By LinktheMaster and Nick
This is the story of a fairy named Steve that is half-heartedly out to rid the world of evil monsters. Clichés, corny jokes, fourth walls, and learning the concept of shutting up are only some of the obstacles he will have to face on his completely selfless quest of forcing a mute child to do all his work for him. (Our hero, ladies and gentlemen.) But when an ancient evil resurfaces, Steve finds his resolve tested as he is dragged into a situation far more serious than he expected.
All updates are currently postponed while Nick and LinktheMaster work on other projects.
August 21, 2012 - Update 9: New Subscreen, Aquamentus, and General Status
January 08, 2012 - Update 1: Cutscenes and Amaran Village
January 22, 2012 - Update 2: Optional Cave, Shutters, and Some Puzzles
February 5, 2012 - Update 3: Scripted Enemies
February 19, 2012 - Update 4: Save System, Options Screen, and a Cutscene
March 19, 2012 - Update 5: Quests, Shops, and More
April 3, 2012 - Update 6: Minigames
April 9, 2012 - Update 7: Trailer 2
April 22, 2012 - Update 8: The Demo and the Future
http://www.youtube.c...h?v=oXGAKLHZ48Y (if the embed doesn't work)
One day, LinktheMaster and Nick decided to try combining their efforts in the hopes of being motivated to make a quest that has a chance of being finished, given Nick's horrible track record of one completed quest out of a good 10-15 serious quest creation attempts ("The Nick's") and LinktheMaster having some of his own. Most of this motivation came from the boom of group projects that began around 2007-2008, including the successful release of Lost Isle.
Yes... Fairy Dream was started in 2008 and it is just now getting to a point for its efforts to be shown off. Of course, part of the delay was due to LTM and Nick being graphics perfectionists despite having a very low talent for drawing custom tiles. The quest was originally using a variation of PUXDOR which looked rather pretty, but it also played around with our weakness to the point of clogging development. Thus, in late 2010, after coming up with the idea earlier in the year but being too busy to do it, they had a sudden burst of motivation and began converting the quest to the Gameboy tileset. Thus, Fairy Dream was renewed.
Anyway, you people are not here to read a developer blog (or are you?), so let's get to the important information about this quest.
This quest is heavier on the text than a typical quest due to the fact that it focuses on the plot quite a bit. While it starts as somewhat of an affectionate parody, it will still be taking its main plot seriously. So if you are here for a quick hack and slash quest, this probably isn't the quest for you. But don't fear this too much. We hope to break up typical monotonous quest plot text with fully scripted cutscenes that have such innovative features as fluid character movement, being able to tell who is speaking, sounds, and whatever else we wish to be extremely picky about.
Speaking of scripts, this quest is extremely script heavy. While it won't be featuring jawdropping gameplay changes, we will still create a variety of scripting in the game. Our goal is to integrate the scripting in a manner that feels natural and helps enhance the existing gameplay and narrative. Expect to see things such as a custom dialog box system, custom puzzle types, gameboy style ledge dropping, gameboy style dungeon shutters, modified and perhaps brand new items, minigames, custom bosses, and whatever else we decide to script.
The final quest will feature four expansive dungeons with numerous minidungeons, several sidequests, and multiple difficulty settings.
Here's a userbar for anyone who wants to put it in their signatures.
Fairy Dream Demo 1 was released on April 15th, 2012. This includes all the way through the Forest Palace and includes 3-5 hours of gameplay.
Download Fairy Dream Demo 1 (Requires at least 2.50 RC3)
This is the latest version of the demo for anyone that missed the ZC Expo.