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Topics - Max.

Pages: 1 [2] 3 4
21
Enemy Units / [Submission] Dekuhats
« on: August 16, 2015, 05:28:47 pm »
Name: Dekuhats

Location: Kokori forest, Deku swamp, anywhere with plants that has gaps to be crossed.

Description: like the Peahats in twilight princess, Dekuhats are mobile hookshot targets. They are indestructible and use leave as helicopter blades to hover. They will either stay in one place, or have a predetermined route, like those floating bombs in Minish cap.

Hitting one with the hookshot pulls Link to them and he automatically hangs from the bottom, pressing the action button with cause him to drop to whatever is below him. While hanging, he will move with the Dekuhat, and can use the hookshot again to hit another target and be pulled away.

Came up with this mainly so Link can get from treetop to treetop without us needing to place hookshot posts sticking out of the canopy, this seems more elegant a solution.

22
Graphics / Mashup Cliffs - MC style
« on: August 08, 2015, 07:33:17 am »
So I like Minish Cap style a bunch, but the cliffs have never done it for me. They look like a wedding cake for a couple devoted to terraforming when you try to do more than one two-tile level, and they don't have many options for meeting in with each other. Mt. Crenel  I guess actually did do what I'm talking about but the Arizona slot canyon vibe doesn't work the best in Hyrule field and I've never happened to have a good tile set for those cliffs.

So for a while I've wanted to give Minish Cap style cliffs a makeover so they could function more like Gameboy cliffs, which are the ultimate cliffs for variety in height and connectivity without taking up miles of space like Link to the Past's. In my opinion. Finally have the confidence/time this month to futz with it, this is my first go at it. As far as I can think, the only tiles missing to do everything Gameboy cliffs do is the top edge of when you're on a mountain. And maybe some random short edges of where cliffs slope into the flat ground, but that can be done in a slightly different manner here by turning the cliffs north/south to meet the ground instead of east/west (if that makes any sense).


So, this is draft one, I'd really love feedback on what could be improved or if I'm missing some tiles here. And feel free to use these for anything if you want :D


23
Concept Art / [Submission] Overworld Concept
« on: August 01, 2015, 03:19:04 am »
Another super rough thing, just starting to think about the different areas, how they might connect with each other. I was looking at overworlds from a bunch of other Zelda games today and thinking about the differences. A link to the past has a big contrast with Link's Awakening and the Oracle games in the feel of its overworld, and I realized today that a big part of this (I think) is that there are multiple ways to get to most locations. You can get to the forest from the south or east, Lake Hylia has multiple access points, Kakariko village can be entered from north or south, etc.

We need to allow a bit less freedom because our plot is a bit more involved. But I think if we're clever, we can still maintain a greater illusion of freedom than Minish Cap, for example. So in Lake Hylia, you shouldn't be able to talk to Sheldon and activate the ancient machines until after you beat the Deku temple. But we can still allow access to part of Lake Hylia from the start. Maybe the player can get to death mountain, but will need the magnetic gloves to reach Goron village. Things like that.

Anyway, blabbering on, mostly I just had a bunch of free time as I'm on vacation and I doodled a world map. The connections between areas are pretty vague and we'll actually probably figure that all out when we're tiling the overworld, which we need to settle on dimensions first to do.

24
Concept Art / [Submission] Hyrule Town Sewers
« on: July 31, 2015, 05:20:22 am »
Another first draft, Hyrule Town's sewers. I can't think of any plot points these serve, so there aren't really any requirements except matching up the the various entrances. I put two small chests and a big chest which requires flippers to get to, I figure that could be a Talisman if those work out or something else. The well entrance path can be followed once you have the hook shot out of the sewers to a grove in Hyrule Field where the bow and arrow is hidden.

