A Zelda Dungeon Maker - Would it Work?

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  • เผยแพร่เมื่อ 3 ม.ค. 2025

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  • @MonsterMaze
    @MonsterMaze  2 ปีที่แล้ว +259

    Have a great weekend everyone! Feel free to share your thoughts, ideas and suggestions about a hypothetical Zelda Dungeon Maker!

    • @Tazerboy_10
      @Tazerboy_10 2 ปีที่แล้ว +3

      Yeah!

    • @cycho651
      @cycho651 2 ปีที่แล้ว +6

      Well, there kind of is a zelda dungeon maker. you can build your own zelda game with the pixel game maker mv by kadokawa.

    • @seanpope1890
      @seanpope1890 2 ปีที่แล้ว +4

      the stairs connected starting with closest first then next closest and so on
      that was my biggest complaint about that system
      but also if your looking for the best dungeon maker, minecraft can't be beat

    • @Warrior-Of-Virtue
      @Warrior-Of-Virtue 2 ปีที่แล้ว +5

      A super boss gauntlet with every room containing a random boss from across the franchise.

    • @DuelScreen
      @DuelScreen 2 ปีที่แล้ว +4

      Love this! A lot of people have thought about this idea but you went and created a level designer as a concept. I'd love to see your code if you would make that available. I knew about the door problem. The solution I came up with was to make sure the rooms were modular in size so 1x1, 2x1, 3x4, whatever but the doors must always be centered in their block. Doors without connecting doors could be traps like the doors that flatten the player in Luigi's Mansion (I think). Another possibility would be a requirement that if you place a door a new room attached to the other side is automatically spawned. I think there are a few smart ways to make it work intuitively. Spelunky is a good source for how to layer randomness that isn't obvious to the player and creates lots of interesting interactions.

  • @lightestseed
    @lightestseed 2 ปีที่แล้ว +69

    Another cool thing that would be implemented in this hypothetical game is that the editor gets to choose how many hearts or items (hookshot, bow, flippers, power glove, etc.) the player has before starting.
    Another thing is that there could be a series of dungeons like the worlds in Mario maker, and the items you get in a dungeon carry over to the next

  • @thegreatmajora5089
    @thegreatmajora5089 2 ปีที่แล้ว +109

    First off, MAD props to the visual stuff put in this video, it's all really clean. As a thing I'd love to see added to a Zelda Dungeon maker, I'd take the way Wallmasters and boss keys were handled in Spirit Tracks. Making you carry the giant key across the dungeon, limiting your options while enemies will beeline for the key to bring it back to where you took it from is a very fun way to shake up the dungeon, and could make it two whole experiences in one.

    • @shroobify
      @shroobify 2 ปีที่แล้ว +3

      Bring back the SandWand and patrolling Phantoms(all versions) as well.

    • @shroobify
      @shroobify 2 ปีที่แล้ว +2

      And maybe the Magnetic Gloves, and Rocs Feather.

    • @thegreatmajora5089
      @thegreatmajora5089 2 ปีที่แล้ว +4

      @@shroobify DUDE I love Phantoms ! Having a dungeon split between a sneaking section, and then giving you a way to deal with them could be so cathartic

    • @bastian3461
      @bastian3461 2 ปีที่แล้ว +3

      that could even just be a specificity of the style
      like "oo you get to use the DS zelda games style" and its caracteristic is the key holding and you could probs even bring all of those fun mechanics from the DS games like with the grapplin hook mechanics or the ennemy possession
      you could even get the special movement though i think some players would avoid the style entirely for that movement and combat

    • @thegreatmajora5089
      @thegreatmajora5089 2 ปีที่แล้ว +2

      @@bastian3461 I think that would be the trickiest part, translating the DS games' quirks without forcing it to be touch-controlled, but I'd love things like the whip, the sand rod, the whirlwind, all of those

  • @CZsWorld
    @CZsWorld 2 ปีที่แล้ว +168

    I didn't think it was possible but you've convinced me.

    • @lyrebirb83
      @lyrebirb83 2 ปีที่แล้ว +1

      I knew it was possible. I don't think it could be done in a player friendly way. How wrong was I?

    • @slayr4170
      @slayr4170 2 ปีที่แล้ว +2

      One game I like is Fortnite. In It’s creative mode you can do literally anything and it’s super user friendly

    • @tumultuousv
      @tumultuousv 2 ปีที่แล้ว

      @@slayr4170 uhm

    • @Pigeon_loll
      @Pigeon_loll 2 ปีที่แล้ว

      @@tumultuousv ?

  • @metaltom2003
    @metaltom2003 2 ปีที่แล้ว +30

    If anyone is interested, there is a "Zelda maker" out there that has existed since the early 2000s, called Zelda Classic. It may not be the most user-friendly program to pick up, but once you learn what you can do the possibilities are nearly endless.

    • @bagelmaster2
      @bagelmaster2 2 ปีที่แล้ว +4

      I was looking to see if anyone else here knew about ZC. I've played with it on-and-off for years and while it's pretty clunky at times, it a lot of the stuff covered in this video is possible in some way through the quest editor's tools. If you just want to play some well-made Zelda 1 styled fan games with better graphics, you can. As a bonus, it's still in development by a small team to this very day, so many of the program's quirks are being streamlined with time.

  • @michaelkaduck1915
    @michaelkaduck1915 2 ปีที่แล้ว +274

    A game I think could be looked at is Four Swords Adventures. That game's multi-player mechanics and the way that its puzzles are crafted in a 2D space legitimately amazed me.
    As for styles, I would love to have bosses from the Original Zelda reimagined like Super Mario Maker did with its enemies.

    • @devonm042690
      @devonm042690 2 ปีที่แล้ว +9

      I think Four Swords Adventures is also worth looking at in terms of equipping the player. It'd be much less hassle for everyone if the player could only have one item at a time, with the items being on pedestals and swapping new ones with older ones.

    • @ethanh8783
      @ethanh8783 2 ปีที่แล้ว +4

      It'd be great if this hypothetical game brought back my boys Aquamentus and Digdogger.

    • @tlk777
      @tlk777 2 ปีที่แล้ว +1

      ah yes FSA is so good please. I would play so much of that.

    • @wolfetteplays8894
      @wolfetteplays8894 2 ปีที่แล้ว +1

      Aquamentus in the Minish Cap or Link Between Worlds style would be awesome

    • @devonm042690
      @devonm042690 2 ปีที่แล้ว +2

      @@wolfetteplays8894 And don't forget, all of the NES Zelda bosses appeared in Oracle of Seasons with different appearances, different attack capabilities, and in most cases more involved strategies to defeat them. Given this precedent, it'd make sense that this would carry into other styles as well. There's also the possible intrigue that anything reimagined in the Minish Cap style could theoretically be expanded from that into Wind Waker style, considering that Minish Cap's graphics were Wind Waker-style graphics turned into a spriteset.

  • @WideMouth
    @WideMouth 2 ปีที่แล้ว +145

    Here’s a thought: what if instead of making a Zelda Maker just a non-canon spin-off, you instead use it to explain *why* some of the dungeons exist in the Zelda series. You could play as Sheikah architects and mages constructing and testing dungeons designed to test future incarnations of Link. It would still probably be non-canon, but at least there would be a lore explanation for the game.

