Passage Through Time
The Last Pieces of the Puzzle
#1
Posted 06 July 2015 - 03:41 PM
Had to do a little reworking to get everything to fit and create new Dmaps for all of them. I don't know if what I've made is all that I'm going to do just as far as these areas go, but I'm ready to move on to the next phase. That would be layers. This is a process that could take a while, so be with me.
#2
Posted 27 July 2015 - 09:30 AM
Edited by ywkls, 27 July 2015 - 09:31 AM.
#3
Posted 31 July 2015 - 06:12 PM
Okay, the other things I have done. Put in 24 Heart Pieces. Set up most of the dialogue and Sidequest locations/rewards. Finished all layers I intend to do (could change my mind later). Wrote all boss scripts I have thought of yet (though I could add more) and I'll probably upload them to the database as soon as I refine them just a bit.
All major items, including Sword, Boomerang, Tunic, Quiver, Bomb Bag and Wallet upgrades are in place. There's no ladder or Magic Key, sorry. I've had a lot of free time to work on stuff, so I may be missing some of my alterations.
I should be ready to start enemy placement by next week, though I may do a quick run through the game to check for bugs first. I also haven't created any of the enemies that drop Golden Pelts, so I'll probably do that too. Finishing the dialogue (and setup of the FFCs that use them) is the major hurdle next. I'll update further when I have more news.
#4
Posted 01 August 2015 - 09:20 PM
Added the Peril Beam Scroll, Spin Attack Scroll, Quake Hammer Scroll and Peril Ring to the quest as rewards for some sidequests. Now that I've decided to do that, I'm trying to determine which of my sidequests gives you what. Here's what I've got so far.
1. Gold Skulltulas- Sword of Time. Yes, you do need the Level 4 sword to finish this. I had to create a special area that is blocked off until you get this, then put the last Gold Skulltula there to accomplish this. I don't plan to change this one.
2. Divided Couple- Knight's Crest (Whimsical Ring that's always active), Peril Ring and Piece of Heart. I know that seems like a lot for one quest, but you won't be able to finish it until the last two dungeons in the game. So consider it motivation.
3. Golden Pelts- Currently, I've got the Spin Attack Scroll as the reward. I don't know if this is too weak of a reward to make it worth your while to go through with it since I've never used it in a quest before. If that's so, I'll probably make it the Quake Hammer Scroll or the golden arrows and move some stuff around. (In fact, the golden arrows kind of make sense for this, but I really liked where they were and the other selections don't seem appropriate for the last dungeon.)
4. Fateful Meetings- No rewards in-game, though it is necessary for the true ending.
5. Locked Treasure Chests- The best bomb bag, the silver arrows (golden arrows currently in last dungeon, but considering moving them), a heart piece, a wallet upgrade, a red potion, the Quake Hammer Scroll (subject to change), 100 rupees, 200 rupees, 5 rupees and 10 rupees.
Anywhere you see an item at any time of the day that isn't in a chest, another is available at other times of the day.
I've got an event that gives you the Peril Beam Scroll and I'm considering expanding it into a series of events where you help people with their problems throughout the game. Haven't worked out whether I can use my existing script for that or it would be easier to make a new one.
So far, this game has about 50 ffc scripts, most of which are my custom enemies. I may add a few more for my mini-bosses to make them unique too. I may need some scripting help on one idea I have since I currently have no clue how to accomplish the effect I want.
Edited by ywkls, 01 August 2015 - 10:06 PM.
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#5
Posted 08 August 2015 - 09:43 PM
I've finished all of the dialogue,. including all of the puzzles and most of the credits. (That last won't be done until testing is over.) Completed adding all combos needs for boss scripts to work. Decided not to bother with extra events quest. I'll just leave one in and try to do more in my next quest.
What is left-
1. Creating the ending.
2. Reworking a few bosses either for added effects or because the ones I have aren't working properly.
3. Enemy Placement- I'll actually do this after my own first run-through to test for bugs.
The way things are looking, I should be starting my own run-through this week. Once I finish that, I'll start adding enemies. Then, I'll let some people test it. I already have one volunteer (from before I even started working on this) and I hope to get at least 2 others. I'll post something about that once I'm ready for that phase to begin.
