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Author Topic: The Golden Age - Golden Sun in Minecraft  (Read 1592 times)
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« on: September 17, 2018, 08:12:01 PM »


Hi all!

I want to present to you the Golden Sun fan project which I'm currently working on, for now named "The Golden Age" (now TGA).
The basic goal is to combine Golden Sun and Minecraft, while not only rebuilding the world of Weyard,
but also adding gameplay mechanics which are similar to those from the game and also adding other features to make the multiplayer sandbox setting really thrive.

The project is currently set after the events of GS:TLA, meaning all lighthouses are lit and the world is recovering for now.
Furthermore psynergy is now available at large (especially to you, the player). That's

From now on I will hopefully regularly post an introduction to the several already implemented mechanics, planned features etc. etc.
The project is actually in a really advanced state already and some kind of alpha is close. Don't think that just because there are only a few posts here yet, that this is it already Exclamation

By the way: To release our first alpha version, we are looking for both contributors and also people who are simply interested in the project to increase the motivation, get more suggestions and feedback.

Just join the discord via https://discord.gg/mHfNdNp

These are the departments for which your help would be especially helpful:
  • Further developing the mods
  • Building the Weyard landscape and towns
  • Modelling/texturizing new mobs, npcs, weapons, armor and blocks
  • Organizing sounds (so we can enjoy the actual themes at the correct places)
  • Playtesters to make sure mobs and items are properly balanced
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« Reply #1 on: September 17, 2018, 08:15:37 PM »

Character System: Attributes

First things first: One of the cornerstones of TGA is our character system, as seen in the screenshot below. Just like in the original game, you have a level, different attributes, psynergy points and a class (Warrior, I will explain more of that later).
In TGA there are currently seven attributes which you can increase with every level at your own choice. The general formula is currently: 1 level = 2 attribute points

Beyond the basic info you can also have an own portrait, which defaults to your race/ethnicity as of course not every player can have a distinct portrait (unless you make one for yourself).
Your race/ethnicity can be chosen at the start of your journey and offers some additional flavor to give your character a bit of a background.
Each race also has a set of attribute bonuses for differentiation against other races.
The title is part of our nation/town system (more about that later) to have some clout flavor for your character, basically the more powerful you are, the higher your title is.
Hopefully people will look up to you, just like you look up to Lord McCoy (from Bilibin)  Sad.

Screenshot removed  Jupiter Djinni Set

Here is the list of our current attributes:
  • Vitality: determines your HP
  • Strength: determines your base damage
  • Dexterity: determines your chance to dodge an attack (it will probably be renamed to Agility)
  • Precision: determines your chance to strike critically
  • Defense: determines your base armor
  • Intelligence: determines your PP
  • Luck: currently no use; it will probably be used for a chance to get more loot from a treasury chest
« Last Edit: March 03, 2019, 09:06:22 AM by Flaw » Logged
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« Reply #2 on: September 17, 2018, 08:22:29 PM »

Djinns

Djinns are a very neat and distinct feature in the original games and as such adding Djinns to TGA was one of the first things we did to really capture the GS nostalgia. In the middle of the screenshot you can see our Djinn bar and an example djinn with info about the attributes it gives you. Furthermore the Djinns are actually visible on your shoulders Joy. In TGA named Djinns will be very rare and really display a token of prestige.

Later there will be unnamed djinns who will be slightly weaker and not unique. They will just take the default textures  Venus Djinni Set Mars Djinni Set Jupiter Djinni Set Mercury Djinni Set. How you can actually retrieve the Djinns is not yet determined.


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« Reply #3 on: September 18, 2018, 07:23:40 PM »

NPCs and their dialogue

NPC dialogue is a big part of Golden Sun and as such we want to incorporate as much of it as possible in TGA. While we can't really leverage it as a story vehicle (that's not our goal, Minecraft sucks at story), it can still convey some lore about the world you are in and have some actual gameplay use (like stores). In my opinion it really adds another Golden Sun atmosphere level to our world. To achieve that, we are adding many NPCs from the original games, giving them mostly new dialogue and sometimes place them in a new setting.

For example this is Piers, who has been mistaken as Alex and is now in prison (again  Sad) on N Osenia Islet. As you can see you can speak with him and an actual dialogue window opens, just like in the original game. The portrait is currently still missing the border. We've also implemented Yes and No dialogue (no screenshot as of right now unfortunately).



More examples:

Mia (skin was updated after this screenshot to make her look more "feminine")


A blacksmith (courtesy of Majora101)


Pretty generic traders (courtesy of Majora101)
« Last Edit: September 18, 2018, 07:29:04 PM by Flaw » Logged
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« Reply #4 on: April 13, 2019, 09:08:06 PM »

Still working on it. I'm taking it to a slightly different direction by adding other mods as well. I'm especially interested to expand the monster types which can be found.

