Link to Pt 1
Let's see, what was I talking about...oh yeah, Twilight Princess.
-I wanted to borrow some stuff from Twilight Princess and, as I mentioned last time, I thought the storyline of you going out into the Twilight being initially about rescuing these kids who are your family and playmates (and lover) in Ordona was an integral part of Twilight Forest, so I copied that. Sokra and Fado both seemed to have a close relationship to Link in the Idea Dump image, so I decided to make them all one group, bring in a few of the kids from TP, and name their group the Twilight Rats just to ram home the reference. Talo delivers the initial weapons tutorial when you get the Wood Sword in TP, and Malo has his whole "Malo Mart" sidequest. Beth I don't remember having much story importance, so I did with her as the plot demanded to show that Link, while violent, has a good nature that is unrelated to his status as the Hero. I loved Purlo, who runs some sort of acrobatics game in Castle Town, so I added him in with much the same personality. If he betrays Link, it's only because he hates his guts.
-The picture I use as the thumbnail in my works features the two fairies, and the description to that image sketches the morality system in 1,001 Knights. I immediately looked at the dark fairy and thought, "Hey, doesn't that look like Tatl's brother from Majora's Mask?" After a quick Google search to figure out just what the hell his name was, I knew exactly how to handle their characters. Tatl is more responsible than her brother, a bit of a know-it-all to reflect her role as MM's Navi, while Tael is more childish, much less serious, and the progenitor of all manner of one-liners and sight gags (but since this is all text and we're reading it with our eyes, doesn't that make ALL of his jokes sight gags? Food for thought).
Speaking of fairies, I should probably get to gameplay mechanics, shouldn't I? That was the main reason I started writing this in the first place, and I'm only just now getting to it. Anyway, the 1001 Knights game in my head has a morality system built around the two fairies. One is selected as your active fairy, and you build up energy and exp for these fairies by doing various acts like pickpocketing if you have Tael selected, or cleaning people's houses if you have Tatl out. Once you get enough energy, you can use that fairy's selected move. As you level up the fairy, its energy increases and it can learn new moves. You can use the currently selected move at any time by pressing a button (perhaps (c)?). By choosing one path or another in a cutscene, you can give a lot of experience points to either fairy, even if that fairy is not the active fairy. The Dark Path focuses on your ability to deal damage, while the Light Path focuses on your ability to deflect or avoid damage altogether. To maximize your gameplay experience, it is recommended you chose and stick to one path early on (of course, if you are reading this instead of playing it, feel free to read one path or the other or both as the fancy strikes you). At certain points in the game, you have the option of sneaking back into Kakariko, into the Old City, to see Zelda or Nil. You can skip these cutscenes if you want to, but these Interludes give you the opportunity to flesh out Link, Zelda, and Nil's characters and, more importantly, gain lots of Light or Dark Experience.
Unlike Shadow the Hedgehog or...that guy from Infamous, Link choosing to do one thing or another does not change his character; each crossroads, each Path represents a choice that Link can make, and he is capable of choosing one or the other without changing who he is. Link choosing to interrogate Purlo or question Turbin is a decision between satisfying Link's desire for revenge or the need to get reliable information quickly. It's the same Link, whether you chose to go all the way down the Dark Path, all the way down the Light Path, or a mixture of the two.
I also feel it important to note that even if you progress all the way down the Dark Path, Link won't switch sides. The Dark Path represents when Link chooses to indulge his own pleasures in the pursuit of getting what he wants. The Light Path represents when Link tries to be the better man, to behave like a role model to the kids.
The whole system of Divine Powers is one that I'm pretty proud of. It's inspired by Megaman Battle Network Chip (something like that), a GBA RPG that I downloaded by mistake when I was looking for a ROM of Megaman Battle Network 1. The move selection system does a horrible job of explaining itself in-game, but it's really easy to understand once you play a few rounds. You build a deck of 10 cards, arranged in a sideways triangle. Each turn, the game starts from the lone, left-hand card and traces a path through the 3 remaining rows to one of the four cards at the right-hand base of the triangle. You then use the moves on those cards in the order the game selected them, always beginning with that first card. This geometry of 10 spaces arranged in a triangle, combined with a limit of four spaces that can be occupied and rules that you must start on a vertex and travel only to adjacent spaces, has a number of interesting properties.
