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Remembrance of Shadows LP- By SCKnuckles

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#1 ywkls



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Posted 26 November 2021 - 12:17 PM

Remembrance of Shadows- Part 1
Part 2


A little background on this quest.


A number of things led to and influenced its creation.


The first was my previous quest, Destiny of the Oracles.

I'd learned how to do all kinds of crazy things while making it.

This included creating scripted subscreens and custom characters fairly easily.

During the development process, some scenes involving Marin made me think of having a quest based on them.


The second was Link's Awakening itself.

The idea of remaking the world there, with new dungeons and plot points intrigued me.

Though I only planned for 9 required and 1 bonus dungeon in this; things soon expanded far beyond that.


The last is an upcoming quest project, Shattered Dreams.

I'd already planned to have Marin show up there.

So I already had all of the sprites I needed for that.


This quest is connected obliquely to the 4 Lands series.

It exists in parallel but can be played as a standalone.


I added a lot of new gimmicks, puzzles and bosses here.

Looking forward to how this goes!

#2 ywkls



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Posted 28 November 2021 - 12:54 AM

Part 3


During the development of this quest, I took some time off to test Eddy's Legend of Link: The New Legacy.

The various post dungeon shrines there were a major source of inspiration for the Siren's Keep mini-dungeons.

These each contain some back story and a piece of heart.

They're mostly puzzle driven.

However, the mini-boss and boss of the original dungeon appear.

These have the ability to heal themselves periodically as guessed.


Doing the floors that crack when you walk on them is something I haven't quite figured out.

A lot of the story points and events are based on LA.

At frequent points side quests active which give you rewards.


Each dungeon is followed by a story sequence, usually involving a dream sequence.

These hold major item upgrades.

They're one-time events that cease to exist once you're done with them.


There are 10 Shadow Shards in the quest.

Obtaining them all is required to enter the post-game dungeon.


Each dungeon key from this point forward is guarded by a Sleepy Boss.

That lock in the graveyard is actually level 8.

#3 ywkls



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Posted 29 November 2021 - 12:47 PM

Part 4


Level 2's design is one which I introduced in Passage Through Time.

I call it a 3d in 2d dungeon.

Each horizontal floor is vertically aligned with the floor below it.


This dungeon officially introduces the Hamiltonian Path puzzles.

These have become something of a hallmark of my quests.

The crumbling floor puzzles are an expanded version of that script.


Getting the various objects to create the right graphic when thrown took a bit of chicanery.

They're defined by combo type and flag.


I kind of wish I could have used the trampoline I made more.

It just didn't work as well as intended.


That shortcut switch was added to make getting back through the dungeon less of a hassle.


When I made the boss here, I came up with what would prove to be a recurring theme in this quest.

Each dungeon boss (except the post game final dungeon) requires the item you obtain in it to defeat.

This led to some interesting design choices.

#4 ywkls



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Posted 01 December 2021 - 12:32 PM

Part 5


There's a bunch of stuff you could have done in this part but didn't.

The Song of Soaring is probably one of my favorite achievements in this quest.

Not only does it let you warp across the overworld.

It also can create warp points in dungeons.

These work like Farore's Wind in Ocarina of Time.

Each dungeon can have a unique warp point.


The Siren's Keep of the Swamp previews a lot of mechanics which will be used later in the quest.

The decision to make them puzzle focused was to keep from having to create new foes for each one.

Using those pits to push the blocks is definitely innovative.

My choices for the Sirens were somewhat arbitrary.

#5 ywkls



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Posted 03 December 2021 - 12:51 PM

Part 6


Did you know? The spike boots are entirely optional.

They're never required for any dungeon.


Regarding the soundtrack, I had trouble finding distinctive music.

As far as I can tell, there isn't a different MIDI for Tal Tal Heights or Yarna Desert.


There are 2 wallet upgrades.

These can be obtained in either order.


The various fairies around the world are part of a sidequest.

You must obtain different items for 4 of them.

Once you do they allow you to hit switches.

Active 4 of those to find a 5th switch at a 5th fairy.

This opens the post-game final dungeon.


Mario Blocks indicate the presence of an optional boss.

These are known as Mario Monsters.

Defeating them all nets you a reward.


Those phantom npcs are ffcs which are invisible until activated by a specific event.

They're part of a sidequest later on.


Going back to the Dream Shrine is a recurring mechanic in this quest.

You will have to do so after each song upgrade.

The subscreen is activated via Ex2.

While active and the Ocarina is selected, use the left and right mouse buttons to change songs.

#6 ywkls



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Posted 06 December 2021 - 12:58 AM

Part 7


Once you have the Song of Soaring you can activate warp points around the world.

These are signified by tree stumps you may have seen.

There are also 4 optional Dream Portals which take you to sections of that area you can explore.


Kanalet Castle is the first area to feature some of the iffy choices I made in this quest.

Many dungeons moving forward had platforming sections that ended up being harder than intended.


By this point in the quest, it is possible to have completed at least one of the optional sidequest events.

The reward for that would make an upcoming foe much easier.


The quest is only going to get more complicated from this point forward.

#7 ywkls



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Posted 07 December 2021 - 01:22 PM

Part 8


All of the Zol Fragments in the game except for one are marked in the same way.

There's one per dungeon and two on the overworld.

