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This really interests me :) Graphically, I can't offer you more than what I already have in the database at here since you can sprite a lot better than me anyway, but I could help with actual design.
That would be wonderful. :) When I design quests, I usually end up winging a lot of the actual physical areas and such. It'd be really nice to know what we'd be doing before we do it. I don't want to slap down a really nice area, then not have it "connect" with other areas.
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I have a few questions and comments myself though:
- Will there be other, smaller dungeons for certain items? I hadn't thought of this, really. I have no idea whatsoever what we'd be doing in terms of the items, but I -think- they'd have to do with the dungeons. I probably want the second dungeon (Actually, the third.) to be fairly non-linear. The items and their placement will definitely have something to do with that. I have a sample of the third dungeon style on my computer that I should upload eventually.
- Will the entire overworld be explorable from the start (Like the original Zelda) Or will parts be blocked off by certain items needed to proceed? I sort of doubt that. If it IS available, then the first few screens within the next dungeon Will NOT be accessible if you haven't completed the previous dungeon. I think that's how I'll set it up. However, you will probably be able to get into at least a few screens of the next dungeon if you haven't completed the previous. ... So yes, I suppose the overworld will be totally accessible to you. However, a few areas won't be, but they'll only be single screens. Of course, it'll be up to you to realize that you'll be walking into a red-ring or higher area without any ring at all, and be aware of the risks regarding such an endeavor.
- Instead of an 8x8, or 16x32, why don't you just use a normal 16x8 :P This has to do with the design of the quest. :P I do kinda want to get the world themes all fleshed out and theorized before we start designing the actual screens. It's nice to get a sense of size, depth, and perspective of each area before you begin so you'll know how big you need to make everything else.
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I want to help out with this because I want to get familiar with the new features as soon as I can so I can begin to incorporate them into the future of my own quest(s).
Ah, this is most wise. The creative soul will learn much on his journey towards knowledge, ironically enough. ... ... No, actually, that's just how you get there. ^-^' *lol* Silly me.
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On the subject of the overworld once more, you were talking about regions? How's about the "normal" mountain which could be used as fire/ lava or snow/ ice or both :).
IMHO, a "Normal" mountain wouldn't have any of them. ;) The most it'd have are falling rocks, and a pocketload of Lynels and Tektites. Those areas are far too uninteresting, In my opinion. At most, I'd have like, ... four or five screens of such an area. Possibly as a brief connector area to other, more themed mountainous areas which would also connect to other places.
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A forest/ swamp, but the last one should be something different and creative that will really stand out and showcase some stuff.
Always. :P At least one of those two -will- be in the quest, without a doubt.
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What about some vast underworld dimension, or perhaps a flying crystal fortress? And where would the player start? Perhaps a neutral, central field area?
Relate the area I underlined to everything else underlined there, and you'll have a sense of what goes on in my head. You might even start there, leave, then go back there to finish the game. Thoughts? A central area though, ... well, there'll obviously be one. It might not be that big though, as once more, ... they're fairly boring.
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Perhaps you could make each dungeon hold a major item absolutely required to enter the next area of the overworld, or better yet, make the dungeon item get you into a secret. mini dungeon which holds the item needed to go on...
The former, I mentioned already. The latter, though, ... that, I like. It'd be a little bit more complex, but I do like the theory of not hiding a crucial item within the dungeon itself. Doing that would be like putting the key to your prison cell on the wall of the cell juuuuust out of your reach. Obviously, that's not realistic. Granted, none of this is realistic, but that doesn't mean we have to trash realism as a whole.