Being a remake of the original dungeon, the original name, "Northern Ruins", will be maintained. Unlike the first two dungeons however, I have decided to keep level 3's music the same track as before (may be subject to change). Additionally, since I am no longer shackled by the highly limited 1.92 beta 183 version of Zelda Classic, it's time to dust off that Enemy Editor and add some new enemies for the first time! Previously, I have only used it in this quest to adjust a few enemy damages to make the game more fair and added a single new enemy to serve as level 1's mini boss.
The new enemies in level 3 so far are:
I won't spoil what you get in level 3 as a dungeon item, but I will say this much. It's not what it was in the original, the Raft. Overall, I hope I'm keeping enemy balance okay. I may consider rolling out a demo after finishing level 3 and the surrounding overworld to go with it. I don't know if 3 dungeons and 2 mini-dungeons would be too large for a demo, but I would at least hope I could get some feedback, namely about the difficulty and if I need to make it a bit tougher or if I should lighten up.
Anyway, there is a long list of new changes that I've made to the game since last post:
- Added an arrow counter to the active subscreen and enabled True Arrows. You begin with a maximum of 20 and can find various people that will offer to expand your maximum by 10 for a price. This may very well be one of the only quests that utilizes the "More Arrows" room type.
- Many graphical enhancements such as new water and lava tiles (shout out to DragonDePlatino for uploading them), edges of tiles with water/lava/pit combos south of them, more detailed dungeon rooms, layered on a more interesting dungeon entrance to enhance the entrances and more.
- Added shop to the ruins area that sells three items; Magic Shield, Magic Boomerang and Bait. In the original, the Blue Ring was here, but that's no longer the case.
- Reduced how much potions heal down to 5 hearts and changed how you get potions. Blues can be bought for 40 Rupees from the start. With the Letter, you are allowed to buy Red Potions which give you two 5 heart doses. After getting a full Triforce and having the Letter, you're entitled to buying Gold Potions, which are basically three use potions. Each dose = 5 hearts. Because of this system, two Blues no longer stack into a Red. Enemy difficulty will be balanced around this nerf. Gold becomes Red after a drink, Red becomes Blue after drinking, and Blue becomes nothing after using.
- Fairies reduced to healing 4 hearts from 6 hearts.
- Arrows added to most dropsets and arrow shop not available in the original added in the woods.
- Added in three scripts with the help of Moosh. See below for more information.
- A big "hell yeah" for most of you; I decided to enable 8-way movement and you always slash your sword. Formerly, I claimed I was going to keep Z1's 4-way movement and have you learn how to slash later, but after a lot of sitting on it, I have given in.
- Edited the Wooden and White Sword sprites to be slightly longer. No little wooden dagger for me, thanks.
- Changed Rupees to make them instantly add up instead of slowly counting up, similar to what I did in Adam's Quest II.
And now, a random series of questions for you guys and gals:
1. Should I release a demo of Adam's Quest Redux after completing level 3? If so, how much of the quest should be available to play in the demo?
2. Given the Piercing Trap script, should I decrease trap damage from 1 heart base down to 1/2 heart base? Keep in mind with the Red Ring, if the answer no wins, that's 1 heart of damage, equal to that of an enemy with 4 hearts base damage.
3. Assuming you had 6 hearts, White Sword, no rings, a single dose 5 heart healing potion, diagonal movement and slash, how many heads on a Gleeok would be balanced for a level 3 boss that can be accessed fairly easily from the dungeon's entrance in case one would die to it?
Thank you for your time,
RedmageAdam


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