Minecraft is a game with infinite potential...It occurred to me that Minecraft has had only a few token handouts to a LEGEND OF ZELDA mod. I have seen one or two mods that add stuff from the Legend of Zelda series, I have seen (or heard of) a faithful reconstruction of the world of Hyrule, but nothing that has taken this line of thought or ideas to its full potential.
After thinking about it, I stumbled across two ideas/projects that were using the same name for this idea that I had. One is an adventure map of the name The Legend of Minecraft, and was first released here in june of last year, while the other is a legend of zelda resource pack. (In addition, I found a deviant art title, which I will post in a moment.) Knowing this, I officially give the creators of these mods credit, as I am using a name that they have come up with independently of my own ideas. As an act of courtesy, I also invite them to participate in the project that I am about to announce.
Thus, I present to you my first mod proposal:
The Purpose: To Give the world of Minecraft more of an RPG feel, and a storyline with a Legend of Zelda feel to it, and to add new items, blocks, mobs, dimensions, changes and so forth, to fit this theme.The
Goal: To unite a bunch of modders, coders, resource pack makers, and other people with ideas into creating one huge mod with an RPG/Adventure theme, and with a Legend of Zelda feel to it.(Note:If there are other mod ideas that could work well with this, then I am willing to merging it with this one, should you so desire. I have actually seen quite a few suggestions that would fit perfectly as part of this mod.)My
My Ideas: It is hard to build a mod without any ideas... so here are a few...
More biomes: Namely A Volcano Biome, a reverting of oceans back to pre-1.7 update, but with adjustments in size to make the larger oceans less likely to spawn (Put more content in these oceans such as underwater ruins, water mobs both neutral and hostile, , and underwater plantlife such as seaweed, sponges, and coral). A frozen Ocean Biome would be cool as well, and maybe some other biomes
A coin system for currency.
Add rubies, and Sapphires. All gems can be exchanged with NPC's for coins. Lapis Lazuli = 1 coin, 1 diamond = 5, 1 emerald = 10 coins, 1 ruby = 20 coins, and 1 sapphire= 50 coins. This adds a reference to Rupees.
More mobs and different kinds of NPC's in the overworld, some of which are biome specific. (Goblins, Elves, Dwarves, etc.)
More mobs in the Nether with a demonic theme (Such as Imps, Lesser Demons, Greater Demons, Fiends, Succubis, Harpies, etc.)
Mob Subtypes (fast zombie with less health, slower zombie with more health, Ender Lord, etc.)
Add in more ruins and randomly generated structures.
Elemental Temples that each spawn once per world in a specific biome or dimension. Each will have its own unique boss, and will be reminiscent to the dungeons from Legend of Zelda: Ocarina of Time (The Fire Temple will spawn in the Volcano Biome or the Jungle, the Ice Temple will spawn in either the Tundra or Taiga biomes, The Earth Temple will spawn in the Extreme Hills Biome, The Air Temple on the Plains, while The Shadow Temple spawns in the Shadow Dimension and The Light Temple spawns in the Light Dimension.)
Capital (Takes the form of a giant town with a huge castle in the center. It spawns randomly once per world above ground in a plains biome. It will be akin to Hyrule Castle, and will eventually have quest giving NPC's in it.)
A Dark Tower (One spawns randomly in a volcanic biome per world, Evil Wizard akin to Ganondorf, is found at the top... Main bad guy, serves as the final boss of the mod.)
More varied and unique villages, with a frequency of villages increasing as you approach the Capital.
Add Quests and Improve the AI of both mods, NPC's and Villagers. Talking/Interacting NPCs and a comprehensible storyline will also be added, eventually.
More weapons, armor, items, potions, and enchantments. Add elemental arrows, bombs, and plants that heal a person when you eat their fruit.
Add a craftable Master Sword and Heroes Bow, or their equivalent.
Add in new plants, foods, potions, and other items.
Two new dimensions, The Shadow Dimension and The Light Dimension, each with their own mobs, random structures, and ores. Light Dimension will have angelic like creatures ,while the Shadow Dimension will be filled with creatures from the Shadow Plane such as Ghosts, Haunts, Apparitions, and Shades.
Add in Legend of Zelda sound effects and music to the game, or an equivalent soundtrack to the sound folders.