    • @KryyssTV
      @KryyssTV 2 ปีที่แล้ว +17

      Nintendo didn't object to Tunic which was clearly a non-brand Legend of Zelda since it was recently released on Switch. So it would be easy to do a non-canon dungeon editor for Legends of the Forest with an elf wearing a green tunic. Then have mod support for different tilesets where someone else releases a Zelda tileset mod to turn it back into Legend of Zelda thereby freeing MonsterMaze from any liability of copyrighted material.

    • @PNWAffliction
      @PNWAffliction 2 ปีที่แล้ว +3

      zelda dungeon architect, now that'd be rad.
      Curious is the trap-maker's art... his efficacy unwitnessed by his own eyes.

    • @userPeterSteves
      @userPeterSteves 2 ปีที่แล้ว

      Makes no sense

    • @haileeraestout5567
      @haileeraestout5567 6 หลายเดือนก่อน

      Lol I'd Make A Dungeon Where Zelda's Locked In A Castle Full Of 100 Demon King Demises (Link Would Hate That)🤣

  • @josephjarosch8739
    @josephjarosch8739 2 ปีที่แล้ว +26

    Fun fact: There are (sort of) two unoficial ones already. One, Zelda Classic, is a meticuloous remake the NES Zelda and Link to the Past with a level edditor that lets you make entire games more-or-less from scratch, and Solarus, which started out as a Link to the Past re-make and has since morphed into an entire ARPG game-engine. Classic in particular still has wholly new games being released for it.

    • @Semicolon7645
      @Semicolon7645 2 ปีที่แล้ว +1

      I messed with Zelda Classic a ton high school and it's definitely a lot to learn.

    • @userPeterSteves
      @userPeterSteves 2 ปีที่แล้ว +3

      Those are old games,we can't do twilight princess dungeons or orcseina of time dungeons,more modern games because there is so much going on and each of those dungeons are dufferent

    • @mywifesboyfriend5558
      @mywifesboyfriend5558 2 ปีที่แล้ว +2

      Nintendo's lawyers are already grabbing their briefcases as we speak....

  • @adithya260
    @adithya260 2 ปีที่แล้ว +62

    Wow this is one of if not the highest effort video of yours and that's saying a lot. Also i thought a dungeon maker would be quite straightforward but you bring up good points regarding the challenges.

    • @louiseb3146
      @louiseb3146 2 ปีที่แล้ว

      Sorry?
      What about Life as a Bokoblin?
      In its making of you can see how much of dedication and work he put into it.

    • @nojuscat1583
      @nojuscat1583 2 ปีที่แล้ว

      @@louiseb3146 life as a bokoblin is my favourite Zelda video

  • @joejoemojo
    @joejoemojo 2 ปีที่แล้ว +29

    its just crazy how much work you put into these videos. like the fact that you coded your own level editor, and those amazing animations at 12:04. looks like a lot of work and clean animation for just a small visual detail, like wow big respect. no clue how you do it so consistently but keep it up man

  • @onewingedmoogle
    @onewingedmoogle 2 ปีที่แล้ว +108

    When doors are misaligned, the game could ask which room should take priority and auto-correct the door in the other room.

    • @MichaelHeide
      @MichaelHeide 2 ปีที่แล้ว +5

      With an additional option to split the difference.

    • @JamesTDG
      @JamesTDG 2 ปีที่แล้ว

      Exactly my thoughts

    • @PhantomOfficial07
      @PhantomOfficial07 2 ปีที่แล้ว +6

      Or maybe when the first door is placed a second door gets automatically placed in the room the door leads to

    • @JeffACornell
      @JeffACornell 2 ปีที่แล้ว +3

      Or, keeping things simple and visual without text pop-ups, just have the most recently placed room take priority. If you want it the other way around, just pick up the other room for a split second and put it back down again. If you have some complicated arrangement of rooms and can't get the priority the way you want it just by placing them in a certain order, you can always manually tweak one or two doors yourself.

  • @fishfuud3
    @fishfuud3 2 ปีที่แล้ว +57

    I could imagine coding and logic being handled in a similar way to the Little Big Planet games,where dragging and dropping connections is simple and intuitive but also offers a few additional options in a submenu. LBP2 added more complex logic tools like AND/OR gates and counters which were done with some clever use and combination of simplier objects in the first game. A system like that would allow simple actions to be made quickly and easily but still leave the door open for more complex contraptions and puzzles for those who want to delve deeper.

    • @pacomatic9833
      @pacomatic9833 2 ปีที่แล้ว

      Definitely.

    • @8ternalife
      @8ternalife 2 ปีที่แล้ว

      I was just going to comment that inspiration from LBP should be used! They could use something very similar to the selector tool in the popit where you can connect things such as a button and a door with a "wire".

  • @RickRaptor105
    @RickRaptor105 2 ปีที่แล้ว +14

    The custom chamber maker of Portal 2 does exactly what you hypothesized for the "connecting puzzles" idea. However, the lines are visible to the player, too, so they'll already know "if I activate this switch, it will spawn this/open this", they just need to figure out HOW to do it.

  • @desertyoshi_plays
    @desertyoshi_plays 2 ปีที่แล้ว +166

    This is actually super detailed and easy to understand! I would like many of the features you mentioned if a Zelda Maker were to be made, however I think there should still be a node based option similar to Game Builder Garage, for those that can understand it. Just make it an option in some "Advanced Settings" menu.
    And as for the styles they could choose, I've had many ideas in the past. The Original Legend of Zelda, A Link to the Past, Minish Cap/Four Swords and A Link Between Worlds. Heck, they could have do Link's Awakening Remake.
    Are you listening Nintendo?

    • @Papierkorb2292
      @Papierkorb2292 2 ปีที่แล้ว +9

      If there would be a second option for the puzzle logic, there might as well be a third option to directly code in python.
      The problem with multiple options is, that a voting system would privilege dungeons made with the advanced settings. An example of this is the Portal 2 editor, where most popular levels use parts that weren't originally in the game.

    • @coreblaster6809
      @coreblaster6809 2 ปีที่แล้ว +4

      @@Papierkorb2292 A good level is a good level, it's just that people who are interested in making good levels are also interested in making their own custom stuff. That is why the most prominent portal maps don't just use ingame stuff as much. But because zelda maker would appeal to more people than the portal maker, which is pretty hard to use in comparison to something like mario maker, I think there would be enough people making good stuff with the base tools, it wouldn't just be how you describe.

    • @mywifesboyfriend5558
      @mywifesboyfriend5558 2 ปีที่แล้ว

      Nintendo's lawyers are listening....

  • @CaptainDoge1
    @CaptainDoge1 2 ปีที่แล้ว +16

    Absolutely loved this video. Pretty much all the ideas I’ve had for a Zelda Dungeon Maker were mentioned and expanded upon. The coding stuff and how it would fundamentally work as well had me really interested.

