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  #1   [ ]
Old 03-18-2008, 10:40 AM
Gerudo Thief
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Smile Design your own Zelda Game!

Post all Zelda games you designed here!
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  #2   [ ]
Old 03-18-2008, 10:44 AM
Goron
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Re: Design your own Zelda Game!

mine would be, zelda and the kingdom of lorule. it's like hyrule, except Ganondorf put it under his rule, like tp, but like fsa
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  #3   [ ]
Old 03-19-2008, 12:17 PM
Gerudo Thief
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Re: Design your own Zelda Game!

The Legend of Zelda : The Great War. An RTS game that is about the war before Hyrule was united.
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  #4   [ ]
Old 03-19-2008, 12:32 PM
Even Ganondorf loves cookies...eh humulos?
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Re: Design your own Zelda Game!

Well....that's pretty much what this whole forum section is for xD
Anyway, I'd make a game coming in between PH and MC [yes, I place it there] where the Koroks attempts to make all the islands into one big Island are about halfway done.
That way, you can have the forests and fields of OoT/MM/TP nature, and the seas of a WW nature.
I'd want it to be a fairly large game and be much harder than TP.
Seeing as I liked the Gerudo Pirates in MM, I'd like to see something similar. Not as the main bad guy, but a group of Pirates that you have to fight on several occasions and that have a large base you must infiltrate at some point.
Perhaps the game could even be the backstory of MC and feature a hatless hero wielding the Picori Blade to fight off some sort of evil.

EDIT:
I slightly misread the first post. this is for games you've already created?
If that's the case, then disregard my post...it's a game I'd like to see created, and if I had the skills I would create it
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Last edited by Erimgard; 03-19-2008 at 01:56 PM.
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  #5   [ ]
Old 03-19-2008, 01:36 PM
Black Wings of Justice
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Re: Design your own Zelda Game!

That is awesome! xD Hm, well I don't have a name for my game yet, but it works great! The only thing I could need would be the best game artists, scripters, music artists ..... (ten hours later) and chocolatechipcookies Nintendo can sent to me xD!

Because doing the whole stuff alone is a little bit hard. Where is Miyamotos f****** TELEPHONE NUMBER?????!!!!!
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  #6   [ ]
Old 03-19-2008, 06:53 PM
Gerudo Thief
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Re: Design your own Zelda Game!

Mine would be have to be something like this:

Link (totaly new link) living in a time were evil ruled over hyrule, Ganondorf is the ruler of the world and Princess Zelda has traveled to another time to hide from Ganondorf and his minions but the twist is... The time is the same time as one of the previous Links !

Title mabye...

The Legend of Zelda: Severed Timelines...?


EDIT: In order for link to save his time you must go back in time...
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Last edited by Zenith92; 03-19-2008 at 07:19 PM.
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  #7   [ ]
Old 03-20-2008, 11:11 AM
Zora Warrior
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Re: Design your own Zelda Game!

A mix of Samurai warriors and zelda
-There are temples you can do but aren't necessary to win the game
-When you beat the game you unlock the Collosseum which allows you to fight any unit or combination. You can also play online with this
--Theres a way to cheat in the collosseum for people that want easy access to online multiplayer

You can choose one of three dudes
-Gerudo prince-Trying to destroy Ganon and has all of his power-Fast and big
-Link-NOrmal
-Minish-Lots of MP and small

The main game allows you to order troops risk style and use your horse to aid those troops...
-When you are attacked, theres allways a chance it was a trick and Ganon sent a much bigger force somewhere else
-You goal is to capture the enemies castles
--Inside the castle are different units depending on how that particular boss plays (suicide bombers, Link-esque swordsmen, Giant sword swordsmen... etc)
-Your enemies are old bosses with ganon as the head
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  #8   [ ]
Old 03-21-2008, 05:20 PM
Too much time and imagination
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Re: Design your own Zelda Game!

