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Passage Through Time

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Passage Through Time LP- by Pen Adelie


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#1 ywkls

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Posted 22 February 2021 - 07:16 PM

Part 1

 

And here we are back again, so soon after I found the other LP.

I knew that this was happening because the person doing this posted about it in a comment on Youtube.

I'm excited to see this quest get more attention and possibly some improvements which it may need.

 

This is the 2nd quest in the series I call the 4 Lands.

The first is Balance of Nature.

I always intended for one of them to be set in Hyrule since that is the natural domain of Link.

I decided that the time period would be one that isn't directly related to any existing game.

That's why Nayru talks about crossing time and space to reach Link.

Also, the task set Din at the start of the game directly leads to my next quest; Destiny of the Oracles.

Further, they also refer to the fact mentioned in the previous quest about how Din tried to prepare for the danger to Holodrum.

So, all wrapped up in a nice package.

 

The glitchy behavior of Nayru as a follower was one of the reasons why I didn't use it any more.

The script wasn't made by me. I could probably go back and fix it now, but there'd be a lot of effort involved.

That's also why you can't visit that side of Hyrule Castle.

Not only would it be odd to speak to her while she's following you, but that might interfere with that process entirely.

 

Many of the people around the quest will say something different if you speak with them a second time.

However, as a result of this; some dialogue only appears once and thus you might forget things if you don't make a note of them.

By the way, the reference to Doctor Malcolm isn't to Jurassic Park but to a character in a completely different story.

 

The ten gold beasts are all harder versions of normal monsters.

There's very little to tell you where or when they will appear.

So far, you've seen two; which is good progress on the quest.

 

I chose Gold Skulltulas because it made sense related to the history of Hyrule.

Sorry if this makes you uncomfortable, but they're not too bothersome.

You can later get an item which makes discovering them easier.

 

The man who is part of the trading sequence was supposed to be part of a larger story.

You would find him at various spots and have to do things to help him on his way.

Unfortunately, I couldn't pull it off.

Side note: the screens where you can encounter him or Nayru are secretly on a duplicate screen.

This was because I couldn't figure out how to remove them after the events.

 

I tried to deliberately remove enemies from Save Points and warp points.

If I missed any, I will correct this as I note them.

Hopefully, this is the start of an enjoyable run through this quest!



#2 ywkls

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Posted 23 February 2021 - 07:06 PM

Part 2

 

The need for figuring out how to get around is strong with this one.

When designing this quest, if my brain hurt while making it; I knew I was making it just right.

The addition of warp points and health bars was included in Balance of Nature as well.

 

The mini-boss of Reptilian Redoubt has a tendency to get stuck like that.

I think that a later revision may have fixed it but I would have to check to be sure.

The boss wasn't actually made by me.

I used a script submitted to a contest here on PureZC.

So I'm not really sure why it has that health bar issue.

 

The Peahats south of Hyrule castle are actually part of a long-standing bug with the quest.

They're really fast Armos, but the sprites were positioned in a way they look like Peahats.

I finally determined how to fix this only recently.

 

The idea behind the Nayru encounters came very early in the design of the quest.

I wanted to flesh out the story and encourage the idea that the threat to Labrynna was ever on your mind.

This also ties into the ending somewhat.

 

The dungeons are actually made in pairs.

Each group of 2 is requires to finish the next.

However, you can do them in any order.

 

I actually recently reworked the contents of the blue chests.

This was to eliminate some duplicate treasures.

It was also done to make some upgrades where they could appear in any order.



#3 ywkls

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Posted 24 February 2021 - 07:03 PM

Part 3

 

When designing the quest, I really wanted to emphasize the size and emptiness of the desert.

I may have made it a bit too big.

Making those shortcuts you mentioned was part of the last round of revisions that I did.

I had been watching older LPs and realized how tedious those sectors were to access.

I didn't quite get them all, but I did find a way to handle most of them.

 

The sound effect details were added sometime after I began working on the sequel.

Where fitting I added it throughout the quest.

Also, making the desert most punishing at night was a deliberate choice.

 

That Golden Darknut actually doesn't have a shield.

But, I made him specifically vulnerable to Silver Arrows.

That way, you have to return sometime after getting those in the final dungeon.

 

That chest with the rupees is there because I couldn't think of a better reward.

There's a very long wait before you can get a wallet upgrade, I'm afraid.

 

Those guards are an adapted script I found on the forums here.

I thought of having them change the direction they look or ignore you after the dungeon.

I couldn't figure out how, though.



#4 Spelunker

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Posted 24 February 2021 - 07:11 PM

Just started playing this again using 2.53. So far the boss shortcut in level 1 is not working. I have tried EX1, B and A. Not working. Also tried the harp.

