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Destiny of the Oracles

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Destiny of the Oracles LP- By SCKnuckles

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#31 ywkls



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Posted 11 December 2020 - 01:19 PM

Part 31


That ice puzzle was an invention of mine, but didn't get used as much as I would have liked.

The area around level 8 is meant to be a wasteland.


The Lost Citadel is meant to mess with your head.

It does have all 4 seasons.

The first floor has spring on the left and winter on the right side.


Each stump is set up to warp to a specific season.

The order is floor 1 to floor 2 to floor 3 and back to floor one.

However, this is only if there's a corresponding room on the other floor.


I think that Crystalline Beast was hurting itself due to an error with the script. 

I will be working to fix it with a future update.

#32 ywkls



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Posted 15 December 2020 - 01:18 PM

Part 32


The last half of the Lost Citadel is indeed a key hunt.

I added those two additional key blocks on the path to the boss because I realized that I had placed the chest but they had no purpose.

Also, both Queen Ambi and the Crystal Vire weren't intended to be vulnerable to Quake.

This was an oversight on my part and has been fixed.


The sage at the end is indeed intended to be Princess Hilda.

I had once planned to have various story segments involving her, like with Nayru in Passage Through Time.

However, that fell through when I couldn't find a good sprite for her.


The freeze in the fight with Crystal Volvagia was due to me not realizing the consequences of using Quake in sideview.

Basically, the ladders aren't designed with it in mind.

This has also been corrected.


While defeating the Crystalline Beasts is indeed a key step in getting access to the post-game content, it is only part of the battle.

You have to place all 10 on altars, then speak with a man in the house where you first learn of them.

Afterward, a door on Veran's Castle's second floor opens.

This leads to a boss fight, for a weapon upgrade.

Edited by ywkls, 15 December 2020 - 01:46 PM.

#33 ywkls



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Posted 18 December 2020 - 11:24 AM

Part 33


The best kind of help is live!

But seriously, I was happy to assist in completing these sidequests.

I should note that I plan to release an update following the completion of this LP which will fix issues that have been noted with the clues.


I plan to revisit the events on Koholint in a future quest.

These mini-games can be revisited in the post-game for a reward.


I have to apologize with the difficulties encountered with the Cane of Somaria trial.

Given the properties of the item, preventing a softlock in that mini-game might not be possible.

I might be able to rework it so that it doesn't use the red/blue block puzzle.


Good job defeating the Crystalline Thunderbird!

Obtaining the Crystalline Rod is one of two tasks required to obtain post-game content for Din.

#34 ywkls



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Posted 21 December 2020 - 01:56 PM

Part 34


The last of the Farore mini-games has been completed!

With this, you have obtained the second item required to access Din's post-game content.


Once you are in the post-game, you can also replay the mini-games after completing Nayru's post-game dungeon.

This can be accomplished by speaking to Farore in Nayru's house.

Doing so grants you a rare item.


Including Farore in this quest wasn't assured from the start.

But over time, I came around to the idea.

I didn't have enough creative energy to make a 3rd overworld and set of dungeons just for her.

That's how the idea for the mini-games was conceived.

I had given Farore all of her items by the end of the 7th one.

Which led to the creation of the last 3 as challenges using all the items.

#35 ywkls



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Posted 23 December 2020 - 01:32 PM

Part 35


As you guessed, the Labrynnan Library is intended to have a past/present aesthetic. 

I definitely went out of my way to up the puzzle intensity in this one.

Combining Gale Fruit, switchhook, turnstiles, hamiltonian paths and more.


That one path puzzle is fairly notorious for being difficult.

The level also has a fairly lengthy key hunt element.


The Magic Book originally required switching spots like the Magic Boots.

However, this was deemed unnecessary as it was never used again.

Instead I made it where you can switch on the subscreen.

This required the mouse mostly because I had no buttons left to use.


This dungeon was the one where I came up with the puzzles that had the push blocks change direction.

