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Lost Isle

108 replies · 21,487 views · Started 26 January 2006

Here is the opening shot of the quests where Link is washed up on shore: (I also plan to put some transparent looming clouds here and there)
User posted image

This is a project I've long had in mind for about 3 years now. Even before Isle of the Winds was created. Sadly, to this day, I have yet to find a suitable tileset to fully realize how I wanted it to be, but I am going to settle on the Pure EXTREME version of Mr. Zs'. It seems to have a lot of tiles other sets are lacking and has some interesting and gloomy palettes with which I can utilize to the fullest extent. Do not expect this quest to be cheerful or to have colorful palettes, I'm only using the dark, gloomy ones. And to back that up, I've scoured the songs of Duke Nukem 3D for the perfect musical accompaniment to help with that gloomy, depressing mood.

Basically, its another adventure of Link either before or after Koholint (doesn't matter when it happens) where his ship crash lands on ANOTHER island. This time however, it appears to be a deserted island. With one single village of note that seems to be run down and crawling with enemies both friendly and not. The major feature of the island is a rising volcanic mountain in the center of the island and this effectively alters the island's appearance (more on that later).

There are six main areas of the quest overworld:
1. The starting beach, deserted village, graveyard area.
2. The murky, swampy bayous of some ancient Mayan civilization (home to level 1).
3. North of this is the desolate wastelands on the west side of the volcano where it is devoid of life safe for one monstrousity of a fortress (home to level 4).
4. Directly east of the village is where the lava seems to flow down and cake the land with its scorching waste and the wind is always blowing ash, there also seems to be some sort of anomaly high in the sky over the flows (home to level 2).
5. North of the lava flows, sheltered on the eastern side of the volcano is the redwood forest where a deserted castle lies in ruins and beautiful waterfall canyon (home to level 3).
6. The final area is directly north of the village and leads straight up the volcanic mountain, First dodging lava rocks and lava flows to the final snowy peaks at the very top (home to the final level 5).
Hidden amongst all these areas are various caves, tombs, caverns, etc.

As for the levels, each one is unique.
Level 1 is the ancent Mayan Ruin where you must constantly raise and lower the water level to reach and re-reach certain areas of the dungeon as you progress.
Level 2 is a Sky Garden high above the lava flows (the only cheerful palette I'll use). It has two sides, a topside and a dark underside. (think of Illusion of Gaia's sky garden where what you do on one side affects the other)
Level 3 is the ruined castle and the only time you'll be using normal keys other than the boss key. You must find tons of keys and open up the various locked rooms. This dungeon is more non-linear than the rest.
Level 4 is the fortress in the wastelands powered by some sort of electrical energy. You must turn on/off constantly power to certain parts of the fortress to progress forward.
The final level is in the volcano itself where its a simple straight forward dungeon crawling with lava and enemies.

As for items you can have access to:
Wooden Boomerang
Bombs
Bow
Arrow
Ice Arrow (for the volcano)
Red Candle
Whistle
Blue Potion (I'll get to this in a bit)
Bait (for bargaining purposes with friendly monsters)
Wand
Magic Book
Ladder
Raft
Power Gauntlet
Power Gauntlet level 2
Magic Key (for only the ruined castle)
Blue Mail
Magic Shield

If you'll notice, I've left out most of the new items, because in fact, you aren't getting any of them. It'll stick with just the old standard items from the original Zelda. I've also limited you to only the blue mail. Since having 16 hearts, a potion and red mail makes things immensely easy, having nothing but the blue mail as an armor upgrade should be just fine. Furthermore, you cannot buy hearts or potions in shops you find. You must find your blue potions. There is only a SET AMOUNT of blue potions in the quest. You decide how you're going to use them and when. Because once they are gone, they are gone. I'll test this aspect to make sure its fair before release. And no mirror shield, the few mirrorrobes I will be putting in are optional and will have mirrors included in their arenas. Besides, when a like-like gets you, I want there to be some penalty. Furthermore, the gameplay will be similar to that of Metroid where you don't necessarily find key items in dungeons and can simply find them on the overworld and acquiring them opens up new areas of the island to explore.

Anyway, that's my idea. The goal of the game is to find out what exactly happened on the island, where the source of the evil is and where it came from, and finally to eliminate it.
So does this 3 years worth of planning actually sound good?

I like the sound of this!

You have definately have put a lot of thought into it. I'm sure it will show in you work, like the rest did.