One requires the Secret Ring to obtain.

Collecting them all allows you to fight the super-boss.


The ability of the Song of Soaring was one of the more complicated scripts in the quest. 

It is automatically activated to the dungeon entrance upon your arrival,

It is forbidden in boss and puzzle rooms.

It even allows you to go back to previously visited red/blue block paths with the settings used intact.


Level 3 is basically one giant red/blue block puzzle.

The Zol Fragment in this dungeon is very obscure and hard to reach.

#8 ywkls



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Posted 09 December 2021 - 12:41 PM

Part 9


The speed of the hookshot is deliberately slow.

The ability can do a lot of damage and ignores defenses.

Without some nerfing, you'd be all but invincible.


The mini-boss here was changed due to moving things around.

I'm not entirely happy with the replacement, but it was the best I could devise.


I really like the boss here.

Continuing the trend, you must use the dungeon item to win.


There was an optional boss on the roof of level 3.

You can go back there at any time.


The Song of Soaring was specially adjusted for this dungeon.

If you warp to or from a room with red/blue blocks; it remembers how they were set when returning there.

#9 ywkls



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Posted 12 December 2021 - 12:51 AM

Part 10


Thankfully those eye puzzles are only used in the keeps.

All of them should have warps at the end so you only have to do them once.


Combining the turnstile, path and red/blue block scripts wasn't easy.

However, I think that it was worth the effort.

Originally I had one in the level 2 keep but I decided it was too hard at that point.


There are a number of "red herring" puzzles,

They're designed to make you think you need to do something when you don't have to.


Now that you have finished level 3 you can do more sidequests.

Both of these require some story progression before unlocking but offer rewards which will be useful later on.

#10 ywkls



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Posted 13 December 2021 - 12:37 PM

Part 11


The Song of Soaring points are spaced to allow ease of travel around the world.

You can actually activate most of them now.


The Dream Portals are located where the 4 warp points were in Link's Awakening.

Each includes refights against Sleepy bosses.

They also have 2 hidden heart pieces.

Typically one requires you to defeat enemies and the other is just concealed.


If you bought the Secret Ring, you would be able to find secrets more easily.

It plays a tone like a compass when a secret is on the screen.


If you want to get everything, that list of collectibles is very useful.

It provides a breakdown of everything as you go.

#11 ywkls



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Posted 15 December 2021 - 12:48 PM

Part 12

I have to offer my profuse apologies on this one.
The second heart piece in the dream portal in Animal Village can't be obtained until after level 4.
The basic reason for this was to prevent you from beating a boss too early.
I've updated the secret list to reflect the right sequence now.
The location of level 4 was a compromise on my part.
I wanted certain things inside the desert and didn't have room for it there.
I created the quicksand especially for this area.
It required a special type of bitmap drawing to work.
Unfortunately, the method of making it function made things a bit harder.

#12 ywkls



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Posted 17 December 2021 - 12:26 PM

Part 13


The optional bosses are known as Mario Monsters.

Since Link's Awakening originally had a lot of enemies with this theme, it seemed fitting.

There are 8 out in the open and a ninth which becomes available after defeating the others.

The last one gives you a reward for winning.

This is also a requirement for the post-game dungeon.


You could have defeated the Giant Goomba in a single blow.

This requires the Stomp Ring.

You can acquire this after level 1.


There's not a lot else to say.

Hopefully level 4 doesn't make you too frustrated.

#13 ywkls



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Posted 19 December 2021 - 01:29 PM

Part 14


The Yarna Quagmire went through some changes from my original concept.

The creation of the quicksand script greatly influenced it as you might guess.

However, I also realized in testing it that the gimmick could be annoying.

So I limited its use.


There was actually an active effort to make level 4 easier.

It's smaller than level 3.

And the design is much less complicated.


Swimming through the quicksand actually would be possible.

Something that I may consider in a future quest.


If you don't like a key hunt, then oh boy...

Level 9 is likely to be a nightmare.


The mini-boss here turned out really well.

He was intended for another area, but I moved him because I felt that he fit the theme of the dungeon.


The boomerang here was intended to work like the one in Destiny at first.

However, I liked the concept of aiming it better.

#14 ywkls



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Posted 21 December 2021 - 12:51 PM

Part 15


Ramrock has to be the most messed up boss in this quest.

Nothing worked as intended.

Yet I still think he's fitting for the area.


In case it isn't obvious, the Zol Fragments were added after the dungeon was complete.

They will always be in rooms marked as empty on the map.

Just so you know, obtaining them unlocks the game's super-boss.

The entire quest is optional.


That one room you were trying to cross was poorly designed.

I've fixed it now.

It was supposed to be where you could reach the enemy if it wandered away from the door.

#15 ywkls



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Posted 23 December 2021 - 12:51 PM

Part 16
The hookshot color change is caused by palette variations.
I can't really fix it without making a separate tiles for every area.
The addition of the warps to the eye puzzles was something I felt was necessary.
Otherwise they would be too annoying.
They're still pretty bad as it is.


There were a lot of things I wanted to do in the 4th keep which didn't work for some reason.

These included currents and moving platforms.


I really like the puzzle where you carry the flame to the torches.

I was able to use it a lot in this quest.


That bug where you got stuck in the wall happens very rarely.

I don't know why so it's hard to prevent.

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