  • @caslin2018
    @caslin2018 2 ปีที่แล้ว +6

    Mega man maker has a REALLY good design philosophy when it comes to conjoined rooms, basically theres a button on the edge of each screen that either separates or conjoins rooms, this could also be applied to zelda maker by making the rooms not created with a map menu (which would be kinda tedious) but allowed to instantly create rooms by placing tiles next to another room
    Levels can just simply be switched with a small menu

  • @TrueKoalaKnight
    @TrueKoalaKnight 2 ปีที่แล้ว +21

    Wizard101's Castle magic and certain objects you can place in your castles have a very intuitive interface.
    The pet crumbs that control pet behavior when you place them in a room are a pretty good example of how to tackle a Zelda Maker type of deal.

  • @clementp.5187
    @clementp.5187 2 ปีที่แล้ว +18

    I remember trying to make my own Zelda on RPG Maker when I younger, with some ALTTP assets that were available at the time ! I’ve been hoping for an official Zelda Maker ever since.
    I just remembered a mobile game called Badland that provided a good editor to make your own levels. You could set triggers, change the background and foreground, ect… Stuff I wished Mario Maker had !

    • @MonsterMaze
      @MonsterMaze  2 ปีที่แล้ว +4

      Yes! I tried it too. The engine wasn't all that suitable for it (at least not the version I used way back when). You had to jump through a lot of hoops, especially to get the combat somewhat functional. I don't know about current day versions, but the older ones were clearly designed for turn-based combat. Not real time. But it still worked okay. I had lots of fun with it and tought me the basics of game design ^^

    • @Nastara
      @Nastara 2 ปีที่แล้ว +1

      Search Zelda Classic. That think is a bonkers Zelda 1 engine!

  • @davidn2612
    @davidn2612 2 ปีที่แล้ว +20

    This is hands down the coolest Zelda idea I’ve ever heard

  • @SillyAIMan
    @SillyAIMan 7 หลายเดือนก่อน +2

    Quest Maker on Steam drops at the end of the month. The demo is available and its a genuine ALTTP Maker with Minish Cap elements.

  • @RoninCatholic
    @RoninCatholic 2 ปีที่แล้ว +6

    "More locks than there are keys to open them" is actually potentially useful for good (if unforgiving) puzzles. There should be a reminder if you try to compile a level and there are fewer keys than there are locks or vice-versa. It should also be possible to have chests that are locked by keys, to have the Boss Key/Big Key required for certain doors or chests, or to have the Magic Key from the first game hidden somewhere in a dungeon.

  • @Rubyduby1057
    @Rubyduby1057 2 ปีที่แล้ว +8

    Loved that Xenoblade 3 part. Definitely caught me off guard, but the amount of times I heard that playing through the game- 😂

    • @Josh-Man
      @Josh-Man 2 ปีที่แล้ว +2

      I know, that was so funny! 🤣 I for sure have been enjoying Xenoblade chronicles 3! 🥰

    • @kuks0453
      @kuks0453 2 ปีที่แล้ว +2

      HEAR THAT NOAH

  • @dragonmaster1500
    @dragonmaster1500 2 ปีที่แล้ว +21

    I really like how you've layed out the idea for a Zelda Dungeon maker concept.
    10:18 What about a feature that automatically snaps the exits of two rooms together in the map editor, with the option to turn snapping on or off in the UI? That would let you do custom room designs, and if you have door snapping on it would automatically make sure that the rooms would connect properly.
    11:58 Whit regards to puzzle Scenarios, what about an option which gives the dungeon creator the ability to give Link access to certain key items (Boomerang, Bombs, etc), at the start. This way, they can customize how complex they want each stage of the dungeon to be. How many, and which, key items for puzzle solving will the player have at the start? How many will they find in the dungeon? These are ideas that can really affect how complex the dungeon can be.
    Maybe, for an easy dungeon you only need one or two items, but for a really hard dungeon the player needs to find eight or nine key items throughout, leading them to zigzag across the structure as they open up locks and keys. Make it so they can get items 'out of order' and that can turn the dungeon into a macro level puzzle box beyond just the room sized challenges.
    ...Yes I do watch GMTK, can you tell?

    • @MonsterMaze
      @MonsterMaze  2 ปีที่แล้ว +3

      I can tell by your suggestions ^^

  • @Wongel_mit_Hut
    @Wongel_mit_Hut 2 ปีที่แล้ว +4

    There’s a game on steam called „super dungeon maker“ and I think it perfectly shows how a dungeon maker should work.

  • @spencerlay3318
    @spencerlay3318 2 ปีที่แล้ว +6

    Your video is SO freakin Beautifully done!! I’ve never played it myself but there’s a game on steam called “Super Dungeon Maker” that seems to do a pretty good job of being the same kind of thing you’re talking about here. Maybe worth looking at!

  • @OverflowingWithIdeas
    @OverflowingWithIdeas 2 ปีที่แล้ว +1

    I think the easiest way to solve your door conundrum is: when you make the room next to the one you made, have the entrance be locked in that position. That way, there is still creative freedom, but none of the door hazard issues.

  • @blacklynx2526
    @blacklynx2526 2 ปีที่แล้ว +9

    I’d love a Zelda dungeon maker. We have seen it work with Mariomaker, I’m sure they can make it work with Zelda. As all ways, I love the video.

  • @eBuddy89
    @eBuddy89 2 ปีที่แล้ว +2

    Bruh. In addition to making a well covered topic, your visuals are amazing as well. Demonstrates and emphasizes the importance of visuals for the hypothetical Maker-tool.

  • @andrewsprojectsinnovations6352
    @andrewsprojectsinnovations6352 2 ปีที่แล้ว +5

    14:39 I have a couple of ideas: (Edit: Monster Maze went on to basically describe #1, just explained better)
    1. Since it would be top-down anyway, maybe users could be given a tool to "wire" interactive elements together, and the editor UI would render those "wires" as lines, maybe aligned with the grid to improve readability. Even if elements can only interact if they're on the same floor, that wouldn't be an unfair restriction IMO to keep it simple and understandable.
    2. Users could assign interactive elements to separate "channels," maybe indicated by numbers or memorable symbols from the series (sort of like Mario Maker's doors with the card suits, just player-assignable). Elements on the same "channel" would be able to interact. This is closer to how I see the system working "under the hood."
    Either way I can completely see the interactions being pre-programmed. For the 2D Zelda games they seem pretty clearly defined: switches (of all kinds), pressure plates, and enemies are intuitively "triggers" while barred doors, traps, chests, and valuables make more sense as "reactions." All players need to do is link them together as desired. Sure this would be a bit more complicated than Mario Maker, but not too much; it's still far simpler than some other popular creative games out there (cough redstone cough) and fans are still eager to learn their systems. Besides, I think the fans calling for a Zelda Dungeon Maker would have no problem with the slight bump in complexity. It's hard to be a Zelda fan without a love of puzzle solving!
    Alongside that, you still have good old fashioned locks and keys for those who don't want to mess with the systems described above. Enemies could carry items like in Mario Maker, including small/boss keys able to open their respective door types. In fact I'm pretty sure Mario Maker already had locks and keys, though only of one type.

