Quote:Original post by Nipah
They were big budget games, 10 years ago. Now that's not to say that what they made is easily replicated today, but I'm rather confident that with enough free time and creativity one (in this case me) can make a game with the same attention to detail and good gameplay if they work hard enough. What I'm mainly worried about are things like the special items. Targeting and lunges should be easy enough but do you remember the hookshot? That weapon that would poke baddies and work as a kind of grappling hook on steroids? How the heck would someone make that? How would someone devise a inventory system with equipped items that show up on your character (well, that one has probably been done already)?
I am getting a much clearer picture of what needs to be done here (thanks to you guys) and I think that the big challenges are going to be putting in those "special items".
I know the hookshot all too well (the Zelda series is my favourite series of all time), but just implementing the hookshot requires a bunch of support work (you need art assets for the item, character animation sequences, camera work for the first person or over the shoulder targetting camera as well as an animation system that can adjust animation sequences to point where you're aiming (either using IK or some other procedural adjustment). That's not to mention locomotion (running around animations), a prop system and transition animations (to switch between equipped items), collision detection, physics, etc. etc. etc.
An example of an attainable first step is to define the base technical requirements you need to implement your gameplay and rendering features, which will allow you to assess various engines against your required criteria. Once you've chosen an engine, get a character rendering, get basic locomotion working, get props working (start with a sword in your hand, don't worry about transitioning or pulling it out of its sheath for now). Start building your core building blocks from there (physics, collision), which doesn't necessarily mean building the code from scratch, it should often be as simple as integrating the existing engine functionality into your game (not that this is always easy). Once you have the absolute basics working in an empty room, start expanding your gameplay or rendering features in an empty "test" room.
Once you're happy with your feature set it's time to start making an actual game. It's harder to shoehorn in new features once you've started cranking out the levels, enemies, etc, without it feeling tacked on, but it's inevitable that it will happen. Once you've built all your levels/enemies/animations/weapons/items/etc, testing and debugging a game the scale of Zelda will take months for a team of QA testers and engineers to get to a commercially shippable quality.
Something smaller scale is definately advisable in my opinion. Not that you shouldn't try, but my assessment would be that you'd never be able to take it beyond the "testbed" stage, or at most make one or two small levels.