- Current Location:
- PureZC
- » PureZC Forums
- » Quest Projects
- » The Legacy of Emperors
Report The Legacy of Emperors
Overview
Creator:
Timelord
Status: Active
Genre: Other
ZC Version: 2.50
Project Started: 21 Dec 2011
Project Opened: 21 Apr 2013
Information
Note: Demos are for Game Engine Code Testing.
This is an Alpha project, with the intent to recreate an RPG engine in ZC.
Premise: 'The Legacy of Emperors' is an Action/RPG-style open-project quest, in the style of games such as 'Wizardry', 'Ultima', 'Crystalis', 'Ys', and 'Secret of Mana'; focusing on story, and exploration.
This is an Alpha project, with the intent to recreate an RPG engine in ZC.
Premise: 'The Legacy of Emperors' is an Action/RPG-style open-project quest, in the style of games such as 'Wizardry', 'Ultima', 'Crystalis', 'Ys', and 'Secret of Mana'; focusing on story, and exploration.
Feed Description Updates Comments Screenshots Staff
The new update "58L - Merging" has been posted. | 02 Jun 2015 |
The new update "R58J - New Functions" has been posted. | 31 May 2015 |
The demo R58I w/Savestates has been uploaded. | 11 May 2015 |
The demo R58Hx4 w/Savestates has been uploaded. | 11 May 2015 |
The demo r58F w/Savestates has been uploaded. | 09 May 2015 |
8 screenshots have been posted. | 08 May 2015 |
The new update "R58 - Experimental" has been posted. | 08 May 2015 |
The new update "v0.77r55, and Time Off (for Work)" has been posted. | 19 Jul 2014 |
The demo Version 0,70 (r54A) has been uploaded. | 01 Jun 2014 |
The new update "JRPG Menus, Release 52" has been posted. | 29 May 2014 |
Premise and project Scope
'The Legacy of Emperors' is a unique project, attempting to bridge the traditional Western, and Japanese RPG genres, and mesh them into the Zelda Classic game engine. At present, the world areas are temporary place-holders, for the purpose of developing, and testing code for the game engine, items, enemies, and other components.
While these areas are fully playable, they are not intended to represent a final imagining of this quest file. The primary objective of making this available to the public, is to receive feedback on the game mechanics, and functions; and to (I would hope) encourage alpha testing of the game engine, and related code.
Story and Context
In the vastness of intergalactic space, war forces empires to struggle in an attempt to maintain order. The lost Sernarani, relics of a bygone age are scatted through time and space, and 'he who controls the Sernarani, controls the Universe'.
Forces of other, alien races, bid for power, while ancient horrors, and deep mysteries of the mystical arts, wait to reawaken. Will you be on the side of justice, and peace; or shall you claim these artefacts for yourself, and rise to be master over all?
The Legacy of Emperors past, and future, awaits; and those who now reign supreme will plot to prevent anything stopping their own ultimate mastery of all matter. The three greatest powers, The Saerosian Empire, the Zoriaec Empire, and the Dalek Empire are at the centre of this struggle, and Daleks never day 'die'.
Debugging Features
From the 'GAME' menu, you can quickly save, or restore at any time. A 'quick save' is effectively a savestate, with moderate functionality, that is ever increasing toward a more proper, true save state. This is helpful for debugging areas that are difficult to reach, or to set a quick restore point. (The in-game analogue is the item,. 'Teleportation Matrix', that allows the player to set fast warp points anywhere, but this uses MP, and doesn't save game variables.)
You can save quickly, from the GAME->SAVE menu, with Quick Save, or with Full Save, which writes the save to your .sav file, in addition to doing a 'quick save'; or Save and Quit, which does what it says on the tin.
The GAME->RESTORE menu allows you to restore from your previous Quick Save. This, you can do after doing a quick save; or after doing a full save only if you use the in-game saving menus. The game will report a verbose error if you try to do this without first setting a quick save point, so you needn't worry about it going nuts if you do it out of sequence.
The 'DEBUG' menu on the other hand, gives several very useful tools intot he hands of testers:
Debug->Report Screen : If you find a bug anywhere in the game, do this, then send me a copy of your allegro.log file, or a portion thereof that contains datum from this quest. This is a fast, and efficient way to track where bugs are.
Debug->Print Cheat : prints the present cheat level that you are using to allegro.log. Not terribly useful, unless the tester is using a cheat level other than '0' or '4', in which case, it's good to report it to the log.
Debug->Toggle Cheat : Enables or Disables Cheat LV4, and reports the change to allegro.log.
Debug->Full Equip. : Enables all inventory items, and reports to the log.
Debug ->Max HP & MP : Sets Life, Life Max, Magic, and Max Magic to '9999', and reports to the log.
Debug->Max Counters-> : Sets ALL counters to 9999, including Level, and reports to the log.
Note: This means that if you use an item with a level-based curse effect, or are stuck with a level-based status ailment, it will probably instantly kill you. Otherwise, this is like a g-d mode. This is useful for testing counter-based items.
Project History
I has originally planned two, entirely separate games, to feature an RPG engine. One, 'The Golden Cenotaph' was to be relatively simple, and similar to the vein of 'Wizardry', with a very large labyrinth to explore. The other, 'Legacy of Emperors', was to feature multiple planets, and have an immense, and immersive story, and would have followed.
What you see now, is a bastardisation of these two ideas. Few people were keen on the idea of a giant, multi-floored labyrinth, and if you are, there are quests that do that, although not quite in the way that I intended, nor necessarily in a manner that I find 'fair', but I digress.
Instead, some of the dungeon/labyrinth ideas have become a chapter in 'Legacy of Emperors', which is intended to feature a living world, that updates, and changes with events in the story, from the soil, to the people, to the foes you will face.
As of 14th April, 2014, I simply retitled, and merged both into 'The Legacy of Emperors', and abolished 'The Golden Cenotaph' as a standalone game.
'The Golden Cenotaph' was the former working title, and is now technically the title for a chapter (of several planned chapters) in this game. The chapter names are available, if you wish to see them (minor spoilers):
Chapter ?: The Golden Cenotaph
Chapter ?: Relics of the Emperor
Chapter ?: Swords of Destiny
Chapter ?:
These are of course, subject to potential change, but I have about 85% of the total story plotted, and that is a considerable amount of information. The game is a story-oriented, Action/RPG genre game, that uses the ZC engine for most combat, and tactical controls, but also introduces game engine extensions via a large variety of scripts, incorporating many RPG elements, and shall continue to feature more, as time marches on.
The original 'The Golden Cenotaph' was to be an Action/RPG-style open-project quest, in the style of games such as 'Wizardry', 'Ultima', 'Crystalis', 'Ys', and 'Secret of Mana'; other Dungeoncrawler genre games, where the objective is to explore a single labyrinth, going deeper and deeper, in search of treasure.
Merging that with my other ideas, including space travel, and other science-fiction & fantasy elements, we reach the present form of the project, that I feel will satisfy a great many more people, but one that will also take several years to develop to fruition.
There are four working dungeon areas that the player can access, for the purpose of testing features and game engine components.
None of these are complete, and most of them are linked, in some way, to other dungeon areas. Unlike traditional Zelda games, each dungeon is not a single, discrete place; but rather, many are part of one vast complex.
RPG Features
LoE features NPC interaction, custom shoppes, a custom XP & Level system, a host of custom items, custom enemies, and other RPG elements. The RPG engine uses Roll(x) commands, to produce randomised results of increases to statistics, and for damage systems. Over time, all LWeapons, and all EWeapons will use this system of producing a variable amount of damage, just as in a traditional RPG.
Statistics are as follows:
Muscle: Influences damage, and the ability to move scripted objects.
Body: Used for increases to HP.
Mind: Used for (planned) skill checks.
Influence: used for NPC interaction (planned feature).
Mystical: Used to determine spell damage, spell powers, and MP increases.
Luck: Unused at pesent; but planned to affect critical threats, encounters, and other game events, or player actions.
Legacy of Emperors is a new take on a ZC, featuring a multitude of items, the ability to select both item slots (possibly more to follow) and never losing any item. You, for example can always select which sword or boomerang you wish to use.
Many areas can only be accessed by thorough exploration, and backtracking not only involves going back through rooms, but through deeps or other areas; sometimes you will need to ascend in order to find another path back down.
The overworld is a single map, presenting shoppes, enemy hunting, and the search for the basic items you will need to explore the Cenotaph; the really juicy treasures lies hidden below. Hints are more metaphoric, and much will either need to be discovered by experimentation, or by bribing people for treasure maps (or advice). The game at present has a small selection of NPCs, although this will change later; as story is the primary focus of this game.
The standard hearts and magic metres are replaced by an RPG-traditional HP & MP numerical display, so you will always know exactly where you stand, and how close you are to death!
Items are some of the key treasures in this game, and the game replaces the 'Triforce' with seven jewels and a crown; the Sernarani (Jewels of the King) are powerful mystical relics said to grant great power to their wielder and both increase your mystical abilities, and can be equipped and used. The game employs spells, which use MP, scrolls that mimic some spells, and mystical items that use MP when activated..
The game incorporates new enemies, and also tosses in some enemies that you would never expect to see in a Zelda quest. Want to go fight the Daleks today? Enemies progress and have territories, however in the tone of RPGs of yore, they don;t feel the need to play fair and until you find some of the better treasure, you may need to run away, dodging spells or spears as you scurry to safety.
Game Information: Please Read, Before Playing
For Playing the Games.
This game uses the Ex1 button for menus. That is mandatory to play the game!
At present, L & R are also mandatory buttons, and Ex2/Ex3 will be optional buttons in the future.
It's possible to play in very different ways, as the entrances to areas are non-linear, providing you find them.
Control Set-Up:
Items work on A or B, so you will want to be able to easily use both.
L and R do not swap items. These are tied to game functions, and you will also want easy access to both of these buttons.
Ex1 is used to open JRPG menus.
The eventual game plan here is to work using an SNES/SFC controller, with EXT tied to 'Select', operating the JRPG menus.
Thus, Ex2, and Ex3 will be used for specific shortcut functions. The Talk/Examine/Look/Take options in the menus aren't complete, but they will operate as expected, with L & R acting as shortcut buttons. Future versions will feature a scripted subscreen, with L & R swapping pages. My goal is to make L & R optional, but Ex1 is always going to be mandatory.
A SuFami (SNES) controller is ideal for the game button set-up, but future releases will also be compatible with a FC/NES controller.
Game Controls:
It's important for a payer to note that the L and R buttons do not cycle inventory in this game, but rather, they are used for interaction with game objects, NPCs, examining locations, and other player actions.
L and R are generally used to speak, and examine items.
L = Look or TaLk, and Examine Items
R = PuRchase, or AgRee; and Take Items.
Ex1 = Open JRPG menus. (Menu navigation works through A & B at present; although a future version will also close all open menus with Ex1.)
A near-future release will also permit the use of these functions through the menus, to permit a user with a FC/NES type controller to play the game with that.
Primary Quest Items
The primary quest items in this game--the Sernarani--are usable items (unlike normal Triforce pieces). To select them, move the cursor to your top-left-most inventory item (usually the Bronze Sword), and press left (or up). Similarly, from the bottom-rightmost item in the main inventory box, press right, or down, to enter the Sernarani selector box. Each has unique powers, and in future releases, each will grant you a specific list of spells, in addition to its base power.
Future versions will feature selectable items, that are normally 'passive' equipment, to enable, or disable it.
Peahats are always treated as enemies for screen secrets, but can be affected while flying by some items.. If you think you are missing something, you may have skipped killing some of them. Timestop Scrolls do stop the buggers, so you may wish to have a few on hand.
The Ancient Delve entrances can be opened, but the stair tile will not transport you, as the Delve DMAPs are not done. I'm hoping to use Z3 scrolling for these areas, but don't even think of holding me to that one.
You can look at items, obstacles, or other objects on a screen: Stand in front of anything, and try pressing 'L'.
XP System
When gaining XP, from killing enemies, or otherwise, you will gain Levels. Each time you gain a level, your Hit Points (HP, Health), and MP (Mystic Potential, Magic) will increase, and the increases are rolled at random, based on your statistics. You may further gain skills, techniques, spells, and other abilities when you gain levels; and your current level influences using spells, using items, access to areas (or people), and skill checks.
XP is noted in the passive subscreen with a six-digit counter, denoted by a violet star.
levels, are to the right, denoted by a blue triangle.
You will need to gain levels, to increase things, such as statistics, health, magic, and abilities. You can only gain levels when a screen is clear of enemies, or when you change screens! This is to prevent 'Level-Up' messages from interrupting combat.
Multiple message do not stack, at present. I haven't actually found a way to make them stack, so if you gain two or three levels, before clearing (or exiting) a screen, you will only see one message. (I also need to clean up some of the message code, to make set-up for level messages easier on me.)
Here is The Present XP Chart:
I will be adjusting early XP tiers, at a future point.
Gaining levels also increases statistics, and will eventually award skill points, that you may assign to skills. Statistics are tied into most game events, including the planned saving throws system, spells, weapons, item use, skill usage, and much more. There are six stats, divided by categories:
Physical: Muscle, and Body
Mental: Mind, and Influence
Spiritual: Mystic, and Luck
At present, all statistics start at 10, an will increase at random as you gain levels. In future releases, you will be able to select the statistic that you next wish to raise, when you gain a level.
It is wise to gain a few levels before entering into any 'dungeon areas'
Increases to HP, MP, and stats, are based on random die rolls, just like a traditional RPG, and use statistics as adjustments!
Subscreen Counters:
The instant that you load TGC, you will see that the subscreen is unusual. Here are the aspects:
The player should have the following items at present, as starting equipment:
Spoiler potential:
Technically, the following are also part of init equipment, but aren't shown, as the method for using them isn't yet included:
Basic uniform, with three pockets.
One wallet -- these function differently than in other Zelda games.
One lighter - intended for use in combination with other items.
The game also has counters for;
Pistol Ammunition Boxes, and single Bullets (separate counters for each)
Revolver Ammunition Boxes, and single Bullets (separate counters for each)
Rifle Ammunition Boxes, and single Bullets (separate counters for each)
Machine Gun Ammunition Boxes, and single Bullets (separate counters for each)
Energy Clips and Current Clip (Remaining Energy)
Nuclear Energy Canisters, and Present Nuclear Energy level.
I also intend to include a light source item as basic equipment, but like everything else, this requires even more scripting.
Game Items on the Subscreen
The following is a list of items that appear on your subscreen, that you may actively use:
Sernarani Selection Box (Upper-Left Corner)
Top Row: Sernaran of Light, Sernaran of Law, Sernaran of Elements, Seraran of Power
Bottom Row: Sernaran of Darkness, Sernaran of Chaos, Sernaran of Imagination, Sernarani Coronet
Main Inventory Box (Bottom-Right, and Largest Selector Box)
Each row has eight items, and there are six total rows.

