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Adam's Quest Redux

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Level 3, From Scratch


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#1 KingPridenia

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Posted 29 March 2015 - 12:23 AM

Having taken some advice from kurt91 and a few other users, I have ultimately decided that it would be best if I completely redesigned Level 3, the Northern Ruins, from scratch. I will use the same map (looks like a Zelda 2 palace tile), however the layout is going to be completely done from the ground up. I have just started to make the map, but it's already significantly different. Before, I had the entrance near the bottom left portion of the map. Now, it's dead center in the middle of the bottom row, giving you three different paths to explore. This is a bit of backtracking involved, but nothing too tedious.

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:

Spoiler


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.
Anyway, the three scripts that Moosh helped me with:

Spoiler


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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#2 Eddy

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Posted 29 March 2015 - 07:20 AM

Sounds like you've been making plenty of changes and progress to the old Level 3, which is a really good thing! I also like the changes you have going on there.

 

As for your questions, my responses are below (not sure if they will help, but I'll give it my best shot):

 

1. This is all up to you really. I wouldn't mind to see a demo or not but if you do want a demo, then I guess it would be good since it will allow you to see what other people will think of what you have so far and feedback and criticism is always good for a quest. As for the length, probably from the start to what you have so far, obviously blocking out areas that aren't finished. But again, it's all up to you, I really don't have a definite answer for this one.

 

2. Yes, I think it would be best if you do. Not only does it make things slightly easier, it makes things more fair too. Seeing how one of your shots is in the armoury and there are traps in there, it would be nasty for them all to deal 1 heart with little amounts of hearts. So in summary, reduce the damage to make things more fair for the player.

 

3. Somewhere around 2-3 heads, probably closer to 2 though.


Edited by Eddy, 29 March 2015 - 07:20 AM.


#3 KingPridenia

KingPridenia

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Posted 02 April 2015 - 08:10 AM

Thank you for your ideas Eddy.

 

Anyway, level 3 is now remade, complete with new challenges and design. In regards to the questions, this is my tentative plans:

 

1. Should I release a demo? - Not sure to be honest. After I have the overworld around level 3 complete and I close off unfinished areas and hopefully eliminate any bugs that may be present, I'm leaning towards yes.

 

2. Should I nerf traps due to the PiercingTraps script? - I decided on a compromise between the two options. Now traps will deal 3/4 heart worth of damage to keep them a threat, but not make them overpowering, especially with the higher tier rings.

 

3. How many Gleeok heads for Level 3's boss? - Although I could handle 3 and maybe even 4, I opted for just two heads.

 

Note my decisions are not yet set in stone, but those are my thoughts at this time.


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