Adam's Quest Redux
Three Months, Zero Progress
#1
Posted 26 August 2015 - 11:42 PM
As far as my limited progress is concerned, I did make a few changes, mostly adding in a basic item pickup message script. I am still working on the game on and off, and I hope to start making actual progress again soon. My aim is to have level 4 done by the end of September and have it Expo ready by then. I have decided to make the rings NOT change Link's tunic color and am entertaining providing a buff to potions.
So once again, here's my random questionnaire:
1. Should I buff the healing of each dosage of potion from 5 hearts up to 7 hearts? For the sake of the demo, most of it would only have Blue Potions available and counting level 4's ending, you would only have up to 9 hearts maximum. Near the end of the demo, you would be able to get Red Potions.
2. Is it essential that I color the item name? For instance, if this was an item description: "You got the Magical Shield! It can block flying swords, fireballs and magic that your original shield cannot."
3. During my Demo 1 / 1.1, I received feedback that level 2 didn't have many walk-through walls, despite being told you needed to look for them in level 2. Should I add a few walk-through walls in, despite getting feedback that I had "four walkthrough walls too many?"
4. Post level 4, I plan to have a dungeon you can enter where you get the Whistle and later use that and the item from level 5 to get the Magical Sword level weapon. Should said weapon be found within a mini-dungeon, similar to how the White Sword is found in the Abandoned Armoury and the Blue Ring in the Sand Dune Temple? Ideally it would be expected that you would complete level 5 before getting it, and level 5 would be designed around having a White Sword.
5. Another possible flaw is that in the original game, the White and Magical Swords are found literally a screen apart, although the Whistle is required for the latter. Should I move the Magical Sword location to somewhere else?
6. Is having a base arrow cap of 20 okay? There are very few Gohmas to fight as of now and no Pols Voices yet, as well as few switches that require arrows. The expansions would be hidden throughout the game, similar to IoR and bought in a similar manner.
7. Is it okay that I have Heart Containers fully recover all of your life when picked up?
8. Is having a pickup message for regular level-specific keys needed? Currently I don't have one setup for them.
9. How much of the game should be accessible in the expo? As of now, I have levels 1-3 done, a very small dungeon for the first sword, a mini-dungeon for the White Sword and a mini-dungeon following level 3 that gives the Blue Ring. Is that adequate? Based on someone playing my demo, it took him an hour and 40 minutes to go through all of that, missing one of the Heart Containers.
10. Another thing I've been thinking about is how continuing can be abused as a free life refill. However, continuing with only 3 hearts is generally frowned upon, and it just adds artificial length to the game if you have to grind for life after every death. I could always add pots or something in the dungeons to partially address that, but even then, I don't think it's the best idea. However, I've been thinking of getting a script that works like Forbidden City and Isle of Rebirth where you continue with the same health you had from before, and only death allows you to restart with full life. The only difference however is that I would want it to function like this:
If Link's HP < 48, his life after continuing is set to 48 HP (3 hearts).
If Link's HP > or = 48, his life after continuing remains the same (i.e continuing with 5 hearts out of 8 left keeps Link's life at 5 hearts)
Deaths would allow Link to continue with full life as per normal. The only difference is that if one was to F6 when very low on health, say 1/4 heart, he/she would continue with 3 hearts instead of only 1/4 heart. If he/she continued with 5 hearts left, that's how much he/she would have after continuing. A death would allow for a full life continue. If I get enough support for this idea, I will make a post in the Script Requests section of the forums. I don't necessarily want the script right now; I just want to gauge its approval before adding it and see if people like the idea or if I should just have F6'ing be a lazy way to refill your life.
- Shane, Eddy, Jared and 2 others like this
#2
Posted 27 August 2015 - 08:18 AM
First thing is first, I wouldn't really worry about how much progress you make over a long period of time. As long as you're satisfied with what you're doing, that's all it matters.
Now for the long ass questionnaire:
1. Yes. That is all that must be said. 5 hearts is a bit too little, so 7 would make things better and won't make potions so useless.
2. Up to you really. I don't bother to colour item names since it takes time to do that.
3. Lol 4 is too many. Again, this is up to you. I really don't mind if the walkthrough wall count increases or not.
4. Well if it makes the quest more interesting, then go ahead. I wouldn't mind seeing more mini dungeons here and there.
5. If that's a huge issue for you, then yes the Magic Sword should be moved. I never found a problem with it though.
6. That sounds all good. I rarely use arrows to begin with so I can't see myself running out any time soon ![]()
7. Why would that not be a good idea? It suits the modern Zeldas pretty well and it's pretty cool to have, so yes, go for it.
8. Probably for the first key, and then every key after that just makes an SFX and that's it. It does get annoying having to read "YOU GOT A SMALL KEY" over and over.
9. That sounds good enough, you don't want to make an expo demo too long or too short, so what you have there is good.
10. I'm not gonna lie, but I'm still heavily against the whole "F6 doesn't fill all hearts" idea. If you think about it, even if that script does get implemented, I'm very sure people would just go kill themselves on purpose to get full health, as an alternate way to an F6 continue. So because of that, I'll just say to not bother with the script, it just feels useless when you can easily go kill yourself and get full health immediately after doing an F6.
Sorry for the short answers, but hopefully that helped in one way or another lol
- Shane, KingPridenia and ZeldaPlayer like this
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