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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 - 05:54 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 - 05:44 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 - 05:41 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


    So Long, and Thanks for all the Fish

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Posted 24 February 2021 - 05:49 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 - 05:55 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 - 05:31 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 Yesterday, 05:44 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, Today, 05:39 PM.

#8 ywkls



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Posted Today, 05:37 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, Today, 05:38 PM.

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