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Grim City


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#1 Orithan

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Posted 06 July 2014 - 05:24 AM

Map (Warning: Big)


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Grim City is the capital city of Estoria. It serves as the hub for your overworld exploration; selling every kind of commodity that exists in this quest barring potions and allows you to rest in for free. Because you will be returning here frequently over the course of the quest, I will set up a number of secrets that act as shortcuts to distant areas of the overworld including an entrance to a large cave system that runs underneath the entire overworld and even into dungeons at some points. The city also features NPCs that say different things over the course of the quest and change locations from time to time.

The two main highlights I wish to showcase here are the two main shops, both of which are huge compared to the other shops that appear in the overworld.

Vasu's Jewelers:

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Exclusive to Grim City, Vasu's Jewelers offers a range of rings that will benefit you on your travels. Unlike in the Oracle games, where you have to bring them to Vasu himself to get them appraised, they are here already appraised and he stocks multiples of them. However, each ring can be activated only once and their effects last for a set duration, generally making their effects much greater as a consequence. Note that all of the rings are shown here to showcase and test them - You are limited to just the Red and Blue rings at the start and you slowly unlock the rest as you progress through the quest.

At the start of the quest, when Vasu hands out the Small Ring Box, you can carry up to only one ring. As you obtain bigger ring boxes over the course of the adventure, you can carry up to two and eventually three rings around with you.

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Press L underneath any ring or shop item to bring up an information string that shows the name, price and description of each item on display. Press A to buy them.

General Shop:

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The biggest shop in the quest. This shop sells no less than 17 different items, excluding item upgrades, highly organized into different sections based on their function. Why is this shop so big you ask? Simply because this is all in a central location on the overworld and one that you will be revisiting many times, primarily to stock up on supplies for your travels.
As an added convenience, the shop will have some rare items later on in the quest that are otherwise hidden in the overworld in stock for high prices. Want that shell over there right here and now without bothering to explore the overworld for it? Better grind up then! But if you happen to stumble upon it, you could have saved yourself a lot of rupees by not having to buy it.

Item order as can be seen here:
Top Row: Active equipment.
Middle Rows: Passive equipment. Divided into ability- and upgrade- based upgrades from the left to right sides respectively.
Bottom Rows: Consumable pickups. Divided into Hearts and Magic on the left and Ammunition on the right.

 

 

The city also has a number of smaller highlights, including an info house, which contains information detailing various miscellaneous aspects of Estoria including the new enemy AI and portions of the backstory. There is also a telephone booth, which gives you information about what to do next in the event you get stuck. And the Lin-

 

 

Oh that's right, the Link statues. How did they get here when Link lives in Hyrule, which is far away from Estoria? Surely there must be an explanation for this. That, my friend, I will shed some light on in the update when I talk about the story of the quest in a later update.


Edited by Orithan, 06 July 2014 - 05:25 AM.

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#2 Moosh

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Posted 06 July 2014 - 06:10 AM

When you said big map I braced myself for a seriously big map. I'm glad you didn't go with a full Zelda 1 overworld full of city.

 

The ring shop sounds really cool and the general shop looks very...big and general. I've said it before that I'm not all that fond of the L for info shop script, but that's a personal issue really. As long as it's explained in-game, it should be fine.

 

I'm curious how you'd handle the NPCs moving around. Do you plan to have multiple duplicate maps of the town for different points in the story or are you planning on handling that with scripts? Or does a magician never reveal his secrets? :P



#3 Zeldaman23

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Posted 06 July 2014 - 11:13 AM

Wow...that is alot of item to buy.  When you will plan to release the demo?



#4 ZeldaPlayer

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Posted 06 July 2014 - 11:31 AM

It's looking good so far! Hope sometime you can release a demo.  :)



#5 Demonlink

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Posted 06 July 2014 - 05:16 PM

I could do better than this. *Said nobody* Bravo my friend, I have been following you almost since day one and with every update I am surprised on how you are developing your quest and bringing in new ideas like Vasu's Jewelers! :D AS for the map itself, it seems to be Grim City lives to it's name. From the palette you chose, it really brings a "gloomy" kind of look because it's dark, quiet and a bit mysterious I should say.

 

Keep surprising us Orithan, I see high potential in this quest! :)



#6 Russ

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Posted 07 July 2014 - 01:07 AM

Ooh, now this looks really cool. I'm loving all the ideas I'm seeing here, but the ring shop especially so. I love the idea of having to decide which abilities you want, given that you're limited by the size of the ring box. How long do they last for though, on average? My biggest concern would be that they don't last long enough to be truly useful, leading to most players glancing over a feature that really sets this quest apart from others.

This is probably a bit more random of a question, but is there some story reason why the player character is an anthro, while all the NPCs are humans? It's just something that's piqued my curiosity.

#7 Orithan

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Posted 07 July 2014 - 08:44 AM

When you said big map I braced myself for a seriously big map. I'm glad you didn't go with a full Zelda 1 overworld full of city.

 

The ring shop sounds really cool and the general shop looks very...big and general. I've said it before that I'm not all that fond of the L for info shop script, but that's a personal issue really. As long as it's explained in-game, it should be fine.

 

I'm curious how you'd handle the NPCs moving around. Do you plan to have multiple duplicate maps of the town for different points in the story or are you planning on handling that with scripts? Or does a magician never reveal his secrets? :P

 

The NPCs will move around with scripting and will be tied to the events system which I mentioned in the second update.

 

Wow...that is alot of item to buy.  When you will plan to release the demo?

It's looking good so far! Hope sometime you can release a demo.  :)

 

There is no set ETA for the demo and given the way I'm working, it is very unlikely that there will be an expo demo. I have yet to make the basic framework for intelligent enemy AI and the events system is still very early in works as well as that I need to actually make the rings work bug-free. I am also working on a quest for Zelda Universe RPG. Not to mention that I have hit the questers' block for now, delaying my progress even further. I am shooting for an early 2015 demo.

I'm currently also playing A Link Between Worlds and Zelda II at the moment, to hopefully break me out of the questers' block.

 

 

Ooh, now this looks really cool. I'm loving all the ideas I'm seeing here, but the ring shop especially so. I love the idea of having to decide which abilities you want, given that you're limited by the size of the ring box. How long do they last for though, on average? My biggest concern would be that they don't last long enough to be truly useful, leading to most players glancing over a feature that really sets this quest apart from others.

This is probably a bit more random of a question, but is there some story reason why the player character is an anthro, while all the NPCs are humans? It's just something that's piqued my curiosity.

 

These effects will last for 5 minutes on average, with some having longer or shorter durations based on their effects. I aim for a balance between power, duration. I want them to significantly buff the players without making them overpowered, and last long enough to consider using in most scenarios. The challenge here is designing the bosses around them appropriately so they will be challenging when using rings and not almost impossible without said rings - a ring will usually cover the entire fight and can easily nerf a boss to the point where it is an easy affair like what the Blue Ring did in the Oracle games (barring General Onox).

 

I can't give away too much without potentially spoiling key plot points, so the all I can safely let off is that Grim City has a sister, anthro-dominated city just like Animal Village in Link's Awakening.


Edited by Orithan, 07 July 2014 - 08:52 AM.



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