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About Digital Art / Hobbyist Official Beta Tester Chif_iiMale/United States Recent Activity
Deviant for 7 Years
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More things!
-The Deku Prison is one of my more interesting concepts for 1k1k. Think of it like Glitzville from Paper Mario 2 - you fight other teams, rank up, and progress through the prison. I have no idea how well it would work in an actual Zelda game, but it works in terms of the story and gives Link some contrast between who he was and who he is, so it works. The rules are as follows.
--You may challenge any cell below you, plus the cell one rank above you. The winner gets their choice of cells.
--Cells are numbered 1-10 in blocks A-J. The 1 cell of every block receives extra perks, like warmer food or furniture, compared to the other cells in that block. Thus, fighters in a 1-cell usually have to defend their position not only from the 2-cell, but from the lower cells from the next block, so they're usually much better at fighting than anyone else in their block. (K block is for everyone who doesn't feel like fighting. They're basically all in a big mosh pit, and it sucks.)
--Each fighter gets one weapon. Weapons can't be used twice in one day. If you're in cell block H or above, you can reserve a specific weapon, and no one else will be able to use that weapon unless they defeat you.
--If you get defeated, you can issue a revenge challenge against the person who defeated you, up to three days after your defeat, provided you have not issued any other challenges in the intervening time. If you win, you get the cell the other team occupied at the time of the revenge challenge.
--As long as no one complains about it, prisoners can switch what cell they're in, letting prisoners form teams of two or more cells that can adapt to different challengers.
--Battle Cage matches are controlled by two stats - Affinity and Respect. Affinity determines how fast and accurately your teammates respond to your commands in battle - it can be raised by playing games or beautifying your cell, and lowered by abusive interactions with guards or other prisoners (and winning or losing matches, of course).
--Respect is a bit like a morality meter. Positive Respect measures how much fellow prisoners like you, and Negative Respect tracks how much the guards like you. Very few actions raise both stats; most raise one at the expense of another, so by the end of a run, you can usually have one very high and another very low, or both at a midling level. High PR means prisoner fights are easier, out-of-battle interactions are more positive, and you get more requests to join your team. Low PR makes fights more difficult and challenges from higher cells and revenge challenges more frequent. High NR means guards are nicer to you and occasional give you quality-of-life perks and even a cut of the money they bet on you when you win. Low NR makes guards rough you up a bit on your way to battle and conduct random searches that lower Affinity. The P+N- path makes fights easier at the cost of rewards; the P-N+ path makes fights harder, progression faster, and rewards greater. Both paths require you to spend some effort on making sure the opposite Respect doesn't bottom out completely; when you reach 0 in PR or NR, your Affinity becomes so low it's essentially impossible to keep fighting.
-Link can return to the Deku Prison after he's visited the Spring of Farore and go all the way through it, fighting all 100 cells on his way to the top. Unlike the first time, Link can exit the Prison at any point, and the matches cycle a lot faster. In addition to prisoners, Link can recruit other NPCs like Sokra or Bagu to join his team. Beating all one hundred cells gets Link a special item...
-Inside the Deku Prison, Link does not have access to any temples or shrines. Instead, each cell comes with three statuettes that he can use to donate fairy energy to the goddesses.
-Zubenelgenubi and Zubeneschamali are the names of the two brightest stars in the constellation of Libra; they are Arabic for "southern claw" and "northern claw", respectively (before you ask, no, I do not know how to pronounce them). Also, the name of Nabooru's tribe comes from a star in the constellation Ares, and is Arabic for "lamb".
-Perhaps I did not convey this adequately in the chapter, but Link's first opponents in the Battle Cage are the carpenters from OoT. (It would help if I had bothered to write actual dialogue for them XD)
-Who Xiana and Viacko are paired with depends on who you went to in the beginning of the game to help find the rest of the Rats. If you went to Turbin for help finding Sokra, Fado, and the kids, they team up with Purlo, and vice versa. On the Dark Path, Purlo got recaptured after Link left him. But the Knights couldn't send him to the Deku Prison as planned because Purlo and Link's fight caused a crowd to gather (the whole point of the secret prison is that no one even suspects it exists), so they had to put him in a more well-known penitentiary. If you chose the other path, then his journey is uninterrupted and he winds up in the Deku Prison. Turbin's story is a bit darker. See, the Knights find his hide-out regardless of what path you take. But in the Light Path, because he knew Link was trying to rescue Sokra and the rest of the Rats, he sacrifices himself to protect the tunnel and you. In the Dark Path, he doesn't know you've taken that tunnel, and so he doesn't have a good reason to chose death over capture.
