This is actually the second time that I'm creating this quest. The first was lost through some unknown means years ago; before I started work on the one I have currently in the database. However, with the advent of sideview gravity and scripting; this quest will be vastly different from what I originally created. However, I can already tell that I'm going to run out of stuff to do before I finish this thing if I am not too careful.
I'm going to use this topic to post updates on what I've gotten done as well as get feedback on some of the features. If a few of these seem to be somewhat similar to things that exist in some other quests and projects; that's partially because I was inspired to include those things by said quests and projects. Especially Zodiac: Story of the Guardian.
I know that there is absolutely no way I can reach that pinacle of excellence; especially considering the amount of time that I have to work with since I'm trying to make this a submission for the Winter Mash-up contest sponsored by ZoriaRPG. I may go back after that is done and do more with this; but for now I'm sticking with a rather minimalist approach.
Here's what we've got so far.
There will be three 8 x 16 overworlds, which are part of the same area internally. You start at the top and must work your way through various areas; gathering items that will allow you to progress to the next task. Here are some of the more recent developments.
Sideview Wall Cling- This is my own take on this idea and basically you get two versions of this item. The first allows you to stick to any combo that is a certain type and flag; then climb up, down, left or right depending on how it is set up. You can also jump off to other similar combos; which presents some interesting platform mechanics that are possible. The second level sticks to any vertical surface that doesn't have a solid combo beneath it. While hanging, you can face away from the wall and use items if you wish. I'll probably make it where your appearance changes while clinging to the wall.
Phase Through Combos- Another familiar idea, of being able to pass through solid combos that are only one tile wide. I'll probably add some kind of animation to it so it looks a trifle better than suddenly appearing in the new position if you press R and in the direction of the wall.
Automatic Doors- Most Metroid games have it where there are doors which require a certain weapon to trigger and which also may require multiple hits. This method combines that with having it where the door will automatically open when you enter the room and will close after a short period of time if it is not a door that requires a special item to activate.
A good number of the bosses are already done and I'm probably going to include some from games like Zero Mission and Metroid: Fusion as well; because I've got more places you must fight a boss than there are major foes in Super Metroid.
If I get any more ideas, I'll update this.
Edited by ywkls, 09 January 2016 - 10:46 PM.