  • @nachoolo
    @nachoolo 2 ปีที่แล้ว +2

    There's actually a game called "Super Dungeon Maker" released early this year that allows you to build your own Zelda-like dungeons.
    Haven't play it myself. But it looks similar to what you were talking about.

    • @MonsterMaze
      @MonsterMaze  2 ปีที่แล้ว +1

      I was indeed made aware. It looks awesome and I am excited to give it a try

    • @juice1884
      @juice1884 2 ปีที่แล้ว

      it's not that great sadly

  • @DoubleBassX2
    @DoubleBassX2 2 ปีที่แล้ว +3

    Back in 2010 I played around with something called "Open Zelda" - it's rather obscure but it was pretty friggin cool for setting up your own dungeons in ALTTP style. It might still be worth checking out.

  • @ganondork
    @ganondork 2 ปีที่แล้ว +4

    I think Link's Awakening's dungeon building system proves something like this could work, but it would definitely need a lot of tweaking to make as creative and fun as Super Mario Maker. If, for example, the game only gave you options to create within a set dungeon layout, it would completely ruin the concept. It's like if Super Mario Maker gave you levels which you could only add enemies to.
    If Nintendo wanted a 'Zelda Dungeon Maker' to cultivate a vast community who makes different genres of levels like they do in Super Mario Maker, then the game would probably have to be more like a sandbox.

  • @TJDious
    @TJDious 2 ปีที่แล้ว +34

    It'd have to be limited to the original Zelda style and LttP. The trick would be allowing simplicity and complexity on a sliding scale.

    • @Tazerboy_10
      @Tazerboy_10 2 ปีที่แล้ว +1

      True

    • @Navar4477
      @Navar4477 2 ปีที่แล้ว +10

      OG Zelda, LttP, and Minish Cap 100%. Could even have PH, ST, or ALBW styles thrown in too

    • @dracquiteur.4730
      @dracquiteur.4730 2 ปีที่แล้ว +6

      @@Navar4477 and the chunky GameBoy pixelart of LA/OoS/OoA too!

    • @Navar4477
      @Navar4477 2 ปีที่แล้ว +1

      @@dracquiteur.4730 damn, and I love the oracle games too! How did I forget those lol

  • @MMDelta9
    @MMDelta9 2 ปีที่แล้ว +51

    I've wanted a Zelda Dungeon Maker ever since Mario Maker dropped.

    • @nolabratteig988
      @nolabratteig988 2 ปีที่แล้ว

      they did that in links awakening remake

    • @tumultuousv
      @tumultuousv 2 ปีที่แล้ว +1

      @@nolabratteig988 yeah but it's not very complex and not a full game/ shareable

    • @pirateraider1708
      @pirateraider1708 2 ปีที่แล้ว +2

      I've wanted one ever since I started thinking up LOZ style games that I wanted to make. (And that was long before Mario Maker.)

    • @nolabratteig988
      @nolabratteig988 2 ปีที่แล้ว

      @@tumultuousv yeah but it's a great starting place.

    • @DoomRater
      @DoomRater 2 ปีที่แล้ว +2

      Zelda Classic is a thing that has existed for a long, long time

  • @MartKart8
    @MartKart8 2 ปีที่แล้ว +9

    I've noticed a lot of the time, when Nintendo puts hints into their games, a lot of people choose to ignore them and complain about being stuck, like if a room had 2 blocks, the player tends to go somewhere else, and doesn't try to see if either block can be pushed.
    I've noticed similar things when Zelda tubers do lets plays of Zelda games.

    • @Logicalleaping
      @Logicalleaping 2 ปีที่แล้ว +4

      Zelda and Doom have trained me to push/interact every object in a room if it has a locked door. I will not proceed without my answers.

    • @MonsterMaze
      @MonsterMaze  2 ปีที่แล้ว +2

      During let's plays I do at least understand it, since they are essentially multitasking. Playing, talking, trying to entertain the audience etc. But yeah, some details are more easily overlooked than others ^^

  • @ch0rl0r1
    @ch0rl0r1 2 ปีที่แล้ว +1

    I really like all the ideas but i think the logic from timesplitters could be even easier if when in edit mode you could draw out colored wires to show what should trigger what; but the UI obviously disappears when playing for example a yellow line could signify that the switch makes the hidden chest on said tile appear and the blue line shows that the eye switch opens the door. I feel like this would make it easier than having to go through menus for making events.

  • @DarknessGuard
    @DarknessGuard 2 ปีที่แล้ว +3

    1. While I generally don't like reliance on HD remakes/remasters I'm fine with it if it's a major upgrade to the original like Links Awakening Remake but I would appreciate a remake for the Oracle Titles. Maybe with extra selling points like the cut content from back then brought it.
    2. A "Zelda Maker" does sound enticing enough but for those who don't want to wait for Nintendo to bring one, which likely won't happen anytime soon, I would recommend googling for Zelda Classic.
    It's a nice 8 or 16 bit, whatever you prefer engine to create Zelda quests and already has a nice community working with it. It''s not as easily learned as Mario Maker for those who are interested in but it isn't that hard to learn either. You can quickly make a basic quest after some time. There is even a tutorial on yt by TeamUDF, though it's from a older much less friendly to learn version of it. Even I learned it and put out a (bad) quest but grew too ambitious to do my second quest but I generally have trouble motivating myself to finish things, even if I love them so no worries of it because it was complicated but you DO have to put a lot of work into preparations for grander quest with more than the standard tiles.
    3. If you want to sample some of the higher tier Zelda games made with Zelda Classic, you could check out the channel of ElectrometerPrime . He did a couple of them. They show what can be possible with the engine but most of the videos are a couple of years old.

  • @x-manthegreat7294
    @x-manthegreat7294 ปีที่แล้ว +1

    Got a good idea for doors, if you have a room right next to another room. Place a door, and then it automatically places a door on the other side.
    In other words, what Dream Mix Games does.

  • @Zerolink30
    @Zerolink30 2 ปีที่แล้ว +6

    Since the LoZ: LA Remake dungeon maker was introduced, i literally thought Nintendo was going to straight up start working on the idea. But whether they did and gave up on it or didn't bother at all we'll never know unless we are told off it. But i always figured their train off thought was "Man, Mario Maker is getting a really good reception, the fans love it! Should we do Zelda next?" Like you mentioned, a Zelda Maker could end up being extremely complex depending on how much freedom we are given and the reception of LA's dungeon maker told Nintendo "this was too simplistic for our tastes", but Nintendo are wizards when it comes to this things and Mario Maker proves that, so i know they can give us the perfect Zelda Maker with enough time.

    • @Kowzorz
      @Kowzorz 2 ปีที่แล้ว

      Maybe it's such a good idea they're saving it for the best moment to drop it. One can only hope.

  • @linkmilo3187
    @linkmilo3187 ปีที่แล้ว

    You have no right being this talented, you put in so much work and love in to your videos, trully someone to look up to.

  • @sespider
    @sespider 2 ปีที่แล้ว +3

    A simple "Onion Skin" feature would help with connecting rooms. Meaning other rooms and floors are represented as a transparent overlay that can be toggled on or off.
    Doors can then have a rooms assigned to them. Meaning their position is less important as room boarders don't have to align, just their doors. Think of it as the two way teleportor system in Halo. This would open up potential for door based puzzles and mazes.