The custom subscreen, with the new items (most animated, many custom) showing off the HP/MP display. Magic spells (items ending with a '!', such as 'Timestop!' feature heavily, as do mystical items; these use M, but there are many ways to gain more MP (and health) and to refresh MP as well. This game has a usable 'Triforce' (the Sernarani) that give more magic and has other uses too.
The Sernerani, are seven jewels, and a Coronet (into which the jewels are set). In the demo, you can collect the L1, L2, L7 and L8 items; some have multiple drops, so you can collect them twice (for testing reasons) for additional magic boosts. Again, magic plays a heavy part of this game, so you can play it at whatever 'difficulty level' you want for the moment.
Row 1 (Swords): Bronze Sword, Steel Sword, Energy Sword, Enchanted Sword, Adamantium Sword, Virilinium Sword, Sword of Light, Nightfall.
Row 2 (Boomerangs and Guns): Wooden Boomerang, Steel Boomerang, Enchanted Boomerang, Revolver, Pistol, Rifle, Machine Gun, Energy Stazer.
Row 3 (Common Tools): Sonic Wand, Adamantium Hammer, Corunthul's Candle, Rod of Dragonfire, Arrow (Current), Bombs, Superbombs, Proton Pack.
Row 4 (Uncommon Tools): EctoGoggles, Key of Nimbul, Grappler, Trowel, Rod of Calmen, Teleportation Matrix, Grimoire, All-Seeing-Orb.
Row 5 (Protective an Restorative Items): Potion (Current), Elixir, Healing Wand, Staff of Jh'Karr, Mirror of Memories, Timestop! Scroll, Healing Scroll, Scroll of Talyxius.
Row 6 (Spells): Leap!, Timestop!, Escape!, Forcefield, Infernos!, Tremor!, Bolt!, Detonate!.
Passive Subscreen

