Ultima Exodus for the NES -- a game that is so archaic, ugly, and insanely difficult that most people wouldn't give it a second look. To this day I still love the game.
Before you put in more quest descriptions for this Parrot quest, I actually had a scathing forum post all written out telling you how you're skirting the edge of making NEStalgia into a Golden Sun type of game.

But then I finally figured it out and all was well!

I played through Golden Sun 4 years ago or something...it's really nothing special. It's badly translated, the combat systems are way too simplistic, and the endless puzzle quests and hunt for the stupid Djinns made me want to cry. Plus it lacks anything remotely resembling an interesting story or characters.
SilkWizard wrote:
I think that Golden Sun is the FF7 of the younger generation of gamers. It was a lot of people's first 'real' RPG. It's not a bad game, but it doesn't deserve half the praise it receives.

My first RPG was Ultima Exodus for the NES -- a game that is so archaic, ugly, and insanely difficult that most people wouldn't give it a second look. To this day I still love the game.


My first RPG was actually Final Fantasy 1. I've never played FF7 just because I never bought it.
It's strange, I actually hate FF7. I love FF8 and FF9 though. I guess I'm the kind of guy that prefers a good-old RPG. I loved FF9 in that it seemed to go back to "basics."
My first RPG was DWO. Actually it was Quest 64, but at the time I didn't know what an RPG was and had no idea how to play it. So yeah, DWO.
Flame Sage wrote:
I loved FF9 in that it seemed to go back to "basics."

I love FF9, best in the series. I should probably play that again soon...maybe tonight.

Airjoe wrote:
My first RPG was DWO.

Nice! I can't think of a better title to start with =P
Since you don't show any of the opponents' HP/MP do you at least have different states to show when the opponent is near-death, similar to what the classic RPGs did? Otherwise that aspect of the game would be really frustrating.

Looks really good however, looking forward to playing it. Curious on where you got your music from. :)
The Naked Ninja wrote:
Since you don't show any of the opponents' HP/MP do you at least have different states to show when the opponent is near-death, similar to what the classic RPGs did? Otherwise that aspect of the game would be really frustrating.

Has anyone on BYOND played the classic console RPGs? Those types of things are more modern trappings, and certainly weren't the norm back in the 8-bit/early 16-bit days.

In other words, you damn kids take your fancy HP meters and your damage states and get off my lawn.


The Naked Ninja wrote:
Looks really good however, looking forward to playing it. Curious on where you got your music from. :)

Thanks. The music is all original, most of it either royalty free or used with the permission of the composer.
What's so great, is now you can combine ideas from all the older, classic, games and combine them into NEStalgia >:)
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