The Legend of Zelda: Elemental Rage
Instead of being the Hero of Time, he is now the Hero of Earth. With the ability to manipulate the elements around him with every boss defeated, Link must stop the Fifth element from being released and consume all of Hyrule.

Four elements, four bosses, and of course the final boss. Multiple items that use the elements and some that can enhance Link's powers.

And once you have completed the game once, a whole new world will open up. Same storyline, but new bosses, items and areas.
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  #9   [ ]
Old 04-14-2008, 03:55 PM
Gerudo Thief
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Re: Design your own Zelda Game!

sacred blades is mine
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  #10   [ ]
Old 04-14-2008, 04:10 PM
Goron
Join Date: Oct 2007
Location: California
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Re: Design your own Zelda Game!

Quote:
Originally Posted by Lefty2k59 View Post
The Legend of Zelda : The Great War. An RTS game that is about the war before Hyrule was united.
I've thought about the exact same thing before, and to tell you the truth I half expect Nintendo to make a game like this.

Quick question though? What's an RTS game?


According to the "creation cutscene" in TP, the Triforce was one of the main causes of the "Great War" that ravaged Hyrule before it was united. This would be the original Triforce game then, and would deal with the dark interlopers from TP. Perhaps this is also when the Door of Time was created by the Sages? (the Oocca created the Temple, but I think in OoT it said the Sages created the Door?)

A game like this would mean that each province/race has their own kings (sure the Zoras and Gorons had leaders, but they weren't really kings in any of the other games), and perhaps whole different kingodoms?

OoT kind of made it seem like the Great War (or whatever it was called) was a recent event, as they make several mentions to different rulers (Zora and Gorons) having pledged allegiance to the king, and wasn't Link's mother escaping the war when she left link at the Kokiri Forest? I don't remember if there was any mention of his father though... So this could be an immediate predeccessor (sorry about spelling) to OoT
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  #11   [ ]
Old 04-14-2008, 05:00 PM
Goron
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Re: Design your own Zelda Game!

Quote:
Originally Posted by shadow_link_08 View Post
Quick question though? What's an RTS game?
rts means real time strategy, like starcraft.


And while I am answering your question I might as well post an idea of my own.
it takes place after PH with the same Link. So Dark Link goes to where Link stuck the Master sword in Ganondorf's head and pulls it out, in doing so he brings back ganondorf. then he and Ganondorf start to attack Hyrule and that is where Link and Tetra come in. They go to attack Ganondorf and Dark Link but Link without the MS cannot defeat them and Ganondorf locks Link and Zelda away in a prison. later Ganondorf and Dark Link fight over who is the boss of who, and since Dark Link has the MS, Ganondorf is defeated and has to retreat to the cell where he locked Link and Zelda away. He asks them for help to defeat Dark Link and so they team up. You will be able to play as all three characters Link, Zelda, and Ganondorf, your ship will be Tetra's pirate ship which will be much faster than the king of red lions and have multiple canons.(you wont have to worry about changing the wind direction or your canons using ammo) since Ganondorf and Dark Link had already started to create the dungeons of the different islands, the group has to go and defeat the dungeons before facing Dark Link. Link's weapon btw will be the Phantom sword. and after Link, Zelda, and Ganondorf defeat dark Link they will have to face Ganondorf and Link will use the MS to defeat him again.

Last edited by Chozo Ridley; 04-14-2008 at 05:17 PM. Reason: adding game idea
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  #12   [ ]
Old 04-14-2008, 10:12 PM
KeeSomething
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Location: Michigan
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Re: Design your own Zelda Game!

For the next Zelda game, I'd like a simple story that doesn't have anything to do with destiny or fate; rather, a personal journey, much like Majora's Mask or Link's Awakening. I feel it takes away a lot from the game world when your character is given a destiny, and when everyone treats him as a hero, so a personal quest for Link would be ideal.