The Passive Subscreen has the following counters:
Rightmost:
Health: Your current / total HP.
Magic: Your current / total MP.
Centre (Two Columns in parallel, with 5 counters per column):
Bronze Sword**
Steel Sword**
Large Steel Sheield
Blue Forcefield Ring**
Bow
Longbow
Arrows (all types)**
Energy Stazer
Large Key (DMAP)
Scroll of Talyxius (Restores some MP)
Scroll of Healing (restores some HP)
Timestop! Scroll (freezes lesser enemies)
Restorative Potions (Replenish 100% HP/MP per dose)
Talyxium Bottles (collect two to increase total HP)
Heart Containers
Slow Health Regen Ring
Whimsical Ring*
Various Sword Technique Scrolls*
Superbmbs
Staff of Jh'Karr
Adamantium Mallet
Flippers***
Quivers
Wallets**
Grappler (Short)
Trowel
Ammunition Boxes (non-specific, at present)
Individual Bullets (enemy drops)
Corunthul's Candle**
Sonic Wand**
Food**
(*Will be removed in future versions, and made part of the level system)
(**To be scripted, later; possibly partially scripted at present.)
(***Intended to be changed, scripted, made part of a dungeon, and a key plot point.)
A scripted subscreen (three pages), and scripted FFC visual effects (such as the ammo counters for currently equipped firearms) are planned to make reading all of this easier.
Dungeon Areas
Several players have questioned if the game contains anything other than an overworld: In fact, there are four dungeon (technically, six, but only four are active) entrances on the starting overworld.
Level Area Terms:
Ups: These are dungeon levels at, or above, ground level, including in towers, pyramids, mountains, and so forth. Ups, and Deepsm not only reference The Cenotaph, and Dungeons, but also Delves.
Deeps: These are dungeon areas below Ups, below ground level.
Up One: The first 'floor of the cenotaph', being partial at, or above ground level: This is the initial Cenotaph level, with regard to Deeps and Ups.
Up Two and Above: Not included in the game to date.
Deep One: This is directly beneath Up One.
Deep Two: Directly beneath Deep One.
Deep Three; Directly beneath Deep Two.
Deep Four: Directly beneath Deep Three.
Deep Five: Directly beneath Deep Four.
Deeps Six through Fourteen: Not included int he game, at present.
Deeps Fifteen through Twenty-Four: Reserved Space for future expansion.
Underdeeps: These are areas beneath the standard Deeps; beneath the possible Deep 24, so they are very far down, and can be at varying depths. One area in the Underdeeps exists to date, and is planned for end-game stuff.
In game terms, any 'deep' or any up', is at the same, or a similar Z-axis position to the same numbered Deep, or Up, in another area. Thus, Deep three in a Delve, is at the same position below ground, as Deep Three in the Cenotaph, or any other area, and there may be paths to discover, that connect these. At present. the Delves are unfinished, so these planned paths don't exist, but eventually, they shall exist.
General Notes on Deeps and Ups:
All areas will have at least fourteen 'floors', either as deeps or ups, based on the standard of 'Moria', which was also a de-facto standard for designing dungeons in AD&D (1st Edition). The Ancient Delve will probably feature seven Ups, seven Deeps, and its own Underdeep.
Special
The Catacombs: The actual depth of these is not fixed. it may be deeper than the deeps deeper than the Underdeeps, or somewhere between Deeps, or 'floors'. This is intended as a special, enemy gauntlet area, and I will probably use the DigiVolve script here, so that it is always challenging, at any level, and with any equipment. It;s meant as a fast-paced, thriller area, to get the blood pumping. Many rooms drop a special 'Cigar' item. At present, this gives the player +64HP, but I mean to use this on a timer, so that it temporarily gives an HP boost, to help with the gauntlet.
Despite being a challenge, amazingly, it isn't unfair, and it's possible to go through the extant area with about 200HP, and the most basic equipment (anything that you can find at no cost).
The major thing here is to learn enemy vulnerabilities, and the gimmick is that it;s easy to touch sarcophagi, releasing phantoms.
Hint for The Catacombs
Phantoms released from sarcophagi (those tone burial coffins) are not invincible, and you don't need superbombs to destroy them, although I have not yet disabled that weakness. I plan to do some more scripting on phantoms, or lessen the HP of them, based on character level and equipment, again using the DiviVolve() functions, so that it isn't impossible to deal with them.
The real trick here is a combination of fast action, and precision control. I used a CV music theme, as I felt it was fitting, and it;s a music track that really both sets a mood, and gives a mental rush to the area.
I merely need to work out a suitable timer system for it. I may add later 'Gauntet Areas', that I may have disable equipment, or pose other penalties. Wise use of equipment, and equipment gimmicks will feature heavily in these areas, and each screen will make use of two inventory items, changing in combination. It;s possible at present to gain a few levels, stock up on a few scrolls, and complete the initial Gauntlet Area (except for one room, with a powerful guardian, and a very handy item, for later in the game) with the bronze (or steel) sword, the 'green tunic;, and a few items that are freely scattered on the overworld.
For those in need of help, the following section includes spoilers, to find the entrances.
Cenotaph Entrances
Entrance 1 (Overworld):
Screen 00, pound the cross-shaped gravestone (right column, middle).
Bomb the centre grave to reveal stairs.
Entrance 2 (Overworld)
Screen 4F: Superbomb the violet pyramid, to enter the Catacombs Gauntlet. (You can play this before Entrance 1, to get the feeling of the intended gauntlet effect.)
Entrance 3 (Overworld)
On screen 1D, use the Teleportation Matrix, to enter the Eastern part of Cenotaph (First Up/Ground Level).
Entrance 4 (Overworld)
One of the graves (two down, two to the right) leads down to Deep Five.
Entrance 5 (Overworld)
Push the tomb on Overwrld screen 11 to access part of Deep 2: I plan to expand this later to give further access into the Second Deep. At present, it is one screen, but one that you don;t want to miss.
Other Entrances
There are many connecting passages int he Centaph, Underdeep,a nd the Catacombs. Most of these take the form of 'lifts' (for your Americans, 'Elevators'), but others are normal stairs, pits, holes to dig, or other things.
There are also many bombable walls, a handful of walkthrough walls, and other things in Deep One and below, and some bombable walls in Up One.
Specific Locations: Super-Spoilers follow...
That's over twenty connecting entrances, of which four are on the overworld. Those who haven't found even one, aren't trying everything, remembering to use active, and passive items; or aren't understanding either, (or both), clues from NPCs, and visual clues. If you need advice, clues, assistance, etc.; please send me a PM, or post a discussion thread. As the game evolves, and I realise more of my ideas, there will be much more NPC interaction, to make finding these things less tedious.
I plan to fully script maps, but you can call the main game map function (i.e. with the space bar) to figure it out, if needed. I have not quite decided how I wish to present maps, but I'm considering making page three of the scripted subscreen a map viewing area, that draws maps as bitmap graphics.
Hint: Mechanical Entrances (Lifts)
You will need the Sonic Wand to operate lifts.
Hint: Undead Weaknesses
Some undead have various weaknesses to fire, certain sounds, specific weapons, and other effects. The Proton Pack is particular effective (although at present, it;s effective against everything, which is not the intent); and by sounds, I don;t mean screaming into a microphone; and remember that you don;t have a 'whistle' in this game. Some 'traditional' enemies that are normally invulnerable have new vulnerabilities, and others can be stunned, or otherwise affected by your tools, and weapons.
One other note: The Violet Tomb on overword screen 14 will eventually be a 'level' of sorts, intended to be required before exploring Cenotaph Entrance One. You can however, explore Cenotaph Entrance Two, and Three, although without the master key, your progress can be limited. The enemy gauntlet in Entrance Two can be really fun if you do it first.
This area is intended to be the equivalent of 'Level 1', or 'Level 2', and in going to be integral to the plot. The flippers as a free item, and the quiver given by the fire spirit, are just placeholders for a much more elaborate plan.
Game History and Other Notes:
The original reason for this to exist is for me to create, test and debug custom items and enemies, as well as custom subscreens, scripts and that sort of thing. This game (at present) uses the many scripts from the PureZC Database, as well as some custom stuff (with help from forum members, particularly Saffith and MoscowModder, who have helped immensely in making my scripts work as I desired. It is open (no password) and you are welcome to rip any tiles or ideas that you find interesting.
My original aim, was to use a more modern tileset, to create a game with a rich, complex, and involving story, that takes place in a setting that allows space travel, using material from my own literature. What is TGC now, started as a simple project, to test scripts, enemies, and items, that I intended to use in that other game; however, as time advanced, I realised that there would be no way for me to make a game this complex, and involving, and also focus on layered graphics for every screen. Furthermore, I would probably run out of DMAPs in the process.
Therefore, I essentially merged the two concepts, into one, and began using other mini-games, to test scripts, before installing them into TGC: )I find it best to do preliminary script compiling, and bugtests, using .qst files that have no other scripts, so that it is easier to isolate errors.)
TGC is now my primary project, and it's rather gigantic. Keep in mind that I have over 24 DMAPs planned for dungeon areas, plus another dozen for cities, a selection of DMAPS for space travel, TransMat points, shoppes, Delves, and of course, 'overworld' areas on planets, plus the interior of spacecrafts. Some DMAPs may further require duplication, to establish causal changes; particularly area changes due to events. I may even add temporal travel into the game, at some point. I had planned for this initially, but I may not have room to include it in a final product.
Now, bearing all of this in mind, you can guess that this is going to be a ery long development process. I can;t promise any kind of realistic release date, but I will keep this database entry updated, and post any significant updates in other topics, as appropriate.
This game does not use the typical Zelda map function, but I may work on a custom map item. The way rooms interconnect in the game vs. the way I want the player to imagine them doesn't match perfectly. Deeps have interconnecting lifts (i.e. elevators) that allow the player to move up and down, but they servive only between two specific points, and the change in height may not be a single level: That meaning, they may span more than one deep. For example, a lift on Deep One may transit you to Deep Three, with no stop on Deep Two.
This means that you may need to access Deep Two via a different lift from Deep One, or from another lift on Deep Three, or perhaps from another entrance entirely.
Some items are hidden, but others are in plain sight. As I design more areas, I will tame down the opening parts and spread out the items. The idea is to test stuff, so I have to make it easy to get. If you want to play with it, please do so; if you want to contribute any items, enemies or layouts, I am also happy to include them. I made some bizarre bosses (there will be at least two per Deep, if not more) for this DEMO: Fully scripted bosses and AutoGhost enemies are to come.
The overworld has a concrete (pun intended) set of connecting roads. Following these may lead you to some secrets. The player will also need to find creative new ways to vanquish foes that they believe they know.
DOWNLOAD:
Newest Builds, as of this update:
Version 0,59r43A - Meant for Game Playtesting - Minimal/Standard starting equipment.
Version 0,59r43 - Meant to test Item Scripts - All items enabled by default.
Ancient version (v0.54r9) HERE from when I added the Timestop Scroll item & counter, updated the subscreens with HP/MP display instead of meters, allowing for huge amounts of health and magic, and performed other item additions; but before I changed the game palette. This old version is available for reference, or to compare to the newest releases, but probably isn't worth playing.


