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Quest 745 (Cancelled)

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#31 Eddy

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Posted 27 May 2015 - 06:10 AM

Double posting for an update! The main overworld is nearly done with only a handful of screens to go, and at that point focus will turn to Death Canyon and Kakariko Village, and eventually the third Pendant dungeon.

 

https://dl.dropboxus...ZC/zelda111.png <--- overworld progress

 

I've also been working on a fairly simple scripted harmful darkness mechanic like in Metroid Prime 2. Wasn't too difficult to set up with a script dmap flag and an FFC that temporarily negates it.

That map looks really awesome! I can see that it kinda looks like Q744's overworld but at the same time it doesn't. Gotta love that "No" on the top-right corner though :P



#32 Ben

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Posted 30 May 2015 - 11:46 AM

Death Canyon progress.

Spoiler


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#33 ShadowTiger

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Posted 30 May 2015 - 12:03 PM

I feel like it could use a lot more dead trees and other dead things.

#34 Ben

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Posted 30 May 2015 - 12:31 PM

Well, it's only really called Death Canyon because of the mountain that exploded to form most of it. By this point in the story hundreds of years have passed, the Enclave has been defeated, the Brotherhood controls downtown, and things are growing again. I was hoping that the irony would catch on.


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#35 ShadowTiger

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Posted 30 May 2015 - 12:55 PM

Ah, out of context, I can see why that would make more sense once the context is known. Thank you for the clarification. May Navarro be rebuilt with great haste.

#36 Ben

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Posted 30 May 2015 - 11:39 PM

...

 

 

 

 

 

Spoiler


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#37 Joelmacool

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Posted 31 May 2015 - 06:08 AM

Oh no! Its moosh! Run away!!



#38 Ben

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Posted 03 June 2015 - 02:52 PM

166_npdwfg.png

 

Absolutely not a stolen idea from Metroid Prime 2.

 

edit: https://dl.dropboxus...ips/temple2.mp3

 

I made the above arrangement today even though it is totally unrelated to the quest


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#39 Sheik

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Posted 04 June 2015 - 02:31 AM

Ah, is that like your Temple of Darkness? The idea makes an excellent feature for a shadow themed place, very nice!



#40 Ben

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Posted 04 June 2015 - 08:20 AM

Here's a demo of some of the dungeon mechanics:

 

 

The dungeon is also not entirely in the normal world's dimension so it jitters a little bit. To balance the life draining effect there are a lot of enemies present that drop health 100% of the time, and respawning bushes.

 

e: the safe zones also slowly restore health, but several of them will end up moving toward the end of the dungeon so that you can't just stand there and recover without making any effort.


Edited by Bagel, 04 June 2015 - 01:40 PM.

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#41 ShadowTiger

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Posted 04 June 2015 - 08:27 AM

I have to say, those are some pretty damn fantastic quest functions in there. I definitely look forward to experiencing the fruits of your labor firsthand. Thank you for working so hard on this! It definitely shows.

#42 Ben

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Posted 05 September 2015 - 02:03 PM

166_nu7wto.png

 

Because -- why not have a snowy and firey area? (But mostly snowy.)

 

Music: here

 

Terraria gave me the palette.


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#43 Ben

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Posted 06 October 2015 - 11:22 AM

166_nvt41i.png

 

I've switched to using ALBW-style "Energy" that regenerates over time, albeit slowly at first with a low maximum capacity, instead of magic. Expansions are scattered around the world. Arrow ammunition is also gone; the Autobow uses Energy.

 

Bombs will continue to use ammo.


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#44 Sheik

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Posted 06 October 2015 - 03:28 PM

Again, you never fail to impress; two thumbs way up, Bagel.



#45 Ben

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Posted 02 August 2016 - 07:39 PM

I've done some work on dungeon walls and door frames to add more variety to dungeon scenes. Door frames use a few gray shades as do closed shutters now, and look good even in a darkened palette:

 

zelda158.png

colors.png

 

Plus now Moblins all have joined biker gangs, have colored leather jackets, and are generally adorable.

 

moblins.png


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