The great thing about a simple story is how you can really focus on the characters, and if you think about, great characters are what make a story memorable and fun. A simple story also gives developers more room to be creative in terms of how to develop characters, and how the gameplay will factor in.
------------

Next, I'd like a lot of focus put into the soundtrack. I think it would be a good idea to completely start from stratch, and have no old themes return except the classic overworld theme. This would really help give the game a its own identity, and while it may feel strange not to have all the classic themes return at first, when you get teased by little pieces of the
Zelda theme, you'll feel happy, until the whole theme finally plays at the very end of the game. At this point, fans will be crying from nostalgia.

As for the sound of the tracks, I'm not sure what I'd go for. It really depends on the rest of the atmosphere: dark or light, cheery or lonely, etc. If the atmosphere is more lonely, I'd definitely go with something similar to the ambient techno used in the Metroid Prime games. But if the tone is light and cheery, I'd certainly go for a more lively, adventurous sound.
----------

The Overworld Design-

The world in my Zelda would not be as black and white as it is in other Zelda games. In Zelda games, you have towns, dungeons, and the overworld. While it is nice to have variation, I think it would be a vast improvement to get rid of the thick line between each. This would make the overworld more interesting, less predictable, and more demanding to explore. Just think of it this way: wouldn't it be cool to just scale a giant mountain that consists of little caves, random enemy bases, and some boss battles? You'll be thinking to yourself: "Was that a dungeon?" How about wandering into some random forest, only to be chased out by a giant Gohma?

Another factor that should be improved is the exploration. The player should be rewarded when they explore. The player should be teased by areas they can't yet access yet to motivate them to continue exploring. Remember when you were younger, and you play Link's Awakening for the first time? Remember being teased by being able to see some ledge with a chest or a cave above you, but you couldn't reach that ledge yet because you didn't have the hookshot or whatever? Wasn't it extremely rewarding to finally get that hookshot or the item you needed to get there? Remember searching the entire overworld, and talking to all the people to figure out who you needed to give the fishing hook to? After all that, remember being rewarded with the best item in the game--the boomerang?

As Hylian Dan has said in one of his past posts, gamers like to be teased. They like to have bait in front of them to follow. They also like to be rewarded. If I were making a Zelda game, I'd make sure I put a lot of effort into this area.
-----------

Dungeons-

How about no dungeons? Yes, that sounds crazy, but think back to my speech about how cool it would be to blend in the overworld with dungeons and towns. I'm guess not saying that Zelda shouldn't have dungeons, I'm just saying the ideas for dungeons should mix more into the overworld. That way, you see, the overworld itself is really one massive dungeon that is dieing to be explored-- A huge dungeon filled with forests, lakes, mountains, caves, towns, people, monsters, bosses, puzzles, etc. That would really allow the player to play the game at his or her own pace. A design like this would be completely nonlinear, much like the original Zelda, and it would allow you to complete the game the way you want to. A perfect example of a game that pulled this off is Metroid Prime, but I think Zelda could do an even better job.



I'll write more tomorrow. I'm tired.
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Last edited by Stickerbrush; 04-15-2008 at 11:01 PM.
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  #13   [ ]
Old 04-14-2008, 10:19 PM
Gundam Meister
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Re: Design your own Zelda Game!

There's already a way to make zelda games. Get rpg maker. There's already one in the making see. YouTube - Super Princess Zelda: Declarations
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  #14   [ ]
Old 04-15-2008, 03:00 PM
Gerudo Thief
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Re: Design your own Zelda Game!

good overworld idea man
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  #15   [ ]
Old 04-15-2008, 03:01 PM
Gerudo Thief
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Re: Design your own Zelda Game!

great overworld idea man
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  #16   [ ]
Old 04-15-2008, 08:15 PM
Gerudo Thief
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Re: Design your own Zelda Game!

Kee, that sounds like it would make an excellent, immersive game.
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  #17   [ ]
Old 04-15-2008, 10:39 PM
KeeSomething
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Re: Design your own Zelda Game!

