Difference between revisions of "AZCT"

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Work on the project resumed after the Talkhaus went back online on the 6th of November. Since then, two dungeons have been finished and progress has been made towards completion of the final dungeon. There is now also a new set of sprites for Sheath and some enemies, courtesy of FireSeraphim.
Work on the project resumed after the Talkhaus went back online on the 6th of November. Since then, two dungeons have been finished and progress has been made towards completion of the final dungeon. There is now also a new set of sprites for Sheath and some enemies, courtesy of FireSeraphim.
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Revision as of 19:28, 9 June 2021

AZCT is a collaboration of the Talkhaus originally started by raekuul in April 2013. It features Sheath from A.T.X.S. as the main protagonist and uses the Zelda Classic Engine for game and level design.

History

The birth of AZCT (February - April 2013)

Following the enormous success of ASMBXT, many Talkhaus members got motivated to find more game engines to make raocow-inspired games for. One of these people was aterraformer, who had already heavily contributed to ASMT and ASMBXT before.

On the 23rd of February 2013, aterraformer made a thread in the Collaboration Extravaganza, outlining a few ideas for future collabs and the engines they might be using – one of these proposals was "A Zelda Classic Thing". Zelda Classic instantly stood out as a favorite from all other suggestions in the thread, mostly because a few people (like Franky and Moosh) were actually very experienced with the engine and thrilled by the idea of making a raocow-themed collaboration game on it. A couple of other people quickly joined in, and on the 8th of April, raekuul (who had also worked on ASMBXT prior) made a coordination thread which spawned an AZCT forum just one month later. However, it was quickly found out that a Zelda Classic collaboration would include many planning variables like dungeon and item coordination, and the project quickly grew bigger than what raekuul himself could handle. In May 2013, he finally received help through JayScribble joining the project. JayScribble and raekuul (May - July 2013)

Over the next few days, it was decided that everyone interested could create a dungeon for one item each, similar to how the original Zelda game handled item upgrades. While it was intially unclear which items were to be used, this was resolved through a mixture of popular vote and JayScribble choosing the most practical items. The question of music was resolved around the same time, when DoctorShemp offered to create the BGM for the project. Complicated scripting and coding was left to Moosh, and JayScribble took up the spriting for Sheath's character. Things were starting to run smoothly, and in July, the first dungeons were already done.

The Talkhaustrophe (July - October 2013)

Sadly, many posts in the AZCT subforum got lost during the Talkhaustrophe. This was an especially big blow to the project since most people submitted their dungeons for testing in July and August (as the deadline was August 31st). Probably the most shattering consequence was Moosh abandoning the project, robbing it of their most experienced coder and leaving it with a half-finished dungeon. Some organization-related posts (like the initial dungeon listing) were also lost. The revival (November 2013 - Current)

Work on the project resumed after the Talkhaus went back online on the 6th of November. Since then, two dungeons have been finished and progress has been made towards completion of the final dungeon. There is now also a new set of sprites for Sheath and some enemies, courtesy of FireSeraphim.