The starting overworld (Hvylaxta) has many monuments that hold secrets or items that you will need on your journey. The area is paved with many interconnecting roads and pathways, linking all sites.



Along the way, you will encounter various NPCs. Some will offer you advice, or clues; others may sell you valuable objects, and some may require bribes, or may join you on your quest..(Planned Feature: Pubs, where regularly buying ale, increases your Influence with patrons of a single pub.)


Be wary of (other) alien invaders!


Upper and lower decks (made with visual illusions) make exploring the Cenotaph a challenge!


Walls segregate upper and lower 'decks'; depth-effects by creative combo usage and the builders of the Cenotaph included many bathing pools; that are layered and animated. Could it be that something lies beneath the water?


Special (new) passageways connect different areas of the Cenotaph, Deeps and Catacombs. Some have secrets; some have more than one way into or out of them. Exploring the deeps by discovering hidden, connecting routes.


The Underdeep Catacombs; These spectres have a weakness, but can be destroyed, unlike their typical Zelda counterparts. This area is intended to be a gauntlet of rooms, and the 'cigars' that you find here will eventually grant you a timed, temporary MaxHP increase.


Spectral Mad Bombers assail you, by hurling deadly, ectoplasmic explosives in your direction.


The gateways (lifts) open somehow... Can you find the solution? Upstairs and downstairs gates like this move between levels of the deeps from the Cenotaph above.
Open Content & Required Notices
The .qst file, all scripts, and all graphics, and tiles are released under the Gnu Public License, v3,0. This license is only for the quest file code, and the code of all ZScript scripts used therein; but excludes the story, character names, location names, item names, spell names, names of objects, and other proper nouns, and custom languages, which are the property (Trademarks of, and Copyrighted by) ZoriaRPG.com, and the owners and directors thereof. Daleks are property of the Terry Nation Estate, and are used under 'Fair Use', for non-profit, derivative fanart and fan stories. Other specific characters, including Rassilon, Cybermen, and other Doctor Who references are the property of their creators, and are used for non-commercial fan-art, and fan-stories.
Closing Remarks
I appreciate any, and all feedback on this project. If you have any questions on how to play the game, or any commentary, please post your remarks, or PM me. I am happy to answer any questions that you may have.
If you are interested in being a contributor in any of the following aspects, please send me a PM, or contact me on Skype:
As always, this qst file is unlocked, with no password, so if the game is too easy, too hard, or you just wish to experiment with it you may do so; and you can export the scripts directly. You can always follow the links in my signature (in all of my posts) to access my script repositories.
Next on the feature list are:
'The Legacy of Emperors' is a unique project, attempting to bridge the traditional Western, and Japanese RPG genres, and mesh them into the Zelda Classic game engine. At present, the world areas are temporary place-holders, for the purpose of developing, and testing code for the game engine, items, enemies, and other components.
While these areas are fully playable, they are not intended to represent a final imagining of this quest file. The primary objective of making this available to the public, is to receive feedback on the game mechanics, and functions; and to (I would hope) encourage alpha testing of the game engine, and related code.
Story and Context
In the vastness of intergalactic space, war forces empires to struggle in an attempt to maintain order. The lost Sernarani, relics of a bygone age are scatted through time and space, and 'he who controls the Sernarani, controls the Universe'.
Forces of other, alien races, bid for power, while ancient horrors, and deep mysteries of the mystical arts, wait to reawaken. Will you be on the side of justice, and peace; or shall you claim these artefacts for yourself, and rise to be master over all?
The Legacy of Emperors past, and future, awaits; and those who now reign supreme will plot to prevent anything stopping their own ultimate mastery of all matter. The three greatest powers, The Saerosian Empire, the Zoriaec Empire, and the Dalek Empire are at the centre of this struggle, and Daleks never day 'die'.
Debugging Features
From the 'GAME' menu, you can quickly save, or restore at any time. A 'quick save' is effectively a savestate, with moderate functionality, that is ever increasing toward a more proper, true save state. This is helpful for debugging areas that are difficult to reach, or to set a quick restore point. (The in-game analogue is the item,. 'Teleportation Matrix', that allows the player to set fast warp points anywhere, but this uses MP, and doesn't save game variables.)
You can save quickly, from the GAME->SAVE menu, with Quick Save, or with Full Save, which writes the save to your .sav file, in addition to doing a 'quick save'; or Save and Quit, which does what it says on the tin.
The GAME->RESTORE menu allows you to restore from your previous Quick Save. This, you can do after doing a quick save; or after doing a full save only if you use the in-game saving menus. The game will report a verbose error if you try to do this without first setting a quick save point, so you needn't worry about it going nuts if you do it out of sequence.
The 'DEBUG' menu on the other hand, gives several very useful tools intot he hands of testers:
Debug->Report Screen : If you find a bug anywhere in the game, do this, then send me a copy of your allegro.log file, or a portion thereof that contains datum from this quest. This is a fast, and efficient way to track where bugs are.
Debug->Print Cheat : prints the present cheat level that you are using to allegro.log. Not terribly useful, unless the tester is using a cheat level other than '0' or '4', in which case, it's good to report it to the log.
Debug->Toggle Cheat : Enables or Disables Cheat LV4, and reports the change to allegro.log.
Debug->Full Equip. : Enables all inventory items, and reports to the log.
Debug ->Max HP & MP : Sets Life, Life Max, Magic, and Max Magic to '9999', and reports to the log.
Debug->Max Counters-> : Sets ALL counters to 9999, including Level, and reports to the log.
Note: This means that if you use an item with a level-based curse effect, or are stuck with a level-based status ailment, it will probably instantly kill you. Otherwise, this is like a g-d mode. This is useful for testing counter-based items.
Project History
I has originally planned two, entirely separate games, to feature an RPG engine. One, 'The Golden Cenotaph' was to be relatively simple, and similar to the vein of 'Wizardry', with a very large labyrinth to explore. The other, 'Legacy of Emperors', was to feature multiple planets, and have an immense, and immersive story, and would have followed.
What you see now, is a bastardisation of these two ideas. Few people were keen on the idea of a giant, multi-floored labyrinth, and if you are, there are quests that do that, although not quite in the way that I intended, nor necessarily in a manner that I find 'fair', but I digress.
Instead, some of the dungeon/labyrinth ideas have become a chapter in 'Legacy of Emperors', which is intended to feature a living world, that updates, and changes with events in the story, from the soil, to the people, to the foes you will face.
As of 14th April, 2014, I simply retitled, and merged both into 'The Legacy of Emperors', and abolished 'The Golden Cenotaph' as a standalone game.
'The Golden Cenotaph' was the former working title, and is now technically the title for a chapter (of several planned chapters) in this game. The chapter names are available, if you wish to see them (minor spoilers):
Chapter ?: The Golden Cenotaph
Chapter ?: Relics of the Emperor
Chapter ?: Swords of Destiny
Chapter ?:
These are of course, subject to potential change, but I have about 85% of the total story plotted, and that is a considerable amount of information. The game is a story-oriented, Action/RPG genre game, that uses the ZC engine for most combat, and tactical controls, but also introduces game engine extensions via a large variety of scripts, incorporating many RPG elements, and shall continue to feature more, as time marches on.
The original 'The Golden Cenotaph' was to be an Action/RPG-style open-project quest, in the style of games such as 'Wizardry', 'Ultima', 'Crystalis', 'Ys', and 'Secret of Mana'; other Dungeoncrawler genre games, where the objective is to explore a single labyrinth, going deeper and deeper, in search of treasure.
Merging that with my other ideas, including space travel, and other science-fiction & fantasy elements, we reach the present form of the project, that I feel will satisfy a great many more people, but one that will also take several years to develop to fruition.
There are four working dungeon areas that the player can access, for the purpose of testing features and game engine components.
None of these are complete, and most of them are linked, in some way, to other dungeon areas. Unlike traditional Zelda games, each dungeon is not a single, discrete place; but rather, many are part of one vast complex.
RPG Features
LoE features NPC interaction, custom shoppes, a custom XP & Level system, a host of custom items, custom enemies, and other RPG elements. The RPG engine uses Roll(x) commands, to produce randomised results of increases to statistics, and for damage systems. Over time, all LWeapons, and all EWeapons will use this system of producing a variable amount of damage, just as in a traditional RPG.
Statistics are as follows:
Muscle: Influences damage, and the ability to move scripted objects.
Body: Used for increases to HP.
Mind: Used for (planned) skill checks.
Influence: used for NPC interaction (planned feature).
Mystical: Used to determine spell damage, spell powers, and MP increases.
Luck: Unused at pesent; but planned to affect critical threats, encounters, and other game events, or player actions.
Legacy of Emperors is a new take on a ZC, featuring a multitude of items, the ability to select both item slots (possibly more to follow) and never losing any item. You, for example can always select which sword or boomerang you wish to use.
Many areas can only be accessed by thorough exploration, and backtracking not only involves going back through rooms, but through deeps or other areas; sometimes you will need to ascend in order to find another path back down.
The overworld is a single map, presenting shoppes, enemy hunting, and the search for the basic items you will need to explore the Cenotaph; the really juicy treasures lies hidden below. Hints are more metaphoric, and much will either need to be discovered by experimentation, or by bribing people for treasure maps (or advice). The game at present has a small selection of NPCs, although this will change later; as story is the primary focus of this game.
The standard hearts and magic metres are replaced by an RPG-traditional HP & MP numerical display, so you will always know exactly where you stand, and how close you are to death!
