... I'd love to betatest as well. ^.^'
Lost Isle RELEASED
#2116
Posted 18 September 2009 - 12:56 AM
... I'd love to betatest as well. ^.^'
#2117
Posted 18 September 2009 - 04:43 AM
#2118
Posted 18 September 2009 - 08:31 AM
Well I have a couple ideas for the quest.
The overall story is that Link finally hits land with his raft on another island. Its unmarked on any chart or map and its inhabited. The creatures that inhabit that uncharted island are friendly, talkative and are blissfully unaware of the outside world. They have three villages on the island. (more NPCs, yay!) Link decides to stay there for a bit, helping out the natives and slowly building a boat and gathering a crew to leave the island and finally sail home to Hyrule and hopefully bring back traders to finally put this island on the map for trade routes and to give these creatures industry.
The boat is nearing completion when the creatures slowly start dying off one by one. A plague is sweeping the island and nobody knows where it came from. As Link heads out one day to gather some more lumber for the boat, despite the raging plague, he stumbles into a portal to the future. The island is in devestation, lava is everywhere and the dead roam the countryside. It is a hellish version of the island. As he wanders, he encounters a pivotal scene where Morlach is alive and well, draining the souls of the last few villagers and eating them, snuffing their eternally lives forever.
He turns to thank Link for bringing him to this island and the wealth of power he has garnered here. You see, after the events of Lost Isle, Morlach attached himself to Link in the form of a virus. It is fortunately a virus that has yet to evolve and target Hylians, but it definitely kills the creatures on the island, making Morlach strong enough to return with each successive soul killed by the virus. This new method of killing pleases Morlach greatly and intends to capture Link to study his anatomy to better alter this virus he's become to target a bigger, wider selection of people, meaning more souls for him to absorb, meaning more power for Morlach to have. So essentially, Link is responsible for the death of the island by bringing Morlach there via a virus.
Link manages to escape Morlach and into the past before the island was ravaged. But not before Morlach infects Link with the new strain of virus to take back with him into the past. So there is a dual world dynamic here. Link must search out the virus cores that have spread from his body across the island. He must travel back and forth between the present and the future versions of the island to ultimately beat Morlach and solve puzzles and dungeons. (almost like a dark/light world motif, but with time travel) But an added twist, whenever he is in the future version of the island, Morlach is finding better ways to infect Hylians by studying Link, so Link is constantly having his energy drained while he is in the future world of the island. Only by standing near safe spots across the island (and in dungeons) that him and the villages erected in the past, can the virus be held at bay. (Think Prime 2: Echoes with this idea)
The final battle with Morlach ultimately takes place in the future on top of his newly erected citadel of ruin, and after the initial forms, he destroys the citadel and while both Link and Morlach are falling down from its great heights along with the rest of the debris, Link is fighting Morlach in the air hookshotting from debris platform to debris platform to avoid attacks and ultimately defeat Morlach for good before he smashes into the ground. (so a time limit is involved here) Once he's defeated, he takes the remains of Morlach's body and travels back to the present, finds the source of Morlach there and kills both before he becomes too powerful a threat. (because remember, in the present, no one has yet to die from plague, this making Morlach stronger)
Another neat aspect is that over the course of the game, NPCs you've talked to and gotten to like may start dying off and never returning the further you get into the game, thus increasing the urgency to beat Morlach.
As for the overworld, I'm thinking it should be a more modular overworld, similar to Secret of Mana where the various areas aren't necessarily square and they are just big enough to convey the area's intent and nothing more. That means a bit less interaction/criss-crossing paths between all the areas, but it will mix things up a bit. Besides, we can always have another underground warp system! XD
So what do you all think? Still like me keeping the dark themes going on in this game?
Edited by DarkFlameWolf, 18 September 2009 - 08:36 AM.
#2119
Posted 18 September 2009 - 08:37 AM
I thought quitting ZC would be easy, but during the last few weeks I have really wanted to start building quests again, and this idea of Lost Isle 2 has gotten me all excited.
But if there ever will be a Lost Isle 2, I need lots of very good testers and some graphical help. Wolfie doing the overwolrd again sounds great, though I'm afraid that our plans for LI2 might differ greatly and for a long time I have wanted to create a really awesome overworld myself. I have to talk with Wolfie with our plans to see if we really could get started with this "dream project".
edit - PM box emptied
Edited by Peteo, 18 September 2009 - 08:38 AM.
#2120
Posted 18 September 2009 - 08:40 AM
Furthermore, I am allowing custom bosses all the way. So that also should make you happy as well.
And I felt that this dark/light, future/present world motif would be right up your alley in making the overworld if I wasn't going to do it. Lots of potential there for puzzles.
#2121
Posted 18 September 2009 - 08:49 AM
I also like the idea of this island being another mysterious and uncharted place, but so that there still are lots of people... though in the form of creatures. But creatures that can talk and give Link exciting side quests etc.
Haven't thought about the story that much yet, but at least Wolfie's story idea is complex one. O_o
Edited by Peteo, 18 September 2009 - 08:50 AM.
#2122
Posted 18 September 2009 - 08:55 AM
#2123
Posted 18 September 2009 - 09:27 AM
#2124
Posted 18 September 2009 - 09:29 AM
#2125
Posted 18 September 2009 - 10:32 AM
#2126
Posted 18 September 2009 - 11:00 AM
Edited by Sephiroth, 18 September 2009 - 11:02 AM.
#2127
Posted 18 September 2009 - 11:46 AM
If this does get off the ground, I'd definately look forward to playing it.
#2128
Posted 18 September 2009 - 11:52 AM
Regardless, I probably will have to write another list of 'demands' about certain story aspects and gameplay concepts that should be in place and that he should adhere to and make absolutely sure they get into the final game. Otherwise, why even bother to have me be a part of the game as a co-creator? But I'm almost certain I'll take a backseat roll to this second game. As long as Peteo adheres to my list of things, story ideas, and gameplay concepts in my new Lost Isle 2 manifest, he can basically do what he wants as long as I can quality control and difficulty balance for him.
Regardless, database wise, if he finishes the quest, I'd like to be labeled on as a co-creator (design team lead wise anyway), but I'm willing to give him the prime credit for it. So in the PureZC database, it would show up under HIS name and be in his list of quests made rather than under my name as it is now for Lost Isle 1. How's that?
#2129
Posted 18 September 2009 - 12:12 PM
Regardless, database wise, if he finishes the quest, I'd like to be labeled on as a co-creator (design team lead wise anyway), but I'm willing to give him the prime credit for it. So in the PureZC database, it would show up under HIS name and be in his list of quests made rather than under my name as it is now for Lost Isle 1. How's that?
Oh Wolfie, I thought you would have already learned that I don't care about credit. I'm tired of all the "who's the best questmaker" talk and I couldn't care less if my name wasnt mentioned in the game's credits at all. All I care about is the success of the quest, and that we're both proud of the final product.
Let's just hope we can agree on most of the ideas we have for LI2 or else we might have to call this quest by another name. I have this basic concept of the quest already in my mind, and if Wolfie's ideas fit to it well and make the quest better, then this will be a co-product. But if we can't agree on some important aspects of the quest, then this might become a solo project.
But whether this quest will be called LI2 or not doesn't change the fact that it will be a Lost Isle style quest that will hopefully be bigger, prettier, more interactive and a bit better overall.
Edited by Peteo, 18 September 2009 - 12:17 PM.
#2130
Posted 18 September 2009 - 12:34 PM
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