There’s a bit of an echo on my voice in this one and I don’t know why; it might be because I was testing Shotcut for the editing.
Otherwise, I determine that the best idea would be to try to ride Farosh before: wandering about the waterfalls in the search for things; meet the traveling accordionist Rito, Kass; explode a rock by getting lightning to strike a sword sitting atop it; and then meander about Lake Hylia for a while.
I have a tendency to reuse old characters in new projects because the attention deficiency means the old projects didn’t progress very far.
I’m bringing back Stark Bar and Morritriole as a couple of extremely high-end units.
Morritriole is an extremely powerful tank. While he can’t force enemies to target himself, he hits hard and can soak hits like a champ. In exchange, he uses a lot of Mana for his special moves and takes up two slots in the party. His natural ability to adapt to any situation almost instantaneously provides him with a wide variety of abilities to use and reduces sequential damage of the same type.
Stark Bar, being born on a moon encased in the electrical field of a gas giant, has a rubbery body that’s resistant to bludgeoning and fire and immune to electricity, though the trade-off is a weakness to cold/ice. He’s got slightly above average stats across the board but his second trait randomizes his initiative speed after each action (between .25x and 1.25x his base speed).
Just… just why?
I release Daud from where the Brigmore Witches had apparently imprisoned him in a bathhouse to be used by the Eyeless cult for commercial gain, then head back to the remains of the Dreadful Wale to plot my next move.
I continue wandering about the Ardainian battleship, being screamed at by the soldiers, and manage to pinpoint exactly what is bothering me about the game while smacking that weird pervert, Dughall, in the face a whole bunch.
And then we head out and face the best characters, Mòrag Ladair and Brighid, in combat.
The big thing about this new game idea is the large number of units that I’ll need to come up with and animate and spec out. I have good ideas that are within reason and aren’t time-consuming.
I did some more renditions of Zegg to try to find a good balance of head-to-body. I’m still not getting the quite right vibe off of him but, like with Voyager, I have no idea what the “right vibe” looks like.
Joker is a gambling/card-based character. His attacks deal random damage or random effects; he’s also the first one I’ve developed with traits. It becomes less and less likely for a specific damage/effect to occur the more often it happens in a row and he either doubles or destroys all loot that’s found. He’s high-risk, high-reward.
Wulfred is the first tank. He’s slow, but draws aggro easily. Wulfred’s based on a St. Bernard, a Tibetan monk, and the fictional concept of these dogs carrying barrels of brandy about on their collars.
I head south to Faron Woods and become decidedly alarmed by the existence of Farosh, a giant electricity dragon that aimlessly floats around spitting electric balls at everything.
And this reminds me of Sparky and the most horrible camping trip that made me quit being a Boy Scout.
Eventually. Once the ADHD lets more than half a thought through at a time.
I finally get around to the third in one of my favorite game series and join Billie Lurk on her quest to find forgiveness in the one person who ever felt like family… and talk to rats, which she was always apparently capable of doing because of a trinket her girlfriend gave her?