Items are some of the key treasures in this game, and the game replaces the 'Triforce' with seven jewels and a crown; the Sernarani (Jewels of the King) are powerful mystical relics said to grant great power to their wielder and both increase your mystical abilities, and can be equipped and used. The game employs spells, which use MP, scrolls that mimic some spells, and mystical items that use MP when activated..
The game incorporates new enemies, and also tosses in some enemies that you would never expect to see in a Zelda quest. Want to go fight the Daleks today? Enemies progress and have territories, however in the tone of RPGs of yore, they don;t feel the need to play fair and until you find some of the better treasure, you may need to run away, dodging spells or spears as you scurry to safety.
Game Information: Please Read, Before Playing
For Playing the Games.
This game uses the Ex1 button for menus. That is mandatory to play the game!
At present, L & R are also mandatory buttons, and Ex2/Ex3 will be optional buttons in the future.
It's possible to play in very different ways, as the entrances to areas are non-linear, providing you find them.
Control Set-Up:
Items work on A or B, so you will want to be able to easily use both.
L and R do not swap items. These are tied to game functions, and you will also want easy access to both of these buttons.
Ex1 is used to open JRPG menus.
The eventual game plan here is to work using an SNES/SFC controller, with EXT tied to 'Select', operating the JRPG menus.
Thus, Ex2, and Ex3 will be used for specific shortcut functions. The Talk/Examine/Look/Take options in the menus aren't complete, but they will operate as expected, with L & R acting as shortcut buttons. Future versions will feature a scripted subscreen, with L & R swapping pages. My goal is to make L & R optional, but Ex1 is always going to be mandatory.
A SuFami (SNES) controller is ideal for the game button set-up, but future releases will also be compatible with a FC/NES controller.
Game Controls:
It's important for a payer to note that the L and R buttons do not cycle inventory in this game, but rather, they are used for interaction with game objects, NPCs, examining locations, and other player actions.
L and R are generally used to speak, and examine items.
L = Look or TaLk, and Examine Items
R = PuRchase, or AgRee; and Take Items.
Ex1 = Open JRPG menus. (Menu navigation works through A & B at present; although a future version will also close all open menus with Ex1.)
A near-future release will also permit the use of these functions through the menus, to permit a user with a FC/NES type controller to play the game with that.
Primary Quest Items
The primary quest items in this game--the Sernarani--are usable items (unlike normal Triforce pieces). To select them, move the cursor to your top-left-most inventory item (usually the Bronze Sword), and press left (or up). Similarly, from the bottom-rightmost item in the main inventory box, press right, or down, to enter the Sernarani selector box. Each has unique powers, and in future releases, each will grant you a specific list of spells, in addition to its base power.
Future versions will feature selectable items, that are normally 'passive' equipment, to enable, or disable it.
Peahats are always treated as enemies for screen secrets, but can be affected while flying by some items.. If you think you are missing something, you may have skipped killing some of them. Timestop Scrolls do stop the buggers, so you may wish to have a few on hand.
The Ancient Delve entrances can be opened, but the stair tile will not transport you, as the Delve DMAPs are not done. I'm hoping to use Z3 scrolling for these areas, but don't even think of holding me to that one.
You can look at items, obstacles, or other objects on a screen: Stand in front of anything, and try pressing 'L'.
XP System
When gaining XP, from killing enemies, or otherwise, you will gain Levels. Each time you gain a level, your Hit Points (HP, Health), and MP (Mystic Potential, Magic) will increase, and the increases are rolled at random, based on your statistics. You may further gain skills, techniques, spells, and other abilities when you gain levels; and your current level influences using spells, using items, access to areas (or people), and skill checks.
XP is noted in the passive subscreen with a six-digit counter, denoted by a violet star.
levels, are to the right, denoted by a blue triangle.
You will need to gain levels, to increase things, such as statistics, health, magic, and abilities. You can only gain levels when a screen is clear of enemies, or when you change screens! This is to prevent 'Level-Up' messages from interrupting combat.
Multiple message do not stack, at present. I haven't actually found a way to make them stack, so if you gain two or three levels, before clearing (or exiting) a screen, you will only see one message. (I also need to clean up some of the message code, to make set-up for level messages easier on me.)
Here is The Present XP Chart:
//////////////////////// /// XP TABLE /////////// //////////////////////// /// 0 = 0 //////// /// 100 = 1 //////// /// 150 = 2 //////// /// 225 = 3 //////// /// 338 = 4 //////// /// 507 = 5 //////// /// 760 = 6 //////// /// 1140 = 7 //////// /// 1710 = 8 //////// /// 2565 = 9 //////// /// 3848 = 10 //////// /// 5772 = 11 //////// /// 8658 = 12 //////// /// 12987 = 13 //////// /// 19481 = 14 //////// /// 29222 = 15 //////// /// 43833 = 16 //////// /// 65750 = 17 //////// /// 98625 = 18 //////// /// 147938 = 19 //////// /// 210500 = 20 //////// ////////////////////////////////////////// //// XP Algorithm //// //// C = Current Base //// //// H = Half Current Base //// //// N = Amount Needed for Next Level //// //// C + H = N //// //// Thus C (100) + H (50) = N (150) //// //////////////////////////////////////////It may seem impossible to ever gain enough XP to attain Level 20, but the game will have XP awards from obtaining items, clearing areas, meeting goals, and much more, as I get a change to implement these features.
I will be adjusting early XP tiers, at a future point.
Gaining levels also increases statistics, and will eventually award skill points, that you may assign to skills. Statistics are tied into most game events, including the planned saving throws system, spells, weapons, item use, skill usage, and much more. There are six stats, divided by categories:
Physical: Muscle, and Body
Mental: Mind, and Influence
Spiritual: Mystic, and Luck
At present, all statistics start at 10, an will increase at random as you gain levels. In future releases, you will be able to select the statistic that you next wish to raise, when you gain a level.
It is wise to gain a few levels before entering into any 'dungeon areas'
Increases to HP, MP, and stats, are based on random die rolls, just like a traditional RPG, and use statistics as adjustments!
Subscreen Counters:
The instant that you load TGC, you will see that the subscreen is unusual. Here are the aspects:
- Health:Represented as HP, with your present HP on the left, and maximum HP on the right.
- Magic: Represented as MP, with your present MP on the left, and maximum MP on the right.
- Dsari: The currency of this world, represented by coins, crystals, and crysheet currency; the latter, is not yet implemented. Shoppe pricing is quoted in Dsari, which is Zoraec, for 'exchange'.
- Keys (General) are Gold.
- Keys (Level-dependant) are Silver.
- Master Keys: These are silvery-blue and large (and will show on your active subscreen).
- A golden, large key, is a special item (A/B button item).
- Arrows: This game uses 'real arrows'
- Bombs & Superbombs: As normal, but are set to 'unlimited use', in these demos. If you want a limit, feel free to set one for yourself.
- Bullets: Represented by a bullet icon: Your present ammo load for firearms. This is a bit broken at present, as I plan to have different ammo for each firearm, but I don;t wa t to clutter the passive subscreen. When I have the JRPG menus working, I will add the other ammo types. (The script for them is already complete, and tested.
- Ammo Boxes: Above the Bullet, you will see a grey, gold, and brown 'box', which is your stock of ammo boxes. When you run out of ammo in your firearm, if you have an ammo box, firing it again will 'reload' it for you, and you can resume shooting.
- Healing Scrolls: These restore some HP, and your present total on hand is represented with a Red/Pink scroll icon on the passive subscreen. The actual item appears as a scroll, with a heart on it.
- Timestop! Scrolls: These freeze enemies for a limited duration, and your present total on hand is represented with a blue scroll icon. The actual item looks like a scroll, with an hourglass on it.
- Talyxius Scrolls: These replenish some MP, and your present total on hand is represented with a blue scroll icon on the passive subscreen. The actual item looks like a scroll, with a green vial on it.
- Magic Container Halves: These are large doses of Talyxium! When you collect one, you will see a bottle of green/blue liquid on your passive subscreen. Collecting s second increases your MP.
- Sernarani: There is no 'Triforce' in this game: The main dungeon items are the Sernarani (Jewels of the King), and the Sernaran Coronet. You can equip and use these items! (At present, only the first, the Sernaran of Light, has any coded effects for use, but all of them have at least a passive effect.) They will all eventually give you spells, and have another, more secret use.
The player should have the following items at present, as starting equipment:
- Pistol
- Revolver
- Teleporation Matrix (Not scripted, at present).
- Bombs (set to infinite, in the demo)
- One bullet.
- One key.
- 1/2 Talyxium Bottle*
- Small steel shield.
- EctoGoggles (after adding enemies that require them, these will be removed from init items)
Spoiler potential:
Technically, the following are also part of init equipment, but aren't shown, as the method for using them isn't yet included:
Basic uniform, with three pockets.
One wallet -- these function differently than in other Zelda games.
One lighter - intended for use in combination with other items.
The game also has counters for;
Pistol Ammunition Boxes, and single Bullets (separate counters for each)
Revolver Ammunition Boxes, and single Bullets (separate counters for each)
Rifle Ammunition Boxes, and single Bullets (separate counters for each)
Machine Gun Ammunition Boxes, and single Bullets (separate counters for each)
Energy Clips and Current Clip (Remaining Energy)
Nuclear Energy Canisters, and Present Nuclear Energy level.
I also intend to include a light source item as basic equipment, but like everything else, this requires even more scripting.
Game Items on the Subscreen
The following is a list of items that appear on your subscreen, that you may actively use:
Sernarani Selection Box (Upper-Left Corner)
Top Row: Sernaran of Light, Sernaran of Law, Sernaran of Elements, Seraran of Power
Bottom Row: Sernaran of Darkness, Sernaran of Chaos, Sernaran of Imagination, Sernarani Coronet
Main Inventory Box (Bottom-Right, and Largest Selector Box)
Each row has eight items, and there are six total rows.