Not sure if this is the case for all dungeons. 



#5 ywkls

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Posted 24 February 2021 - 07:17 PM

Just started playing this again using 2.53. So far the boss shortcut in level 1 is not working. I have tried EX1, B and A. Not working. Also tried the harp.

Not sure if this is the case for all dungeons. 

There's a help/bug topic for this on the quest page.

Please check to make sure that you downloaded it after 2-16-21

There was an error with the script files not being loaded correctly which should be fixed after that.

If it isn't please contact me here or on Discord.



#6 ywkls

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Posted 25 February 2021 - 06:53 PM

Part 4

 

I think that you're the first person to LP this quest who realized the true nature of level 2.

This design is what I call "3d in 2d".

It will be repeated for a later dungeon.

 

The life bars were an innovation for the sequel to this quest.

I went back and added them, because I liked the idea.

The name of the boss indeed changed between versions.

I recently updated the sprites as well.

 

That was an interesting glitch which you encountered.

The place you warped to after continuing was the official save point of the region.

I will sure to patch that soon.

 

The giant Gold Skulltula is technically a secret boss.

The Spider's Mark is an innovation I added to make collection of the Gold Skulltulas easier.

It relies on a screen flag to set it off.

 

Many people missed the entrance to level 3.

I added that npc to the north to help point the way. 

Hopefully that won't happen again.



#7 ywkls

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Posted 26 February 2021 - 07:06 PM

Part 5

 

I really feel that level 3 shows off how I was developing as a scripter at this time.

Those paths where you can only burn in one direction aren't screen secrets.

Instead, they're a script which handles removing the combos manually.

 

Both of the bosses here are my own creations.

The scripts for them can be found on the PureZC database.

The moldorm was recently revised to make it work better.

As for the Wood Warden, the boss health bar clearly wasn't made to handle him.

 

I typically get fairly turned around in this dungeon.

I forget which way leads to the boss key and will go in the wrong direction first.

Fortunately, you've made a map ahead of time for just such an emergency.

 

By the way, I forgot to mention that I can't change how the save screen works.

It's just the built-in one.

 

The logic puzzles introduced here were part of a script request that I made.

I don't fully understand it and haven't been able to reuse it elsewhere.


Edited by ywkls, 27 February 2021 - 07:01 PM.


#8 ywkls

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Posted 27 February 2021 - 06:59 PM

Part 6

 

It is indeed highly recommended that the sidequests should be done as they become available.

This is mostly because they're specifically designed where you will be able to reach each one in the right order.

 

I have considered adding a more accessible time warp in the Graveyard.

If you'd gone to the desert instead, the trip would have been shorter.

But you would have also missed seeing all those spots at different times of day.

 

That Nayru encounter north of Hyrule Castle actually had a unique bug.

It was possible to not trigger it.

It was also possible to have it be set off more than once.

Eventually, I was able to find a solution for this problem.

 

The sign on the way to the Graveyard explains the vines you encounter.

Since that's the only spot where they appear, this makes sense.

Also, all of the weather in that region was added to make it more unique.

 

I note that you're avoiding the exploration of areas which are near dungeons that you don't plan to do just yet.

I've lost track of the number of people who've stumbled upon the last level ahead of time.

By the way, those mystery enemies you were asking about are called Popos.


Edited by ywkls, 27 February 2021 - 07:00 PM.


#9 ywkls

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Posted 28 February 2021 - 07:21 PM

Part 7

 

The gimmick behind level 4 wasn't as complex as it could have been.

As later dungeons will demonstrate, I enjoy the concept of many warps on one screen.

I put that confusing path at the start to introduce players to the gimmick.

 

The boss here is one of favorite early triumphs.

I made it when I had less than 8 months of scripting experience.

I didn't change weaknesses or where it could be attacked because I didn't know how then.

Even now, i think it is fine as it is.

 

Did you know?

The sidequest in town where you speak to the two neighbors used to be different.

The item from that was moved to a Blue Chest.

I had once intended to have more of these but they were too hard to set up.

Nowadays I might be able to pull it off more easily.

 

That mini-game had a bug where it would give you back the money you spent on it.

I've recently fixed that.

Still a lot of rupees you don't really need, though.

 

The placement of level 8, the Golden Wizzrobe and Nayru on the same screen isn't a coincidence!

I made it that way on purpose to encourage exploring the town at all times of day.

Also, congratulations on noticing the added clue about the raft.



#10 ywkls

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Posted 01 March 2021 - 07:08 PM

Part 8

 

The sideview dungeon was made harder by a few unseen factors.

One is the ladders forcing you to face up.

The other is the fact all enemies are secretly harder.