  • @SparksOpus
    @SparksOpus 2 ปีที่แล้ว +11

    5:51 ONE OF US! :D
    Fantastic Video, as always tbh. Love how much effort you put into the videos. I really respect that :)
    I'd love if Nintendo somehow finds a way to do a working Zelda Maker. I'd like to imagine that a game like that sells well too.

    • @MonsterMaze
      @MonsterMaze  2 ปีที่แล้ว +7

      MVP Lanz approves!

  • @Magnymbus
    @Magnymbus 2 ปีที่แล้ว +14

    One suggestion for accessibility vs versatility: beginner friendly prefabs, with the option to customize things further with advanced components. It might also be fun to have the connections and logic be done with the wires you showed, and some kind of logic gates, similar to Little Big Planet's editor. They could be represented on top of the map with a toggleable layer. It would be useful to show adjacent rooms while in the editor. You could grey them out and turn the cursor into 👁️ or ✏️ when the cursor is over the room to indicate quickly switching to that room. It would also solve the problem of door placement, as you would easily be able to see where the doors are in another room, maybe even have a transparent red overlay with ⚠️🚪 on the UI layer where there are doors that don't connect. Change the cursor to 🔧 when you hover over it, and when you select opens a small menu with something like
    🪄 autofix
    🛠️ manual
    📤 move
    🗑️ delete
    I enjoy UI design, even if I have a hard time with the tools available in most engines.

  • @chuckolator1859
    @chuckolator1859 2 ปีที่แล้ว

    Fantastic video. I've wanted Zelda Maker for a very long time. You did a great job summing up key design challenges, possible solutions, and the mouth-watering potential of the game being done right.

  • @Zenith8896
    @Zenith8896 2 ปีที่แล้ว +4

    I have been waiting for this one Monster Maze my guy. This is a genius idea. I got my popcorn ready to watch this man.🍿

  • @gatorloki548
    @gatorloki548 2 ปีที่แล้ว +1

    Here is a pitch for a gohma boss fight
    You enter the room and you are on a platform. On another platform sits Gohma who moves around and shoots lasers. You can’t hit gohma or you will fall into a pit that divides the 2 platform. However there is a eye switch behind you, but you can’t reach it. So you have to make Gohma hit the switch with his lasers so you could summon a chest with a bow and arrow. Then you can kill Gohma

  • @GameEssays
    @GameEssays 2 ปีที่แล้ว +3

    Amazing video! You're absolutely the best Zelda content creator on TH-cam. The amount of insight and effort you put into each video is unreal.
    While I would prefer more 2D Zelda games by Nintendo than having a Zelda Dungeon Maker, it would be a great tool and fun game to have if we are mostly only getting 3D Zelda games now.

    • @Logicalleaping
      @Logicalleaping 2 ปีที่แล้ว

      Especially if we have to wait 6 years between new entries now.

  • @Umipumi
    @Umipumi 2 ปีที่แล้ว +1

    There's always things like Zelda Classic if you want to make your own zeldagame, even though the zc-leveleditor could be more userfriendly.
    The pc-version of Zelda 2 with upgraded graphics and new items etc that was released last week is really amazing btw.

  • @pinto5012
    @pinto5012 2 ปีที่แล้ว +5

    Awesome visual explanations! Not sure if this was already mentioned in the comments, but there is a game out there called Super Dungeon Maker that is the closest thing to your concepts.

  • @jackjones2454
    @jackjones2454 2 ปีที่แล้ว +2

    On the topic of correcting door misalignments, maybe it could be that when you place a door connecting two rooms, they automatically go to the right spot, and if you move a door in one room, the corresponding door will move in it’s room to match it.

  • @disappointedcreeper
    @disappointedcreeper 2 ปีที่แล้ว +5

    Have you seen Portal 2's level editor? It works similarly to what you are suggesting.

    • @MonsterMaze
      @MonsterMaze  2 ปีที่แล้ว +2

      I have not, I only played the first Portal. But now I really want to!

    • @disappointedcreeper
      @disappointedcreeper 2 ปีที่แล้ว +3

      @@MonsterMaze Portal 2's level editor is really intuitive, especially with the connections and the object variations

  • @whatdoahknow3173
    @whatdoahknow3173 6 หลายเดือนก่อน +1

    Scrap mechanic is a great example. You literally draw a link between to objects to make a connection. This link is visible so you can see what objects are connected to switches and so on.

  • @chrisshorten4406
    @chrisshorten4406 2 ปีที่แล้ว +4

    Never thought I'd meet someone else who'd played Time Splitters 2. I remember I once created an insane challenge room where you were given a 12-gauge and some ammo and you had to kill all the hybrids that constantly spawned. I never beat it. 😬

    • @MonsterMaze
      @MonsterMaze  2 ปีที่แล้ว +1

      TS2 has brought me so many great memories. I loved creating levels for my friends to play. Especially stealth Missions were a personal favourite of mine!

    • @chrisshorten4406
      @chrisshorten4406 2 ปีที่แล้ว

      @@MonsterMaze those were always so tricky for my teenage self.

  • @melo-7904
    @melo-7904 2 ปีที่แล้ว +1

    Can’t wait until zelda1 dungeon 1 remakes appear basically everywhere

  • @in2webelieve997
    @in2webelieve997 2 ปีที่แล้ว +1

    To solve the door problem
    Have two semi separate building modes. Room builder and Dungeon builder (if you've ever wrote music in a DAW this will sound familiar).
    Once you've built a room you can drop it in the dungeon builder. Door placement is decided in the dungeon builder not the room builder. That way it's easy to line them up

  • @elijahingram6477
    @elijahingram6477 2 ปีที่แล้ว +1

    I think the best example of what a "Zelda maker" would look like was done with "Lego Indiana Jones 2"'s custom level / game builder. You should look into it sometime. I messed around with it a lot as a kid, and yeah it really did feel like making a custom Zelda game (just with the Lego Indiana Jones theming). It gives you a surprising amount of options and it's all done visually.

  • @viothesheikah1018
    @viothesheikah1018 2 ปีที่แล้ว

    As someone who grew up playing Timesplitters 2, I am so glad you mentioned it in this video! The level editor, especially for it's time, is absurdly creative, all while being simplistic and intuitive, working with the limitations of it's era. It definitely is a great example of a level creation tool, and one that could inform a "Zelda Maker" in the future.

