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Lost Isle Preview

79 replies · 15,575 views · Started 17 June 2007

Hi, people of AGN. 😉
Since not all of you visit other ZC forums, I'll post this here too:

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Here's a brief update on the status of Lost Isle - a quest in the making. As always, I know the lack of demo will frustrate some people, but I'm sure this small newsflash is better than nothing for those who are waiting for LI.

This is a link to the Lost Isle thread at the ZC Spring Expo 2006: http://www.purezc.com/forums/index.php?showtopic=19804
(Yeah, that was over a year ago, the quest is oh so late...)

Now in addition to that expo thread, let me tell a few new things about LI and then show some new screenshots:
-The quest is almost finished (in a few weeks) and after that it is time to start the final testing stages. Unfortunately I have no clue how long the testing will take because Wolfie and I will not release the quest before it is a bugfree and enjoyable game. But I'm almost certain it will be released during July unless something goes horribly wrong.
-For what version of ZC will Lost Isle be released?
Well, since there is no sign of ZC 2.5 and Lost Isle wouldn't work on it anyways, we decided to take the most stable build there is (build 254) and ask the developers to fix some bugs so that the b254 could play LI perfectly. Well, DN did us that big favor and therefore LI will be released for b254c (or whatever the official name of our LI specific ZC build will be).
We will release that LI specific ZC build with Lost Isle, and that same build will play DFW's newest quest Origin as well.

Lost Isle Facts:
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-A duo quest created by DarkFlameWolf (Hidden Duality, Isle of the Winds) and Peteo (Dr. Wily's Revenge)
-Will be released for a specific ZC 2.11 build that will play both Lost Isle and DFW's upcoming Origin perfectly
-The quest takes place on a huge deserted island, though the island is not completely dead yet...
-Lost Isle has a bit of a Metroid-ish feel since Link is all alone in a hostile and haunting environment
-Only 5 main dungeons, but all the optional levels and adventures expand the quest a lot if you dare to accept the extra challenges
-Lots of shortcuts so that backtracking and traveling doesn't become a borefest
-New ways of solving dungeons and puzzles
-New kinds of gameplay mechanics and tricks (LI is taking advantage of some of the newest ZC features)
-The limited amount of Shields and Potions will give players some serious thinking and planning to do
-Custom bosses and custom enemies
-Custom Subscreen
-Some new graphics (enhanced Pure and Minish Cap graphics + Lots of original custom tiles and sprites)
-A thorough and massive Readme file (by Wolfie) will be included with the Lost Isle .zip file

[center]Lost Isle screenshots:
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User posted image
The title screen of Lost Isle. Press down to start playin'.

User posted image
Wake up, Link. You have a new adventure ahead of ya.

User posted image
Subscreen of Lost Isle. Lots of planning went into this one.

User posted image
Jumping down. I personally like these shortcuts alot.

User posted image
Getting a major item gives you a text box and a nice fanfare.

User posted image
Some hot lava cave action.

User posted image
"Go away, bush!" Link slashing away in a dungeon.

User posted image
Now this is an interesting looking place...

User posted image
Morir es vivir, morir es vivir...?

User posted image
Talking to a friendly(?) undead fellow.

User posted image
Under the graveyard, there's this dark uncomfortable dungeon...

User posted image
What? Finally a custom boss screenshot?
[/center]

If you have any comments or questions, fire away. Again, I don't know the exact release date, and the reason I posted this thread is I just want to prepare you guys for the upcoming LI release. But all other kinds of questions are welcome.

- Pete

Heheh, how many testers do you want to take? :blah: I'd gladly sign on. (I believe you and C are intimately familiar with my overexplanative visual testing method.)

I'm not going to say anything like "OMG THESE SCREENSHOTS LOOK AMAZING!!!" and start licking your shoes. You already know all these things (Both of them. 😞 ) and I would just be wasting your time. It's more DFW & Peteo action.

Petoe wrote:[center]User posted image
Subscreen of Lost Isle. Lots of planning went into this one.[/center]
That looks so nifty that my eyes are watering.
Petoe wrote:[center]User posted image
Getting a major item gives you a text box and a nice fanfare.[/center]
I presume this uses those MSGSTRV codes which were recently introduced?

