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Tiny Update 06 + Demo 2 Plans


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#1 Mitchfork

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Posted 17 July 2024 - 11:43 PM

checks watch, eyes balloon out of my skull

Good lord, my watch that tracks the time between now and the last project update to The Legend of Zelda: Crucible Crest on PureZC.net tells me that it’s been a long time between those two points!

Sheik and I apologize for the wait. I wanted to post some things that have been churning in the tank over the last year, and get to when you can expect another release of new content. As a reminder, you can find marginally more frequent updates at the alsoLIONSoft Discord - where you can also track progress on Peril of Rectangle Country, Three Crests, Glenn Loses His Imagination, and more (?)!
https://discord.gg/c6pAMZt3

New Subscreen
One of the late features to grace ZC 2.55 was full-featured subscreen control via script. This has allowed for implementation of some really, really neat features for Crucible Crest. If you recall, the subscreen in our demo was a bit… underdeveloped:

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Now we have the full-featured subscreen that’s been planned since the project inception:
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  • Item Descriptions: When you hover any item or piece of equipment, you can now read a full description of that item, including mechanical and story information. You can freely scroll each description with the L and R buttons, allowing us to pack as much or as little information as we want.
  • Item Portraits: Thanks to some kind assets created by Discord user Ulmeyda, we have some incredible sprite art for some of the items, and this helps show it off.
  • Pages: Pages allow us to structure information much more sensibly and help regain the page space we lose from item descriptions. Collectibles and Triforce Pieces now get their own page to shine!
  • Options: Now, controller options such as number of buttons and layout are editable. You can force Crucible Crest to only use two buttons if your controller or keybindings aren’t set up to use X and Y. Additionally, you can change the displayed ABXY layout from classic (SNES) to modern (XBox, Dreamcast) - this should make the subscreen display orientation much more friendly without rebinding keys. Health/magic warnings are also configurable with greater control than default ZC settings.
This interface was greatly influenced by our experience with Baldur’s Gate, a classic CRPG - as well as more modern inheritors of flavor text, such as Dark Souls. These games use the flavor text to enhance and add context to the stories told in the main game. If we’re good at it, we can use ours the same way.
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But by far, the most exciting element of the new subscreen is the jewel system.
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Jewels can be found throughout Hyrule and have a variety of effects, with a little catch - they have to be set into a ring with an empty slot, so you can’t activate them all at once. Getting your jewel collection started and finding a magic ring will be crucial to getting your bearings in the world.

These are obviously our take on the ring system from Oracle of Ages and Oracle of Seasons, but incorporating a lot of lessons learned. One of my frustrations with the ring system in those games is that ring effects are mostly very weak, which makes the useful ones way too centralizing. Not all Crucible Crest jewels are created equal, of course, but I hope people find a variety of jewels that they want to switch between, depending on the situation - and unlike in the Oracle games, you can freely switch between any jewel in your collection at any time.

Along with jewels, you may find some new chests around Hyrule, too!
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That’s right - a select number of jewels may be randomized per playthrough and scattered throughout the land in blue chests. These jewels will require appraisal from a jeweler in order to view their effects and equip them - so you’ll have to find a jeweler (I wonder who?) to use them. These can obviously have a huge influence on your personal progression, and might give you a little push to replay from time to time.

Expanding the World
Of course, the world is at the core. Here’s some screenshots of new stuff that we haven’t quite posted anywhere. (Maybe. Don't fact-check this.)
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While I was drafting this post, Sheik said something that I think was pretty cool: “I think we are kind of at a point in terms of worldbuilding where we can just pose a question at the world and the context of other events we already thought about makes a certain scenario likely.” This is a really fun spot to be in as a storyteller, and it made me reflect a bit on how we intentionally put the story on the backburner in demo 1 in order to push something out. I hope that people are excited to start really exploring the history of the world and seeing our take on a game whose story was so simple, yet formative.

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Future Plans and Demo 2
Of course, that brings us to the hottest topic: what the hell is going on with demo 2?

When I approached Sheik about Crucible Crest, we pushed out demo 1 in about 3 months. Now it’s been over 3 years. One of the things that we really strove for was pushing the boundaries of presentation and polish in a Zelda Classic quest, and as a result we’ve taken a slow hand towards development. Aspects of the engine, such as jewels, have demanded a lot of development time to get working - but it’s been too long. We need to clear out the content.

Demo 2 will release in 2024, and I’m pushing to wrap up all level design in September. We are planning to include three levels (including Level 1 from the first demo) along with two other minidungeons. Of that, we have two main levels and one minidungeon complete - and the overworld (easily three times as large as demo 1!) is very nearly polished to completion as well.

