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Dreams of Yesterday Revival - This is the most modern topic.

DoY DreamsOfYesterday Dreams of Yesterday C-Dawg C Dawg CDawg ShadowTiger

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#316 Umbra

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Posted 08 October 2013 - 02:28 PM

Hi shadow. Just dropped by to let you know that I've not forgotten what I said I'll do here. I've just been busy with real world stuff... and I also seem to have gotten myself a bit stuck in the creation of it, sadly. I already completed the layout and flow it would have, and have it all mapped out on paper, but I'm stuck on individual room design. I really hate to say it, but you were right- designing each room so that it's different than the others, yet equally memorable and challenging is a brutally difficult task... I see why you said that it'd be the toughest part. Ironically, I know the rough design, and what to do... it's just that the things I have to do are the problem. Mainly because the process I need to go through is a pain... For instance, whenever I get my room down on paper, I find a flaw or 20 in what I sketched out for the room...Then, if I'm able to be satisfied with the design sketch, I have to make sure that it fits the dungeon theme, and the floor theme. I'll usually go through 10 tries to get it right there... Then I have to make sure that the sketch is unique and can be discerned from the other rooms. And when and if I ever get it perfect, and manage to sketch each room's design out up to my standard, which I'm not even close to right now, I'll still have to put the puzzle pieces together into a working, fluid whole in which the design of each room's exits, stairs, pitfalls, traps, ect. do NOT clash with each other in any way that would trap a player due to a design flaw, and after that I'll have to finish the current version of DoY to make sure that my layout still fits in... It is a pain to do this... And I'm talking way more than I intended for a simple update... Anyway, I'll just say that the dungeon is designed and the layout is finished, but the individual rooms need to have the details added to them so that the blueprint is finished. Good luck on updating this masterpiece.

 

P.S. If you want to increase the challenge from basic enemies for later dungeons and the ones to be added, you can try to pry Moosh's script for powering up the room's last enemy from him. That might make the dungeons like the Dojo or your kitty's dream interesting.



#317 ShadowTiger

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Posted 08 October 2013 - 02:38 PM

That's an interesting script - I'm not sure I've ever heard of it, but it certainly sounds intriguing, though possibly in all the wrong ways. Consistency is nice, no matter the scale. Though again I haven't seen the script, so I'll keep an eye out for it. Thanks.

The screen design is actually the last step that needs to be done, in the overall design of a dungeon. The most important thing is that it flows properly without leading to a dead end, or having to resort to a "passageway" type room as a deus ex machina of sorts. Like, "Whoops, I got us into a corner with no door out, so here's magic stairs in the middle of the room that leads you to where you need to go. Those suck. :P They make the actual map all weird and useless.

So, really, the screen design can come last. Once there is a real path from start to finish that makes sense, has no issues, no extra or missing keys, and has a decent amount of obstacles, it can enter the final phase.

I usually just literally click-drag the mouse through the screen in the order the player will walk through it, so we can actually see the path as we go through the screen. Use just four or five combos, each one representing a successively later and later route the player will take.
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#318 Kite

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Posted 09 February 2014 - 03:45 PM

Hey, ST. Sorry if this is the wrong place for this, but is there any chance you can upload the quest file again somewhere? It seems to have been lost in the ether and I was interested in trying to replay the quest again (I might actually stream myself failing at it... maybe...).

 

Also, has there been any progress on this? It's okay if there hasn't been, but I was just wondering.



#319 vravelo

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Posted 09 February 2014 - 10:01 PM

Hey, ST. Sorry if this is the wrong place for this, but is there any chance you can upload the quest file again somewhere? It seems to have been lost in the ether and I was interested in trying to replay the quest again (I might actually stream myself failing at it... maybe...).

 

Also, has there been any progress on this? It's okay if there hasn't been, but I was just wondering.

mmm....! last time I got it from here, https://www.dropbox....cm2i/DoY250.qst  may still work!!


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#320 Kite

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Posted 10 February 2014 - 06:37 PM

Thank you! That download worked! :)



#321 SofaKing

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Posted 26 May 2014 - 02:01 PM

Is there any ongoing work on this project?  Is the current version the "final" one?   Just wondering.



#322 ShadowTiger

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Posted 26 May 2014 - 02:06 PM

Oddly, no. I really haven't been working on this at all. I should, though, probably because I am horrendously bored sometimes and wish I could work on ZC on something, but have no inspiration other than what already exists in DoY. So I guess I'll be working on that from now on.

Okay then! :D

Billowing Banes, Death's Embrace, finish the Dojo, and the Space Walk.
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#323 C-Dawg

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Posted 26 May 2014 - 04:37 PM

And when you've completed all that, let me know so I can explore what a decade and the tinkering of so many dedicated designeers have done to the outline I sketched so long ago...