Believe it or not, they use a built-in feature that comes with ZC and require no scripts to pull off that trick.

#36 ywkls



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Posted 25 December 2020 - 02:07 PM

Part 36


The second half of the Labrynnan Library is just as confusing as the first, if not more so.

I noted several errors in the quest during this video.


The room where you got stuck was actually the first one where I implemented that puzzle.

I actually made it more complicated because there were complaints that it was too easy.

The key is to use the 4-way block to fill in the hole for the others.


The reason why the unidirectional block doesn't change like you would think is complicated.

The direction each block changes to is based on the combo setup.

I have a limited amount of combo space which prevented me from making that puzzle work as well as I wanted.


I thought of making it where the Gale Fruit could teleport blocks.

However, I couldn't get it to work.

It would probably require completely script push blocks to pull that off.

Fortunately, I plan to release those for a future quest.  :bounce:

#37 ywkls



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Posted 29 December 2020 - 02:04 PM

Part 37


Show that puzzle who's boss!

The conclusion of level 8 means that you can definitely clean out the overworld.


The way the clues work is that they show red until you complete the task.

So, if you've received a letter but haven't delivered it that will be the case.

Not sure why you had 11 mini-games out of ten. That will require further investigation.


The underwater passage you found in Lynna City leads to the 3rd post-game dungeon.

You have to defeat the other 2 before you can access it.


The heart of the Black Tower is the system where you have to cooperate in order to progress.

I originally had allowed you to use the Magic Mirror anywhere but that caused problems.

The glitch which took place at the end of the video is one example of this.

I failed to think about what would happen if you tried to use the item as you changed screens.

That caused you to warp out of bounds.

Fortunately, resetting fixed it.

#38 ywkls



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Posted 31 December 2020 - 01:13 PM

Part 38


Congratulations! With the acquisition of the Goddess' Bow, you have all the items needed to enter Nayru's post-game!

Fun fact: the letter quest was originally longer and only required finding them.

It was decided to make them into boss fights later on, with the last one of each being a boss to obtain the item upgrade.

Each one has almost as much health as the final boss.


The Black Tower was very fun to make. 

That error where you couldn't use the Whistle Warp was caused by ffc carryover issues.

I should note that the mirror is programmed not to work in some rooms.

This includes rooms with warps and puzzles.


I placed those save points to mitigate the convoluted paths.

The Mirror warp spots were added to make some puzzles possible.

Also, believe it or not; those shifting switch puzzles are completely random.

#39 ywkls



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Posted 02 January 2021 - 01:33 PM

Part 39


The trading sequence is complete!

I should note that getting to and from the various spots was far easier than I anticipated.

While it might seem that it was planned that way, it totally wasn't!


Half magic definitely eases your burden.

Not only is healing less costly, but the various abilities you obtain can also be used more easily.


I made the pirate's treasure green to indicate that you couldn't obtain it.

Next up, rounding up other goodies!

#40 ywkls



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Posted 04 January 2021 - 01:30 PM

Part 40


Collectible roundup time!
I deliberately placed some of these as I was designing the quest.

Others were added later.

The general idea was to encourage you to revisit old dungeons with new powers.


In total, there are 14 Magic Containers.

With the 32 MP you start with, that makes a total of 256 MP.

Double that if you get 1/2 Magic.


The Heart Pieces in the dungeons were actually added because I realized I didn't have enough to make a total of 24 Hearts.

By placing them where I did, it makes it where the first 3 levels for both characters have secrets which you have to go back for later.

#41 ywkls



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Posted 06 January 2021 - 01:42 PM

Part 41


The Black Tower is definitely designed to mess with your head.

Those enemies which were giving you trouble are called Tunkrads.

Based on an idea from Panoply of Calatia.

I've adjusted their defenses to be easier to fight now.


Those boss refights are slightly adjusted, to make some of the earlier foes more formidable.

Still most of them are a pushover, though.


I designed the mirror warp cutscenes to only account for one character on the screen at a time.