25
Concept Art / [Submission] Castle Interior
« on: July 31, 2015, 04:16:55 am »
So, rough first idea for a layout of the castle. Plot points here and Link gets thrown inn the dungeon and meets the false Gerudo king (Ganon). He meets with Ganon several times through the game, later needing to sneak into the castle since Zelda suspects something and orders the guards to keep him out, so I added in opportunity for stealth sections where Link would have to use pillars/statues as cover. Then we have the scene where Link finds the entrance to the Celestial Clock, which I put in the throne room, as a secret passage in the big statue.

Edit: found some unused castle stuff from minish cap. Status could be used/altered to fit here. Darknut statue in center, king statue body near top center, his head is by the entrance.

26
Concept Art / [Submission] Hyrule Field
« on: July 28, 2015, 02:00:52 am »
Still a bit of the town to finish before we start mapping the field, but I figure we should start getting some ideas down. Not really sure what the dimensions of the field are going to be, so this is totally rough and everything.

I was going for a Link to the Past kind of overworld, where everything's pretty open. But from what I gather looking at that map, there's sort of outdoor "rooms", areas that are divided up and connect with one or more other areas, and have pretty much one feature, sometimes multiple. I guess the analogy would be the map is more like a bunch of rooms that connect to one another, as opposed to rooms connected by hallways. There are no analogous hallways. I think that's one of the differences between Minish Cap's overworld and a Link to the Past's, Minish Cap seems to have more "hallway" spaces. But anyway, there's potential for caves and hidden treasures and fairy fountains and stuff all over.

Note, there are connections to the River Basin and Desert, but the main bodies of those maps shouldn't be accessible from the field, just Zora's domain and Death Valley, respectively. The connections I have here are just for little pops into those maps for treasure or whatever, not to get into the main areas.

Note again, I forgot to put an entrance to Death Valley on here, which there should be one. Maybe it's a secret entrance :p

27
Side Quests / Magic Talismans
« on: July 25, 2015, 12:55:28 am »
Legend has it that the ancient Hylian craftsman could endue their work with old magic. One particular man focused his efforts on creating talismans to aid adventurers, which some claim survive to this day, hidden across the kingdom.

Our hero might happen across these rare treasures, usually after solving a few puzzles in an inaccessible cave or as a reward for a trading quest or whatever.

Finding a talisman automatically equips it and boosts your abilities. They're visible on a menu subscreen like the power bracelets or triforce pieces would be, as a passive item.

Aquamarine Talisman:
Allows Link to swim faster.

Orion Talisman:
Allows Link to shoot bombs and arrows with less reload time between shots.

Cyclone Talisman:
The spin attack charges more quickly.

Monkey Talisman:
Allows Link to climb ladders and climbable walls more quickly (about the same speed as walking).

Acrobat's Talisman:
Allows Link to walk across tightropes and narrow ledges more quickly.

Iron Talisman:
Link becomes immune to bomb blasts.

Quartz Talisman:
Wearing the shadow cloak consumes magic more slowly.

Opal Talisman:
Link's Sword beams become more powerful.

Great Fairy's Talisman:
Reduces the amount of damage Link takes from enemies.



So, what do we think? It's always good to have more rewards for exploring, since rupees get old and we can only have so many pieces of heart. If you have any other ideas, let 'em fly. However, I don't think we should have more than around 10, because otherwise they wouldn't feel as rare.

28
Friendly & Neutral / [Submission] Jake and Blake, poor kids
« on: July 14, 2015, 01:56:45 am »
Names: Jake and Blake
Ages: 7 and 8
Race: Hylian
Location: Slums

A couple filler kids who play around the little river in the slums. They want to be pirates, and usually shout phrases at Link such as, "hey you! Avast the scuppers!" "Hey green hat! Boil the mizzenmast!" They're never actually seen a ship before, but are pretty sure they could command one to great pirating success. They're convinced that there's buried treasure in the tavern, but aren't allowed in. DARRn.

They probably have parents, because they aren't around at night.

29
Name: Eric
Age: 27
Race: Handsome Devil
Location: Hyrule Terrace, hangs out at the bistro and such. Sometimes buys food at Kale's grocery.

