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16th Dungeon Complete, Looking for Ideas on the 17th


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#1 ywkls

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Posted 05 December 2014 - 05:58 PM

Whenever I came up with the idea for this quest, I didn't intend for there to be quite this many dungeons; but now that I've gotten this far I feel compelled to finish what I've started. So here's a breakdown of everything completed so far as well as what is still left to do.

Overworld- Completely designed, although I've yet to add enemies, layers and a few random items which are upgrades to stuff you've already gotten by that point in the game.

Dungeons- Design for the first 16 dungeons has been completed. This is a breakdown of their names and what you get in each as well as anything unique about them.

1. Twilit Keep- Lantern.
2. Frozen Fortress- Bombs.
3. Sandy Ruins- 2 intertwined floors. Bow and Arrows.
4. Sunset Pit- Ladder.
5. Chilling Venue- Ocarina.
6. Towering Hand- Glove.
7. Flooded Retreat- Flippers.
8. Dim Grotto- Boots.
9. Midnight Manor- 2 interlocked floors. Hammer and Wallet upgrade.
10. Darunia's Grave- 2 overlapping floors. Hookshot and special game item Fall Breeze.
11. Refuge of Courage- This has two floors plus another dynamic. Parts of the dungeon are on the world map, although elevated and inaccessible until you're inside. Boomerang and a piece of Triforce.
12. Sunken City- Uses underwater effect. Raft.
13. Saria's Shrine- Two connected floors. Super Bomb and special game item Spring Fresh.
14. Endless Wisdom- Two linked floors. Lens of Truth and piece of Triforce.
15. Gleaming Cavern- two floors which overlap. Mirror Shield and Hero's Tunic. (Ring level 3)
16. Ruto's Palace- two floors united by a water-level switching dynamic. Designed where to get everything you must go through the dungeon twice. Bait and special game item Winter Chill.

Left to do- the following three dungeons, only one of which I have a firm idea for.

17. Din's House (working title, unless I come up with something better)- two linked floors. You get the last piece of Triforce. (I opted for 3 for simplicity.) You also get the last special game item, Summer Heat. I haven't really sett;ed on an idea for how to do this one yet. I feel I've done the overlapping, over and under and floor switching dynamic to death by this point. As you might have guessed, the theme is summer. Currently using a deep red as the dungeon color. The exterior of the dungeon can be seen on the title screen shown in the screenshots.
18. Temple of Seasons- This is going to be four floors, each one with a special item and a focus on one season. You'll get the rod of Seasons, Master Sword, Magic Key, Roc's Feather and Magic Book. The central dynamic is there will be a room on each floor where you can change the season, warping you to another floor. The seasons can only be changed in order, which means that to get through you may have to navigate parts of the dungeon you've already visited after getting items which will let you progress.
19. Onox's Lair- Another four floor dungeon. I haven't even thought about this one really.

I also have to place enemies just about everywhere, do layers for all screens and create cutscenes between dungeons.

By the way, my screenshots are poor quality because Zelda Classic has been making the files too large and I had to resize them; forcing me to lose some quality in the process.


Edited by ywkls, 05 December 2014 - 06:00 PM.


#2 WindRobe

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Posted 05 December 2014 - 06:28 PM

What about a name like fiery ruins a very hot ruin or unholy catacombs a very evil catacomb.



#3 Demonlink

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Posted 05 December 2014 - 07:46 PM

Well, haven't heard much about this project, but darn! Those are a lot of Dungeons!  :omg: As long as they are executed well and each one has a unique gimmick, I'm looking forward to each one of them! Hmmmm, for your ideas about Din's House, how about this; I'd suggest changing the name to something more "mysterious and unique", some names I'd like would be: Din's Sanctuary, Hall of Summer, Infernal Catacombs... etc, just to give you some ideas.

 

And since you've mentioned that the theme is "summer", summer = heat, right? So, I'd say take inspiration and make some creative puzzles and gimmicks involving heat, fire and so on, mostly like a generic Fire Temple would. Or, Summer is caused by the Sun as well (obvious right? :P ). You could try to use your skills to involve puzzles regarding Sun Light and so on, like OoT Spirit Temple, alongside possible puzzles requiring to make plants "grow", allowing you to progress on said dungeon. I'm not sure if most of this requires scripting, but heck, just some fun ideas I just thought :)

 

One last thing, I strongly suggest to take your screenshots inside Zelda Classic instead of ZQuest, they would look more professional and have a smaller size ;) Great luck on your project man. 



#4 SyrianBallaS

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Posted 05 December 2014 - 08:06 PM

Considering your level 17 is the last triforce dungeon, just making assumptions here, but if its labrynth like, I'd call it Magma Madness

 

If you don't want any reduction of quality, I would suggest using Jing, just google it and it should be the first link, ZC's screens by default are very small and could look pixelated when enlarged without the use of another software

 

Its very easy to use, all you have to do is click the "+" sign, capture button, then drag and click, its as simple as that


Edited by GhostKnight22, 05 December 2014 - 08:08 PM.


#5 ywkls

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Posted 06 December 2014 - 02:55 AM

I've mulled this over since I originally posted the update and I think that Din's Sanctuary is the best suggestion I've seen so far for a different name. As for the internal dynamic, I think I'm going to use a mixture of elements. Some rooms will be filled with lava, requiring you to divert water from adjacent rooms via switches in the lava room to cool it off and reach stuff. Transit between the floors will be via one-way lifts, where you can either descend or ascend but not both. Another element is the use of things you normally only see on the overworld inside the dungeon. So some rooms will be verdant, with plenty of plants, others dried out like a desert and a few are mixtures of these schemes. A third idea I'm contemplating is connecting rooms via waterways rather than doors, letting you reach sections of other rooms you can't access on the dry ground.


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#6 ywkls

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Posted 07 December 2014 - 12:06 AM

And here are some screenshots from the 17th dungeon.

4BLI6Vr.png

 

Having bravely swum under the wall, Link prepares to solve this simple puzzle.

 

DxfEpQb.png

 

A bridge, in a dungeon?

 

IPomQQZ.png

 

The key to lowering the lava must lie on the other side.

 

FFKwDsX.png

 

His foes vanquished, Link prepares to enter the floor below.

 

As of now, the dungeon is mostly done, with a few minor adjustments to be made.




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