Can't wait to see it or if I may as to be so bold, help you in beta testing it?

Hot damn... sounds totally awesome, wolfie.
Sounds like it's not going to be a very big quest, but I love the idea of a "darker" and "gloomier" quest. I love everything that's depressing. :P

I can't wait to play this quest and I wish I could help you with this project in any way possible...

Yes ma'am. Since I'm having extreme difficulties with my own quests, I'll let you use my game making skills as much as you want. 😉
Now I'm going to read thru that PM again. My brains already started to create tons of ideas...

Oh and I'm damn glad you're still making quests!

In my opinion, those graphics look cool. Which tileset is that? Oh, and how did you get that somewhat-dark look?

update to the beach area:
http://img212.imageshack.us/img212/7355/beach4gl.jpg
This is sort of old style, and sort of not. The intention is no longer to find 8 dungeons, get triforce pieces and beat Ganon. In fact, its more of a Metroid type of quest where you explore the world at your leisure and find items and goodies as you explore. Thus opening up further areas to delve into and explore. It'll be like Metroid Prime in the sense that, although there is free exploration, it is on somewhat a linear path when it comes time to exploring dungeons. For example, you will always reach level 1 first, then level 2, then level 3, etc. You won't really hit those levels out of order. However, you can more than likely explore the areas around level 3, but not necessarily enter level 3 until you have acquired the items first from levels 1 and 2. So its 75% freedom and 25% linearity.
I'm trying hard, with three full overworlds to fill, some sort of flow to the whole damn thing. Its really hard and I know there will be some screens that may be a bit bland or maybe repetative. But when working with three overworlds that is supposed to be one cohesive island, can't help but have a repetative screen or two. I just hope that I can make this work.
Furthermore, Petoe agreed to help me with tiles and in creating dungeons 1, 2, 3 and 4. I'll finish up dungeon 5. But for the main attractions of my quest (the 4 unique dungeons), I'd rather an expert come in and whip up something nice. Petoe and I are on a AIM-chat basis and we're co-planning hard on how these level concepts will be pulled off. For one thing, you won't be disappointed!
And as for the triforce pieces, they are in here, but they are no longer the focus of the quest. They are merely a side-quest, something extra to bide your time with and helps with the whistle. There are certain 'blue' willow trees. One in each major part of the island. If you acquire the triforce piece pertaining to that part of the island, you can always warp to that tree. Again, just something extra. And I have tons more ideas, but I'd rather not give them all out just yet.
I've completed the 3 bottom rows of the first part of the overworld and just now creating screens leading into the deserted village.

The description of this quest isn't the main thing that makes it sound good. The main thing that makes it sound good is the fact that it's being made by you. 😉 Now I have yet to beat IotW, but I've still enjoyed as much of it as I have played, so far. And I'm currently having the same problem as you had as far as making my big quest goes. I can't find a tileset that has tiles that I need, or even anything that comes close, to the ideas I have. Furthermore, I can't make those tiles myself because, well, I suck at drawing.

I'm thankful I'm at least creative, in my humble opinion, as far as designing goes, though. Which reminds me, what do you mean you'd like to have an expert for the main attractions (four dungeons) of the quest? Are you looking for someone to help with design, or, ideas, or what? If so, maybe I can lend a hand. While it's true that I have not released a single quest in the years I've used ZQuest (off and on of course), I do have a small example of what I know how to do, if you wanted to see. PM me if you're interested.

Rakki wrote:

Which reminds me, what do you mean you'd like to have an expert for the main attractions (four dungeons) of the quest? Are you looking for someone to help with design, or, ideas, or what? If so, maybe I can lend a hand. .

If you read her post again, you might notice that she's already getting help from some guy named Peyteo or whatever his name was. I've heard that he's good at dungeon making so don't worry. 😛
Whit her overworlds and his dungeons the quest will probably be a joy to play...

Yeah, I think we all argee that you are a really good designer DFW. I can't wait for this game and if Petoe is going to help you that makes at that much better as he is also a legendary Zquester. :P

Petoe wrote:If you read her post again, you might notice that she's already getting help from some guy named Peyteo or whatever his name was. I've heard that he's good at dungeon making so don't worry. 😛
Whit her overworlds and his dungeons the quest will probably be a joy to play...

Whoops, I missed the part where she said you're helping in dungeon design. 😛 I only saw the part where she said you're helping with tiles.