Eric is an eligible bachelor with PLENTY of takers. Like three. He has a huge ego and always talks about himself like he's the most interesting man on earth, bragging about "this time I sailed my yacht to Holodrum just to try a cake I heard was pretty good," that kind of thing. He's a total airhead and misquotes common sayings. "The early bird gets the germs you know. That's why I sleep in. I wash my hands too. Just to be sure." Basically, he just loves attention.


Name: Elanor
Age: 25
Race: Hylian
Location: Sometimes with Eric

Elanor is a pretty down-to-earth girl. She's not that into Eric because he's so airheaded and superficial, but she goes on dates with him because he buys her really nice meals. She's a little torn about it because she thinks it's kind of immoral. But he's SO RICH, you know?


Name: Raquelle
Age: 24
Race: Hylian
Location: Sometimes with Eric

Raquelle is the opposite of Elanor. She's from a wealthy family and thinks Eric's extravagant spending is totally normal. "He only bought be THREE giant teddy bears for my birthday. I'm not sure if he's that into me..." She's mainly into him because she totally buys all his dumb stories and thinks he's as smart and interesting as he does.

Name: Tyler
Age: 28
Race: Hylian
Location: Sometimes with Eric

"You know, I don't think he swings this way but it's worth a shot!" Hey, if he took you on a date, more power to ya. Not exactly sure if Eric noticed that Tyler isn't a girl because Eric mostly talks about himself, but they do make a cute couple.


30
Friendly & Neutral / [Submission] Howl the Winged Warrior
« on: July 14, 2015, 01:02:14 am »
Name: Howl
Age: 39
Race: Hylian, but basically a Rito wannabe
Location: Hyrule Slums

Howl is kind of a crazy old man. His house has two floors and the bottom one is pretty much completely empty, just wooden crates and hey. The second one is just rafters and a kind of nest where he sleeps. He wears feathers on his arms. He is obsessed with birds, and feathers are lying around all over the place. Sometimes when you walk into his house, he drops down from the second floor in a flurry of feathers shouting "ca-caw!" We aren't really sure what his deal is or how he got this way, but he is very knowledgeable about avian species. He'll give Link tips on flying enemies like what their weaknesses are and stuff, always encouraging Link to "Follow the path of the Winged Warrior!"

Unexpectedly, his profession is advice columnist. People write to him and he replies with uplifting advice, always encouraging people to believe in themselves and climb to their fullest. Of course, his replies are riddled with bird metaphors and examples such as, "You must be like the blue heron. Know your inner beauty, but depend on hard work for your fulfillment."

When Link has the Roc's cape, he will get excited and teach Link how to do the down thrust.

31
King of Thieves / Jolly Old St. Link
« on: July 14, 2015, 12:05:29 am »
So in Oracle of Seasons and maybe Link's awakening, there was a house you could get on top of, and if you went up to the chimney, you'd go down it and roll out the fireplace inside. (In Minish Cap you could go up/down chimneys too as a small person, but it wasn't as funny as unexpectedly rolling out of someone's fireplace.)

So, can we have that in King of Thieves too? Just pondering the idea because it could be used in map design as a way of getting into buildings from the roofs.

32
Sprites/Tiles / Hyrule Town Interiors
« on: July 12, 2015, 08:08:47 pm »
Okay, so while this ball is rolling, we were thinking that the town's interiors make sense to finish next. We've already got the thieves' hideout done, but there's a bunch more houses, shops, suspicious abandoned structures with maybe treasure, etc. So I've got a map of the town with all the known interiors labeled on their exterior. Additionally, if there's an NPC accepted for the place, I'll link to their topic so when we design, we know what's already established about each location.

I figure I'll just put this topic here, and when we finish an interior I'll make a note here, and then make a new topic with the collected finished ones.

Anyway, here's what we've gotta do. Question marks indicate that we've got more doors than we've got businesses, they need to be filled in with something so if anyone has ideas let's hear them.


