With college finals over and done with, I finally have time to make my own hold. This is a hold I've had ideas for for the past few months and I think I'm about ready to turn those ideas into puzzles. This hold is based off a game I made during a software development project called Shuttle Blade. The game is what some people would call a Metroidvania-type game which is a subgenre of games that have similar mechanics to Metroid games (well at least the older ones). This means that there isn't much gameplay and it is restricted to exploration and collecting upgrades or power-ups to further explore. Somehow, this restricted combination seems to yield some addicting games like An Untitled Story, Knytt Stories, Hero Core, Lyle in Cube Sector and Legend of Zelda games.
Description
So before I talk about the hold, I'll talk a bit about the game. My game is set across 5 regions, a grassland, an underground lava cave, an underwater palace, a laboratory and a swamp. Like I said before, the gameplay is restricted to exploration and upgrades to further explore, but this restriction makes really addicting games. My game is sorta like that, there is a ton of areas to explore, and you get power-ups (3 actually, jumping power-ups, orange-enterer and ice beam, I'll talk about orange enterer later). The difference is that my game has additional mechanics. These extra mechanics are:
Game-specific mechanics
1. Daily Quest system - This is the main core of the whole game. Everything revolves around this system. There are 100 quests in the game. You are given Quest 1 at the beginning, but after 1 day, you can unlock Quest 2, 5, 7, 21, 31. Then these quests unlock new quests the next day, etc. You can take Quest 1 on the first day and 3 quests every day after that for 10 days, so you can't play all 100 quests in one play-through (28 only (1 + 9*3)). These quests give you a variable amount of money, some give you a power-up and some give you materials. There are 20 quests per region.
2. Power-ups. I'll discuss all of these except the jump upgrades which I won't be incorporating into DRoD:
a. Ice beam - Similar to the ice beam from Metroid games, this allows you to freeze enemies in place for a while to use them as a temporary platform. Using them on certain machines also has some effects. I do not think I'll be incorporating this into DRoD, but if I do, it will be in the form of unlocking rooms or objects rather than change the scenery.
b. Orange-enterer - This power-up allows the character to shrink inside orange objects. This has a number of effects. For one, some orange objects, like crystals, will have important items in them. Some objects that are dynamic, like orange bullets can be entered to cross chasms. Some enemies and bosses who are orange can be entered and messed around with from the inside. Again, I'll probably use this power-up just to unlock rooms. I might not even use power-ups.
3. Money/Shop, Enemy Drops/Blacksmith - There are 2 shops in the game and they differ in what they given and what they accept as currency. The normal shopkeeper accepts money and gives you mediocre equipment which increases how much damage you do to enemies or decrease the damage they do to you. The blacksmith accepts enemy drops and quest items and gives you back much more powerful equipment. For my DRoD hold, there will be no shopkeeper, there will be a blacksmith, but he will accept only quest items rather than enemy drops.
4. Bosses (summon spirits) - Though used in other Metroidvania games, this is also something worth mentioning. There are 2 bosses in every region except the laboratory which has none. The 2nd boss in the swamp is the final boss so let's ignore that. Anyways, these bosses are summon spirits. When you beat a boss, its spirit will join you and you can use its powers for just the next quest. If at any point, you find the snake flute, any bosses you've beaten and any bosses you'll beat in the future can be called on at snake baskets to use their power.
