NB: Demo Information

From ZFGCpedia
Revision as of 06:32, 6 April 2015 by Zhello (talk | contribs)

Jump to: navigation, search

Demo Version 0.2/0.3

As mention before the early version of the game so far. It was created in Dlbrooks33's LTTP Engine before it was later merge on with the BG Engine he made. The result of the merge expanded to 3 instead of 2. Also giving Link and update on thrusting and wall bouncing, etc. This demo is buggy and a bit mess, this was one of the first demos I've ever made public. Had been release around 2010.

Link for Demo located here: https://app.box.com/demo02


Demo Version 0.6

Was only given to a selected few to test it out for bugs and such. It wasn't that superior to demo v0.2, however, the updated changes made it better then what it was previously. Plus this demo introduced the first few enemies in game, Blind Jr, Dasum, and Dark Link (Riku). Deku Link was introduced in this version as well. The demo was no demo for this version.


Demo v 0.8

The focus here was building the locations in game, mainly some of the bigger areas. Also enemies have been added to the roster. Link's other form was out into play minus the graphics, Zora Link. There was no demo for this version.


Demo Version 1.1

The latest demo was tested by a selected few, and as always, the progress is still going, however, it is still in a steady pace, most likely, graphic wise. A modified version of the engine, which includes more weapons, quests and enemies. It also includes the advance choice system whereas the player's choices and actions depicts the outcome of NPCs and or items in game. Gog has been changed: Instead of a Poe Alien, he is now a Pirate, however, the item is still present. The item gives the player abilities to wall through certain walls to get to unreachable areas. Enemies have been modified to they go attack the nearest target instead of a single unit. Cut-Scenes have been improved; they look smoother than before, just temporarily removed animation of NPCs during them. Game Over Events needs a bit of work, but it is working fine. Save system has been changed to match that of what is seen in Pokémon games, such as New Game, Continue, etc. Saving can only be done 2 ways now, by Save Owl and or sleeping at an Inn. Save Owls are rare and can only be activate during certain accomplishments. Black Ice has been added, and or the freezing of players and or enemies. Still need to fix it up a bit more for enemies however. Goodnight's Time System has been upgraded.

There was a demo for this version, however, it was private.


Demo Version v 1.2 (Private)


Many changes and fixes from 1.1, this will be the second time I will drop a public demo for people to play with, the last one being demo 0.2. The demo will have enemies that have been added and or fixed. The player will be able to fight a random group of enemies at the start, some areas, the selection of enemies will be random. The player also have a chose to make it harder whereas you will only have access to upgraded weapons and or heal up when the area is clear.

As for the demo seen in one of the recent videos on YouTube, the 2nd Dungeon, this will be public soon after this demo is release.


Demo Version 1.2 (Public) - November 2014


NCFC 2014 Booth: http://www.nintendocfc.com/booth.html?id=75

Tutorial Video: https://www.youtube.com/watch?v=-z3WjdiE5iE


Technical Demo 1.2 download: https://app.box.com/s/k6au0cataqppp49gxq2v


This demo had been released in November in time for the NCFC 2014 convention. The demo contains just 25% items open for the player to grab and test.

The music in the demo had been disabled because I did not have time to edit/mix songs I had saved for it, however, next time around it will be present.

The demo features the first 4% of the game, whereas the player could explore Orlo Gale, even though some parts are blocked off, most places can be visited and or seen despite not being able to access them.

The only known bug is the save/load feature if the player were to save and come back to the game a few days later, they suffer from these issues: Link clones, Link, player object not responsive, slimmed out text (switch could be fixed via entering/exiting areas).

I am working on a save/load feature instead of relying on the game maker version, just so players will not lose progress.

The demo has a few typos, which has been fixed already.


Demo Version 1.4 TBA

I pretty much did many changes and updates surpassing 1.3 expectations, so 1.4 is nearly here. 1st dungeon will be doable, even going beyond that to other areas in game for player's to explorer, also this time all items will be locked, unless you find the King Mob Trophy again, everything will be unlocked for you. I am testing a new load/save option, for the current one was makeshift version, the GML version, so working on something better; writing all those global into a script is no joke. 1.4 you will NOT be able to save, however, if you somehow die, you will not lose progress at all.

Stay Tune, also if you find Cybernetic interesting, I am more focused on the story, even though there is an engine for it set in motion.

4/2/2015 The engine has been tested by a few others and their are players who had found very few errors, which are being worked on. 1.4 will be out at the end of April with the latest changes and updates.