  • @DigitalXAddict
    @DigitalXAddict 2 ปีที่แล้ว

    I would make each single room be able to clip asymetrical on a grid (meaning the grid isn't made so that the general shape of the dungeon isn't as stiff as in Links Awakening.)
    And on the door-problem:
    When you place a door, it automatically creates another door on the respective opposing position in the next room. No manual connection. Being aware of where the room is on the grid is a better solution than having to be aware of the exact position of the door in the next room.
    Maybe you can even connect the door to the room (or not), and depending on this moving the room would also move the door with it (or not).
    But yeah, extremely good video :D Alway happy to come back to your channel and finding high quality content :D

  • @TrueReshiram
    @TrueReshiram 2 ปีที่แล้ว

    For the misaligned doors you can have it so you can only make a new room if there's an exit to that room "Door, pit, cracked wall, etc" and then have it set where the door is to match the other room.
    You could only place room travel doors on the map editor and when placing an exit is could zoom in to the room and show the neighboring rooms, or in the case of pits when placing one show the rooms below it with highlights to tell you where they lead. Then have it place the door/pit simultaneously between the rooms.
    If it's a door/cracked wall then have door only be able to be moved forward and backwards from it's chosen spot. Letting you change how far in the door goes in but the area behind the door where the path between rooms will be unplacable on the height matching it's other half so you don't get disconnected doors.
    So say you place a door on the left wall two tiles from the top on the raised half, the new room would immediately have a door already place on the right wall two tiles down also on the raised half.
    With pit's it's easier as you would just have then fall to the same corresponding tile on the lower floor while only letting you place the travel pit on tiles that have a spot on at least one of the lower floors.
    Also for the key problem you could have several key types "Small Key, Big Key, Colored Keys", doing so would allow you to make certain key types have less keys than doors making the player choose doors.
    For example you could have a hidden room with three Blue doors, one has a heart container, one with a fairy you can bottle, and the last with let's say a sword upgrade or something similar. But in the dungeon you only have two Blue Keys making the player choose which they will pass up. By having extra key types you can still use other key types for dungeon progression without the risk of soft locking it too easily. (Makers can always be bad and purposefully make it so you can soft lock yourself. For that reason I also suggest if Nintendo made this game to include on the pause screen how many of each key there is so you can easily tell if you soft locked yourself.)

  • @slurpyfusionyoutube3775
    @slurpyfusionyoutube3775 2 ปีที่แล้ว

    Man I love the amount of detail as well as the fluid animations! Yet again an amazing video!

  • @BlasphemousMoons
    @BlasphemousMoons 2 ปีที่แล้ว

    Great video, I love how you find a way to illustrate all your ideas, it makes the whole thing very intuitive and easy to follow.
    When it comes to triggers, I like your idea but I would already be happy with something way simpler. Take Mario Maker : when you place a door, a second one appears as well. In that "Zelda Dungeon Maker" you could just put a switch, which would automatically come with a chest. Put the switch on a wall, it becomes an eye-switch. Put the chest on an open door, it becomes a closed one. Hold on any of them for more option (frozen eye-switch, switch that needs something on to stay active, etc).
    I don't even think having multiple switches for one door would be necessary, Mario Maker community proved that you can simulate complex puzzles with crazy off-screen contraptions, and people are willing to make them. So you could have special hidden rooms in the dungeon with no entrance or exit, that would be used only as a way for the dungeon creator to do some off-screen shenanigans, witch on-off switches and bombs.
    My biggest reserve would still be how imaginative the younger audience can be, and how many stupid boss-rush levels we would get...

  • @Nastara
    @Nastara 2 ปีที่แล้ว +1

    I am instantly reminded of Zelda Classic, the Zelda 1 style game make engine.

  • @dickgrayson1701
    @dickgrayson1701 2 ปีที่แล้ว

    I fell in love with the effort put in this video! Thanks alot

  • @UnasZole
    @UnasZole 2 ปีที่แล้ว

    Very good video :-)
    The general ideas you suggest are pretty straightforward, but that's their strength - and your mockups are great to display it more concretely !
    Regarding the door alignment issue, you just need to separate "alignment" and "connection" : let the user explicitly link the door from the one room to a door in another room, no matter whether they are adjacent and aligned or not.
    Then there are two different situations to consider :
    - if using a sprite-based zelda style, no problem. In those, you can only see the current room, so you don't care about alignment with other rooms at all. (The transition animation from one room to the next can make them look "aligned" even if they aren't really aligned on the logical map)
    - if using a 3d style, then you can probably just have conditional display : if the destination door is adjacent and aligned, then do a smooth scrolling over the two rooms. Else, insert a screen fade to and from black.
    Then you no longer restrict creativity (people can move rooms freely without caring about strict alignment) while still allowing people to make a smooth setup if they do want to.

  • @dudeinframes
    @dudeinframes 2 ปีที่แล้ว

    I love the visual aids that you had mocked up for this video.
    Really really nice touch!

  • @jamesrichards2646
    @jamesrichards2646 2 ปีที่แล้ว +1

    Super Dungeon Designer on Steam/Switch is coming out. It has a cool linking system to trigger events without any code!

  • @buddyroach
    @buddyroach 2 ปีที่แล้ว +1

    I made a project in unity where you can connect different objects together like doors and switches and logic gates. They all share a core value allowing this to be possible. All I gotta do now is make it to where the player can change this in game.

  • @tattertot8259
    @tattertot8259 2 ปีที่แล้ว +2

    Only if this let's us save Marin from being trapped as a seagull forever !

  • @rogerstephenroth8073
    @rogerstephenroth8073 2 ปีที่แล้ว +1

    Nintendo and Sega can hire the rom hackers and custom game designers to make the new Legend of Zelda maker game. The idea of making custom games, like with Mario Paint did with art and design is a highly creative and innovative idea.

  • @heroofgames170
    @heroofgames170 2 ปีที่แล้ว +1

    There is a game called legend maker which is pretty good as a Zelda dungeons builder, but you can also build an overworld with it, you could even make an entire adventure. Its being worked on, but there is a patron where you can get early builds. I recommend it and every month new stuff is added.

  • @kilthrall
    @kilthrall 2 ปีที่แล้ว +2

    Take a look at levelhead's logic system and super dungeon maker's editor. Much of what you mentioned has already been implemented in really nice and intuitive ways

    • @PureKnickers
      @PureKnickers 2 ปีที่แล้ว +2

      Yes! Super Dungeon Maker has the template for laying out a dungeon quite well. Levelhead's 'switch' logic tool has allowed for so much creativity.

    • @TimConceivable
      @TimConceivable 2 ปีที่แล้ว +1

      i'm keeping my fingers crossed that Butterscotch Shenanigans will make a nice editor for Crashlands 2, but... not holding my breath.

  • @MartKart8
    @MartKart8 2 ปีที่แล้ว +2

    The first time I began to use Unreal Engine 4 some years ago, one of the things I learned about was doors, and I learnt how to connect a switch to a door, when I had multiple same doors, I could either use an eye dropped to pick a door with the same code or dropdown list and choose the door from the list. I use Unreal Engine 4's Blueprints.

    • @MonsterMaze
      @MonsterMaze  2 ปีที่แล้ว +1

      UE is so great. I am currently messing around with it. I once made all the basics for a horror game in Unity. But I never got around to finishing it unfortunately :(

    • @MartKart8
      @MartKart8 2 ปีที่แล้ว +1

      @@MonsterMaze I think you should try to make a game,
      I once learnt how to make a spider bot in Blender, then I imported it into Unreal Engine, I was able to code it, so it chases the player, and fires balls with a calamity malice design, and teleports at them. When destroyed it blows up using a toon bomb explosion, from The Legend of Zelda: The Wind Waker. I learned a lot from tutorials.