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#6
Posted 10 August 2015 - 01:11 PM
It is official! I am ready to begin my own run-through. This is where I see if everything works, how hard the bosses are for the areas and where I feel that enemies need to be added. For those interested in the game's stats, here they are.
15 dungeons, in 4 times of day.
4 times of day, with different items that can be found in each. I'm planning to have different foes too.
The idea of having the dungeons change depending on the time has been scrapped due to a lack of ideas.
All dungeon bosses are custom scripted (though not all by me).
24 Heart Containers, with 14 in dungeons and 6 gotten through Heart Pieces.
50 Gold Skulltulas, netting you the Sword of Time.
10 Golden Pelts, netting you the Golden Arrows.
10 Locked Treasure Chests and 4 Secret Chests with your raft and Sword upgrades.
20 Special Events, which reward you with the Knight's Crest(Whimsical Ring), Peril Ring, a Piece of Heart and the true ending.
2 Endings, depending on whether you got everything. Currently, the alternate ending is the least developed. I could even send you back into the world, where you had a chance to get everything.
I don't know exactly how long it will take me to do this, since I have no idea what kind of bugs I'm going to find. Once I beat it, I'll post an update and probably open a request for additional testers. (Since I like to have more than one opinion, seeing as almost nobody finds the same things each time.) This should be fun...
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#7
Posted 16 August 2015 - 08:47 PM
Please see the following topic for a summary of my latest woes.
Weirdest ZC Bug You've Ever Experienced?
I was about halfway through the dungeons when this happened. (I'm not entirely sure where I stood on the sidequests.)
Overall, this makes the 4th or 5th time I've had to start completely over from scratch. But, I guess that this will allow me a chance to see if my alterations have been effective; so it isn't all bad... okay, who am i kidding? It really, really stinks. I mean, I was planning a second playthrough to check out how my changes looked; but this is ridiculous!
Sigh... ranting over. Barring any further setbacks, I'm at the end of the 2nd dungeon and heading onward towards the rest. I'm thinking of adding in a few hint npc's to guide you towards some of the more well-hidden items; like the sword and tunic upgrades; seeing as how it is possible to almost entirely miss some of them.
Once I get to the end (or suffer another major setback) I'll update further.
#8
Posted 16 August 2015 - 11:59 PM
yes that does stink i hope everything works out for you and get rid of those nasty bugs and hope no more problems come to you ywkls.
Edited by Darunia, 17 August 2015 - 12:00 AM.
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#9
Posted 26 August 2015 - 03:50 PM
So, here's the deal. Despite over 11 pages of notes on bugs that I've found and corrected; I still can't finish the game. Why? It boils down to something about my time-switching script suddenly not working. Somewhere along during the way, this feature simply stopped functioning for any maps other than the southern end of Hyrule.
Since the last dungeon employs this heavily, I can't even finish it without a major overhaul in terms of cheatingly creating warps for myself, then deleting them later. I know that the script worked up to a certain point in my playthrough, but not precisely when it stopped. (I think it was during when I saved over my game file with an alternate copy of my file I had created to test the creation of a certain script, but I'm not one hundred percent sure.)
This also means I can't test whether it is possible to beat all the golden enemies, nor have I gotten all of the gold skulltulas, or locked treasure chests and I'm short about 3 heart pieces. Total gameplay time to get this far was about 9 hours, but that's because I have added no regular enemies yet.
So, here's what I'm going to do. Quickly run through the game, getting nothing and just get to the last dungeon; then finish it so I can make sure all of its features work. I'll save before beating the game, so I can go back and obtain all the extra goodies later if I want to. Once I'm satisfied that the mechanics of the game work, I'm going to quickly add in enemies. (This involves a certain amount of copying and pasting, though different times of day will still have different enemies.)
Once I get that done, It will finally be ready for further testing.
Here's a few things that I've added.
Arrows and bombs are now sold in shops- tweaking the item drops for specific enemies so that you can't get these before you obtain the items would be a hassle. Instead, you can now reach one shop that sells bombs by destroying a bombable rock south of Hyrule castle and a shop that sells arrows by shooting a skull with an arrow north of the castle. 30 bombs or arrows each costs 25 rupees.
Expanded Trading Game- Why? Because having it where the items you need are gotten from treasure chests means that you could get them out of order, which would mess things up later. To prevent this, each item in the main chain also requires the possession of another item, which you give to the person who gives you what you need for the primary quest.