---Hyrule Slums:
DONE - Thieves' Hideout
Cobbler/Tailor Shop - http://zfgc.com/forum/index.php?topic=39496.0
DONE Ingo's Pawn Shop - http://zfgc.com/forum/index.php?topic=39467.0
DONE Tavern
DONE Sebastian McHeadflippy and his Mother - http://zfgc.com/forum/index.php?topic=40709.0
DONE - Stanley's House
? (south of tavern, near bridge)
? (adjacent to Hideout)

---Old Town Market:
DONE Old Town Cafe
DONE Ingo's Emporium - http://zfgc.com/forum/index.php?topic=39467.0
DONE Fortune Teller's Shop - http://zfgc.com/forum/index.php?topic=40033.0
DONE? Hyrule Postage and Trading Co. - http://zfgc.com/forum/index.php?topic=39644.0
DONE (waiting for tileset) - Potion Shop - http://zfgc.com/forum/index.php?topic=39614.0
DONE Angelo the Sculptor's Studio - http://zfgc.com/forum/index.php?topic=40455.0
Shooting Gallery/Ammo Shop - http://zfgc.com/forum/index.php?topic=39437.0
DONE Bookstore
DONE The Cleaner's House - http://zfgc.com/forum/index.php?topic=40661.0
DONE Tailor Shop
? (In narrow alley west end)
? (In northwest courtyard, corner)

---Hyrule Terrace:
DONE Demi and Fructo's Candy Manor - http://zfgc.com/forum/index.php?topic=40131.0
DONE Tingle's Bistro
DONE Nigel's Antiques - http://zfgc.com/forum/index.php?topic=39802.0
DONE Kale's Grocery - http://zfgc.com/forum/index.php?board=357.0
DONE Apartments- Eugene, Bernice, and Forsithia
Gale's Gallery
? (only has a roof entrance)



33
Management / Plot hole?
« on: July 11, 2015, 02:18:40 am »
So, I was gathering all the bits of story from the six acts because there's some holes we discussed that didn't get ported anywhere on the wiki that I could find. Speaking of which, I'm not sure if I have the like, authority to edit the wiki plot page to include the revised stuff we came up with and get everything into one place, because we've basically overwritten some stuff that would be kind of erased if I updated it to have the newer story stuff.

Anyway, I was going through it and found a bit of a hole. Ganondorf tells Link the Gorons and Zora have two cogs after he has the Deku cog, but Ganondorf doesn't tell Link the last cog is with the shiekah. He says he thinks it's with the royal family.

One, does anyone remember why we had this happening? Why Ganondorf didn't just say, "the rest of the cogs are with the Goron, Zora, and Sheikah tribes."?

Two, idea I had, maybe the Hylian royalty legitimately did have the last cog. Link comes back from the Gorons and Ganondorf tells him the cog is somewhere in the castle. Meanwhile, Zelda is onto them. She's taken the cog from it's hiding place and is involved in shipping it off to the Sheikah. Link goes through the castle to find the place the cog was hidden, but when he gets to the room Zelda is leaving with the cog. He runs out onto a balcony and sees Zelda handing the package off to a Sheikah warrior. Ganondorf decides their only option is for Link to head to the Sheikah tribe and steal the cog from them. Commence Link heading to death valley.

34
King of Thieves / Lost Ideas
« on: July 10, 2015, 01:49:21 am »
So, since we've been working on Hyrule Town, the first thing you do there is have a tutorial of thief movement from Link's friend. However, besides pickpocketing, the only moves we have are climbing walls, hiding in barrels, and wall running, which I think was planned as one you learn later.

For the sake of having Link actually able to move like a thief, I think we should add a couple we discussed ages ago, like...

Rope walking- along clothes lines, etc. basically just treats these objects as bridges that you can traverse linearly from their endpoints, but Link moves slower and with a balancing animation.

Walking along narrow ledges- basically the same as rope walking, linear, slowly, different animation. Wind Waker had this.

Moving while hanging- Like most 3D games, Link can hang below a ledge and shuffle left/right. Basically the same as walking along narrow ledges, but below instead of above.