As you can see this was a general idea... Is anyone interested? Any comments, questions, or concerns? Lets get working! Edit: I am currently looking to assemble a team to start this mod! I am looking for anyone who is willing and is capaple of filling at least one of the following roles:
Coding
Texturing
Modeling and Rigging
Music and Sound Effects
etc.
Creativity is an important trait. If you don't have any of the above skills, or you do have some skills, but have some great ideas, talk with me! I could use some guys with great ideas on the team!
If it wasn't clear before, I am looking for modders and coders to look into designing parts of this mod. I'd do it myself, but I don't know the first thing about programming, let alone java...
So if anyone is willing to start working on this, it would be most appreciated.
Shameless self-bumping. Come-on, can someone else at least reply? Is no one REALLY interested in this? If someone isn't up for replying and/or taking this mod idea on, then I guess I might as well just have this thread closed.
Shameless self-bumping. Come-on, can someone else at least reply? Is no one REALLY interested in this? If someone isn't up for replying and/or taking this mod idea on, then I guess I might as well just have this thread closed.
It's not supposed to be a legend of Zelda ported to minecraft, like the one posted in the link by quickfingers...
It's supposed to have a similar FEEL to it as LOZ as far as plot and some similar items, mobs, gaming mechanics. The idea is drawing from typical fantasy as well, but LoZ is a primary source. Some ideas that I threw in had little or nothing to do with LoZ. The imps, demons, dwarves, etc are to add more mobs to the fantasy setting, and to fill in the void without infringing on LoZ's own races.
The nether needs more hostile mobs to populate it, so demons and imps fill the role, etc.
Makes more sense? LoZ is what inspired the idea, in the loosest sense. That doesn't mean that I don't want to draw from it, but I want to include other similar things in the mod that aren't necessarily related directly to Zelda.
... Kinda the whole point of this thread was to recruit people to do the coding.
I would do it myself, but I have a very short attention span when it comes to learning the boring stuff needed to do awesome things, and I don't have the time to devote to learning java.
Thanks! I will look into getting someone to help you code, and to finding people who can do textures, rigging, modeling, and other stuff. I have a friend who has had experience in modding, and if i can actually manage to contact him, then we will may have a second coder. Welcome to the team.
If needed, I will start looking into learning a little bit of java, and how to perform basic modding in minecraft so as I can be a bit more of use, other than be the idea guy and the focuser...
Okay, I am looking for people willing to help code this and get this baby up and running...
Gonna need people who have at least some experience in some of the following things:
Coding
Texturing
Modeling and Rigging
Music and Sound Effects
Creativity
Oh, and as far as the complexity of the ideas, don't worry, I think that we will probably start with the easier things like creating new items and ores first before moving on to making custom mobs, random structures, and dimensions... (Not even sure how or even if I want to try to tackle the quests and improved Villager AI, yet.) It is the most logical way to proceed, and has
We're taking baby steps people; we will break up everything into bite sized chunks and work our way through untill we are finished! The Ideas i suggested in the original post are really an vauge finishing line ...however, this thing will be shaped by you just as much as it will be shaped by me! Thats what I wanted this to be, a community project. Something that everyone can work on if they so desire, even if all they do is post an idea!
I see that you, Durzan, don't know how to code, but what can you do?
And the team consists of three people:
Nowhere does it say your part.
PS: I'll take part in the coding, but don't rely on me to do the heavy-lifting. I'll add something here and there every now and then.
PPS: Will the project use GitHub or something of the sort?
Lets be honest, I am really a thinker. Originally, this was an idea that I kinda just chucked here just to see if anyone would run with it. Well, so far, someone has been running with the idea... me! I kinda stuck myself to something that was supposed to be a ding-dong-ditch, drop the cookies, run and see what happens! Instead, I end up putting more effort into getting people interested in the idea that I ended up supergluing myself to the project... with no real clue what I am doing, and without any skills except maybe my own creativity to help me.
Because of such, I am kinda just figuring this thing out as I go, and I am not sure how long I will be able to keep this up. But since I got a few people interested enough to volunteer to help code the mod, might as well see it through!
So here's the deal... My part will consist of serving as the group coordinator, posting ideas for the mod, and maybe writing a wiki... In other words, I have a general outline for the mod in mind, and it can serve as the blueprint. With a starting point and an ending point, things should be much simpler...
In short, I will be trying to keep everyone and everything coordinated and organized, so that we are all on the same page, and so we can get things done in a timely manner.
***
Welcome to the team general! Now we are four.