The custom subscreen, with the new items (most animated, many custom) showing off the HP/MP display. Magic spells (items ending with a '!', such as 'Timestop!' feature heavily, as do mystical items; these use M, but there are many ways to gain more MP (and health) and to refresh MP as well. This game has a usable 'Triforce' (the Sernarani) that give more magic and has other uses too.
The Sernerani, are seven jewels, and a Coronet (into which the jewels are set). In the demo, you can collect the L1, L2, L7 and L8 items; some have multiple drops, so you can collect them twice (for testing reasons) for additional magic boosts. Again, magic plays a heavy part of this game, so you can play it at whatever 'difficulty level' you want for the moment.
Row 1 (Swords): Bronze Sword, Steel Sword, Energy Sword, Enchanted Sword, Adamantium Sword, Virilinium Sword, Sword of Light, Nightfall.
Row 2 (Boomerangs and Guns): Wooden Boomerang, Steel Boomerang, Enchanted Boomerang, Revolver, Pistol, Rifle, Machine Gun, Energy Stazer.
Row 3 (Common Tools): Sonic Wand, Adamantium Hammer, Corunthul's Candle, Rod of Dragonfire, Arrow (Current), Bombs, Superbombs, Proton Pack.
Row 4 (Uncommon Tools): EctoGoggles, Key of Nimbul, Grappler, Trowel, Rod of Calmen, Teleportation Matrix, Grimoire, All-Seeing-Orb.
Row 5 (Protective an Restorative Items): Potion (Current), Elixir, Healing Wand, Staff of Jh'Karr, Mirror of Memories, Timestop! Scroll, Healing Scroll, Scroll of Talyxius.
Row 6 (Spells): Leap!, Timestop!, Escape!, Forcefield, Infernos!, Tremor!, Bolt!, Detonate!.
Passive Subscreen