He's helping with both. If it wasn't for him, I do not believe this quest would ever get finished. So if he quits, the quest is kaput! This is a co-joint venture, can't be anything but. This is definitely a first for me to working with someone so intimately on a quest. So the results should be interesting to say the least. 😊

The really interesting thing to me is the fact that it's been 3 YEARS since you started getting ideas for this quest. Didn't you make IotW in like, a week? :laughing:

Seriously though, I'm not sure if I've played one of Petoe's quests before, but I'm interested to see what a co-op between you and another legendary Zquester will be like.

I'm sure this quest project is an interesting and great experience for both me and DFW. I've actually always dreamed of making a group quest with some talented zquester, but not until now I finally got a change. And even though DFW is calling all the shots and telling me what to do and what she wants from me, she leaves me enough freedom to put my own unique ideas and stuff into the quest too and we rarely seem to have strong disagreements about quest ideas which makes this all so easy for me.

These group quest thingys always tend to fail, but I promise that this quest will be released as both of us are full of excitement and and we come along pretty well. 😉 This quest will be a real collaborative effort and because of that, I hope it will achieve a certain uniquenes never felt in a quest before. 2 very different quest makers going at it together... I'm sure the final product will be at least interesting.

Oh and I have to say it's a joy and pleasure to be working with DFW. She is thorough enough with her instructions and if I ever think about slacking off or being a lazy bum, I'm sure she will get me motivated in a way or another :P

Petoe wrote:And even though DFW is calling all the shots and telling me what to do and what she wants from me, she leaves me enough freedom to put my own unique ideas and stuff into the quest too and we rarely seem to have strong disagreements about quest ideas which makes this all so easy for me.

Well, its all about compromise. I know that I'm dealing with another quest maker with visions and ideas and a will of his own. So I have to respect his ideas and let him flow freely with his design of the dungeons. I give him the basic layout of what I'd want, what specific features MUST be in each dungeon and then let him decide how to fill in the rest.
But I also have to know when to put my foot down and say no firmly to certain ideas. I've already done so, but thankfully its never been on an issue thats raised any negative hostility between us and that's a good thing. 😊 Mainly because, I've had all these ideas for about 3 years now and to have them suddenly wiped clean away without justification of an even better idea does not sit well with me.
But I am open to the ideas Petoe poses to me if I think it'll add to the concepts I already have in mind. For example, I was originally going to have one main item, boss key, 20 rupees, HC Piece and a set of bombs in every dungeon and that would be all you'd get. Well, that kind of limited him in his approach to making an interesting dungeon, so he requested that if he could only insert two keys per dungeon. One to access the main item and one to access the boss key. I relented, knowing it would make his job easier and because having no keys in the dungeons wasn't necessarily a 'key' idea/concept that had to stay firm.
He also requested to have Ocarina of Time Song of Time blocks removable only by Ocarina. Again, none of my 'firm' ideas denied this, so I let him have it. Its compromises like these that really helps both quest makers out and furthers the production of the quest.
Hope all that made sense.

Dungeons with only boss keys was the original idea? I can see why he requested to have more keys per dungeon! :laughing: A dungeon I made for the start of a quest I've also had in mind for a while uses like, 3 or 4 keys, including a boss key, and it's just a dungeon to get the Wooden Sword! I couldn't imagine trying to make a dungeon with only a boss key in it. Although, it does sound like an interesting challenge... Perhaps I'll try making such a dungeon in another quest I'm thinking of. 😉 Thanks for the idea, DFW.

Dungeons with one key? Hmm... that would be difficult to do, for the designers. Reading the fascinating descriptions of the dungeons above, I'd have to say that each dungeon will take a few months to do. :banghead: Especially water lowering/raising and turning power on and off... Unless that will affect only one room instead of the entire dungeon at a time, then I'm full of crap. Additionally, the dungeons would have to be rather linear, right? However, Metroid: XL pulled that off well, so, again, I'm probably full of crap.

In other words, this game will be awesome when (if?) completed! I must say all gloominess will be rather... depressing, yet exciting at the same time. So far, your plans look top-notch.

(And try not to co-incide with the release of my current quest! 😊 Nobody would download mine with a simultaneous release! 😉 )

Pineconn wrote:Reading the fascinating descriptions of the dungeons above, I'd have to say that each dungeon will take a few months to do. :banghead: Especially water lowering/raising and turning power on and off... Unless that will affect only one room instead of the entire dungeon at a time, then I'm full of crap. Additionally, the dungeons would have to be rather linear, right? However, Metroid: XL pulled that off well, so, again, I'm probably full of crap.