***
Are we going to use Github? Hmmmm, haven't considered using it until now... Actually, it might be useful. Alright guys, if you want to use Github to allow for coordination, then thats what we will do!
You might want to correct the topic when you say "I give the creator my credit", you can only give them credit
Otherwise I like the idea of having more temples than jungle's and desert's, more mobs and more villager races (small elves!) spawned per biome, but trying to do too much at the time would not only be inefficient, it would also make it too specific.
You might want to check and see if this mod could go hands in hands with other mods but may not need them to fully work.
^ I was thinking about that, actually... If I can get this mod to work hand in hand with an RPG mod, that would be great, as well as the other zelda mod. I do intend to have things be organized from the start.
Here is a general overview of the work schedule as I see it...:
First part of the project is the foundation for everything. New Blocks, Ores, Items, and recipees will be created at the beginning of part one. Once that is complete, then we can move on to creating and designing the Elemental Temples, as well as other randomly generated structures. (Some of the temples will be made out of some of the new blocks)
There will be 6 Temples: A Fire Temple, An Ice Temple (Water), a Wind Temple, an Earth Temple, A Light Temple, and a Shadow Temple. Each temple will spawn in a biome that corresponds to their respective element (EG, Ice Temple would spawn in Tundra, Fire Temple in Jungles or Forests, Earth Temple in Extreme Hills, Wind Temple in Plains, etc.), and will each have their own custom and randomly generated design to give each world they spawn in a unique feel. Each temple will contain a few puzzles and traps to them eventually leading into a room where the player will fight a boss mob. Once the boss mob is defeated, the player will gain access to a bunch of loot that can only be found in said temple. Some of the loot are crafting ingredients for items like the Master Sword and the Heroes Bow.
Part two of the project will build off of part one, and will focus on creating the new mobs.
Once the items and temples are created, then we can start creating the mobs to populate them and guard the temple's treasure. Such mobs will include a unique boss mob for each temple, as well as lesser mobs from which you will be able to get materials for crafting stuff.
Additional mobs will be created to wander the world and to populate the nether and other dimensions. Basic mob AI and alignment will be set during this stage (wether they are friendly, hostile, passive, or neutral)
Creature sounds and item sound effects will be added at this time as well.
Part 3 will be focusing on the creation of two new dimensions, the Light Dimension and the Shadow Dimension, as well as performing code and bug clean up from the previous parts. Each will have their own mobs and blocks, (Which we should've created or at least started working on in parts 1 and 2) and will add further depth to the world. The Shadow Temple will be moved to the Shadow Dimension and the Light Temple to the Light Dimension.
Part 4 will deal with advanced Villager, NPC, and Mob AI.
Part 5 will deal with setting up the quests and the storyline for the game mode, and configuring them to work in a randomly generated world. Background music will be added at this time if it hasn't been already
Part 6... We will add in the Dark Tower and the final boss.
As you guys can tell, I organized things based off of increasing complexity, as well as the order in which some things have to get done.It is kinda hard to program in a randomly generated structure if you don't have the blocks its going to be made out of designed and textured. Also, The simpler stuff gets done first, so that the coders can work themselves up to the more complicated stuff and gain more experience.
Well, guys, thats the rundown, hope your up for it!
For the temples, I can imagine them as a block of 3 rooms by 3 rooms by 3 rooms of fixed size, randomly chosen and assigned from a bigger set (where sometimes the rooms take the place of 2, 3 or 4 rooms) with locked doors connecting them in a certain order towards the big boss' room.
By the way, since the worlds are all randomly generated, it may be hard to get all elemental temples to show up in a small range. Do you want only one elemental temple of every kind to show up?
You may want in that case to make sure it does not become a specific map generator so it must keep some form of accessibility for general gaming.
I'd personally be happy to wander the world and fall upon special mobs in a biome near their temple, but I don't want to relentlessly try to find that last, only, and way-too-far-cause-of-randomness Light temple in order to make the light arrows in order to beat the big last boss to beat the game.
Still, interesting loots to get when beating bosses could be a creeper hat where creepers wouldn't try and explode if worn majora's-mask style, a flute of travel which brings you to different points link-to-the-past style, Winged boots for feather falling, and so on.
For villages and city ideas, I shamelessly self-present a mod I'm working on/with that would spawn more varied <towns>.