Example:


A bit bummed about the resonance, but no matter. I don't feel like writing these types of posts, instead I want to put some content on a separate guide page and general info site.


Both are still unfinished though, so don't expect anything good. I'm working on it, slowly.

https://thegoldenage.gitlab.io/guide

https://thegoldenage.gitlab.io/landingpage
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« Reply #5 on: June 01, 2019, 12:20:39 PM »

Very interesting, Flaw. How many different monster types is your goal?
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June 17, 2019, 01:49:41 PM
Salanewt: Two weird posts about hacking in a week.
June 17, 2019, 04:34:53 AM
Salanewt: Lol.
June 16, 2019, 06:54:57 AM
Fox: This place is depressingly too quiet.
June 03, 2019, 07:55:18 PM
Fox: I wonder if Atrius would be interested in how my map editor would be shaping up... even if it is a bit.... messy.  - As for Textcomp being compatible with more games.... maybe some day = I would like to do that...., but it isn't on my priority list right now, unfortunately. :(   
May 29, 2019, 10:55:32 PM
KyleRunner: Fox, could you, please, make your Textcomp compatible with more games (Mario Golf and Tennis)? 
May 27, 2019, 10:10:08 PM
Caledor: I released a patch that does just that. It's in the download section
May 26, 2019, 04:47:43 AM
ryancaesar12345: and how to change a elemtal color like steam normal violet change to blue?
May 25, 2019, 02:53:49 PM
ryancaesar12345: i saw in reloaded too many icon replace or changes and shade and flash decrease block damage 60 and 90 to 50 and 60 i think summon % hp damage decrease class separation change the treasure items the effects are change 
May 25, 2019, 02:22:15 PM
Fox: Another thing about the Separation Patch and why we need PC based class type charts = With Atrius's patch = If you set all eLevels to 0, ... then when you get djinn of just one type, and each PC becomes something... well... Jenna/Piers would have the same base classes as Felix/Sheba... ... but this is concept-wise to show that something may be given up.....
May 25, 2019, 02:12:36 PM
Fox: "overwritting it" I mean the data in the buffer... not the originally file you loaded. - That only ever gets overwriting via the Save/Save As buttons.)
May 25, 2019, 02:07:44 PM
Fox: That being said, any newer version made, won't necessarily be compatible to an older version of gsmagic. It all depends on what I do.
May 25, 2019, 02:04:52 PM
Fox: The way I have it now - there's a bit of a space limitation for world map editing... that if the data covers more than what it originally does, it will let you know... (Although, it may only tell you after already overwriting it.) - So I'll need to eventually do fixes for that. But as this is an experiment editor, I'm still willing to release partial completions at times... for sake of concept,
May 25, 2019, 01:59:36 PM
Fox: (The absolute latest version of my editor is WIP/has not been released.... and I was hoping to feature World Map tilemap editing.)
May 25, 2019, 01:55:00 PM
Fox: (Careful with some editors though.... as you'll need to understand GBA is little endian... so some hex editors might show the data as Big Endian.... basically little endian is reverse bytes. (so AA BB CC DD as 8-bit/bytes.... becomes DDCCBBAA as a 32-bit)
May 25, 2019, 01:51:30 PM
Fox: tla editor... bt rather... to google for a hex editor... such as HxD, Windhex, Hex Editor Neo, etc... and use that.... Or you could just do it in VBA's memory viewer for temporary edits. (You can still save the ROM section by saving a dump, and changing from .dmp to .gba, though... but that takes a bit to explain.)
May 25, 2019, 01:49:40 PM
Fox: I thought maybe I would need to clarify.  - gsmagic is my experiment editor.  It can be found on this forum. (e.g. http://forum.goldensunhacking.net/index.php?topic=2805.0 has it, but is not the latest version of my editor.) ; Those patches - applying them is for making them easier to edit via a hex editor.... Since originally it is done in assembly... a bit of a mess for editing.... , so those patches turn that data into table(s).... ; When I say "hex editor" = No, I don't mean to use the 
May 25, 2019, 01:27:51 PM
ryancaesar12345: i dont understand a thing simple success rate and simple summon  .ips files how to understand? by patch in original rom and view in gs tla editor?
May 25, 2019, 01:26:12 PM
ryancaesar12345: gsmagic? what is that and is that a editor where i can download that?
May 25, 2019, 01:03:43 PM
Fox: gsmagic only really supports GS2 (U) as well... While there is minor support for GS1 (Mainly to view maps), can't really say it counts yet.
May 25, 2019, 01:00:10 PM
Foxhttp://forum.goldensunhacking.net/index.php?action=downloads;sa=view;down=59 = And the Simple Summons thing... (Hex editor experience expected..) ... For all three of the hex editor experience stuff... I mean just basic knowledge should be enough to get by.

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