I feel like they're mostly the same kind of movement, there's defined endpoints, Link moves along a set path at a slower speed with a different animation. Just different situations require different ones. None of these were listed on the Wiki that. I could find, so I figured we should decide yes/no so we can put places to apply these movement types since we're starting to design environments.

35
Overworld/Locations / More specific Hyrule Town
« on: July 09, 2015, 06:13:30 am »
Haha, so the main reason I'm putting this here was because Spritonic and I were PMing and I realized I couldn't attach any images to a PM, so hey look I'll just do this.

Anyway, we've already got a design for Hyrule town but it was just a vague 3-tiered sketch, so I did something more specific that hopefully Spritonic can tile from, which was the plan. And this way if anyone else has input, go ahead.

Anyway, more specific layouts are attached. Spritonic, I can do these closer up and more detailed too, I'd break it down into like seven or eight or so areas to do a more detailed plan of any/all areas. Let me know if you want that. I also stuck on some tiles that might work for the buildings, feel free to use/edit them as you please.

36
Graphics / I drew some houses!
« on: April 16, 2015, 07:48:40 am »
So I was playing the iOS game Oceanhorn, which if you don't know is basically a decent rip off of Wind Waker. And the buildings on the islands are pretty cool, and I was stalking the community project a little while ago, and it all combined and I decided to try graphic-ing Oceanhorn's buildings, kinda?

Anyway, it's been years since I did any art on the pixel level, but I looked at the houses from Shadowgazer for reference. But if anybody has pointers, and/or anyone might use something like this (I don't really have a use, I just had a graphics itch I needed to scratch), I might keep working on this a little? Or, @mgzero (pretending that works here  8) ), would something like this maybe be adaptable for King of Thieves?

37
Concept Art / Ganon's Balcony
« on: November 17, 2013, 04:55:00 pm »
Dunno if we should put this in a locations topic or a concept art topic, I put it here because it doesn't give enough information to tile from, so locations doesn't make as much sense to me.



Link meets with Ganon here often, between most dungeons. After the Shiekah dungeon, Link and Ganon fight a Shiekah warrior here, and Ganon's true identity is revealed. It's a pretty plot-relevant location, so I thought we'd get some ideas for it going.

38
Interiors / Thieves' Hideout
« on: November 17, 2013, 04:28:20 pm »
This is kinda how I've always thought of the hideout combined with a little bit of Blaze Big Bang's ideas in his topic here. I agree with him that living in a big house is fine, and makes sense considering how plot-relevant the place is, as well as how many people live there.

The way our Hyrule town developed is that it started with just the market, then grew out a little bit. When large population expansion happened, someone had the idea to drain the (very large) moat to facilitate growth. Some development was done there, but as it worked out, since this was in a previous moat and therefore a less attractive place to live, the poorer of hyrule ended up moving down here. Therefore, the area decayed more and more as the stratification between the haves and have-nots grew. What were previously middle-class type buildings fell into disrepair, and many flimsy ramshackle buildings were erected.



Anyway, about the layout for the Thieves' Hideout: this was once a nicer building, but long ago fell into disrepair. Farin found it abandoned, as many buildings in the slums are. The first floor is mainly a bedroom for the many kids who live here, although a kitchen/eating area is shoved into an octagonal tower space. There are a few shelves with miscellany that the kids have picked up, as well as some cupboards for dishes.

Upstairs, there's a hallway that has kid activities going on, for example a kid might be on the floor drawing on something he found or playing with something, or maybe some kids are playing tag. There's a small study in the octagonal room where Farin has amassed as many books as he can over the years he's been in Hyrule, where he studies to try to find information about Ganon. You can walk over the rafters above the first floor, and if you have the skills, get to something cool at the end. There is also access to the roof by going out one of the windows, or perhaps through a ladder somewhere (this option is not pictured. I just didn't think of it 'till now :p)

I liked Blaze's idea of a secret tunnel under a bed, but I don't know why they'd have that or where it would go.

