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Report Three Crests
Overview
Creator:
Taco Chopper
Status: Active
Genre: NES-style
ZC Version: 2.55
Project Started: 15 Jul 2021
Project Opened: 29 Jul 2021
Information
GB-style quest with a focus on exploration.
Feed Description Updates Comments Screenshots Staff
1 screenshot has been posted. | 19 Mar 2023 |
The new update "progress update 17/3/23" has been posted. | 16 Mar 2023 |
1 screenshot has been posted. | 03 Mar 2023 |
3 screenshots have been posted. | 11 Feb 2023 |
The new update "progress update 8/2/23" has been posted. | 08 Feb 2023 |
1 screenshot has been posted. | 05 Jan 2023 |
The new update "progress update 29/12/22" has been posted. | 28 Dec 2022 |
1 screenshot has been posted. | 16 Dec 2022 |
The demo 2022 Demo 2.2 has been uploaded. | 10 Dec 2022 |
The demo 2022 Demo 2.1 has been uploaded. | 21 Nov 2022 |
update 21/11/22: there's a demo out. pls go download and play it here! you will need a 2.55 nightly build to play it though - anything from a111/112 (November 3) onwards. thanks.
what is three crests?
three crests started life as an overworld map being built in EZGBZ 2.5. at the time i hadn't developed anything in ZC for roughly 10 years. as the overworld evolved from a town and field into a fully detailed region, it received the working title of "swords" before i began to work on plot elements, and ultimately knew what i wanted to achieve with the quest.
the first zelda games i played as a kid were the oracle duo, so it made sense to focus on developing something closer to a "love letter" to those games. i use the term "love letter" because i'm not making a direct sequel as much as i'm taking elements of what i think make the oracle games so fun and fascinating, and adding extra elements on top of them. what am i talking about? you'll have to play the quest when it's finished to figure that out.
what is in three crests?
not counting other areas like caves, houses and so on, the finished quest will have:
good grief, that's a lot!
it is! in the past, a bad habit i fell into as a questmaker was that everything was designed very, very linear. this usually consisted of:
as such, three crests is a direct parallel to my old approach as a dev; i'm aiming to build a living, breathing world that values exploration above anything else. the single map overworld is a restriction by design; everything can be found on the one map. find a set of stairs in a cave? there's every chance they'll take you to an alternate entry point in a dungeon. traversing a dungeon and see objects that you're not familiar with? there's every chance it could be activated by an item from a dungeon you haven't cleared yet.
will there be another demo release?
from the beginning i decided there was only going to be two demos: a proof of concept, and a second one showcasing dungeon gameplay. the first was released in april, while the latter is still far, far away from being released.
a second demo has just been released, and i may release a few more over the next year or so depending on how the development progresses.
when will this be finished?
i don't know, sorry! at the moment i want to say the quest is around half complete, if not slightly more.
credits:
development:
Taco Chopper
advisors:
Aslion, Ether, Mitchfork, Sheik
graphics:
Akkabus, Lightwulf, Ether, accela2me, Orithan, Taco Chopper, nickbush24, Sheik
scripting + scripting advice:
Aslion, Mitchfork, Moosh, Deedee, ywkls, Emily
just scripting:
Alucard648, Avaro, floundermaj, Mani Kanina, MoscowModder, Saffith
testing:
Aslion, aroten, jwex001, hubydweyer, Mitchfork, Sheik, Shane, Ether, Deathrider365
what is three crests?
three crests started life as an overworld map being built in EZGBZ 2.5. at the time i hadn't developed anything in ZC for roughly 10 years. as the overworld evolved from a town and field into a fully detailed region, it received the working title of "swords" before i began to work on plot elements, and ultimately knew what i wanted to achieve with the quest.
the first zelda games i played as a kid were the oracle duo, so it made sense to focus on developing something closer to a "love letter" to those games. i use the term "love letter" because i'm not making a direct sequel as much as i'm taking elements of what i think make the oracle games so fun and fascinating, and adding extra elements on top of them. what am i talking about? you'll have to play the quest when it's finished to figure that out.
what is in three crests?
not counting other areas like caves, houses and so on, the finished quest will have:
- one (1) 16x8 overworld
- twelve (12) "mini" dungeons
- four (4) "main" dungeons
good grief, that's a lot!
it is! in the past, a bad habit i fell into as a questmaker was that everything was designed very, very linear. this usually consisted of:
- find the sword
- go to the first area
- go to level 1
- go to next area
- find level 2
- and so on.
as such, three crests is a direct parallel to my old approach as a dev; i'm aiming to build a living, breathing world that values exploration above anything else. the single map overworld is a restriction by design; everything can be found on the one map. find a set of stairs in a cave? there's every chance they'll take you to an alternate entry point in a dungeon. traversing a dungeon and see objects that you're not familiar with? there's every chance it could be activated by an item from a dungeon you haven't cleared yet.
will there be another demo release?
a second demo has just been released, and i may release a few more over the next year or so depending on how the development progresses.
when will this be finished?
i don't know, sorry! at the moment i want to say the quest is around half complete, if not slightly more.
credits:
development:
Taco Chopper
advisors:
Aslion, Ether, Mitchfork, Sheik
graphics:
Akkabus, Lightwulf, Ether, accela2me, Orithan, Taco Chopper, nickbush24, Sheik
scripting + scripting advice:
Aslion, Mitchfork, Moosh, Deedee, ywkls, Emily
just scripting:
Alucard648, Avaro, floundermaj, Mani Kanina, MoscowModder, Saffith
testing:
Aslion, aroten, jwex001, hubydweyer, Mitchfork, Sheik, Shane, Ether, Deathrider365
progress update 17/3/23Started by Taco Chopper , 16 Mar 2023 |
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progress update 8/2/23Started by Taco Chopper , 08 Feb 2023 |
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progress update 29/12/22Started by Taco Chopper , 28 Dec 2022 |
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THREE CRESTS 2022 DEMO II is out! (also Deathrider LP!)Started by Taco Chopper , 20 Nov 2022 |
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progress update 4/11/22Started by Taco Chopper , 03 Nov 2022 |
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progress update 23/9/22 + closed betaStarted by Taco Chopper , 22 Sep 2022 |
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trailer videoStarted by Taco Chopper , 20 Aug 2022 |
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progress update 10/8/22Started by Taco Chopper , 10 Aug 2022 |
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progress update 30/6/22Started by Taco Chopper , 30 Jun 2022 |
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THREE CRESTS 2022 DEMO is out!Started by Taco Chopper , 11 Apr 2022 |
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csharporbflat
Posted 13 August 2022 - 03:08 PM
looks nice, I got as far a finding the first dungeon, but everything is bomb locked apparantly and I can't even finish the first dungeon with bombs. So for now it looks interesting. One QOL, if you could add in fast weapon switching with L and R that would be helpful. It is to annoying to have to go back to the menu each time you need something, and I always keep sword on A
Quest Creators
- Taco Chopper
Contributors and Beta Testers
- Aslion
- jwex001
- Solynutt
- Ether
- Shane