The Passive Subscreen has the following counters:
Rightmost:
Health: Your current / total HP.
Magic: Your current / total MP.
Centre (Two Columns in parallel, with 5 counters per column):
Keys Timestop Scrolls (Blue) Level Keys Health Scrolls (Red) Bombs Scrolls of Talyxius (Green) Superbombs Ammo Boxes Arrows BulletsBottom Row (Stats & Money):
- Experience Points (Purple Star)
- Current Level (Blue Triangle)
- Dsari (Silver Dsari Coin)
Bronze Sword**
Steel Sword**
Large Steel Sheield
Blue Forcefield Ring**
Bow
Longbow
Arrows (all types)**
Energy Stazer
Large Key (DMAP)
Scroll of Talyxius (Restores some MP)
Scroll of Healing (restores some HP)
Timestop! Scroll (freezes lesser enemies)
Restorative Potions (Replenish 100% HP/MP per dose)
Talyxium Bottles (collect two to increase total HP)
Heart Containers
Slow Health Regen Ring
Whimsical Ring*
Various Sword Technique Scrolls*
Superbmbs
Staff of Jh'Karr
Adamantium Mallet
Flippers***
Quivers
Wallets**
Grappler (Short)
Trowel
Ammunition Boxes (non-specific, at present)
Individual Bullets (enemy drops)
Corunthul's Candle**
Sonic Wand**
Food**
(*Will be removed in future versions, and made part of the level system)
(**To be scripted, later; possibly partially scripted at present.)
(***Intended to be changed, scripted, made part of a dungeon, and a key plot point.)
A scripted subscreen (three pages), and scripted FFC visual effects (such as the ammo counters for currently equipped firearms) are planned to make reading all of this easier.
Dungeon Areas
Several players have questioned if the game contains anything other than an overworld: In fact, there are four dungeon (technically, six, but only four are active) entrances on the starting overworld.
Level Area Terms:
Ups: These are dungeon levels at, or above, ground level, including in towers, pyramids, mountains, and so forth. Ups, and Deepsm not only reference The Cenotaph, and Dungeons, but also Delves.
Deeps: These are dungeon areas below Ups, below ground level.
Up One: The first 'floor of the cenotaph', being partial at, or above ground level: This is the initial Cenotaph level, with regard to Deeps and Ups.
Up Two and Above: Not included in the game to date.
Deep One: This is directly beneath Up One.
Deep Two: Directly beneath Deep One.
Deep Three; Directly beneath Deep Two.
Deep Four: Directly beneath Deep Three.
Deep Five: Directly beneath Deep Four.
Deeps Six through Fourteen: Not included int he game, at present.
Deeps Fifteen through Twenty-Four: Reserved Space for future expansion.
Underdeeps: These are areas beneath the standard Deeps; beneath the possible Deep 24, so they are very far down, and can be at varying depths. One area in the Underdeeps exists to date, and is planned for end-game stuff.
In game terms, any 'deep' or any up', is at the same, or a similar Z-axis position to the same numbered Deep, or Up, in another area. Thus, Deep three in a Delve, is at the same position below ground, as Deep Three in the Cenotaph, or any other area, and there may be paths to discover, that connect these. At present. the Delves are unfinished, so these planned paths don't exist, but eventually, they shall exist.
General Notes on Deeps and Ups:
All areas will have at least fourteen 'floors', either as deeps or ups, based on the standard of 'Moria', which was also a de-facto standard for designing dungeons in AD&D (1st Edition). The Ancient Delve will probably feature seven Ups, seven Deeps, and its own Underdeep.
Special
The Catacombs: The actual depth of these is not fixed. it may be deeper than the deeps deeper than the Underdeeps, or somewhere between Deeps, or 'floors'. This is intended as a special, enemy gauntlet area, and I will probably use the DigiVolve script here, so that it is always challenging, at any level, and with any equipment. It;s meant as a fast-paced, thriller area, to get the blood pumping. Many rooms drop a special 'Cigar' item. At present, this gives the player +64HP, but I mean to use this on a timer, so that it temporarily gives an HP boost, to help with the gauntlet.
Despite being a challenge, amazingly, it isn't unfair, and it's possible to go through the extant area with about 200HP, and the most basic equipment (anything that you can find at no cost).
The major thing here is to learn enemy vulnerabilities, and the gimmick is that it;s easy to touch sarcophagi, releasing phantoms.
Hint for The Catacombs
Phantoms released from sarcophagi (those tone burial coffins) are not invincible, and you don't need superbombs to destroy them, although I have not yet disabled that weakness. I plan to do some more scripting on phantoms, or lessen the HP of them, based on character level and equipment, again using the DiviVolve() functions, so that it isn't impossible to deal with them.
The real trick here is a combination of fast action, and precision control. I used a CV music theme, as I felt it was fitting, and it;s a music track that really both sets a mood, and gives a mental rush to the area.
I merely need to work out a suitable timer system for it. I may add later 'Gauntet Areas', that I may have disable equipment, or pose other penalties. Wise use of equipment, and equipment gimmicks will feature heavily in these areas, and each screen will make use of two inventory items, changing in combination. It;s possible at present to gain a few levels, stock up on a few scrolls, and complete the initial Gauntlet Area (except for one room, with a powerful guardian, and a very handy item, for later in the game) with the bronze (or steel) sword, the 'green tunic;, and a few items that are freely scattered on the overworld.
For those in need of help, the following section includes spoilers, to find the entrances.
Cenotaph Entrances
Entrance 1 (Overworld):
Screen 00, pound the cross-shaped gravestone (right column, middle).
Bomb the centre grave to reveal stairs.
Entrance 2 (Overworld)
Screen 4F: Superbomb the violet pyramid, to enter the Catacombs Gauntlet. (You can play this before Entrance 1, to get the feeling of the intended gauntlet effect.)
Entrance 3 (Overworld)
On screen 1D, use the Teleportation Matrix, to enter the Eastern part of Cenotaph (First Up/Ground Level).
Entrance 4 (Overworld)
One of the graves (two down, two to the right) leads down to Deep Five.
Entrance 5 (Overworld)
Push the tomb on Overwrld screen 11 to access part of Deep 2: I plan to expand this later to give further access into the Second Deep. At present, it is one screen, but one that you don;t want to miss.
Other Entrances
There are many connecting passages int he Centaph, Underdeep,a nd the Catacombs. Most of these take the form of 'lifts' (for your Americans, 'Elevators'), but others are normal stairs, pits, holes to dig, or other things.
There are also many bombable walls, a handful of walkthrough walls, and other things in Deep One and below, and some bombable walls in Up One.
Specific Locations: Super-Spoilers follow...
- In the catacombs, on screen 41, you can access the Underdeep, going up..
- On Underdeep Screen 41, you can access the Catcombs, going down. (reverse of above).
- On Underdeep Screen 42, you can access part of the First Up (Ground level) of the Cenotaph (long stair up).
- On Screen 42 of the First Deep of the cenotaph, you can access the Underdeep.
- Golden Cenotaph Entrance (Screen 00), you access The First Up, main area, via the whirlpool.
- Golden Cenotaph Entrance (Screen 00), you access an another area of the Catacombs via the sealed door..
- Golden Cenotaph Entrance (Screen 00), you access an another area of the Catacombs via the sealed door..
- Golden Cenotaph Entrance (Screen 00), you access a secret room in the Catacombs, by digging with the trowel.
- In the first secret sand room, accessed as above, you can bomb the doors to open a short cut entrance to a passageway in the Cenotaph (First Up).
- On Screen 21 of the First Up, you can access Deep One of the Cenotaph (going down).
- On Screen 0C of The Fist Up of The Cenotaph, you can find a stair down to another area of Deep One.
- On the screen directly right of this, First Up, screen 0D, is a stair to the entrance on Overworld Screen 0D.
- On Deep One, to the right of this screen is a stair going to Up One, is a stair to Deep Two.on screen 0D.
- To the left f the entrance to Deep Two, on Screen 0C, is a stair down to Deep Three;
- On Deep Two, screen 37, just ere the present end, is a stair back up to Up One, with a wap tile to near the entrance of Up One.
- On Deep Three, there are two screens at present. The leftmpst, connects Deep Three to Deep Two, and the rightmost Deep Three, down to Deep Four.
- Deep Four is identical to Deep Three at present, but in reverse. The rightmost screen stair leads back up to Deep Three, and the lest stair goes down to Deep Five.
- I may have missed a few, but this should give you an idea on how much you've missed.
- There;s not much to Deeps four and five at present, but you can see that I have done some work on setting up entrances and exists, before working out level layout.
- Lower deeps have bombable walls, and walk-though walls. I may change these later, or provide clues, when i do some work on the layout of those sections.
That's over twenty connecting entrances, of which four are on the overworld. Those who haven't found even one, aren't trying everything, remembering to use active, and passive items; or aren't understanding either, (or both), clues from NPCs, and visual clues. If you need advice, clues, assistance, etc.; please send me a PM, or post a discussion thread. As the game evolves, and I realise more of my ideas, there will be much more NPC interaction, to make finding these things less tedious.
I plan to fully script maps, but you can call the main game map function (i.e. with the space bar) to figure it out, if needed. I have not quite decided how I wish to present maps, but I'm considering making page three of the scripted subscreen a map viewing area, that draws maps as bitmap graphics.
Hint: Mechanical Entrances (Lifts)
You will need the Sonic Wand to operate lifts.
Hint: Undead Weaknesses
Some undead have various weaknesses to fire, certain sounds, specific weapons, and other effects. The Proton Pack is particular effective (although at present, it;s effective against everything, which is not the intent); and by sounds, I don;t mean screaming into a microphone; and remember that you don;t have a 'whistle' in this game. Some 'traditional' enemies that are normally invulnerable have new vulnerabilities, and others can be stunned, or otherwise affected by your tools, and weapons.
One other note: The Violet Tomb on overword screen 14 will eventually be a 'level' of sorts, intended to be required before exploring Cenotaph Entrance One. You can however, explore Cenotaph Entrance Two, and Three, although without the master key, your progress can be limited. The enemy gauntlet in Entrance Two can be really fun if you do it first.
This area is intended to be the equivalent of 'Level 1', or 'Level 2', and in going to be integral to the plot. The flippers as a free item, and the quiver given by the fire spirit, are just placeholders for a much more elaborate plan.
Game History and Other Notes:
The original reason for this to exist is for me to create, test and debug custom items and enemies, as well as custom subscreens, scripts and that sort of thing. This game (at present) uses the many scripts from the PureZC Database, as well as some custom stuff (with help from forum members, particularly Saffith and MoscowModder, who have helped immensely in making my scripts work as I desired. It is open (no password) and you are welcome to rip any tiles or ideas that you find interesting.
My original aim, was to use a more modern tileset, to create a game with a rich, complex, and involving story, that takes place in a setting that allows space travel, using material from my own literature. What is TGC now, started as a simple project, to test scripts, enemies, and items, that I intended to use in that other game; however, as time advanced, I realised that there would be no way for me to make a game this complex, and involving, and also focus on layered graphics for every screen. Furthermore, I would probably run out of DMAPs in the process.
Therefore, I essentially merged the two concepts, into one, and began using other mini-games, to test scripts, before installing them into TGC: )I find it best to do preliminary script compiling, and bugtests, using .qst files that have no other scripts, so that it is easier to isolate errors.)
TGC is now my primary project, and it's rather gigantic. Keep in mind that I have over 24 DMAPs planned for dungeon areas, plus another dozen for cities, a selection of DMAPS for space travel, TransMat points, shoppes, Delves, and of course, 'overworld' areas on planets, plus the interior of spacecrafts. Some DMAPs may further require duplication, to establish causal changes; particularly area changes due to events. I may even add temporal travel into the game, at some point. I had planned for this initially, but I may not have room to include it in a final product.
Now, bearing all of this in mind, you can guess that this is going to be a ery long development process. I can;t promise any kind of realistic release date, but I will keep this database entry updated, and post any significant updates in other topics, as appropriate.
This game does not use the typical Zelda map function, but I may work on a custom map item. The way rooms interconnect in the game vs. the way I want the player to imagine them doesn't match perfectly. Deeps have interconnecting lifts (i.e. elevators) that allow the player to move up and down, but they servive only between two specific points, and the change in height may not be a single level: That meaning, they may span more than one deep. For example, a lift on Deep One may transit you to Deep Three, with no stop on Deep Two.
This means that you may need to access Deep Two via a different lift from Deep One, or from another lift on Deep Three, or perhaps from another entrance entirely.
Some items are hidden, but others are in plain sight. As I design more areas, I will tame down the opening parts and spread out the items. The idea is to test stuff, so I have to make it easy to get. If you want to play with it, please do so; if you want to contribute any items, enemies or layouts, I am also happy to include them. I made some bizarre bosses (there will be at least two per Deep, if not more) for this DEMO: Fully scripted bosses and AutoGhost enemies are to come.
The overworld has a concrete (pun intended) set of connecting roads. Following these may lead you to some secrets. The player will also need to find creative new ways to vanquish foes that they believe they know.