After thinking about it, I stumbled across two ideas/projects that were using the same name for this idea that I had. One is an adventure map of the name The Legend of Minecraft, and was first released here in june of last year, while the other is a legend of zelda resource pack. (In addition, I found a deviant art title, which I will post in a moment.) Knowing this, I officially give the creators of these mods credit, as I am using a name that they have come up with independently of my own ideas. As an act of courtesy, I also invite them to participate in the project that I am about to announce.
Thus, I present to you my first mod proposal:
The Purpose: To Give the world of Minecraft more of an RPG feel, and a storyline with a Legend of Zelda feel to it, and to add new items, blocks, mobs, dimensions, changes and so forth, to fit this theme.The
Goal: To unite a bunch of modders, coders, resource pack makers, and other people with ideas into creating one huge mod with an RPG/Adventure theme, and with a Legend of Zelda feel to it.(Note:If there are other mod ideas that could work well with this, then I am willing to merging it with this one, should you so desire. I have actually seen quite a few suggestions that would fit perfectly as part of this mod.)My
My Ideas: It is hard to build a mod without any ideas... so here are a few...
Current Team Members:
Come at me Bro! Come at me! *Gets Rekt*
So if anyone is willing to start working on this, it would be most appreciated.
Come at me Bro! Come at me! *Gets Rekt*
Most of the Ideas are fairly standard, and not that hard... new mobs, new items, new dimensions...
The quests and the villager AI are going to be the tricky part.
Is the OP too long?
Come at me Bro! Come at me! *Gets Rekt*
Come at me Bro! Come at me! *Gets Rekt*
This is similar
http://www.minecraftforum.net/topic/1955614-legend-of-zelda-mod/
and this one has people working on it.
It's supposed to have a similar FEEL to it as LOZ as far as plot and some similar items, mobs, gaming mechanics. The idea is drawing from typical fantasy as well, but LoZ is a primary source. Some ideas that I threw in had little or nothing to do with LoZ. The imps, demons, dwarves, etc are to add more mobs to the fantasy setting, and to fill in the void without infringing on LoZ's own races.
The nether needs more hostile mobs to populate it, so demons and imps fill the role, etc.
Makes more sense? LoZ is what inspired the idea, in the loosest sense. That doesn't mean that I don't want to draw from it, but I want to include other similar things in the mod that aren't necessarily related directly to Zelda.
Come at me Bro! Come at me! *Gets Rekt*
I would do it myself, but I have a very short attention span when it comes to learning the boring stuff needed to do awesome things, and I don't have the time to devote to learning java.
Come at me Bro! Come at me! *Gets Rekt*
If needed, I will start looking into learning a little bit of java, and how to perform basic modding in minecraft so as I can be a bit more of use, other than be the idea guy and the focuser...
Come at me Bro! Come at me! *Gets Rekt*
Gonna need people who have at least some experience in some of the following things:
We're taking baby steps people; we will break up everything into bite sized chunks and work our way through untill we are finished! The Ideas i suggested in the original post are really an vauge finishing line ...however, this thing will be shaped by you just as much as it will be shaped by me! Thats what I wanted this to be, a community project. Something that everyone can work on if they so desire, even if all they do is post an idea!
Come at me Bro! Come at me! *Gets Rekt*
Why not? Perhaps as a boss for the water temple, or as a water based mob.
You up for that?
Come at me Bro! Come at me! *Gets Rekt*
Come at me Bro! Come at me! *Gets Rekt*
And the team consists of three people:
3. Link (Coder/Texturer)
Nowhere does it say your part.
PS: I'll take part in the coding, but don't rely on me to do the heavy-lifting. I'll add something here and there every now and then.
PPS: Will the project use GitHub or something of the sort?
Lets be honest, I am really a thinker. Originally, this was an idea that I kinda just chucked here just to see if anyone would run with it. Well, so far, someone has been running with the idea... me! I kinda stuck myself to something that was supposed to be a ding-dong-ditch, drop the cookies, run and see what happens! Instead, I end up putting more effort into getting people interested in the idea that I ended up supergluing myself to the project... with no real clue what I am doing, and without any skills except maybe my own creativity to help me.
Because of such, I am kinda just figuring this thing out as I go, and I am not sure how long I will be able to keep this up. But since I got a few people interested enough to volunteer to help code the mod, might as well see it through!
So here's the deal... My part will consist of serving as the group coordinator, posting ideas for the mod, and maybe writing a wiki... In other words, I have a general outline for the mod in mind, and it can serve as the blueprint. With a starting point and an ending point, things should be much simpler...