39
Management / Idea: Technical demo via Prequel
« on: November 08, 2013, 03:10:53 am »
Okay, so I'm basically proposing this to see if it's remotely feasible, 'cause I don't really know from a programmatical standpoint, but anyway:

What if we present a demo of the game engine via a prologue to the game? Specifically, Farin's backstory. I don't think we cemented the details proposed in Farin's NPC topic, but we do know that he was born as the Gerudo king, but due to Ganon, he was exiled or escaped the Gerudo city and traveled to Hyrule town after Ganon. Sounds like a good story.

I know this would probably require a lot more work, like the sprites necessary for Farin to be a playable character, but it could be really cool. We're mapping the Gerudo city and Hyrule town anyway obviously, but it'd be particularly badass to set this game like 7 years in the past, to there would be minor changes to the areas. Then the plot would be able to give backstory details that wouldn't really fit into the main KOT game. I also think this might be a great way to build up some excitement about KoT. It's a lot more concrete and fun than a tech demo, but would serve the same purpose. I mean, Farin probably wouldn't be able to use all the items, but we might be able to make Gerudo versions that function the same way.

I noticed this when I looked at Farin's NPC topic to see what he needed to explain at the end of the game when he's like "oh hey I've been the king all along, I didn't tell you, yo, my bad". We'll need a brief explanation here, but it'd be pretty awkward, complicated, unnessecary, and totally throw off the pacing of the game to fit in his entire backstory, which sounds pretty interesting. I mean, I'm not trying to be assassin's parkour or kingdom hearts or any bulky franchise, I just thought his story is interesting, would be fun to hear/tell, and uses many of the resources we're already developing.

Sooooo, what do you think?






My basic idea for his backstory as a game would be:

Farin is presented as the king, almost of age, and we introduce Syrup as maybe a close friend, or maybe an acquaintance. We also get to see the Gerudo palace as it was before Abigail took over and focused only on war.

Farin's official coronation is going to take place next week, and one part of the preparations is an obstacle course he must get through to prove his competency to lead the Gerudo. It's out in the desert, and he must get through it using Gerudo artifacts suspiciously similar to items Link gains (thereby showing off some of the items in KoT) (although we should probably leave a few to show off just in the main game.).

Farin completes the course and is congratulated by his mentor, the current female warlord. She hands him the King's Sword, a symbolic weapon proving the Gerudo king's competency to lead. He goes back to the Gerudo palace, and walking into his room, he finds a Gerudo woman lying dead on the floor. He is stunned, and just at that moment, the warlord's advisers, Koume and Kotake walk in. They accuse him of murder, and are shocked at this betrayal of his people. Guards are immediately summoned, and Farin is taken to the dungeon.

Hours pass, and Syrup finds him. She informs him that his trial was strange, it went so fast, nobody really knew what was going on, and suddenly the warlord council had decided to execute him. Farin claims that he didn't kill the woman, and Syrup says she knows. She has a plan. The dungeon is too well guarded for him to escape right now- however, it's only the ways out that are guarded so well. We're going to set up some provisions so that you can escape during the execution. Syrup produces a key, and they split up, Farin needs to utilize STEALTH SKILLS to sneak to a couple locations in the dungeon complex and plant some explosive jelly potion Syrup created. Then, he has to get back into his cell. Meanwhile, Syrup plants explosives at points outside the dungeon to assist in the escape. As Farin closes the door to his cell, Syrup pokes in through the window. She says everything's gonna be okay, don't worry. She'll see him tomorrow.

The next day, Farin is taken out to the execution place (I don't know how they do it. Shoot him? Maybe just push him into a pit? Off a cliff like Sparta?) As the warlords are about to execute him, an explosion goes off. Farin uses COMBAT SKILLS to knock out a couple guards, then run through the rubble of the wall. Now he must follow the exploding path that they set up using AGILITY SKILLS (all the capitalization is because these are the mechanics we're designing for Link in KoT, being tested in this game), as well as maybe fighting a couple guards. Syrup shows up at points, using a bow and arrows to shoot the potions and making them explode. The crumbled walls and collapsed buildings are still around when Link visits the Gerudo settlement 7 years (or so) later.