-You can pass a line (here defined as a sequence of four or fewer spaces adjacent to each other in some way) from a vertex through any other space on the board.
-You can pass a line from a space directly adjacent to a vertex through any other space on the board, except for the furthest vertex from that space.
-You can pass a line between any two spaces on the board and connect that line to a vertex, provided the center space is available for use.
--Together, these rules mean that there is a valid line through any two points that will start/end on a vertex.
-You cannot pass a line through a vertex, the center space, and another vertex.
These properties encouraged me to develop my Divine Powers such that each side of a triangle represented a different way of looking at that Goddesses' gift of Offensive Might, Defensive Ability, or Adventuring Prowess (because being a mixture of offense and defense, like Farore's Potion was in Minish Cap, is kinda lame for such an important goddess in Link's life). For example, along the left side of Din's Divine Power board are the abilities Berserker (you get more powerful as your health drops), Armor Break (do small amounts of damage to armored enemies), Spiked Shield (shield bashes do damage as well as stun), and Fast Strike (melee speed increases), which together encourage you to get physical with an opponent and not worry so much about depleting your health. The right side of the triangle, in contrast, contains Berserker, Bomb Proof (your own explosions can't hurt you), Quick Draw (charge bow and slingshot faster), and Range Up (projectiles travel farther), which encourages you to keep your health low, then stay back and blast or snipe enemies from afar. Finally, the bottom side has Fast Strike, Counter Up (increases timing window for countering attacks), Pierce (arrows travel through multiple foes), and Range Up; this set maximizes both your range and melee ability without either the risk or reward of Berserker. By no means is this talent tree set in stone: to the contrary, you are expected and even encouraged to mix and match any abilities you think will be useful to you. A post of all divine powers and fairy moves will follow. Suffice it to say that I spent way too much of my free time on this.
To fill up your Divine Powers, you have to stop at a church or a roadside shrine and pray. The goddess of whatever board is currently active will receive fairy energy from you (you can chose how much you want to give by how long you pray), and this energy fills that goddess's experience bar. Donate enough energy, and you get an unlock point you can spend on unlocking a power. You can endlessly redistribute your active powers without consequence. Link's conversation with Din should explain the rest of this system.
Link's adventures take place around a desert. The world is set up like Termina, except much, much larger and with more sand in Termina Field. Thus, there's this idea that you have to hop from oasis to oasis, carrying enough water for you and your horse to get to the next one or to your destination. I'm not crazy about Epona...but she's in the source material, she is a very established part of Zelda cannon and now I have to make the most of it.
In the original idea dump, many of the characters held the classic Zelda items - bombs, hookshot, bow, boomerang, things like this. Most of these characters are friendly to Link, and to take these items away from them would leave them defenseless. I wanted to transfer this aspect of the original idea over (because seriously, EVERYONE has an item), but at the same time I couldn't figure out how to do this without screwing these characters over. Thus, we have the Rod of Seasons, which behaves much differently than it did in Oracle of Seasons. It lets me give these items to Link without screwing over these characters. Expect to see more Oracle-series items as the story progresses.
One of the things that was in my Ninja Link idea was the concept of limited inventory space, that swords, shields, dungeon items, and even boss keys require space that might be reserved for potions or other dungeon items. I'm a huge Minecraft guy, and I love how you have to make choices on what you can carry and what you must leave behind. This Link has something similar, with the added restriction that carrying more stuff not only reduces his ability to carry other stuff, it also slows him down and tires him out faster, deadly in the heat of the Gerudo Desert.
Link is a thief. Money is important to him (though he recognizes that it's only a means to an end). If he can't pay for something, he can either steal it in the same way you can steal from the parrot in TP, or pawn the stuff he already has to get enough rupees to buy whatever he needs. When the player pawns an item, he or she has 72 real life, not in-game, hours to pay the shopkeeper back, or else you have to buy the item back at a much higher price.
...I think that's it for now. If there are more questions, I shall answer them. Bye for now.