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Passage Through Time

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Passage Through Time LP- by Pen Adelie


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#16 ywkls

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Posted 07 March 2021 - 08:06 PM

Part 14

 

Obligatory mostly water level where you get Flippers detected!

The mini-boss was based on a suggestion from the forums.

The official name is Nessie, though it does use the Leviathan sprites.

The improved version of Vitreous was made for greater accuracy.

 

I'd always intended to make a large part of the south half of Hyrule water.

However, it didn't turn out where I did very much with it.

The path to the windmill actually requires you to warp to a duplicate screen.

This was carefully done where you can't really tell.

The only time you can't leave is dawn.

 

I had begun to run out of rewards to place by this point.

Thus, a ton of rupees were scattered about.

If you'd bought the Peril Beam, at least less of them would be wasted.



#17 ywkls

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Posted 08 March 2021 - 07:24 PM

Part 15

 

The days of single floor dungeons are past!

All level are 2 or more from this point onwards.

Level 11 and 13 are three floors while level 12 and 14 are two each.

 

The mini-boss is supposed to be Iron Knuckle.

I recently was able to update those subpar sprites.

I really enjoy the design of the boss for level 10.

 

I decided to add warps behind spikes to make getting to some areas easier.

All of the spikes do 32 hearts of damage.

This was partially to discourage some who found ways to get past them.

 

I added that shortcut at the top of the volcano for convenience.

The logic behind that sky bridge being open only at day is very tenuous.

No clue tells you this is so, but if you explore you'll discover it on your own.



#18 ywkls

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Posted 09 March 2021 - 07:12 PM

Part 16

 

The flowing water script I used here had intrigued me for a time.

I liked it enough to reuse it in the sequel.

I created the method used to change the direction it flows.

I didn't have a way to indicate that the current existed at the time, but now might be able to add that.

 

You're not the first person to feel slightly overwhelmed by the number of path puzzles in this area.

I've tried to tone them down in later quests.

However, I'm too good at making them to abandon the idea entirely.

 

I didn't realize until too late how tricky it would be to use the Roc's Feather to backtrack.

For this reason, I placed that shortcut warp and the clue about the missed path.

Many visitors were forced to do something similar during their excursions.

 

All of the remaining trading spots are in or near subsequent dungeons.

This can make acquiring them tricky if you don't already know they're available.

I might be able to add a shortcut back to the one here.



#19 ywkls

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Posted 10 March 2021 - 07:27 PM

Part 17

 

The boss sprite for level 11 was something I edited myself.

The design of its behavior could probably use some tweaking now that I've improved my scripting abilities.

Also, maybe I should have a warp back from that last extra key door to the place where you'd get it.

 

Level 12's atmosphere was due to the place I decided to put it.

That and the fact I hadn't really done this sort of dungeon in the quest yet.

I purposely avoided these over/under dungeons in this to make this one stand out more.

 

That's the first time I've seen that crash in a while.

Too bad it happened when it did. Also, ouch for double whammy by the wallmaster.

 

In case it wasn't obvious, I designed level 12 with the item you'll get there in mind.

I just failed to think about how it would be later in the level.

Good thing I gave some obvious clues as to how to proceed!



#20 ywkls

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Posted 11 March 2021 - 07:18 PM

Part 18

 

Looks like things are about to wrap up.

Level 11's mini-boss and boss are both my design.

I was kind of running out of ideas for what to do whenever I chose the sprite for the mini-boss.

His official name is Franky.

I found the sprites for Bongo Bongo here on the forums.

I could probably make him better now.

 

The last of the sidequest objectives approaches.

The final two trading sequence parts were out of order, because reasons.

I did design level 13 before level 14 so I can't blame that either.

 

Adding the Tokens of Friendship to the trading sequence was actually something which changed during the development of the quest.

I'd intended to lock the true ending behind getting them, but couldn't figure out how at the time.