Thanks. I wasn't sure people would accept the idea of no dungeons, but I think I explained what I ment well enough to see my point of view. Now, to continue my post...
-----
Items-

Another gameplay flaw I see with a lot of Zeldas is the limited use of items. While it is cool to have a ton of items that do all kinds of things, I think it would be better to have far less items, but use them far more frequently. Does Link really need 20 different items? I don't think so. It also bothers me how in the more recent Zeldas, you can only defeat bosses using the dungeon weapon you got-- only one strategy. In Majora's Mask, you are given so much freedom in boss battles. For example, the final battle allows you to finish Majora in any form (there are even hidden plants for Deku Link). Not only that, but all the dungeons in Majora's Mask were designed for you to use all the items you had up to that point, not just the most recent item/ability you've obtained. Stone Tower Temple is the perfect example.

-------
Boss Battles-

To go back to the boss battles, Zelda bosses need a revamp for sure. They are not even battles anymore, just simple puzzles that, onced figured out (which shouldn't be too hard), you can walk through without worrying about dieing. Now, if I were in charge, this would not fly by me. I would take inspiration from Metroid Prime, Shadow of the Colossus, and Majora's Mask for the boss battles. Tp be more specific, I'd mix things up. Some battles would be brawls that didn't require you to 'solve' the enemies weakness. Other battles would require you to find their weakness, but you'd still have to fight to stay alive, even after you "figured them out." Notice how even after you find the boss's weak point in Metroid Prime, you still have trouble defeating it because they don't just let you attack. Same with in Shadow of the Colossus, bosses are huge puzzles that need to be solved, but even after you solve them, it is a challenge to scale and defeat them.

I guess I'll be even more specific: bosses will try kill you, and not just try to hid their weak point.
---------

Shops-
I really want to make shops more useful. Making shops more useful may seem like a small improvement, but I assure you it could drastically improve the games quality and challenge.

First of all, something that currently annoys me with the Zelda games is how I always have a full wallet with nothing to buy. How do you solve this problem? Make shops more useful, of course! How, you ask? Well, the solution will fix this problem as well as another problem... You know how hearts, magic jars, arrows, and bombs are always flying out of bushes and enemies? They are quite useful indeed, and it would be a pity if enemies and plants didn't drop them.... Do you see where I'm going with this? Yes, I'd make it so you could only find arrows, hearts (red potions), magic jars (green potions), and bombs in shops (and treasure chests). This would a) make shops far more useful, b) add more challenge to the game, and c) make rupees much more important to collect.

However, I wouldn't just stop there. I'd put specific shops that upgrade you weapons or abilities for a high prices. Of course, these abilities wouldn't be required to beat the game, but they'd make it more fun and easier to progress through. You want to learn the downward thrust? That'll cost you 3000 rupees. Huh? You want that crossbow? Well, I hope you can spare 5000 rupees.
-----------

Enemies-

I'd make enemies more of a threat to the point where you could no longer just fly through a group of 10 Lizafols. You'd have to pick your battles, and play it smart because being outnumbered by foes with weapons would leave you at a major disadvantage. After all, they work together, set traps, attack relentlessly, and even call in reinforcements if you don't take out the leader fast enough. Now, as you become more skilled with your sword, gain new abilities and weapons, and increase your hearts, you may stand a chance, but you better have some potions because this is still not going to be easy. You may just want to play it safe, and shoot them with your bow from a long, safe distance.

The 3D Zelda battle engine is excellent. It really is, but the enemies have been way to easy to showcase the complexity. Even Majora's Mask, I feel, failed in pushing the battle system to its limits (though, it did the best job so far; TP came close too with its cave of ordeals). Think about it, you have all these moves like side-jumping, back-flipping, rolling, and etc. How often do you really take advantage of these abilties in order to survive an intense battle? Probably never, and that's a real shame.

Enemies must be tougher! Zelda II does get a lot of crap from fans, but I respect it in the sense that each ability you learn becomes EXTREMELY useful in battle. Why was that? That's because the enemies were challenging, and they required you to use anything skill you had! While I'm not a huge fan of Zelda II in general, I have