-The design of Turbin's mech is a combination of the Equalist mechs from Legend of Korra and the Turtle Mech from the most recent computer-animated Ninja Turtles show. The rider sorta sits in the chest, like with a Gunman, and there's a wire cage that covers the operator like the TMNT mech.
-As with the boss battle with Barrhem, the fights with Purlo and Turbin are not OH-KOs; I just can't find a way to write "Rinse and repeat" in a way that's humorous, awe-inspiring, or emotionally develops one or more characters (see the fight with Shusenn for more details). Purlo flies around the cage like a madman using his clawshots, trying to get behind you to grapple onto and damage you. You have to make Purlo's clawshots grab onto a bomb; the clawshots will reel the bomb in and it will explode in Purlo's face. Rinse and repeat. Turbin's mech turns slowly, but you can't roll or run around him in a tight enough circle to get to his backside because most of his attacks (apart from his bombs) are melee-based. You need to use the clawshots to latch onto an opposite wall before hooking onto the weak spot on his back. Then you can inflict damage.
-I'm realizing I've taken a lot of inspiration for Farore's personality from Viridi of Kid Icarus: Uprising. So yeah, that's what she'd sound like.
-Nabooru has a Canadian/Minnesodean accent - she sounds like the blue ninja/black ninja's (can't remember which it is) mom from Ninjago. The vocal patterns of the other Gerudo are modeled off of Gogo Bomango, creation of
-So...I took a bit longer to write Chapter 9 (like, 5 months longer). And, about a month ago, when I decided to knuckle down and finish writing 1k1k, I spent a lot of time writing everything BUT Chapter 9 (As I said, I will release some of that material soon). I think the big problem is character development. At this point, Link has the leadership, confidence, compassion, ect, necessary to beat Ganon. It's not like Chapters 3+4, where Link's fighting against perception of what others want him to be, or Chapters 5-7, where Link's struggling to accept how the journey is changing him. A good chunk of Chapter 9 is occupied by splits (which is another way of using twice as many words to write the same amount of story), and Chapter 8 is basically all flashbacks. And while the ending is my best portrayal of the "three-hit boss fight" trope yet, it suffers because I realized I only had five pages left on my AlphaSmart file (which is about the max file size of a dA literature submission), so I focused on making my writing compact instead of good because I didn't want to make it a two part-er - hence why I left out Link getting his goodies from the Spring of Farore. These are probably my two weakest chapters, but at least I know WHY they're weak.


Okay, so I'm updating this now that I've posted the Spring of Farore section from Chapter 10. And there are a few things I'd like to speak up on.
-It's probably bad game design to put the item most useful to the player way at the end of the game (especially if you're 100%-ing the game)...but this is a fanfiction, so it really doesn't matter in the end. If this was a game, it'd be about five dungeons too short as it is. Besides, I have plans for how the post-game works.
-Also, I wrote some lines for Link and Farore that sorta push the fourth wall a bit. Let me know if any of that sounds out of place.
-I plan more information on Din, Nayru, and Farore, but Farore's association with epic poetry (such as the Oddysey or King Arthur) comes from Din's association with dancing and Nayru's association with singing.
-Just as Nayru and Farore have songs that let you donate fairy energy, you can learn a similar song for Din. Go back to the Fire Sanctum after beating the Funerary Barge, and she will teach you the Song of Din (known to the Gorons as the Bolero of Fire).
-I'm a music guy. I've been playing instruments or singing since I was about eight. So I might use words that the average person would never know the meaning of. Legato means to hold a note for as long as possible before moving onto the next, so that they seem to flow into each other like a waltz (contrast with staccato, where the notes are short and crisp, and the music is often march-like or extremely fast). Syncopation is a technique used extensively first in ragtime, then in jazz. Normally, you stress the first beat, or the first part of a beat, more than the second. Syncopated beats make the first part of the beat shorter than the second, Perhaps I'm remembering or stylizing the Sonata of Awakening as jazzier than it actually is, but I remember the fifth and sixth notes (to that (A) and then up) as syncopated.
-Farore's corner dots don't make monsters drop less of anything; it simply gives them the chance to drop additional items. I couldn't find a way to write that into her dialogue without it sounding too clinical.
-I wanted to demonstrate that there's no pressure on the player to pick a starting dot right away. With any of the Goddesses, you can chose to hold off and wait until after the cutscene ends.


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