Jump to content

Darkside 66: Cyclebreaker

Photo

Cyclebreaker is nearly complete


  • Please log in to reply
2 replies to this topic

#1 Titanium Justice

Titanium Justice

    Justice is served!

  • Members
  • Real Name:Jared
  • Location:Ontario

Posted 18 June 2020 - 01:53 PM

The quest is nearly finished. It should hopefully be done before the end of this month.

There is just one more dungeon (level 4) that has yet to be completed, some dialogue and cutscenes near the very end, and placements of items. Then after all of that, I'm finally going to give the quest a test run from start to finish to make sure it is beatable and to catch any remaining bugs.

This project has been a wild ride. What started out as a simple followup to Darkside 66 ended up taking me longer than expected as a plethora of crazy ideas flooded my head, so many in fact that some of them didn't even make it into this quest (just might have to make yet another followup eventually). This quest is nearly 2-3 times as large as the previous one. A part of the reason why is because this time around every mandatory item (save for the arrows and bait) are all in dungeons and most of every dungeon has just one item this time around. It has been the most ambitious ZC project I've worked on thus far, despite not being intended to be my magnum opus. I strongly feel that this will be an overall better quest than the first in almost every way, especially in terms of personality.

As for the first quest, I was meaning to get around to giving it a second update to fix some things. In particular, I was wondering about the canyon walls you can walk through. I know there were bushes that were meant to signify their proximity, but I'm still not sure if it's clear enough of an indicator. My thought is that I might consider removing the walkable canyon walls altogether (except for maybe the ones leading to heart container pieces) to make things more accessible for players, especially considering that most of these appear near the beginning of the quest, which I feel may have deterred some people from getting far. It would also make it more consistent with this upcoming second quest, which has none of these walls whatsoever.
Another change I was considering was the ability to view the map on the overworld, which I'm sure would be a welcome change. Not sure why I didn't implement it to begin with. Perhaps I thought it would have made things too easy? I dunno.

So what do you think? Do these seem like reasonable changes?


Edited by Titanium Justice, 18 June 2020 - 01:55 PM.

  • Lordkronos likes this

#2 Lordkronos

Lordkronos

    Hero of Dark World

  • Members

Posted 18 June 2020 - 03:11 PM

The quest is nearly finished. It should hopefully be done before the end of this month.

There is just one more dungeon (level 4) that has yet to be completed, some dialogue and cutscenes near the very end, and placements of items. Then after all of that, I'm finally going to give the quest a test run from start to finish to make sure it is beatable and to catch any remaining bugs.

This project has been a wild ride. What started out as a simple followup to Darkside 66 ended up taking me longer than expected as a plethora of crazy ideas flooded my head, so many in fact that some of them didn't even make it into this quest (just might have to make yet another followup eventually). This quest is nearly 2-3 times as large as the previous one. A part of the reason why is because this time around every mandatory item (save for the arrows and bait) are all in dungeons and most of every dungeon has just one item this time around. It has been the most ambitious ZC project I've worked on thus far, despite not being intended to be my magnum opus. I strongly feel that this will be an overall better quest than the first in almost every way, especially in terms of personality.

As for the first quest, I was meaning to get around to giving it a second update to fix some things. In particular, I was wondering about the canyon walls you can walk through. I know there were bushes that were meant to signify their proximity, but I'm still not sure if it's clear enough of an indicator. My thought is that I might consider removing the walkable canyon walls altogether (except for maybe the ones leading to heart container pieces) to make things more accessible for players, especially considering that most of these appear near the beginning of the quest, which I feel may have deterred some people from getting far. It would also make it more consistent with this upcoming second quest, which has none of these walls whatsoever.
Another change I was considering was the ability to view the map on the overworld, which I'm sure would be a welcome change. Not sure why I didn't implement it to begin with. Perhaps I thought it would have made things too easy? I dunno.

So what do you think? Do these seem like reasonable changes?

Sounds Indeet Good Or Atleast You Could Give more Hints Or Change The Color a Bit i Would say it Depends on Which Would fit Better for You and the Quest Athmospere :D



#3 Titanium Justice

Titanium Justice

    Justice is served!

  • Members
  • Real Name:Jared
  • Location:Ontario

Posted 22 June 2020 - 09:59 PM

Finished making everything in Cyclebreaker and I finished off my test run of the quest today. I clocked in at around 7 hours with 40 deaths. For the first quest, I was able to finish it at around 4-5 hours. Of course it helps that I know the game personally from the inside. For people playing for their first time it will most likely take them longer. I do think this second quest is going to be easier to navigate than the first though. Last dungeon especially is noticeably more linear than in the first quest, even though it does the same portal thing as the Sky Gardens. Whether or not this will be seen as a good thing or a bad thing I suppose will be subject to personal opinions. I personally think its fine. Considering how big the rest of the quest is, having a final dungeon hub that's smaller and less labyrinthine could be seen as something of a relief this time around. 

 

I wrote down a list of things to correct as I was playing and have been checking them off as I get around to fixing them. I've also been writing a text file of the users who I owe credit to. Both of these are nearly done, so I will most likely upload this quest either as soon as tomorrow or in a few days. I say this because I could technically release it right now and it would be playable and beatable, but I want to give everything another look over in ZQuest to ensure that I haven't let any issues slip through the cracks.




1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users