At the end of the path, which is the city gate, Farin is confronted by a young soldier- Abigail. She claims that this is the last time the Gerudo will ever trust a man. These are my people now! And she fights him briefly. However, Farin escapes when Syrup arrives and intervenes, and they get out of the city. They pause at the top of a sand dune or on some old ruins, as Gerudo soldiers are in hot pursuit. "Our chances are better if we split up", Farin says, and they part. Syrup disappears from view, and just then, Farin is hit with an arrow. He continues to run, getting hit once more, before he puts enough distance between the guards that they lose him. He eventually happens across an oasis and collapses.

He wakes up to a hermit standing over him. He gives Farin some water and says "I don't know what this means, but you're the second Gerudo running through here today." Farin perks up "The first one, was she okay? Did she get hurt?"

"She?" Says the hermit. "The first one was a man." Farin is shocked. "He went through here, looked as if his horse was laden with treasure from the sand temples. He took Leever pass, if he's crazy enough, he might be trying to escape the desert and find his way to Hyrule."

Farin thanks the hermit and follows the other Gerudo man to Hyrule. Leever pass is a narrow, winding canyon with a creek that falls over an enormous cliff at the end. Farin has to make jumps from ledges and barely makes it- it's obvious there's no going back. He finds himself in Hyrule town at the end, and wrapping himself tight in his cloak, wanders into a tavern in the slums. He gets a drink and listens to people talking. He hears them saying they've heard about a Gerudo King coming into town. Farin starts to panic, but realizes that they aren't describing him. "He wore all black and had a horse the same color. He brought a bunch of treasure to the castle as a token of friendship. I hear he's trying to negotiate peace. I thought the gerudo were extinct! Etcetera!" Farin decides he'll stay in town and figure out what this Gerudo imposter is, and how to expose him.

And the game would conclude there.

40
Name: Boxelder
Age: 46 in deku years
Race: Deku
Location: Deku Village

Boxelder runs a workshop in Deku Village where he manufactures wooden crates, barrels, boxes, and fences, among other common zelda objects made out of wood. He's run the workshop since he inherited it from his father years ago, and is very concerned that everything be run properly. He comes off as a hard-ass because of this, but he's really just concerned for the shop and the quality of the products. The fact that he naturally has a very gruff tone to his voice doesn't help.

In appearance, he is a smaller Deku, but well built. Short and stout. He has mossy scruff around his face, and is often scowling.


Name: Mountainash
Age: 45 in deku years
Race: Deku
Location: Deku Village

Mountainash is a gentle giant among Deku; not nearly as big as the circus deku Noko, but still large. He has a wild beard and hair, and wide eyes at all times. Despite his fierce appearance, he is a very quiet and careful craftsman in Boxelder's workshop. He is very careful in all his measurements, perfecting every angle and bevel, sanding surfaces until they're as smooth as silk. His intelligence is visible in all his works.

Whenever the workshop needs a material from the wild environment of the swamp of the mystery of the kokori forest, Mountainash calmly goes and gets it, coolly facing any dangers or challenges.


Name: Hickory
Age: 11 in deku years
Race: Deku
Location: Deku Village

Hickory is Boxelder's granddaughter. She grew up around the workshop, being taught various tidbits about this and that in woodworking by Boxelder and Mountainash, but also being often told to get out of the way. It came from Boxelder's worry about her getting smashed by a big beam or something, but Hickory developed ways of staying well out of sight and out of the way.

When Link visits her, she will teach Link how to sneak in barrels. With this new skill, Link can sneak around Boxelder into a back room where Hickory will show Link her own project, a big wood sculpture.




Basically, I invented the other two in order to contextualize Hickory, whose purpose is to teach Link to sneak in barrels. We can ignore them if we decide Link should be able to sneak in barrels from the start or whatever. They're all named after trees that look really similar, I was really confused when I started building a treehouse in what turns out to be a Boxelder tree. It looks a lot like an ash tree, but has the propeller seeds of a maple, so I learned the difference between these trees :p

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