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Valrahk

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First off, no, I will not be translating The Taluka Chronicles into any other languages. I only know Spanish, besides. What I mean by "Lost in Translation" is that some material won't be making it into Gold Edition for one reason or another.

 

-One thing that's not going to be added is the Elemental Damage system. With the complexity of the battle system already in place, adding elemental advantages would be too much work and wouldn't add enough gameplay value for it to be worth it.

 

-On a brighter note, the repeating Vatuka bosses are also out the window. This is just to add more variety to both the boss designs and strategies.

 

-The Emblem Temple section is being removed, but only as a mandatory segment. The emblems are instead being sent to side-quests. This also means that some of the mini-bosses associated with them are also being axed, but then, fighting Lava Rats and Takea swarms weren't quite the high points of the previous versions. Wait a second... as I recall, one of the Emblem quests will be part of the main story, and you'll see what I mean when you eventually play it (I can't reveal how just now--Too big a plot point to spoil).

 

-The segment in Chapter 2 aboard the S.S. Takea has also been removed. There is, however, still a ship, still some pirate action (more so than previously, actually), and a much better dungeon design for Hoi Island.

 

-The screen-by-screen progression for the Le-Wahi jungle has been removed, but I still haven't decided what will replace it--likely it will be similar to the technique used in the Charred Forest, where it's a continuous map but it doesn't appear that way. It should cut down on the amount of aimless wandering from the previous version.

 

-Also, Le-koro isn't going to be in the game. This is to maintain continuity, and to keep with the darker feel of the game. There is still a village, but it's the Boxor encampment, since Le-koro has been invaded by the Bohrok.

 

-The old final dungeon, the Mysterious Tower, has been axed. It was just a little too boring and repetitive to be honest. Its replacement will be close to the same length, but much, much more varied (and I'm not telling what it's going to be yet, but I will say that it's big enough to have three separate music tracks attached).

 

-This should be obvious to those who have played the Demo, but the old first objective, finding Takua's lava board, has been removed. Again, this was to keep the darker feel for the game, and to get right into the action.

 

-The constant returns to Nokama for re-translating the Tablet are gone as well. Like the Mysterious Tower, it was just too repetitive and dull.

 

-The mandatory quest to rid the Frozen Lake of Hoto is also gone, but like the Emblems, it's been moved to a side-quest.

 

-The Matoran Assistance Program, as a system, is likely to be removed. The concept of minor side-quests to help Matoran is still there (Nislow in Ta-koro is part of the newer, less cumbersome system).

 

-The frustrating (and technically broken) Oktus Nui boss has been replaced by a similar, but more interesting (and much harder to screw up on the programming side) battle, which I will reveal in the next update.

 

-The minigames, unless I somehow find the time, may also be axed. Definitely the original ones are going to go, even if minigames are present in the game (except for Mine Cart Racing--That might require some serious tweaking, but it's on the list).

 

-The Mangai Volcano dungeon is also set to be removed. It's been replaced by a much bigger and harder temple complex.

 

-The frequent timed chase scenes against Granja have been removed. This comes largely from changes in Granja's character (he's become a much more compelling villain now, and constant bumbling and theft doesn't really add anything to that).

 

Now, I know that's a lot of stuff removed, but trust me- the space left by those removals will be more than filled with much better material (the Emblem quests in particular are far superior to their predecessors in just about every way imaginable, even though two of them aren't even thought up yet).

 

Now, on to some of the improvements, namely the equipment from the Onu-koro Mines.

 

Here is a screenshot of the cablecar that takes you down to the bottom of the mines. It was based on the one from MNOLG, with a few liberties taken (namely the floor panel shape). Also, this graphic is really complex, taking up all three of the available layers in RPGmaker 2003.

 

Here is that infamous drill with the missing control lever. Now, notice that odd-looking little thing beside it (on the right); That was the original drill from previous versions of Book 1. Needless to say, it's been improved. Also, the design for the new drill is based off the Brainwash-O-Matic from Piraka Mania, but has been completely reversed. and gotten an extended platform.

 

NOTE: These screenshots are not final, and will have minor alterations when Demo 2 is released.

 

As for progress, Ga-Wahi's jungles have been started, the necessary parts of the Great Mine have been mapped, and really that's about all I can say for now. Oh, except that the battle system can now handle up to 20 enemies on screen at once.

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