Here's a bit of a progress update though; Level A (Known as the Trial of the Sword) received a graphical overhaul as well as a minor dungeon modification to make it feel more at home compared to Level 1's graphics.
Old Map:

New Map:

Level 1 (Known as the Aquatic Labryinth) has been structurally completed. All that's left now is designing enemies and placing them, as well as getting a boss set up for it. I was originally going to add a 2nd floor to this dungeon, but I actually decided against it, and just shuffled around some of the dungeon content in order for it to be a coherent experience. I've also patched Mero's freeform FFC-based dungeon door scripts (Well, just the shutter one) to also function properly with the permanent block secrets script. I was getting frustrated during my own play testing about needing to keep redoing a single block puzzle multiple times. ... So a feature of my quest now is the fact block puzzles need only to be solved ONCE. This will remove some tedium when it comes to backtracking, as it turns out there's a fair bit of it in Level 1.
As far as the overworld is concerned though, very little of it has been developed, and this is what I will be working on next. ... I need to decide an overall size and shape of the various "Biomes" of the overworld so I can ensure proper transitioning from one to the next. I may even redo my "Kappa Beach" area as its possible I may need to resize it. Trying to determine if I should try and fit it within a specific number of maps, or don't care as long as each area isn't larger than an 8x8 DMap.
Thoughts? Opinions? Please let me know.


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