A tileset AND quest!
Yeah, so I made a tileset for everyone... and a quest too, why not.
Ganon has sealed himself inside Hyrule Castle. Unite the Triforce and whoop his butt once again!
Dynamic overworld that changes with the seasons, opening up new exploration potential!
Four exciting dungeons!
Classic Zelda feel with a fresh coat of paint!
A brand new tileset for the PureZC community!
A few of you may remember seeing this project back in 2013 when it was first started. I wanted to build a new tileset to give back to the community here, but for various reasons it was never finished. I posted a few screenshots of this early work on my art galleries (DeviantArt and Pixel Joint) and even after several years they were still garnering a really positive reception, so I decided it was time to revive the old project and see it through to completion - and develop a short quest to showcase it! For version 1.0 I've focused primarily on the classic items/enemies/combos, so don't expect whisp rings and hookshots just yet.
The set has seen some changes since 2013 - most notably the mountain tiles - and these changes were mainly done for usability. I wanted the set to be as simple and elegant to use as the Game Boy sets, but with a more natural, softer aesthetic (kind of Minish Cap meets BS Zelda). I'd managed to capture the aesthetic, but the set was a far cry from being elegant - quite the opposite in fact. Details needed to be layered, there were way too many transitional tiles... it was ugly. So I made a compromise, and that's what you see here. Everything looks a bit more square and boxy, but it's MUCH easier to use.
One feature I'd initially intended to implement was to make use of the combo shift feature of ZQ: holding shift and pressing +/- changes all the on-screen combos to the next/previous combo in the table. The idea was to organise the combo table so that you could build a screen in Spring, then change it to a different season simply by scrolling the combo table. This... didn't work that great in practice. It took way too long to scroll through to the next season, and with the relatively few season-specific tiles it was quicker just to manually switch them out. The alternative was to have all four seasonal variants of each combo in the one row, allowing season changes with a single shift+/-, but with essentially one usable tile per row it would make building screens a nightmare. Then there was the fact that as cool as it may have been, very few people would even make use of the feature. So the feature was scrapped, and instead the season-specific combos are just tacked onto the end of the default Spring set.
The Download Links:
Both the quest and tileset are feature complete but haven't undergone user testing, so if you find bugs in either please let me know! Once the kinks are ironed out both will be submitted to the database.
Linked Seasons - the Quest (beta1.0)
Linked Seasons - the Tileset (beta1.0)
Like the set? Want to see it grow? What would you like to see in version 2.0? Post your feedback here!
One last note: I'd LOVE to see how other people tackle the quest, so I'm putting the call out to all Let's Players. Record your playthrough of the quest and share your experience!
EDIT1: Oh, just one other thing I'll mention since it wouldn't be immediately obvious, but in the quest (not the tileset - I left that stock) I've tweaked a few of the enemies for balance. Moldorms are slightly faster (and have different sounds), blue darknuts are slightly slower, and blue wizzrobes have less HP and are weak to a particular item.
Edited by NoeL, 04 November 2017 - 08:22 PM.