#324 ShadowTiger

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Posted 26 May 2014 - 05:36 PM

It's your quest, really. It's 99% bug/"feature" free. I'm really only working on it because it deserves its spot as one of the most amazing, incredible, and awe-inspiring quests ever created. I can say that with a straight face, too. It stands the test of time on its own, especially when nobody finds a missing undercombo or even a secret combo that some version upgrade messed up.

The password is the same. The quest file is Here. If you need any password, let me know.

If anything doesn't "click" with you, then it's gone. My current ideas, based off of the post above as a summary is as follows.
  • There now exists a "Dojo" accessible within an area roughly in between Enigma Castle and the Hotel. It's mostly complete. It's mostly for updating ourselves with 2.5's sword skills and such. I'm liking how it's turning out. Some of it is rather brutal, apparently.
  • "Billowing Banes" is an area that will be accessible through LonLon Heights rather early on. It's an extremely windy area, though I doubt Link's movement will be affected. It will be oriented around making a path through thick brush and bombing dead trees to make bridges for yourself across cliffs. At the end of it will be a windmill where an old man sleeps. It will enable us to access "Death's Embrace."
  • "Death's Embrace" - The old man's Nightmare. It's quite optional. It's a mix between Castlevania'esque features and generally nightmarish themes. I want to scare the player, not just Link. It will be literally quite horrific to play through, though the reward will be worth it. It may even make the Predator far easier, assuming they haven't already done it.
  • "Space Walk" - A bizarre walk through a crystal field on the Astral. If I can get a script that emulates the rotating background of Unreal Tournament's "Facing Worlds" map, it would really wrap it all together in a neat package.


#325 C-Dawg

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Posted 26 May 2014 - 06:09 PM

Oh, no, I don't claim any creative control over the quest now. I released it into the wilds long ago. Those who went through the trouble of debugging this thing are more than welcome to make whatever changes they like!

Its flattering to see people still enjoying it so many years on.

EDIT: I guess I do have one request - keep it tasteful. By that I just mean no porn, racism, sexism, that kind of thing. I don't foresee that being a problem, though.
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#326 ShadowTiger

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Posted 26 May 2014 - 06:17 PM

Oh, well, yeah, absolutely. :P I mean, it's not like this is Sabotage Dragoon or anything. That Brothel... I still laugh from that.

Still, quite the honor.

#327 pixcalibur

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Posted 26 May 2014 - 06:42 PM

Oh man, I may not recognize much of this quest after all the new stuff has been put in.  Curious to see just how much has changed in this quest.



#328 C-Dawg

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Posted 27 May 2014 - 11:17 AM

That Brothel... I still laugh from that.
 

 

It was... borderline.  But nothing was explicit.  The worst it got was the one zombie, and even that was only suggestive.



#329 Umbra

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Posted 27 July 2014 - 02:43 PM

Wow, so you're the original creator? Kewl, you had a good idea there. Anyway, after much time within that mystical dream realm known in legends as 'Real Life', I'm back, but sadly all the plans for the dungeon I promised that were on the computer were deleted due to many computer crashes and viruses, as it's a relatively old laptop. :augh: Luckily for everyone though, I don't trust computers with my designs, instead doing them by hand, so nothing was lost anyway. (insert troll face here) I haven't been working on it much though, as I was busy doing things that were just barely more important, like the essentials for surviving outside a computer. So sorry, but even though nothing was lost, not much was gained either. I still have the basic layout, the dungeon flow, and basically the entire skeleton of the dungeon completed. What I have left to do is the specific layout for the individual rooms, and figuring out exactly what the boss and miniboss should DO. (I know that Dark Link would be the most appropriate boss for the dungeon, but I also know that simply putting a reskinned Death Knight would just be lame...) Maybe I'll leave the way the boss fights to you and just give general ideas of how it should go... After all, you were going to be the one who decided what enemies would go where, and then build it... Ehh, I'll worry about it later. Anyway, hope you are all doing great, and I'll come back every so often to give progress reports... hopefully with less of a wait between them, and hopefully not too many of them before I can say it's done. Ja ne!



#330 Ranagus

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Posted 02 August 2014 - 03:51 PM

Hey guys, just finished this awesome quest and wanted to share some "experiences"

 

This is the most current version I could find on this page.

 

 

 

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Stuck after hookshotting to here.  Also, I could not find the red tunic, at all.

 

 

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Can't return normally after talking to the Wind Fish.  Smashing that peg was a bad idea.

 

 

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Super secret portal leads to an.. unused passage way?

 

 

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Nice undercombo..

 

 

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The right wall is solid after bombing though the other side.  Going back and returning fixes it somehow.  Weird.

 

 

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Some graphical bugs in the Deku Tree.

 

 

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This one may be known.. The 8 crystals in the menu screen don't show properly.  Was levels 6 and 8 I believe. 

 

 

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This key seems impossible to get.  The block can't be pushed and the wall is solid on the other side. 




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