I also wanted to require obtaining the 10 blue chests, but that also didn't work.



#21 ywkls

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Posted 12 March 2021 - 07:29 PM

Part 19

 

I made the area near level 13 more accessible in the most recent update.

There's not much to do here, but it makes leaving easier.

 

I tried to limit the instances of the Armos Knights in this version after overusing them in Balance of Nature.

Fun fact: the mine cart is a raft in disguise.

The script was absolutely horrid to set up.

I noticed a few times it bugged out during the episode.

I can't really do much with it.

Making mine carts work is so hard, I decided after the sequel never to use them again.

 

The Wind Robes all stay dead permanently.

This provides an additional incentive to get rid of them all.

 

The design of the whole level is definitely more freeform than my others.

It considerably contributes to getting lost unintentionally.

Even I do at times.



#22 ywkls

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Posted 13 March 2021 - 07:34 PM

Part 20

 

The conclusion of Turtle Rock is here!

So, true confession time.

The design of the dungeon is somewhat unintentionally convoluted.

I made certain areas before others.

That's why the Mirror Robe fight is much nearer to the entrance than others.

Also, the script used there is now used for the similar boss in Balance of Nature.

 

The sprite for the boss was from Super Metroid.

It is indeed a reference to that movie.

Most people worried about running out in that fight, but I always had the ammo drop as backup.

The hint of its existences was recently added.

 

That music change isn't the clue to a secret.

It was an bug whose origin I don't know.

 

The Knight's Crest is the first of 4 items required for the true ending.

The other 3 are the reward for all Gold Skulltulas, the reward for all Golden Beasts and another item you can get in the village by level 8.



#23 ywkls

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Posted 14 March 2021 - 06:23 PM

Part 21

 

I definitely designed the placement of the level 4 sword where it would coincide with the end of the Gold Skulltula hunt.

That being established, when you get your reward is up to you.

The same is true for the end of the other sidequests and the Tokens of Friendship.

The Peril Ring is the second of 4 items needed for the secret ending.

 

In case it wasn't obvious, I really like the idea behind the Snowfall Resort.

Placing that clue at the beginning about the penthouse was due to the issues of screen state carryover.

Also, that huge central courtyard on the first floor serves no real purpose.

I just thought it looked neat.

 

The mini-boss is called Cold Thwomp.

It is based on a sprite of a Mario foe.

You could say that the order in which the big chests are available isn't entirely logical.

But, once you get them; time for the hunt to begin!

 

Getting the 8 furnaces to be a requirement was not easy.

There's a special script associated with each one.

Also, the logic behind whether or not they remove the snow doesn't always make sense.

The second half of the dungeon is definitely less linear than the first.



#24 ywkls

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Posted 15 March 2021 - 06:04 PM

Part 22

 

Getting things to appear on the space bar map is dependent upon the program itself.

I literally have no control over it.

That's why the furnaces don't appear to be lit but the snow vanishes.

I don't try to explain why some of the barriers don't melt.

 

The boss of the dungeon is one of my favorites from this quest.

It fit the aesthetic of the area perfectly, given the origin of the foe.

It wasn't easy to find a sprite for the main body.

 

The acquisition of the Sword of Time is the 3rd of 4 items needed for the secret ending.

It always shoots beams, no matter your health.

While the Temple of Time itself isn't too hard, the foes which await the true adventurer are definitely daunting.



#25 ywkls

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Posted 16 March 2021 - 06:10 PM

Part 23

The Temple of Time is easily the favorite dungeon which I've designed.

Getting it to work was an exercise in patience and skill.

I'm fairly certain that every single boss in the quest will have a second fight by the end of it.

 

That Mirror Wizzrobe script has a glitch where it gets stuck in the mode where it fires lightning.

I've never really been able to figure out why or to fix it.

Thus, I'm stuck with a fight which can be rather tedious.

 

There's only one boss key for all 4 time periods.