In short, I will be trying to keep everyone and everything coordinated and organized, so that we are all on the same page, and so we can get things done in a timely manner.
***
Welcome to the team general! Now we are four.
***
Are we going to use Github? Hmmmm, haven't considered using it until now... Actually, it might be useful. Alright guys, if you want to use Github to allow for coordination, then thats what we will do!
Come at me Bro! Come at me! *Gets Rekt*
Come at me Bro! Come at me! *Gets Rekt*
Come at me Bro! Come at me! *Gets Rekt*
You might want to correct the topic when you say "I give the creator my credit", you can only give them credit
Otherwise I like the idea of having more temples than jungle's and desert's, more mobs and more villager races (small elves!) spawned per biome, but trying to do too much at the time would not only be inefficient, it would also make it too specific.
You might want to check and see if this mod could go hands in hands with other mods but may not need them to fully work.
Here is a general overview of the work schedule as I see it...:
First part of the project is the foundation for everything. New Blocks, Ores, Items, and recipees will be created at the beginning of part one. Once that is complete, then we can move on to creating and designing the Elemental Temples, as well as other randomly generated structures. (Some of the temples will be made out of some of the new blocks)
There will be 6 Temples: A Fire Temple, An Ice Temple (Water), a Wind Temple, an Earth Temple, A Light Temple, and a Shadow Temple. Each temple will spawn in a biome that corresponds to their respective element (EG, Ice Temple would spawn in Tundra, Fire Temple in Jungles or Forests, Earth Temple in Extreme Hills, Wind Temple in Plains, etc.), and will each have their own custom and randomly generated design to give each world they spawn in a unique feel. Each temple will contain a few puzzles and traps to them eventually leading into a room where the player will fight a boss mob. Once the boss mob is defeated, the player will gain access to a bunch of loot that can only be found in said temple. Some of the loot are crafting ingredients for items like the Master Sword and the Heroes Bow.
Part two of the project will build off of part one, and will focus on creating the new mobs.
Once the items and temples are created, then we can start creating the mobs to populate them and guard the temple's treasure. Such mobs will include a unique boss mob for each temple, as well as lesser mobs from which you will be able to get materials for crafting stuff.
Additional mobs will be created to wander the world and to populate the nether and other dimensions. Basic mob AI and alignment will be set during this stage (wether they are friendly, hostile, passive, or neutral)
Creature sounds and item sound effects will be added at this time as well.
Part 3 will be focusing on the creation of two new dimensions, the Light Dimension and the Shadow Dimension, as well as performing code and bug clean up from the previous parts. Each will have their own mobs and blocks, (Which we should've created or at least started working on in parts 1 and 2) and will add further depth to the world. The Shadow Temple will be moved to the Shadow Dimension and the Light Temple to the Light Dimension.
Part 4 will deal with advanced Villager, NPC, and Mob AI.
Part 5 will deal with setting up the quests and the storyline for the game mode, and configuring them to work in a randomly generated world. Background music will be added at this time if it hasn't been already
Part 6... We will add in the Dark Tower and the final boss.
As you guys can tell, I organized things based off of increasing complexity, as well as the order in which some things have to get done.It is kinda hard to program in a randomly generated structure if you don't have the blocks its going to be made out of designed and textured. Also, The simpler stuff gets done first, so that the coders can work themselves up to the more complicated stuff and gain more experience.
Well, guys, thats the rundown, hope your up for it!
Come at me Bro! Come at me! *Gets Rekt*
By the way, since the worlds are all randomly generated, it may be hard to get all elemental temples to show up in a small range. Do you want only one elemental temple of every kind to show up?
You may want in that case to make sure it does not become a specific map generator so it must keep some form of accessibility for general gaming.
I'd personally be happy to wander the world and fall upon special mobs in a biome near their temple, but I don't want to relentlessly try to find that last, only, and way-too-far-cause-of-randomness Light temple in order to make the light arrows in order to beat the big last boss to beat the game.
Still, interesting loots to get when beating bosses could be a creeper hat where creepers wouldn't try and explode if worn majora's-mask style, a flute of travel which brings you to different points link-to-the-past style, Winged boots for feather falling, and so on.
For villages and city ideas, I shamelessly self-present a mod I'm working on/with that would spawn more varied <towns>.