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Overview
Information
A traditional "recover the Triforce pieces" story with a deep plot and heavy emphasis on world design.
Feed Description Updates Comments Screenshots
The new update "Future Plans" has been posted. | 06 Jun 2017 |
The demo Skull Woods Demo V2 has been uploaded. | 25 May 2017 |
The new update "Skull Woods Demo Uploaded" has been posted. | 24 May 2017 |
The demo Skull Woods Demo has been uploaded. | 24 May 2017 |
The new update "Wrapping Up Skull Woods + A Poll!" has been posted. | 20 May 2017 |
The new update "Skull Woods/Upcoming Demo + More" has been posted. | 14 May 2017 |
The new update "Trading/Deku Scrub Plans" has been posted. | 09 May 2017 |
The new update "Color Codes and Progress" has been posted. | 04 May 2017 |
11 screenshots have been posted. | 03 May 2017 |
The new update ""Level 1" Mechanically Complete" has been posted. | 22 Apr 2017 |
When the previous hero fell to Ganon, the Demon King took over Hyrule. Ruling atop his throne, Ganon's influence stretched far across the land. Pulled to his side, even the various races have become a threat to the hero, as their great divide separates them between those living in fear or adoration of the king, and those who hold out hope for the hero's uprising. Link now faces a task beyond any before. Alongside infiltrating the castle and defeating the Demon King, he must also eliminate rift in the world. Travel the various areas of Hyrule, recover the triforce fragments guarded by Ganon's eight protectors, and regain the faith and trust of those who have abandoned hope in favor of despair.
Timeline Placement:
Downfall. After the Oracles and before the golden era.
Features:
A fully interconnective open world, influenced by the likes of Dark Souls.
Tons of secrets, including 72 heart pieces.
8 dungeons which intend to break the boundaries of overworld and dungeon.
Optional areas and bosses.
NPCs with deep backstories.
Easter eggs referencing games from across the series, including the three Knight of Hyrule from FSA (Byrna, Pacci and Somaria).
27 areas, of various sizes from across the series.
Lore exploring across a mix of canonical and fanfictional history.
Hopeful features:
Being able to play as different characters for short sections.
NPC questlines with varying outcomes.
Cane of Pacci and Somaria.
Expanded use for items. (This will be present to some degree.)
Expanded weapon inventory.
International relations.
What to Expect:
A fairly even emphasis on puzzles and combat, likely leaning toward puzzles.
A primarily minimalist approach as I discover what creative liberties I can take with the base ZQuest engine.
Scripts when it aids to the game's purpose.
Custom enemies and boss. (No promises on combat depth, but they will have a story).
Well-written stories.
Lands which will be designed with purpose.
Shortcuts and interconnectivity.
Any of these may be expanded on later.
I expect this to take me a bare minimum of a year as I intend every area and NPC to be designed and filled with content to the fullest of my abilities.
Timeline Placement:
Downfall. After the Oracles and before the golden era.
Features:
A fully interconnective open world, influenced by the likes of Dark Souls.
Tons of secrets, including 72 heart pieces.
8 dungeons which intend to break the boundaries of overworld and dungeon.
Optional areas and bosses.
NPCs with deep backstories.
Easter eggs referencing games from across the series, including the three Knight of Hyrule from FSA (Byrna, Pacci and Somaria).
27 areas, of various sizes from across the series.
Lore exploring across a mix of canonical and fanfictional history.
Hopeful features:
Being able to play as different characters for short sections.
NPC questlines with varying outcomes.
Cane of Pacci and Somaria.
Expanded use for items. (This will be present to some degree.)
Expanded weapon inventory.
International relations.
What to Expect:
A fairly even emphasis on puzzles and combat, likely leaning toward puzzles.
A primarily minimalist approach as I discover what creative liberties I can take with the base ZQuest engine.
Scripts when it aids to the game's purpose.
Custom enemies and boss. (No promises on combat depth, but they will have a story).
Well-written stories.
Lands which will be designed with purpose.
Shortcuts and interconnectivity.
Any of these may be expanded on later.
I expect this to take me a bare minimum of a year as I intend every area and NPC to be designed and filled with content to the fullest of my abilities.
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Future PlansStarted by Architect Abdiel , 06 Jun 2017 |
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Skull Woods Demo UploadedStarted by Architect Abdiel , 24 May 2017 |
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Skull Woods/Upcoming Demo + MoreStarted by Architect Abdiel , 14 May 2017 |
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Wrapping Up Skull Woods + A Poll!Started by Architect Abdiel , 20 May 2017 |
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Trading/Deku Scrub PlansStarted by Architect Abdiel , 09 May 2017 |
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Color Codes and ProgressStarted by Architect Abdiel , 04 May 2017 |
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"Level 1" Mechanically CompleteStarted by Architect Abdiel , 22 Apr 2017 |
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