Stay tuned, and maybe we’ll have some other updates come through the pipeline before then.

Edited by Mitchfork, 17 July 2024 - 11:44 PM.

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#2 Rambly

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Posted 17 July 2024 - 11:48 PM

Nobody gives a shit. Finish Blackness of Eternity


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#3 xanadude

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Posted 18 July 2024 - 12:14 AM

i played dark souls for this moment right here


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#4 Rambly

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Posted 18 July 2024 - 02:07 AM

In all seriousness, I really do like the jewel system a lot - I think there's a lot of room for experimentation and depth there. The screenshots are beautiful, as well. Good job, you two! (And to me for fixing the text system I did a genius job at that)


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#5 Twilight Knight

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Posted 18 July 2024 - 02:47 AM

"Tiny update"

Amazing update really, the quest looks super impressive graphically and I really like the presented features like jewels, character portraits and expansive item information in the subscreen. Looking forward to that 2nd demo!

Maybe at the fall expo? :-)


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#6 Demonlink

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Posted 18 July 2024 - 06:41 AM

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#7 jwex001

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Posted 18 July 2024 - 07:06 AM

This is looking amazing.  Keep up the great work!


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#8 Mitchfork

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Posted 18 July 2024 - 09:58 AM

Nobody gives a shit. Finish Blackness of Eternity

9Z1sdYNz_o.png
 


i played dark souls for this moment right here

Never underestimate a FORKLIFT-CERTIFIED CAPRICORN who played DARK SOULS and got a WEIRD OBSESSION with DYING WORLDS and MECHANICAL/NARRATIVE INTERACTIONS!
 

In all seriousness, I really do like the jewel system a lot - I think there's a lot of room for experimentation and depth there. The screenshots are beautiful, as well. Good job, you two! (And to me for fixing the text system I did a genius job at that)

Yeah! The text system has sped up compiles a lot - it really does add up when you're doing those repeated quick compile/tests to figure out what number is just right for something.
 

"Tiny update"

Amazing update really, the quest looks super impressive graphically and I really like the presented features like jewels, character portraits and expansive item information in the subscreen. Looking forward to that 2nd demo!

Maybe at the fall expo? :-)

I don't think we'll hit it - never say never - but it would take a lot. Finishing by September 1 is one thing, but making sure that everything is tested and bug-free is another.


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#9 ShirleyVaga

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Posted 18 July 2024 - 11:55 AM

Damn the first demo was already great and now the second one is much more

this is sure easily one of the top tier zelda 1 remakes


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#10 Deedee

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Posted 18 July 2024 - 01:02 PM

Nobody gives a shit. Finish Blackness of Eternity

Post/Avatar combo


Ring system seems really cool; excited for the demo!


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#11 Taco Chopper

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Posted 19 July 2024 - 11:06 AM

Full disclosure: I playtested some of the new areas, as well as Level 3 (prior to the tail end of the dungeon being finished) so I totally have a bias here. I think it comes off as a bit passe to say the usual of "oh this challenges what makes a ZC quest a quest", but honestly? I've had the pleasure of watching this quest develop first-hand over the past two or so years and it's been nothing short of impressive. Not just with the world-building and design, but the game engine as well.

 

Either way the public deserves a second demo. Give it to them Mitch


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#12 Professor Bedwetter

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Posted 24 July 2024 - 07:26 PM

oh my god i love video games


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#13 Matthew

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Posted 25 July 2024 - 05:00 PM

I'm pretty interested in seeing how rings synergize with one another. I'm assuming there's plans for multiple ring slots to be unlocked (unless I missed it in the post). Are you anticipating any particularly powerful synergies to arise? How do you plan to balance the system -- or are you content to let players break the game if they so desire?



#14 Mitchfork

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Posted 26 July 2024 - 11:18 PM

I'm pretty interested in seeing how rings synergize with one another. I'm assuming there's plans for multiple ring slots to be unlocked (unless I missed it in the post). Are you anticipating any particularly powerful synergies to arise? How do you plan to balance the system -- or are you content to let players break the game if they so desire?

It's an interesting question. I think there are some parts that I don't really want to talk to until at least the demo releases - but yes, jewels will have explicit and implicit synergies. I will say there are at least a few problematic combinations when I think about cheesing bosses, but they're highly specific to one item and provide almost zero general-play utility. I think my way of viewing it is that if we balance it around disallowing all cheese, then we probably aren't making the effects interesting or powerful enough - I don't want everything to lose to "sword damage +1" which has too much value to ever sub out.

 

The other side of it is that we'll be looking pretty hard at people's demo playthroughs to see if there's any really dominant jewels that need to be addressed somehow.


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