Well I certainly hope I can make all the dungeons in weekes rather than months!:scared:
But you're right, making those cool sounding dungeons is the biggest challenge for me, ever! But first thing, the lowering/raising water WILL affect all the floors, and no, the dungeons are not going to be linear in any way if it's up to me... Now someone stop me before I get too excited but I will promise this quest will have one of the best dungeons ever made. Period. And since this is DFW's last quest, I'm sure as hell she's going to make her overworld fascinating. 😉 And after seeing her latest work, the OW's look at least beautiful.

Honestly, after MMDRW, what could you not do? Well, have fun with the dungeon-making! ^_^ But I'd have to disagree with the best dungeons ever... I thought LttP's, OoT's, MM's, TWW's and TMC's dungeons were pretty good... 😉 Oh, best ZC dungeons ever? Odds are, yes. 😊

Can't wait till it's done. Heck, after waiting 2 years (and counting) for Twilight Princess, I sure could wait for this!

May the force be with you. 😊

Thanks.
And ooops... Sorry about that misunderstanding, I got a little carried away like I usually do with new quest projects. 😛
Yeah, every zquester surely knows nothing can beat OoT's and MM's incredible dungeon design, but Wind Waker's? Hah! 😉

But anyways, both me and DFW seem to be pretty excited about this project. After all, this might be the first succesful group quest project, and that would really be something... And it's certainly encouraging to see many people both at here and at PZC who are interested in this quest already in its early stages of building.

All right, I better get out of these forums for a while so that I get actually something done in zquest as well...

Come on! I thought Wind Waker's dungeons were better than OoT's and MM's! 😛 Ah, I guess everyone's entitled to their onion... (or was it opinion?)... ... ... Yeah.

Well, I expect ( 😃 ) to see a combination of IotW and MMDWR. If so, this game will be... truly awesome. Truly, truly awesome indeed.

*can't think of new ways of encouraging/praising*

So, uh, yeah, good luck! 😊 Work your magic, y'all! (No, I'm not from Texas or West Virginia.)

Agreeing with Petoe here, it only took me a couple days to figure out how to correctly make a floor that changes rooms in one of my quests (so that a room which has a big old hole in it has floor in it). Granted, it only changes one way, it's not switchable back and forth, but once you figure out how to do something, it's not very time consuming to copy it around to other places. 😛

While we're talking about it, I forgot to mention that I have a somewhat similar, while at the same time different, idea for changing water in a dungeon. Rather than changing water levels, I was thinking of a dungeon that has water jets that block your way (some of which shoot in doorways) which you have to switch to get around. Of course, I can't sprite for crap, so I never even got to make an example of such a dungeon. It's still an idea I want to get done in ZQuest, though.

Well, even though Lost Isle is basically 'one big overworld' it comprises of 6 connected BS-Overworlds. So as of right now, I've complete 2 Overworlds and have four more to go. Right now, I rest and I handed the quest off to Petoe to get started on the first dungeon. I saw the plans and designs he has for level 1 and boy, you are all in for a treat. If this is what he's got for level 1, I simply cannot wait to see his creative ideas on levels 2, 3 and 4!

Half the overworld is done. (that's 3 BS OW's worth of size!) And half left to go! Level 1 is complete and plans for level 2 finished. The quest is now back in the hands of Petoe to create what is, imo, one of the most interesting level dungeon ideas I've envisioned thus far. Work is steadily progressing on the quest and we've set a deadline for ourselves. June 20th will be the 'hopeful' deadline for it to be finished. Key word: finished, not tested. But at the pace we are going now, I have no worries. And that's my update! 😃

I was wondering how this was doing. Glad to hear it's progressing so well. 😃 At this rate though, it sounds like you'll be finished before Petoe is!

...No offense to you of course, Petoe. 😛

Rakki wrote:I was wondering how this was doing. Glad to hear it's progressing so well. 😃 At this rate though, it sounds like you'll be finished before Petoe is!

...No offense to you of course, Petoe. 😛

Haha, I'm not offended that easily. 😉

But you're right. DFW builds her overworld's so damn fast, but I build my dungeons so very slowly. Despite that fact I'm pretty confident we get the quest finished in time, and we both can't wait for that to happen as we are pretty excited about how well things are going.