Quest List (secreted to save space, ignore text in parenthesis cause they are just my personal comments):
Click here to view the secret text
×grassland
1. Collect 8 mushrooms (Intro quest)
2. Finding company (find a dude's house blocked by walls breakable by boar)
3. Climb the beanstalk
4. Growing trees (Affects the Investigate Tree dungeon quests)
5. Setting up campsite (camps are where you can save, must make on wood first)
6. The giant's shack (belongs to giant atop beanstalk)
7. Whistling grass (here is a jump upgrade)
8. Jumping atop trees
9. Giant Chameleon battle
10. Rare herbs found (for blacksmith weapon fire whip)
11. Lost woods (area reminiscent of LoZ, has shuttle blade recipe in 2's shack)
12. Rain dance (changes scenery, affects the following 3 quests)
13. Investigate Tree dungeon 1
14. Investigate Tree dungeon 2
15. Investigate Tree dungeon 3
16. Beaver Battle
17. Cousin lost for months 1
18. Capturing a very special snake (for snake flute)
19. Bridge to the swamp
20. Dark blade recipe
underground lava caves
21. Finding a pickaxe
22. Hot stepping it (navigating lava-filled places)
23. Copper and tin galore
24. Making a bronze lever (recipe gotten from blacksmith, must be done here)
25. Lava golem fight (gives you orange enterer)
26. Powering the lava crystal 1 (increase affinity with orange enterer)
27. Powering the lava crystal 2
28. Powering the lava crystal 3
29. Powering the lava crystal 4 (full power crystal can make fire whip)
30. Minecart fun (there is happy block in one of final paths)
31. Running from the boulder
32. Awaking the dormant
33. Climbing the volcano
34. Cousin lost for months 3
35. The cool-off switch (allows access to a lot more places)
36. Multi-headed dragon fight
37. Underground orange mansion (use full power crystal, imbues self with fire)
38. Hunt for shadow ore 1
39. Hunt for shadow ore 2
40. Hunt for Zirconian Ore
underwater palace
41. Meeting with the king
42. Retrieve the pearl (allows access to entire castle)
43. Blue/Red switch rooms
44. Poisoned king (turns orange with sickness)
45. Salvaging the ice crystal (gives you ice beam)
46. Orange ice field
47. Feeding the whale
48. Navigating the currents
49. Ancient seal battle
50. Coral maze
51. Pick a coral, any coral (black coral is an ingredient for dark blade)
52. Stop the oil dig (has happy block)
53. Getting rid of the mines
54. Entering Crystal palace
55. Crystal palace malfunction (only if previous stage was done with anger)
56. Ice reaper battle (allows you to enter a graveyard place in ulc)
57. Fisherman's hook (get pulled up by guy who gives you something)
58. Cousin lost for months 4
59. Exploring the sunken ship
60. Freezing time (ice scythe clock to stop all machinery in both palaces)
secret lab
61. Infiltrate the lab
62. Control of the robot 1
63. Control of the robot 2
64. Breaking down the barrier (3) (to meet the scientists)
65. Meet the scientists
66. Powering up the lab (to navigate more places)
67. Experimental forest room (1)
68. Experimental magma room (2) (has happy block)
69. Experimental whale room (3)
70. Anti-gravity field 1
71. Anti-gravity field 2
72. Anti-gravity field 3
73. Turn off anti-gravity source (4)
74. Special mutation (play as mini bosses with different powers)
75. No control of anger (affects ice palace where anger creates earthquake)
76. Cousin lost for months 2
77. Captured! (comedic scene, player goes back to hub to rest)
78. Escaping the experiments' room
79. Retrieve my lab coat (scientist who won't leave yet)
80. Shutting down the lab (destroys whole lab, new ruins to explore)
mantis swamp
81. Investigate mantis swamp
82. Hacking the roots (so swamp island falls, its supported by a long root)
83. Orange reeds found (to lure mantis into a cave)
84. Cousin trapped in roots (special reward for Cousin lost for months quests)
85. Mantis Orb 1 (each orb decreases health)
86. Mantis Orb 2
87. Mantis Orb 3
88. Mantis Orb 4
89. Mantis Orb 5
90. Mantis Orb 6
91. Mantis Orb 7
92. Swampy crab battle
93. Slimy snails
94. Lost my boots (has happy block)
95. Final mantis battle
96. Weak mantis battle (acquired 7 orbs)
97. Mantis snake battle (mutation from making snake flute item & 7 mini boss)
98. Moon Mantis battle (when using Shuttle Blade)
99. Fire Mantis battle (when using fire whip)
100. Dark Mantis Battle (when using dark blade)
Happy Blocks
In order to explain what the happy block is, I'll first tell you why quests are unlocked the next day. Quest 5 unlocks Quests 8 and 11. This is because when you complete the quest, 2 teleporters appear that allow you to start those 2 quests the next day. Happy blocks change what teleporters appear. In order to activate a happy block, you have to beat the quest while within 5 spaces of the happy block. So if you beat Quest 68 while not around the happy block, the normal teleporter for Quest 69 will appear the next day, but if you beat Quest 68 while around the happy block, Quest 92's teleporter will appear the next day. There are 5 quests that have happy blocks, one per region (1, 30, 52, 68, 94).