  • @CaptBurgerson
    @CaptBurgerson 2 ปีที่แล้ว

    Holy cow, TimeSplitters 2!! That game was my jam back in the day! Also loved 3 (which had the same robust map maker)
    Like, nobody talked about those games anymore, so I’m so freaking delighted to see it mentioned here.
    Great video dude.

  • @Jack3G
    @Jack3G 2 ปีที่แล้ว +1

    Nice video, connecting objects together visually is a good idea. I think it would be good if each object had multiple connection points (for different events) and there were a few simple logic objects that are invisible while playing the level, which you can link things with to make more complex puzzles (button order, timers, etc.)

  • @haroldlindley6620
    @haroldlindley6620 2 ปีที่แล้ว

    a solution for the door problem would be a "check adjacent rooms" feature, which would display a ghost of what other nearby rooms look like, including where doors are.
    This same thing would help with rooms on different floors, as then you can line up drops and ladders more easily

  • @urbosalittlebird8393
    @urbosalittlebird8393 2 ปีที่แล้ว

    Fun video Maze! I loved seeing the development of this project on your life streams

  • @graysonlorenz1441
    @graysonlorenz1441 2 ปีที่แล้ว +1

    Since you have to place your layout, you wouldn't need to place a door in both rooms, they are already neighbors, so you can set a single door between them both, and you see it in both rooms automatically. Even if you move a room you can do a check on that event to combine doors or add extra doors to neighboring rooms

  • @JeffACornell
    @JeffACornell 2 ปีที่แล้ว

    You mentioned being able to make individual rooms on their own, and save them as templates for later use. If we expand on this hierarchical approach, even a full-fledged Zelda quest maker could be viable.
    Individual rooms can be makeable and playable on their own, and downloaded and saved as template rooms to save time building dungeons. Likewise, individual dungeons can be played on their own, and loaded in as-is or as starting templates for dungeons in a larger adventure. Small overworlds with just one or two dungeons and quests can be played on their own, and loaded in as regions within a larger adventure.
    At each new layer, the details can be tweaked to make use of the larger scope. Individual rooms can be modified to implement a puzzle that spans the whole dungeon. A dungeon can have new treasures or story events added to fit it into the surrounding quest structure. Regions with a few dungeons and local quests can be stitched together and have new story events and one or two overarching quests added to make them into a cohesive world.
    And if each layer is playable on its own, and downloadable by other makers as templates, no individual maker has to take on the daunting task of making a full Zelda game. They can each just focus on whatever aspect they enjoy most, and rely on other makers' content to fill in the rest. You essentially end up with crowdsourced Zelda games.

  • @maximecoulombe1532
    @maximecoulombe1532 2 ปีที่แล้ว

    As Level Designer working in the game industry for the last 4 years, I can't stress enough how important it is for junior level designers to be able to show their skills in their folio when applying to a job. Those "plug & play" editors which are bundled to games are amazing tools to express creativity since you can build, test, tweak, polish and share your levels.
    Far Cry 5 has an amazing map editor to create any complex missions or outpost in a 3D world though a bit complex to learn. On the other hand, Doom (2016) has a similar level editor to Time Splitter 2, but with a more user friendly approach when it comes to handle events & triggers. In the 2D world, Broforce has a cool map editor easy to use and share with the community. Finally, for the puzzle lovers, Portal 2 editor is very friendly and not restrictive since it let the player creates his own rooms intead of choosing inside a list of pre-made ones.

  • @ADreamPainter
    @ADreamPainter 2 ปีที่แล้ว

    I think for the door mechanic, when you place a door to one room, it will automatically create a door in the next room over. In the next room over, if someone moves the door, it will move the door in the previous room. In addition, there should be a way to set stairs that will link to other floors. This could be simply the location the stair is placed on one floor, is the same spot it is placed on the above floor. Alternatively there could be something like Floor 1 Stair A, connects to Floor 2 stair A, Etc.

  • @slouch186
    @slouch186 2 ปีที่แล้ว

    For Exploration: It would be theoretically possible to implement the same basic functionality of a dungeon editor as an "overworld" editor too. The main issue I see with this is that it would increase the minimum amount of time invested to complete a project immensely, as it would require the creation of multiple dungeons and the interconnected open world you access them from. It would also make it much lengthier for other players to complete them, leading to a high drop-out rate. Maybe allowing people to upload single dungeons on their own and completed worlds to different "playlists" would solve that issue but I could also see it potentially be a net-negative overall. Would come down to playtesting to see whether or not people actually enjoy making and playing whole worlds.
    For doors: You could have room templates be doorless entirely and make door placement something that happens in the larger dungeon editor. this would ensure that you could only place doors in positions where two adjacent rooms have acceptable door locations and ensure they always connect to each other in a way that makes spatial sense.
    For puzzle logic: I like the idea of stealing the functionality of redstone from Minecraft or wires from Terraria. In these games various game objects can, under certain conditions, output an on/off signal which can be carried to another object through some mediating object placed in the map. This keeps things fairly simple for simple tasks (having a button wired directly to a door it's meant to open) but with only a few special logic gate type objects and some cleverness from the player enable fairly complex interactions when necessary. This solves the problem of accessibility because it's easy to see the relationship between things visually but still allows a large amount of space for creativity. This could be either room specific so that wires can only connect objects within each room or be managed from the larger dungeon editor so that wires can connect objects in separate rooms depending on the level of complexity desired.
    The biggest problem with a Zelda Maker is that it seems like a lot of the fun of most dungeons is finding new powers and being faced with new enemies. Items that expand your character's capability to interact with the environment in unique ways (ie getting the Boomerang or Bombs or something) would have to be hardcoded in. The same is true for enemies. I think players would be able to find a ton of interesting new ways to explore the various mechanics but I don't know how long that would be interesting to all but the most invested. Mario Maker was a unique case because the sheer number of romhacks and fangames demonstrated an existent demand for a level editor. I don't know if there is as much Zelda fan-created game content.

  • @sadgirlhours4088
    @sadgirlhours4088 2 ปีที่แล้ว

    I think this is a super super cool concept and I feel like it could absolutely be done almost exactly how you put it.
    I think another way to get past how you brought up how if you wanted to make an eye switch for a door and a button to activate a chest is a separate item. For example, theres a separate item that's specifically for a door or specifically for chests. Take the same item, but its labeled as being specifically for a door. It could be the same item but its programmed to to different things and its labeled as such.

  • @LuxrayLloyd
    @LuxrayLloyd ปีที่แล้ว

    Woah! That's actaully a really good idea! Very well thought out!

  • @RailfanJunction
    @RailfanJunction 2 ปีที่แล้ว

    For linking objects, I think a system similar to what Mario Maker does for doors currently might work well. Wherein there are symbols that link specific objects to one another in a visual way in the editor. I would imagine that there could be a submenu that has a list of actions or a sequence that objects linked by that symbol follow, so for instance, beating a mini boss could cause a chest in another room to them open, and the camera could move to that chest as it opens, all would be linked by a non-numerical symbol with pre-programmed options to facilitate that sort of behavior.

  • @GoodBloodGames
    @GoodBloodGames 2 ปีที่แล้ว

    Nicely done!

