The aspect of time travel is one of the most intriguing and challenging features of this quest so far. It will be that whenever you play the ocarina you travel from one time to the other time, a gap of twenty years. The two overworlds will be divided as 'past overworld' and 'present overworld'. Some things will change in the present as Link accomplishes things in the past. The overworlds themselves, while similar in design and layout, will be different in that the present overworld is ravaged by the effects of evil. For instance, here are two screenshots that correspond on the overworlds:


The first screenshot is from the past and the second is from the present. Obviously there has been a big change in the twenty year gap between the overworlds! The time warp will work so that wherever you are standing when you play the ocarina on the overworld you will warp to the corresponding location in the other overworld. So, if you're standing beside the deku tree in the past screenshot and play the ocarina, you will warp to stand beside the same deku tree in the present overworld.
The obvious first problem with this direct warping is if you were to warp on top of a solid combo! You'd be stuck. That's where Dwarlen's new script comes in. He is working on a script that will detect solidity and warp you to a safe location nearby. As this quest project progresses, I'm sure he will give more details on this script and the others he is making.
The other interesting thing about this method of time travel is the logistics of secrets and story breaking. In the instance of the screenshots, in the past, the lake is filled with water and in the present it is dry. If you have say, the flippers you can swim across the water in the past, but you can't cross the water in the present. But, after you've swam across the water, you can warp from the past to the present and be on the other shore. So, if the dried out, impassable water bed, is supposed to be a barrier, you can break that barrier with the combination of flippers and ocarina. Thankfully, this one is designed to be so accomplished, but we are aware that many things may be done or items attained out of sequence that we did not intend because someone got smart and warped at the right (or would it then be the 'wrong'? haha) place.
Our plan is to alternate providing updates. I (Zahalfor) am in charge of the overworlds, story writing, and various sprite and tile drawing to attain some extra concepts that the Dance of Remembrance tileset does not picture or include as we wish. So, that's the kind of thing you'll hear about when I update. When Dwarlen updates, it will be about whatever progress he has made on dungeons, scripts, new enemies, and anything else I make him do
A synopsis of our current progress to get things started:
Zahalfor: "I've got the foundations of the overworlds in place and now only need to finish 'aging' the present overworld and polishing up both. I also have a fairly big object to draw for the overworlds, it will be a new building, but more on that when I actually get to that project. I have a rough sketch of the story and how it will flow and shape the land of Torradore. And I have started on new land zora sprites, the sideview of which is now complete. The zoras will play an integral role in Link's recovery of Torradore and its inhabitants."
Dwarlen: "I've created the first draft of level 1, the King's Grave. However, even though it basically stands complete in its current form, boss and all, I have plans to remake it later. I've written a script that will be used worldwide that allows Link to slide (well, fall might be more correct) down combos. It's mainly being used for mountains, but it also comes in handy in allowing Link to slide down walls or pits in dungeons. It's not quite complete as it currently does not support combos that need to be half slide/half normal, and it also does not always mesh well when Link slides from one screen to another. Link can currently get stuck drowning in some cases due to this issue. I have also got the ground works down for the time warping Ocarina. All I have left to do to the Ocarina script is some tweaking to the special effects when Link warps and provide some sort of check to stop Link from warping into solid combos. Currently, I am working on what, after some recent discussion with Zahalfor, will probably turn out to be level 3, the Bordale Wood."
Now that you have the basic ideas that are driving Time for the Crown and rough idea of our progress so far, we hope you will stick around for the coming updates and, if you like what you see so far, we are open to volunteers for beta testing. Just pm me or Dwarlen. At this point we don't have any demos up yet, but Dwarlen is thinking of soon putting up lvl 1 and I may release the current overworlds at the same time. We'd love to see this project finished by the end of summer, but no promises at this time: we've still got a long ways to go...
Sincerely,
Zahalfor