 

The only reason I have the soundtrack stay the same is laziness.

I could have a script to adjust it.

I just haven't bothered to do so yet.

 

The Moblin's script doesn't seem to be working,

I've updated it with the code from the sequel.

This makes their behavior more advanced.

They now react properly to floors.

They also fire shots.

 

Placing the rewards after level 5 was due to me trying to make the placement of upgrades during the course of the quest more consistent.

That being said, there was an interesting quirk available in early versions of the quest.

If you got the item from level 6 first, it was possible to obtain items through the walls.

 

All of the enemies in sideview were made by Moosh.

I have run into numerous bugs with them.

So far, I've been able to solve only a few of those.

 

The dash attack increases the strength of your attack significantly.

Isn't it nice there's a warp system to easily reach the desert?

By the way, a way to change the time of day to what you want was considered.

However, I couldn't get it to work.



#11 ywkls

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Posted 02 March 2021 - 07:08 PM

Part 9

 

I guess you could say that once I choose a way to design things, I stick with it?

The boss of Daylit Crevasse is one of my least favorite.

This is because it's secretly a bunch of different enemies spliced together with bubblegum and duct tape.

The reason why is because I didn't know how to make foes larger than 4 x 4 at the time.

Also, I had trouble creating enemies in sideview.

That's why it's on a top-down screen, like the entrance of the dungeon.

 

The shortcut out of the area near level 6 was actually changed recently,

It used to require the item from that dungeon to activate.

I decided to make it only require the sword in case you wanted early access to potions.

 

Speaking of potions, the one you got can be used twice to restore all of your hearts.

At one point it was a blue chest reward; but I decided other things made more sense there.

As a result, this is now the only readily available source of them in the game,

There is an ammo shop which you could have opened in Hyrule Castle at this point.



#12 ywkls

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Posted 03 March 2021 - 07:27 PM

Part 10

 

Level 6 is one of those I count as really convoluted.

That one shortcut didn't work quite as intended.

However, I was able to fix it easily.

 

I'm really proud of how well the mini-boss and boss of the dungeon turned out.

Some people were confused about what to do with the Giant Stalfos.

The behavior of Blind's head was a happy accident I kept.

 

The price point of the items is deliberately made so you can collect some of the money scattered around the world.

The issue of having too much money was a constant one in the quest.

This is one of the reasons why the level 2 boomerang was placed on sale so quickly at such a high price.

 

Locking most of the golden skulltulas behind the boomerang was a conscious choice.

Having the boomerang be at the nearly halfway point in the quest was another.

You can definitely say that it makes you explore the area.

The fact that you have to do a full cycle every time is merely a coincidence!  :whistle:



#13 ywkls

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Posted 04 March 2021 - 07:22 PM

Part 11

 

Level 7 has a lot of unintentional but fitting design choices.

First, the enemies are all fairly easy.

This makes getting around pretty much a breeze.

That allows you to focus on something else.

Second, it prioritizes puzzles.

The logic puzzles really shine here.

They're not as complex as some later ones are.

And they really make you have to remember where you've been so you can open all the paths forward.

 

The mini-boss and boss are scripts created by Moosh.

I modified the mini-boss to be larger, more like the foes from Link to the Past.

The boss is a direct reference to the Desert Palace boss in that game.

I wanted there to be three, but found that it made the fight too hard.



#14 ywkls

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Posted 05 March 2021 - 07:12 PM

Part 12

 

The design of level 8 seemed to lend itself naturally to the "3d in 2d" aesthetic from level 2.

I did try to vary the placement of the decorations.

I can't honestly say that I necessarily designed them to do certain rooms.

 

The Helmasaur King was a script supplied by Moosh,

That is the reason behind the fancy animation at death.

Implementing it was something of a pain.

 

The npc who tells you about the raft was added.

Too many had missed it and that stopped progress.

The trading sequence parts are actually near to one another on purpose.

 

I made the level 3 sword where I did because I wanted to keep things balanced.

The placement of the trading sequence here is very sectioned off for various reasons.

Nayru's behavior was made intentionally humorous.



#15 ywkls

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Posted 06 March 2021 - 06:58 PM

Part 13

 

Exploring is always fun!

So a few notes on this section.

The need to keep level 9 locked behind the raft was why it is so isolated.

There are no raft paths which you might pursue.

That blue chest does in fact hold 200 rupees.

 

Fun fact: the gold Like Like  used to be a gold Tektite.

However, it had an odd habit of jumping offscreen and dying.

So it had to be replaced.

 

That gold skulltula left of level 9 was actually missing the flag for making the sound.

It's been fixed now.

You're making really good progress on the sidequests.

Some were gated by late items so the rewards wouldn't be available until near the end of the quest.




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