  • @JadeJuno
    @JadeJuno 2 ปีที่แล้ว +2

    An idea for the door situation would be to leave the door placement on the layout editor.
    As for the "connecting actions to triggers", you can take Portal 2's approach of having visual connections in the map editor (while removing the connections in-game, to make it more mysterious)

  • @bluetoneoyasumi7759
    @bluetoneoyasumi7759 2 ปีที่แล้ว

    For the door concept, you could have it so the player can connect doors on the map grid with a wire, treating them more as entrance/exits of portals. I feel like going out of the top left of a room and coming out of the bottom/center right could create a sense of scale to otherwise grid-based room structure. Another example of this would be going down a hallway and up a staircase that connects to the center of the room above, leading to puzzles that work from the inside out. A cool concept would be non-Euclidean dungeons, going forward and ending up in the same room but from the left. You wouldn’t need to change the grid based map editor because all the connections are done with a wire, it would have to be under a menu I think, or maybe have a “door connections” section allowing the player to choose them if they want but snapping the doors into place if not.

  • @UninspiredUsername40
    @UninspiredUsername40 2 ปีที่แล้ว +1

    I think that much like how SMB and Zelda 1 were designed with a lot of opposing design philosophies (linear action vs. nonlinear exploration, score-based vs. no score, etc.), for a Zelda Maker to be truly great it would also have to have opposing design philosophies to Mario Maker: sacrificing some accessibility for versatility and focusing less on short, quick levels and more on longform experiences. Zelda isn't just dungeons and I don't think dungeons alone would be enough for a Zelda maker. And to make playing long adventure and exploration focused experiences made by randos worth it, a Zelda maker would have to offer much more customization options. Possibly to the point of including custom graphics and light scripting like Game Builder Garage or Wario Ware DIY has.
    Something like that would be pretty tough to design while maintaining accessibility. There are some fanmade Zelda maker type things out there like Zelda Classic, but they tend to be really obtuse and difficult to use.

  • @richardnottelmann58
    @richardnottelmann58 2 ปีที่แล้ว

    This display and information you have presented is amazing. Keep up the great work. 👍 Thank you for your hard work and dedication.

  • @0ctopusComp1etely
    @0ctopusComp1etely 2 ปีที่แล้ว

    The TimeSplitters 2 map editor has lived in my head rent-free for two decades now. Nay, I've payed IT to live there.
    Mostly because it made me start asking the video's Title question years and years ago. I'm thoroughly convinced it could work, but would take some serious workarounds for particular issues (I personally like the idea of letting modified enemies/ hazards be available for variety, but I know Nintendo would never let that happen).

  • @eaglejunior
    @eaglejunior 2 ปีที่แล้ว

    As a fan of Zelda, Mario Maker, TimeSplitters and Xenoblade, I think this video is aMAZEing!
    For the door placement, maybe a solution could be to show an outline on the wall where the door in an adjacent room is. So the player can easily see where to place it.

  • @cloud99337
    @cloud99337 2 ปีที่แล้ว +1

    I think you could still do a whole world builder for Zelda but allow player to change dungeons to random or the world can also be a collection.
    Just have flags that need to match up which has been done in randomizers for awhile

  • @Girugi
    @Girugi 2 ปีที่แล้ว

    Door solutions:
    1. Don't place doors in the room editor. Only place them in the dungeon overview, and you can only place doors between rooms that suit both rooms.
    But the issue will be that doors can not connect in to a room further than the edge. Which brings me to next solution.
    2. Let doors that are a bit misaligned still connect, but fade the camera to black and then fade back in when you go between those rooms and don't let the player see both rooms at once. That way the player will not notice the disconnect and you are free to be even more creative with your layout. You could even potentially have rooms that don't align perfectly to the dungeon cell they are in. Letting them overflow a bit. The dungeon map does not have to have all rooms tightly packed. They can have some "air" between them. Making the rooms connect with imaginable corridors.
    It is not perfect, but it is easy to work with and let's you be free. And players who want to can be sure to make things align.
    Also, for triggers. Having global dungen triggers that can affect things in other rooms are very important. Then dragging connections might not be optimal. But you can also connect things through a number, or a color. Like, global red trigger event will trigger all objects listening to global red.
    Also, having a door connect to different rooms depending on a state or event might be a nifty way to be able to fake events that have bigger effect. Like, pressing a button changes another corridor to lead to a copy of a room, but where you have collapsed a wall and removed the water.
    Or, flipping a switch opens a door in a water way. And in another room you replace lava with stone and add some water.
    It will look like the rooms and the dungeon changes, but it's actually just copied rooms.

  • @Aquanex2
    @Aquanex2 2 ปีที่แล้ว

    It's fun to think about. I think you came up with some good ideas as to how it would all work. I no longer get my hopes up for anything involving Nintendo, but it would be super cool to have something like this.

  • @AcornScorn
    @AcornScorn 2 ปีที่แล้ว

    For the door issue. Have it auto connect to the room on the other side. It will put the connection either between two already placed rooms based on whatever room you place in first, it will auto place the corresponding tile. When you put a room down next to a placed room it can check 1) Is there a door there? If so it connects to that door automatically, if it can’t fit it raises a flag that it’s an invalid room placement. 2) if there isn’t a door it will place one based on its door. And likewise flag if a conflict of viable door space arises

  • @Minecraft589
    @Minecraft589 2 ปีที่แล้ว

    I know I say this about all your videos, but holy moley the hours you put in to make these stunning videos is just insane. I really hope it pays your bills and much more. I’m so glad you exist.

  • @PCgameandgamer
    @PCgameandgamer 2 ปีที่แล้ว

    My favorite map creator of any game is the little big planet and little big planet 2. The way it handles the triggers and connections and how it mixes them effortlessly with logic gates makes the possibilities endless. The ease of use of everything extremely visual and intuitive mixed with a power almost comparable with a game engine

  • @ade1174
    @ade1174 2 ปีที่แล้ว

    As someone who's spent over 3000 hours playing Mario Maker across Wii U and Switch, I would absolutely love to see a Zelda Maker. Awesome video, and I think your little editor you made on your own was impressive.

  • @decryptic999
    @decryptic999 2 ปีที่แล้ว

    I found your video at random and I have to say, your proto-version of a zelda maker looks AWESOME!!!!
    Something to add @10:50: Why not both? Let people choose from an "easy" mode or an "advanced" mode.
    Easy mode would limit what you can do but assist you in different ways (for example: You can only add a room to the dungeon, when it has already has a door connected to the room. This way you would build your dungeon room by room).
    The advanced mode would allow you to place doors at random and it needs to be controlled if they're connected with each other.
    Anyhow, awesome video. I really hoped you created a demo-version to play with (something similar to mega-man maker).

  • @nyxian6207
    @nyxian6207 2 ปีที่แล้ว

    In mario maker, when you place down a door object, it automatically places down the exit door right next to it, and links them together. I would assume in a zelda maker, if you placed a door leading to a room, the door would automatically be there in the other room. If you wanted a room without doors, you could also make a disconnected room on the map screen, and use staircases or warp panels to get inside. It would be super easy to make a check function to say "no entrance!" On a room if you forget an entrance to it.