Some Bosses Have Been Modified- You may have seen some of my updated scripts and there are others which I haven't updated because while they're better, I still think they need work. However, I'm going ahead with the game whether they're done or not.
About the only thing in the game's design I haven't completely finalized is the second ending, since that will require fine-tuning the script I'm using to activate that feature. I hope to be done with my speed run by next week (as long as the game doesn't mess up on me again) and then I'll spend that week adding enemies.
If all goes well, official testing will begin in September.
#10
Posted 30 August 2015 - 12:27 AM
Good news! I got to the end of the game without having anything go so terribly wrong that I couldn't fix it. (Let's not talki about those things that did go wrong... like an endlessly spawning cloud of enemies...)
This means that for testing to begin, I'll need to finish the following tasks.
1. Add in enemies to the world map and dungeons- I know, I know. I'm just lazy about this and wanted to get everything else done first. But I will do it.
2. Design the second ending and adjust that script- Design shouldn't be too hard and for the script, I'm editing my previous method and just gonna check to see if you have the right items. If you do, it will show you the 2nd ending.
3. Design a few mini-boss and bosses- The generic mini-bosses in the game need to go, in my opinion. So, I'm going to probably create a request in Quest Design Help for ideas on my mini-bosses. The bosses I need are two for the last dungeon.
4. Find music for a few areas- Surprisingly, I didn't know I was lacking music for a few regions. So I've got to select something from what is available.
5. Check my List of Bugs and Make Sure I've Corrected All of Them- I've got several pages of these and since some of them are script related; I'll have to edit that as well.
Once that is done (in about a week, I hope), testing can begin. If you're interested please send me a PM.
#11
Posted 07 September 2015 - 10:51 PM
Alright, enemies for the overworld at all times of day have been added. For the most part, instead of necessarily changing what kind of enemies appeared in an area; I altered how many were there and what their strength was. (For example, one time of day might have only level 1 Stalfos, another Level 2, another level 3 and another a mixture of enemies.) I occasionally mixed in a few different enemy types, but I wanted to keep this as simple as possible while making each area somewhat unique.
I've also almost finished adding in unique mini-bosses to all of my dungeons. In some cases this has resulted in switching around where some bosses I had already created appeared. Here's a list of my dungeons as they stand now along with the current boss/mini-boss setup. (If I list none, this is not because I have no boss/mini-boss, but because I haven't designed a unique one for this area yet.)
Dungeon Mini-boss Boss
1. Reptilian Redoubt Kaa- a giant snake. Aquamentus DX
2. Gerudo Stronghold Big Lynel Free-roaming Gohma
3. Hollow Stump Big Moldorm Wood Warden
4. Forgotten Tomb Big Gibdo Nightmare
5. Daylit Crevasse None(a sideview area) Moldarach
6. Windswept Jail Big Stalfos Blind the Thief
7. Isolated Isle None Diving Lanmola
8. Abandoned Villa None(may use a varation on Eyegore) Helmasaur KIng
9. Noxious Marsh Nessie Vitreous
10. Floating Labyrinth Iron Knuckle Acheman
11. Volcanic Fissure None Fyrus
12. Eeric Catacomb None(may use a Large Ghini) Bongo Bongo
13. Snowfall Resort None Blizzeta
14. Turtle Rock None Agahnim
15. Temple of Time-Dawn None None(Dawn-themed)
Day None Daygleam
Evening None Twigleam
Night None Grim Reaper
True None Vaati, Vaati Transformed,
Vaati(Final Form)
For the Temple of Time, I had a lot of repeats of my earlier bosses so I probably don't need exclusive mini-bosses for it. I still haven't really decided what to do for the boss for Dawn and I'm lacking a good idea of how to do my idea for the one at Evening (as well as sprites.)
The order of dungeons listed above is only a suggested one. For each pair of dungeons, you can visit either one. (So 1 and 2 or 3 and 4 can be visited in either order, for example.)
While I contemplate those things, I'm going to start working on the enemies for my dungeons. I anticipate that this will probably take a week or so as well. Once I'm done, I'll post a further update to this topic.
Edited by ywkls, 07 September 2015 - 10:54 PM.
