Current Project:
- The Legend of Zelda: Lost Historia
Despite me keeping quiet as of late this project is still up and running. This will be my only focus from now on meaning no more side-projects that just distract my true potential. My goal is to keep things very traditional in regards to storytelling and gameplay structure. But by presenting it creatively and giving this simplicity a unique spin (as far as Zelda Classic standards go), hopefully the minimalist approach will prove to be quite effective and give a basic concept a fresh coat of paint.
Hyrule has suffered a different kind of loss this time. The kingdom simply forgot their history, and any way to connect with the past has also vanished. Through fortunate fate however, Link finds himself on a quest to recover the past, learn the legends Hyrule once proudly spoke of and find a way to put everything back in order before utter chaos ensues and saps the hope for the present and future. But is the adventure across the lands that simple? With a variety of characters to meet both old and new, a handful of familiar and unfamiliar areas to explore and a dozen of unique dungeons, this journey will create new memories as Link regains his old ones.
The storytelling will be fairly dynamic in this game, and won't resort to explaining everything through a wall of text. Some of it is told through text, but also through proper detailed cutscenes, subtle or obvious visual cues, and optional interaction. There will be no obvious pattern in the storytelling, and I hope to make most of it unpredictable in execution while following logic and reason. In other words, I don't want the storytelling to be just an expected gimmick in the grand scheme of things.
The gameplay, the other important aspect of this quest, will strive on simplicity, but not fully. All I mean really is that it will feel like your typical Zelda Classic quest with several unique spins thanks to the storytelling and other aspects. Also scripts will surely beef up the gameplay, but my only focus is putting in what's mostly necessary to create something genuinely fun. So don't expect anything too wild.
Aesthetics and audio will be all Gameboy Zelda-esque. Though, I'm still debating if I should go with GBZ music files or MIDIs as of this writing. I now have a completely flexible overworld palette that takes up 6 rows of colours from the main palette (2-4, 9-11) without sacrificing anything important. I will use this "all-in-one" palette to create a more flowing overworld while not resorting to colours that are meant to be used for NPCs and other misc sprites. A colourful, beautiful world full of secrets and variety is something I am going for. There will be several dungeons with their own themes and atmosphere, and one optional that is well hidden.
Size has changed. It went from something unnecessarily big to something reasonable with the same amount of content to find. Quality over quantity.
At the end of the day though, one important thing has not changed over development. I'm making this for myself. I realize a lot of people aren't exactly a fan of a few thing such as the name, tileset choice, the existence of a deep story, etc. I'm not bothered to change none of that because I like what I have so far, and pleasing a community with really high standards that constantly change is out of the question. I aim to please myself with this project above all else. I follow no trend that's obviously unreliable in nature.
...For a simple quest I sure did have a lot to ramble about. I guess the reason for this is...
Future Plan:
Yep. While not fully sold on my own decision here, I think the reality is that I will only eventually finish one main quality project and that's that. I'm not in it to produce the most quests, just my ideal project I grew up with, which is far more personal to me. And since such project has mixed in ideas both old and new, I have no intentions in reviving past projects and forming a new one. But that might change in time, but I don't want more distractions.
Edited by Shane, 04 June 2015 - 11:02 AM.