There is one big chest in each outer area and more in the interior.

I'd originally planned for the "true" Temple of Time to have 4 floors as well, but I ran out of steam before that point and reduced it to a single floor.



#26 ywkls

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Posted 17 March 2021 - 06:20 PM

Part 24

 

If anything, I would say this second half of the Temple of Time is even more convoluted than the first!

There was no easy way to direct the player where to go next.

That's one reason why I often find myself wondering when that barrier to the day entrance opens.

 

If you fight the Wood Warden with the Sword of Time; it will die before all of the parts can be summoned.

I consider this behavior a fun glitch in the design which I allow.

Also, I hadn't considered how apropos the use of Franky and the Gibdo together was!

If I'd had the Wolfman or Dracula, it would have made a monster mash!

 

The rooms with Vitreous, the Aquamentus DX, the fairy fountain and that pair were all added during the course of development.

There was some error with a screen state carryover which stopped working for an unknown reason.

The only way I could figure out how to fix it was to stash things in another part of the dungeon.

Don't ask why. The only explanation I have is, because reasons.



#27 ywkls

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Posted 18 March 2021 - 06:01 PM

Part 25

 

I wish I could say that there was some rhyme or reason behind the placement of the boss chests in the Temple of Time.

However, they're kind of random.

My choice for the items to get at each time of day was limited by what I hadn't already given out.

 

The Silver Arrows were a natural choice.

Having them required for that one Golden Darknut meant you couldn't finish that quest until now.

This does limit how long you can keep them, however.

 

A tunic upgrade also seemed like a good decision, given the plans for the secret boss.

The fiery boomerang is kind of irrelevant, except for that same enemy.

The titan's mitt might as well be a glorified key.

 

With the acquisition of the Golden Arrows, the secret ending is now unlocked.

The next quest in the series also has one.

If you ever get around to it, I will definitely be interested in seeing your LP.



#28 ywkls

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Posted 19 March 2021 - 05:49 PM

Part 26

 

The finale approaches!

The four bosses were attempts to have unique creatures for each time period.

Too bad the Sword of Time wrecks everything.

 

The true Temple of Time was originally planned to be 4 floors.

However, I ran out of steam for this quest after designing the 4 floors with shifting time periods.

So, I settled on one floor with a few puzzles.

You can think of it as an extension of the first 4 if you want.

 

I was running out of ideas for what to put in the inventory at this point.

The Revival Potion was an easy choice.

I added that shop just in case you used it up somewhere or wanted to have a full inventory.

Otherwise it serves no purpose.



#29 ywkls

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Posted 20 March 2021 - 06:25 PM

Part 27

 

And so our journey comes to an end.

So, here are a few facts about the conclusion of this quest.

 

There was no secret ending in the original version of the quest.

Instead, you were supposed to face the three forms of Vaati and that was it.

However, Dimentio (now Dimi) insisted I add a secret final boss.

My solution was the fight on the rooftop.

 

That battle had everything I wanted in a final boss.

Shifting defenses, punishing damage and a fast pace.

However, Dimi decided we needed something more and created the 2nd phase.

I decided to make it where you get healed in between and got plentiful supplies so that it was at least possible.

 

Good guess on all the references in the credits.

Regarding the 3rd part of this series; it isn't much harder in difficulty.

Instead, I went for the approach of adding more content.

 

More dungeons, a total of 17 required and 3 optional.

More characters, 3 playable heroines who work together.

More bosses, with 28 that are hidden.

More mini-games, with 10 scattered in one world.

More sidequests, including 10 lost fairies, 10 letter deliveries, 10 hidden altars and a trading sequences.

More puzzles and types of challenges.

More story with intricate cutscenes.

More unique enemies in every part of the world.

A more balanced experience, with the difficulty based on how thoroughly you explore for hidden Magic Containers and upgrades.

Maybe one day soon, we'll take this journey together.




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