If you haven’t checked out the first edition of this developer diary, I suggest that you do so! Since I already gave an introduction to the developer diary in that post, I won’t give one in this post. Without further ado, here’s the second edition of the developer diary for Golden Continent: Rise of the Dark Forces:
So, for the past day or so, I’ve specifically been working on another area of the map called the Desert, which is a very unoriginal name, but it fits the bill so I’ll keep it for now! Anyway, so far I’ve completed part of the main area inside of the Desert, but it’s not finished enough to be shown in its entirety yet, so I won’t be showing it in this edition. However, I can give very descriptive details about it, so I shall do that. First off, entering the biggest part of the Desert causes you to start dying from “heat stroke” (Wither level 255, Slowness 3, and Nausea, but all status effects are removed when you exit the biggest part of the Desert) so that you cannot be inside of it for very long. This is mainly because I’ve done the whole “enter this area, go to point A, grab a key, then go to point B to complete the area” thing too much in this map. Now, you have to go to a “Tour-Guide”, who will transport you to the 3 different “landmarks” in the Desert. The three different areas there are “The Oasis (an optional side area for some loot)”, the Ancient Ruins (contains a key so that you can enter the final area in the Desert, which I know I just said I was trying to refrain from, but it’s at least somewhat different), and the Desert Fortress (which is the main dungeon of the area, locked by a key located in the Ancient Ruins). The Oasis is really (as I stated before) an optional area with some neat loot to collect. The Ancient Ruins is kind of like what you might expect to be the inside of a pyramid from a cartoon like Scooby Doo (which means it’s filled with traps and very “ancient” looking, obviously). The dungeon in the area, which is the Desert Fortress, is kind of like Arbiter’s Grounds from TLoZ: Twilight Princess. Once you reach the half-way point of the Desert Fortress, you flip a lever, which causes sand in the front of the Fortress to fall down a long distance, revealing the short fortress as now being more of a gigantic, towering fortress instead (I need to figure out how to do “cutscenes”, however, so that the player can witness this event). Well, that’s all the time I have for today’s developer diary, so tune in on Thursday for the very next developer diary for this map! The third edition of this developer diary will talk about the other new area in the map, the Seashore. Thanks for reading, seeya!