(That reminds me: maybe I need to code it up so that Link holds the item up for as long as the message string is onscreen.)

I presume this uses those MSGSTRV codes which were recently introduced?
254c isn't that recent. :shrug: Besides, like Freedom, they tend to use Graphics to do what they need to do. Peteo did it in MMDWR, Radien did it in DoR, and more.

(That reminds me: maybe I need to code it up so that Link holds the item up for as long as the message string is onscreen.)
Would be nice. :blah:

Ah, but of course.

(You mean there really is a quest called "Dance of Remembrance"? I should have suspected.)

Lol, no problemo.

And yeah, ST is right about that message box... it is made with graphics, no code involved. But Lost Isle is using a few scripts so at least it is taking some advantage of that spectacular feature...

The screenshots look nice, and obviously I'm excited about the quest - but surely you could have picked a screenshot without bad grammar in it?... 'You got Ocarina'? Maybe I'm just being akward, but I think that having good spelling and grammar helps to make a quest better - I just played HoD and it was amazing, but the spelling was one of the few things that made it seem not quite as good.

Sweet. After many months/years of vauge referances and mentions, the day soon approaches. Can't wait, can't wait! :kawaii:

Well Joe, I can assure you that the grammar and spelling in Lost Isle is not bad at all. darkFlameWolf and most of our testers are very fluent English speakers and they have gone through all the text in this quest many times. 😊

And what's wrong with "You got Ocarina!"? You got Link's Sword, you got Wooden Boomerang... I see nothing wrong with it. You got an ocarina? You got the Ocarina? O_o

Ah ok, sorry.

'You got Ocarina' is just wrong though. I think it's because it doesn't have an article. 'You got Link's Sword' is fine because it's a proper noun, but 'You got Boomerang' also isn't a proper noun, therefore it and Ocarina both need an article.
I think. Don't quote me on that though �_�

-The limited amount of Shields and Potions will give players some serious thinking and planning to do

That's the only thing on there that I'm concerned with, considering how hard IotW and HD were (since I can't get 192 183 to work, I can't do anything in your mega man quest Petoe, so I didn't play that one much). Ah well - extra challenge to the ridiculously awesome looking quest.

Speaking of which, you haven't quite hinted on the difficulty of the quest... unless you're going to go by the testers' responses. And by difficulty, I'm referring more typically to the main portion rather than the side quest stuff.

One more thing: Is there any chance you might release some of those sweet custom tiles? Most particularly the cave tiles - been dying to have something better than the LttP ones... and my recoloring of the MC ones, although nice, aren't quite flexible enough.

... differential between "Pure" and "Custom" graphics seems almost too much... I dunno... not saying it's a problem, but it's as if Lost Isle is two different quests (then again, when made by two different people...). Tis cool either way.

Yes, the graphical styles AND design methods of each of the developers, I think, only adds, not detracts from the quest itself. The quest itself feels like a whole world rather than seperate, individual areas.

As for grammer: YOU GOT RAFT! XD

As for difficulty: It starts off relatively easy with a few minor tricky spots. For the most part, it eases the player into the quest, but the more you explore, the trickier the areas become and the more you will have to rely on the items you acquire to survive. (This is especially true with your bow and arrows) And Bait will have a more prominent strategic role in the quest, esp. since many of the enemies are attracted to it. The quest, imo, doesn't start getting rough until around level 3, spikes hard in level 4 and doesn't let up from there. Didn't feel a need to use a single potion until around level 4. As for the magic shields, I kinda needed a new one after every level. Those Grasps are evil.
Trust me when I tell you, only a perservering player will finally see the climatic end and beat the quest. Its taken me about 12+ hours so far to beat the game and I know what the heck to do!

WindStrike,

I know my previous quest Dr. Wily's revenge was very tough, but there's no need to worry about Lost Isle being as insanely tough. Lost Isle is actually a quite easy quest up to Level 3 or 4, but then it starts to get challenging. You need some perseverance and skill to complete the game, but to me games like Wily's Revenge and Hero of Drems feel more tough, so the difficulty of Lost Isle shouldn't be too much to handle. 😊

And what comes to tiles, I definitely have a plan to release the cool cave and dungeon tiles of Lost Isle. I really don't like the basic Pure dungeon tiles at all.