DOWNLOAD:
Newest Builds, as of this update:
Version 0,59r43A - Meant for Game Playtesting - Minimal/Standard starting equipment.
Version 0,59r43 - Meant to test Item Scripts - All items enabled by default.
Ancient version (v0.54r9) HERE from when I added the Timestop Scroll item & counter, updated the subscreens with HP/MP display instead of meters, allowing for huge amounts of health and magic, and performed other item additions; but before I changed the game palette. This old version is available for reference, or to compare to the newest releases, but probably isn't worth playing.


The starting overworld (Hvylaxta) has many monuments that hold secrets or items that you will need on your journey. The area is paved with many interconnecting roads and pathways, linking all sites.



Along the way, you will encounter various NPCs. Some will offer you advice, or clues; others may sell you valuable objects, and some may require bribes, or may join you on your quest..(Planned Feature: Pubs, where regularly buying ale, increases your Influence with patrons of a single pub.)


Be wary of (other) alien invaders!


Upper and lower decks (made with visual illusions) make exploring the Cenotaph a challenge!


Walls segregate upper and lower 'decks'; depth-effects by creative combo usage and the builders of the Cenotaph included many bathing pools; that are layered and animated. Could it be that something lies beneath the water?


Special (new) passageways connect different areas of the Cenotaph, Deeps and Catacombs. Some have secrets; some have more than one way into or out of them. Exploring the deeps by discovering hidden, connecting routes.


The Underdeep Catacombs; These spectres have a weakness, but can be destroyed, unlike their typical Zelda counterparts. This area is intended to be a gauntlet of rooms, and the 'cigars' that you find here will eventually grant you a timed, temporary MaxHP increase.


Spectral Mad Bombers assail you, by hurling deadly, ectoplasmic explosives in your direction.


The gateways (lifts) open somehow... Can you find the solution? Upstairs and downstairs gates like this move between levels of the deeps from the Cenotaph above.
Open Content & Required Notices
The .qst file, all scripts, and all graphics, and tiles are released under the Gnu Public License, v3,0. This license is only for the quest file code, and the code of all ZScript scripts used therein; but excludes the story, character names, location names, item names, spell names, names of objects, and other proper nouns, and custom languages, which are the property (Trademarks of, and Copyrighted by) ZoriaRPG.com, and the owners and directors thereof. Daleks are property of the Terry Nation Estate, and are used under 'Fair Use', for non-profit, derivative fanart and fan stories. Other specific characters, including Rassilon, Cybermen, and other Doctor Who references are the property of their creators, and are used for non-commercial fan-art, and fan-stories.
Closing Remarks
I appreciate any, and all feedback on this project. If you have any questions on how to play the game, or any commentary, please post your remarks, or PM me. I am happy to answer any questions that you may have.
If you are interested in being a contributor in any of the following aspects, please send me a PM, or contact me on Skype:
- Level design.
- Menu system design (scripting).
- World layout.
- Graphical design.
- Custom music.
- Script design. (Please, no stock music, or remixes from other games, as I am an able composer. If you have original music that you would like to contribute, I am always interested.)
- Enemy design.
- Item script design.
- Mid-boss design.
- Boss design.
- Other Scripting contributions.
- Playtesting and game-balance testing.
- Story-Clue/Hint Feedback.
- Make all passive items equipable, rather than being truly passive (including swim item, boots, ladders, rings, armour, etc.)
- Add selectable arrow types.
As always, this qst file is unlocked, with no password, so if the game is too easy, too hard, or you just wish to experiment with it you may do so; and you can export the scripts directly. You can always follow the links in my signature (in all of my posts) to access my script repositories.
Next on the feature list are:
- JRPG Menus
- Wallet System
- Spell System
- Skill Checks
- More Statistic-based Abilities & Functions
- More Custom Enemies
- Custom Mid-bosses
58L - MergingStarted by Timelord , 02 Jun 2015 |
|
![]()
|
|||
R58J - New FunctionsStarted by Timelord , 31 May 2015 |
|
![]()
|
|||
R58 - ExperimentalStarted by Timelord , 08 May 2015 |
|
![]()
|
|||
v0.77r55, and Time Off (for Work)Started by Timelord , 19 Jul 2014 |
|
![]()
|
|||
JRPG Menus, Release 52Started by Timelord , 29 May 2014 |
|
![]()
|
|||
Violet Tomb UpdateStarted by Timelord , 27 May 2014 |
|
![]()
|
|||
Title Screen v3Started by Timelord , 24 May 2014 |
|
![]()
|
|||
Violet TombStarted by Timelord , 25 May 2014 |
|
![]()
|
|||
Version History ChangelogStarted by Timelord , 25 May 2014 |
|
![]()
|
|||
r50 - Yes, FiftyStarted by Timelord , 23 May 2014 |
|
![]()
|
Quest Creators
- Timelord
Contributors and Beta Testers
- Saffith
- tox_von
- MoscowModder
- Ryunaker
- Master Maniac
- Alucard648