That's why one will disappear as the other warps out.


That one puzzle with the blocks which switch directions looks weird for a reason.

Turns out that when that method is used to change combos; it doesn't preserve alterations to their CSets.

#42 ywkls



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Posted 08 January 2021 - 02:12 PM

Part 42


The end of the Black Tower draws near!

To tell the truth, I really wanted to make a second item for DIn's side.

Unfortunately, I couldn't think of anything which I hadn't already used.

That's why she gets the Boss Key and Nayru gets the Mirror Shield Tome.


The large red wizards are based off Carock from The Adventure of Link.

Having them be vulnerable to the Lightning Rod wasn't intentional, but it is acceptable.


The similarities in the design between the two sides of the dungeon were intentional.

The rings you acquire are each exclusive to their character and don't stack.

#43 ywkls



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Posted 10 January 2021 - 02:13 PM

Part 43


Well done! You've completed the main story and accessed the post-game.

It should be noted that the order in which you defeat the bosses for each character will change the following cutscene slightly.


As you've shown, each character has a two-floor dungeon which is themed around two elements.

These dungeons also have a unique gimmick, which I kept expecting you to realize.

In all of them, you're health gradually drains unless you use certain abilities on the screens with the large crystals.

For DIn, she must use Bombos in the Trial of Ice and Ether in the Trial of Fire.


Also, in the Trial of Ice, you can't jump.

This was done to make the long winding paths feasible.


The mini-boss for Din was intended to be Dark Epona.

While it is alive, meteors fall from the sky.

I could have health bars for mini-bosses, but then I'd have to do that for all of them.

I created that mid-point warp specifically for the contingency of you dying there,


An interesting fact I discovered about Like Likes during the creation of this quest.

If you warp while being eaten by one, your position afterward will be where you were when being consumed.

For this reason, I confined them to post-game so as to avoid issues.

Edited by ywkls, 12 January 2021 - 12:23 PM.

#44 ywkls



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Posted 12 January 2021 - 01:03 PM

Part 44


With the completion of Din's trial, you've opened one entrance to the true final dungeon!

I have to confess that when I came up for the ideas for the three secret dungeons, I intended for them to be one floor each.

However, I got enthused during the design process and doubled the length of all of them.


The strategy which was used during the boss fight was the intended method.

The boss is intentionally weak to the Seed Shooter.

Without it, I doubt survival of the encounter is possible.

I once planned to give that boss multiple phases but changed my mind in order to save a foe for a later encounter.


The logic behind the constant health drain is a bit tenuous for Nayru's trial, I will admit.

But it didn't make sense to me for it to exist for Din alone.

You will note that the HP drain isn't present during the boss fight.

That'd just be mean.

#45 ywkls



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Posted 14 January 2021 - 01:33 PM

Part 45


I chose Wind and Water for Nayru's trial for several reasons.

First, I liked the aesthetic of the underwater areas in the overworld.

Second, I liked the idea of an additional challenge by restricting what items could be used.

And last, because I wanted to include several new scripts which I'd finally managed to pull off.


Specifically, the moving platforms and whirlwinds.

You wouldn't believe how long those particular things took to accomplish,


The pit sending you back to the wrong side is due to how the script handles placing you if you fall in while jumping.

There's not a lot I can do to fix that.

Most enemies are programmed to be able to fall into pits, though in practicality only jumping enemies actually can.


I debated with myself on even having Wind Robes in this quest.

In the end, that one room is their only appearance.


The items which disable the health drain effect for Nayru are as follows.

Ball and Chain in water, Boomerang in the wind.


I fought long and hard to come up with an effective boss for the dungeon.

In the end, I chose Morpha because it fit the theme.

I think it isn't quite as powerful as Sheik but you can't have everything.


While not necessary to survive, the item you bought is definitely a quality of life improvement.

It makes it where you can fire arrows twice as fast as before.

Edited by ywkls, 20 April 2021 - 07:34 PM.

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