Proof that I am working on it
Just to show that I am working on it, attached is the placeholder hold for all of my quest rooms. I will then put them into my actual "
The Final Journey"
hold after I'm done. I aim to do 3 puzzle rooms per quest for a grand total of 300 puzzle rooms. You'll have to play the rooms from the editor, entrances are at room borders.
FAQ section
And I'm going to answer some questions I feel may come up:
300 quests eh? Don't you think that's a little too much? How are you going to keep each room interesting?
Well, I'm not sure how I'll be able to do it, but I think I can come up with an interesting set of rooms for a quest or 2 per day if I really put effort into it.
How about that previous hold of yours? You couldn't even finish it.
I didn't really like the direction that hold was going in. First of all, there were 5 jobs you could pick from and the story is pretty much the same for each job only you get different effects per each. This would frustrate players cause they would have to play the hold 5 times, it would frustrate optimizers who would have to figure out which job would get them finished with the room the fastest, and the scripting was a mess. I'm sticking to minimal scripting now.
Minimal scripting? How so? With only 3 puzzle rooms per quest, you'd have to have something in between to keep them interesting.
There will be scripting, but it will be restricted to cutscenes (which will mostly just be speech, unless it is the ending cutscene), and the quests system.
How do you play on incorporating this quest system?
I'm going to have a hub area with 100 orbs in it, but they are characters. The orbs are set in a 10x10 grid, and you bump them to start the quest. Orbs take different colours: green means beaten, red means available, but haven't beaten, white means not available, green/red means beaten in a different timeline, not in this timeline and it is available now and green/white means, beaten in a different timeline and not available now.
What is all this timeline stuff you're talking about?
I don't want players to restore, so I'm going to allow them to go back in time to choose different quests. This is going to be tedious in scripting, but it'll be worth the experience.
Secret rooms. How will you do them?
The post-mastery section will detail a hidden story of Beethro and to access it, you'd need to find those secret rooms and conquer the hold. To conquer the hold, simply finish day 10 and finish the gauntlet of quests after it. To access secret rooms, there are 1 per quest (so 100).
How about the blacksmith? What weapons can I get from the blacksmith and what are their requirements?
There are 3: Shuttle Blade, Dark Blade and Fire Whip. For Shuttle Blade, you need: Shuttle Blade recipe, Zirconian Ore, someone skilled with the machinery involved in making Shuttle Blades, and the ability to stop time even if the ability is available in one place, as making it takes a long time. For Dark Blade you need: Shadow Ore, Dark Coral, an inner dark soul and knowing how it feels to destroy something huge, these last 2 things are required for the dark personality needed to wield the blade. For the Fire Whip you need: Fully powered up lava crystal, rare flame herbs, an inner fiery soul.
What will the story be like?
The story will be about Beethro's adventure after exploring The City Beneath (haven't played the latest SmS, but there won't be any conflict as Beethro will lose his memory at the end, and everything goes back to normal). He decides to go on a final journey sorta like Link from Legend of Zelda: Majora's mask. A journey to find a special friend (I think that was the story?) Beethro stumbles upon a cave, has to save this alternate world by teleporting via quests with the help of a giant talking rock, and he leaves after that. The story I've thought about is going to be quite emotional especially near the end when Beethro discovers the truth about.. well, you'll see. Despite me making it sound bland, I think you'll all
really like the story. There will be voice acting, custom graphics and maybe a video will be played here and there (scarce though to reduce file size).
[Last edited by vinheim at 12-18-2010 01:16 PM]