@Eddy
Well, the trail at the very bottom seems pretty narrow, but thats probably just me
Oh, well that was intended lol I'll probably be adding a secret there at a later stage.
Posted 12 April 2015 - 09:32 AM
@Eddy
Well, the trail at the very bottom seems pretty narrow, but thats probably just me
Oh, well that was intended lol I'll probably be adding a secret there at a later stage.
Posted 12 April 2015 - 11:15 AM
@Jared
I thought of another one that can be used for any sized quest.
Link is brought to a new land (original, eh?) where he learns of the local deities which are being worshiped and a plot by a religious group to steal their power for their own. You go to each temple and do your thing fighting the avatars of the gods there to prove your worth. (I'd personally change the triforce pieces to be something different, especially if you want it to be a medium-> long story) and once you defeat the last you go to the religious groups headquarters where they attempt to take the totems you aquired from the various local gods to use for themselves. You can, if you want, just have the final battle there for a shorter or medium game, but if you want a long game you can have that their ritual was somewhat successful and they open a portal to a Dark World where you get to fight the evil gods who rule over that land. (the implications being that if you fail these dark gods will come out of the dark world and take over the current world) if you go this rout, you can have the totems be in the final items in one world's set of dungeons, and the triforce pieces be the other. Now that I think of it you can have the totems be in the second world and have them be the various rings (wisp, whimsical, etc) as well as the knowledge scrolls... though that's just what I'd do personally because I just like that idea ![]()
Posted 13 April 2015 - 10:01 AM
Fixed a few tile errors I had and added another screen or two to the ruins. I'm probably going to start actually using some of the tiles from Koten to make it look more than some hilly sandy mess. Thanks to Demonlink for the thumbs up on the Startropics 2 scorpions and approving them as Koten compatible. I'll probably use them in place of the Leevers, since in Koten, they look like crowns.
Looking back at Adam's Quest II, I had an enemy that required reflecting its own rocks back at it to kill. The problem is that it wasn't very clear how to do that other than "Remember the boomerang can block certain projectiles." Also, given Rupee inflation, the Wooden Shield is pretty expensive (150 Rupees at cheapest, but Rupees are far more generous and the initial cap is 2,000). Do you think I should change the Wooden Shield (and by extension, the Magical Shield) to be able to reflect rocks? I really wanted the gimmick to REQUIRE the boomerang and well-timed throws to deflect the rocks, but would it be better design to just let the shield reflect them as well? After all, the shield is 150 Rupees while the Boomerang only runs 50 Rupees and you'll easily make 50 Rupees killing ATMs (Red Leevers) going in and out of one of the early dungeons.
Edited by RedmageAdam, 13 April 2015 - 10:01 AM.
Posted 13 April 2015 - 12:14 PM
I tweaked certain enemies to be more forgiving, fixed some dungeon designs up some in ToT, etc. Other then that waiting on Lejes for the custom bosses of my bonus dungeon that I plan to do later.
Posted 14 April 2015 - 07:28 PM
Finished my first minidungeon layout! Now I just gotta figure out the small cutscenes/battles inside. I also finished layering the minidungeon and first village! ![]()
Posted 14 April 2015 - 09:47 PM
I finished a mini dungeon in The Land of Anarchy. The theme of it is fire. Its my first fire dungeon and it has some puzzles that are really cool.
Posted 15 April 2015 - 10:13 PM
Wanted to push myself in ZQ today, even if it was something small. So I made the last two interior houses for my town!
Posted 15 April 2015 - 11:49 PM
I finished a mini dungeon in The Land of Anarchy. The theme of it is fire. Its my first fire dungeon and it has some puzzles that are really cool.
Oh no! Cool puzzles in fire dungeons never fix well. ![]()
I decided to take a break in ZQuest as I recently been hit with a designer's block. In the meantime, I am working on palettes and tiles (again).
Posted 16 April 2015 - 11:13 AM
I made a trailer/intro for a side project miniquest.
-snip-
*EDIT*
Don't mind the skype beep noises or the 50+ deaths on IoR
That's a really neat intro for the quest! Best of luck for the rest of the project ![]()
Posted 17 April 2015 - 07:48 PM
Got the movement of a boss done. This was by far the hardest part, so the rest should come together easily.
Posted 17 April 2015 - 08:10 PM
Got the movement of a boss done. This was by far the hardest part, so the rest should come together easily.
Awesome stuff there. I really love seeing Terraria bosses translated into ZC.
Posted 17 April 2015 - 08:23 PM
I scripted a beamos today. Watch out! Also, Moosh actually remembering to put his enemies on the database? What is this nonsense!?
Posted 17 April 2015 - 09:01 PM
Nothing major, just translated a couple enemies into AQR and fixed a small problem I had with layering on one of my screens. All I will say is that the Leevers have been replaced by scorpions but otherwise function in a similar way. I don't know; does layering a transparent black screen seem to be better for a dark room than using the dark room flag and making people waste time whipping out the candle every time? That and with Koten, the ENTIRE SCREEN goes black in dark rooms, much like the Gameboy tileset does. NOTHING shows up at all, hence why I started doing dark rooms like that.
On a small note, should I make the Blue Tunic/Ring buyable or make people have to go through a mini-dungeon to get it? I've heard very mixed feelings both ways. If it helps, Rupees are a bit more common than normal and you have the Large Wallet from the start. Basically, if you just kill enemies causally and clear every room in a dungeon at least once, you should not have to do very much, if any, grinding. My mantra in general with design is: "Fighting generally rewards you. Flight does not." So in general, if you play decently, you should never have to go out of your way to grind. With that in mind, add a remake exclusive Blue Ring/Tunic dungeon or make it buyable just like in the original, but a bit later in the game due to the more fair and balanced difficulty?
Posted 17 April 2015 - 11:10 PM
On a small note, should I make the Blue Tunic/Ring buyable or make people have to go through a mini-dungeon to get it? I've heard very mixed feelings both ways. If it helps, Rupees are a bit more common than normal and you have the Large Wallet from the start. Basically, if you just kill enemies causally and clear every room in a dungeon at least once, you should not have to do very much, if any, grinding. My mantra in general with design is: "Fighting generally rewards you. Flight does not." So in general, if you play decently, you should never have to go out of your way to grind. With that in mind, add a remake exclusive Blue Ring/Tunic dungeon or make it buyable just like in the original, but a bit later in the game due to the more fair and balanced difficulty?
Honestly, I feel like the ring is too powerful an item to just plop into a store. Acquiring it (along with the L2 sword) is generally the player's first step into the midgame and it should reflect that in its acquisition method imo.
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