(As always, if you want to see more semi-regular updates, the alsoLIONSoft Discord is where it's at. This isn't just for Three Crests, but also Peril of Rectangle Country, Crucible Crest, Glenn Loses His Imagination, The Enigma of Basilischi Island, and more.)
I'd like to pose a question to you all: to you personally, what makes a dungeon subjectively good? Not just ZC dungeons, but videogame dungeons as a concept?
Is it the exploration element, where you have to be cautious every step of the way? How interactions with certain objects are telegraphed with increasing complexity throughout? Is it the way the dungeon item acts as a key that unlocks the pathway ahead? Is it the way that some of them twist and contort into a labyrinth, for better or for worse?
The reason I ask is because I've been trying to wrap my head around not what makes a dungeon good by my peers' standards, but rather what makes a dungeon good by my standards (oh god he's going on this weird retrospective isn't he). I've recently returned to working on this quest in a more regular capacity now that my studies are done, and the first decision I made was to scrap Level 3 for a third time. The entire concept of the dungeon was this underground city that implemented time travel mechanics - cool, right? I thought so too, until realising it was going to be two 8x8 maps for the "overworld", before I'd even added interiors.
I'm going to dump some screenshots here of what could've been:
In theory it would've been a really interesting dungeon, particularly because I've always wanted to revisit the idea of an overworld/interior hybrid dungeon for quite some time. It's something that I'm not sure has ever been done well - although, correct me if I'm wrong.
The boss fights were going to evoke Dark Souls and Bloodborne - my notes at the time suggested the final boss would have been a giant knight that turns into a werewolf, while the planned miniboss was just a Dark Souls 3 rip off outright. The concept and ideas were cool (for ZC, maybe?) but I think a dungeon that is bigger than the overworld map is kind of ridiculous for a quest like this one.
So, I did the only reasonable thing and started again.
This is where we're at currently:


I'm still formulating what I want in terms of bosses; I do think that this is the "puzzle" dungeon in comparison to the other two main dungeons of this quest, though.
In other news, I'm hoping to get the quest finished and released by the end of the year. The project turned three a week ago; and as much as I've felt like developing Three Crests has been akin to a quantum leap for me as a game developer, I don't want to be working on this forever. The last demo was released at the end of 2022, and while a few of you did the closed beta for Level 2 last year, at some point y'all are going to want to play this rather than just read my intermittent posts between here and Discord. The reality of it is that the quest is about 75-80% done, and has been for some time. A lot of what's left is just scripting, debugging, and some dungeons, really.
also special thanks to Rambly for stress-testing the quest thoroughly for the first time since the last demo and finding like 50 bugs










