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ideas/name for quest?

quest ideas name quest help

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#1 lincolnpepper

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Posted 19 June 2017 - 08:36 PM

im making a new quest. i want ideas for the name. and i have never really used many scripts so could anyone link me to some commonly used scripts? also, i would appreciate some help with overworld design, since im planning 2 hyrule overworlds and a lot of sub worlds like the forest and gerudo valley and such. and i dont wanna stop halfway through for half a year like my last couple quests. just let me know if you wanna help and ill give you whatever ive done so far in the quest and instruction on what i want you to do and im sure plenty of thank yous and pleases. please help, and thank you if you do!

 

the only thing i have done so far is a few screens and the overworld theme (https://musescore.co.../scores/4119881)


Edited by lincolnpepper, 19 June 2017 - 08:42 PM.


#2 Phosphor

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Posted 19 June 2017 - 11:28 PM

It really all depends on how you want players to approach the quest. If you want a linear progression through the game, have the overworld closed initially and have it open up as you gain access to more and more items. If you want the game to be open ended, give the player tons of room to explore and sprinkle secret caves and dungeons throughout the whole place. Try to partition the different areas with natural barriers, however leave more than 1-2 entrances to it. There can be a few exceptions to this, such as a graveyard, but funneling the player through the same areas every time whenever they want to explore the section of the overworld can be boring. I know this because I'm very guilty of it.

As a bonus, I'll give you some dungeon design tips:

Approach dungeons with this in mind: They themselves are large macro-puzzles for the player to solve with spatial reasoning. Some of the challenge should be knowing where to go next, based on what you've seen and where you've been. Give dungeons unique feels and puzzles. Have the items suit the environment. Have the player go by areas where the item would be used, just so they can backtrack to the area and find out what they missed. It prevents boring dungeons, though it can also be a double-edged sword. Don't over-utilize backtracking. It's even worse in excess than linearity.

 

As a last thought, I'm not sure if doing a 16x16 overworld would be the best idea, if you're not feeling comfortable with your overworld design skills. The standard 16x8 is adequate in most cases. Ultimately, it's up to you, though. Just food for thought.


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#3 Gleeok

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Posted 20 June 2017 - 01:20 AM

Super Sesame Robot Toaster Cinnamon Burrito Hurricane Breakfast Attack Pt.1: Princess Zelda Unleashes the Ultimate Weapon. Does PMS Hold the Most Destructive Power Of All Hyrule? -Stay tuned to find out.
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#4 Timelord

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Posted 20 June 2017 - 01:53 AM

Super Sesame Robot Toaster Cinnamon Burrito Hurricane Breakfast Attack Pt.1: Princess Zelda Unleashes the Ultimate Weapon. Does PMS Hold the Most Destructive Power Of All Hyrule? -Stay tuned to find out.


That name. I would not be terribly shocked to see a Chinese game title like this.
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#5 NoeL

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Posted 20 June 2017 - 07:23 AM

You're putting the cart before the horse. Make the quest first and then pick a suitable name. Names aren't that important in the grand scheme of things, and it's far easier to change the name than to change the quest.

 

im planning 2 hyrule overworlds and a lot of sub worlds like the forest and gerudo valley and such. and i dont wanna stop halfway through for half a year like my last couple quests.

I'm guessing you're stopping halfway through because you're being way too ambitious. Design always trumps scope! Not every quest needs double overworlds and lots of sub worlds - they take a loooooong time to make and are very exhausting, especially with the complexity ZC offers today. Not to mention, the larger your overworld the more content you need to create to fill it, otherwise it's empty and boring - which you don't want your quest to be. Again it's a horse and cart thing: decide what you want to put in your quest and then design your overworld around it. If I were you I'd stick to something that would fit in a single overworld, or even an 8x8 BS overworld. Far better to create a small quest that gets released than a large quest that gets cancelled. When you're more competent you can try more ambitious quests, but start out small.

 

If this is your first quest [EDIT: I see that you've released a few already, but even so if you're getting burnt out it usually means you're being too ambitious] I'd strongly recommend you make a 6-level (7 including the final dungeon) quest in an 8x8 overworld. Keep it small, keep it tight, and keep it good. Decide what you want your quest to be about (in terms of gameplay, not plot), formalise it as design fundamentals (e.g. "Beginner friendly", "Reward exploration") - write these down and stick it on the wall above your computer, and continually refer back to them as you build. Then build a quest that fits that design, and don't be afraid to redo parts that don't fit (e.g. if "Beginner friendly" is a design fundamental, keep the difficulty down).


Edited by NoeL, 20 June 2017 - 07:28 AM.

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#6 lincolnpepper

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Posted 20 June 2017 - 12:29 PM

thank you everyone for all this advice. i will keep this in mind when designing my quest





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