Petoe wrote:I know my previous quest Dr. Wily's revenge was very tough, but there's no need to worry about Lost Isle being as insanely tough.

Good. 😊 Because I can confirm of the difficulty of DWR (and IotW and Hidden Duality).

User posted image

Is it me, or does it look like there are hidden words at the top of the subscreen, reading "Lost Isle" and "By Wolfie"? I'm just that observant. 😛 And I agree, the subscreen looks very professional. Much better than Minish Cap's.

And, of course, all of the screenshots look excellent. You may remember that I've been following this quest since the first thread that started it all, and coming from two excellent quest makers, I can wholeheartedly guarantee that this will be a very fine quest.

If only the QDB were up! 😃

Pineconn wrote:
If only the QDB were up! 😃

Amen to that!

Oh and you are probably the first one to interpret the secret message on the subscreen correctly. Congrats for that, lol. 😊

The Subscreens do indeed look excellent, but does Link's positional marker really have to be black? :shrug:

I mean, .. does it?

ShadowTiger wrote:The Subscreens do indeed look excellent, but does Link's positional marker really have to be black? :shrug:

I mean, .. does it?

Well... ummmmm... yeah, it has to be. The Link marker must be the same color as the subscreen background so that when there is no map, you cannot see Link's position. *shrugs*

ShadowTiger wrote:The Subscreens do indeed look excellent, but does Link's positional marker really have to be black? :shrug:

I mean, .. does it?

As opposed to a more appropriate color for Link, like, say, fuschia?

I'm not saying the difficulty will be a problem neccessarily for me, seeing as I did beat HoD and IotW (... I uhh... deleted my HD profile before I hit Level 9; I played HD Extreme and hit Level 7 before completely giving out). Just wondering on the general scale...

Petoe wrote:And what comes to tiles, I definitely have a plan to release the cool cave and dungeon tiles of Lost Isle. I really don't like the basic Pure dungeon tiles at all.

Thank the heavens - that'll make cave building much easier on my part, judging by how awesome it looks. And it'll probably ease me a little more on the dungeon building - same thoughts with the pure dungeons.

... although I did see the "hidden words" before then, I just never noted it, so for the record, Mr. Pineconn takes the interpretation award.

C-Dawg wrote:As opposed to a more appropriate color for Link, like, say, fuschia?

Fuschia as an appropriate color for Link? I dunno... that just seems... odd. I understand the reasoning for black, but that can be misleading on the position. Ah well - I'm sure everyone can figure it out when they actually play the quest.

Pineconn wrote:If only the QDB were up!

I can't even access the main site anymore.

WindStrike wrote:
Fuschia as an appropriate color for Link? I dunno... that just seems... odd. I understand the reasoning for black, but that can be misleading on the position. Ah well - I'm sure everyone can figure it out when they actually play the quest.

It's sarcasm, junior.

WindStrike wrote:... although I did see the "hidden words" before then, I just never noted it, so for the record, Mr. Pineconn takes the interpretation award.

Sorry! 😛

(I didn't post everything I wanted to say about LI, I just didn't want to overload my message.)

User posted image

I couldn't help but notice that the "more" icon is in the very top-left of the screen. Is this intended? I would think that it would be centered on the bottom of the text box, à la mostly all the Zelda games. (Or, perhaps if your message boxes appear in different places, then it would be impossible to keep a definite place on the box for the icon...)

I also couldn't help but notice that there is no Rupee counter... Will Rupees not make an appearance?

Joe123 wrote:'You got Ocarina' is just wrong though. I think it's because it doesn't have an article. 'You got Link's Sword' is fine because it's a proper noun, but 'You got Boomerang' also isn't a proper noun, therefore it and Ocarina both need an article.
I think. Don't quote me on that though ¬_¬

The simplest compromise, I suppose, is to slip in a colon after the word 'got'. "You got: Ocarina" perchance?

Agh, how can anyone seriously have a pet peeve with "You got Ocarina". >_<

_L_ wrote:The simplest compromise, I suppose, is to slip in a colon after the word 'got'. "You got: Ocarina" perchance?

Thanks, _L_. Not a bad idea at all. Have to think about it.

Well you two are havin' some fun, eh?

But whatever, you can make fun of my item boxes as much as you want, I don't care. 😛