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#12
Posted 12 September 2015 - 03:16 PM
Only a few steps away from my final version! All dungeon enemies have been placed and only a few more bosses/mini-bosses need to be made. Given the speed with which I can sling something together once I get an idea, that means the game will be ready for testing shortly!
Here's what I'm lacking-
Mini-boss
Volcanic Fissure
Eerie Catacomb
Snowfall Resort
Boss
Temple of Time- Dawn
Temple of Time- Evening
I've got stand-ins now while I mull over this. If anyone wants to make suggestions, please do so!
Another note, to those testing (or who yet wish to test, but haven't asked yet) the bug that makes the day/night script stop working has yet to be found. I've played through the whole game without it ceasing to function, but that doesn't mean it will be the case when you try it out.
Once these bosses are ready, I'll create a Development Topic and add my testers as official Contributors. I'd appreciate it if any bugs that are found are posted to the development topic once it exists; which will have a link to the latest version of the quest as its first post. I don't think it needs to be said, but just in case... please do not share this quest until it is uploaded to the database.
After testing begins, I'm allowing at least a month to pass so the testers can finish the game and I can decide if I want more testers before I upload it. That means it won't quite be ready by my first anniversary here at PureZC, but it will be close.
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#13
Posted 13 September 2015 - 08:32 PM
And now... the last update in this forum until the first phase of testing is over!
All bosses and mini-bosses are now scripted! At first I was reluctant to go this much effort, but in the end I decided that it was worth it.
The second ending has been created. To get there, you must gather all 50 Gold Skulltulas, get all 10 Golden Pelts and receive all 20 Tokens of Friendship. I decided against any further requirements since that seems to be enough.
All the other items on my to do list have been finalized.
Here's the final listing of all bosses and mini-bosses.
Dungeon Mini-boss Boss
1. Reptilian Redoubt Kaa- a giant snake. Aquamentus DX
2. Gerudo Stronghold Big Moblin Free-roaming Gohma
3. Hollow Stump Big Moldorm Wood Warden
4. Forgotten Tomb Big Gibdo Nightmare
5. Daylit Crevasse Big Boo Moldarach
6. Windswept Jail Big Stalfos Blind the Thief
7. Isolated Isle Eyegore Diving Lanmola
8. Abandoned Villa Big Lynel Helmasaur KIng
9. Noxious Marsh Nessie Vitreous
10. Floating Labyrinth Iron Knuckle Acheman
11. Volcanic Fissure Atlas Fyrus
12. Eeric Catacomb Franky Bongo Bongo
13. Snowfall Resort Cold Thwomp Blizzeta
14. Turtle Rock Agahnim Morla
15. Temple of Time-Dawn None Aurora
Day None Daygleam
Evening None Twigleam
Night None Grim Reaper
True None Vaati, Vaati Transformed,
Vaati(Final Form)
I'll be officially inviting those who requested to be testers to become contributors and creating a development topic related to this game at once. While that is underway over the next month, I plan to get right to work on my next project!
#14
Posted 05 October 2015 - 11:53 AM
Update! (Yes, I know that's that this topic is filed under Quest Project Updates. Just me being silly.)
Except for one very pesky script bug that doesn't seem to want to go away, I'm ready for the second round of testing to begin.
(The buggy script is the minecart and I've reopened my script request for help with it.)
One of my testers reports reaching the end of the game and the other... hasn't been on the site for the past couple of weeks.
I'd really like to verify that I've fixed all of the scripting bugs (except for the one I haven't been able to figure out), eliminated the tile errors, string errors and anything else that would detract from this quest.
Therefore, I am officially requesting at least one more tester. (Two would be preferable.) If I can't get some response in the next couple of weeks (and presuming that I quash that scripting bug) I'll just go ahead and upload the quest to the database. If I do get more testers, I'll give them some time to play through the quest before doing so.
Please send me a PM if you're interested in testing. If approved, I'll add you as a Contributor where you can see the Development Topic and get to work on testing the quest.
Thanks in advance to anyone who responds!
#15
Posted 16 October 2015 - 06:05 PM
This quest is going to the Expo! Thanks to the alteration in the rules for the fall 2015 expo, I've submitted this quest along with a copy of the final beta. I'll be continuing to update that file as more bugs are found, but since it was my intention to release this quest about that time anyways; this basically falls in line with what I was already planning. That means it will be available to general download by the time that the expo begins! I can hardly wait...
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