It looks like the randomized Kara portrait quest won’t be programmatically prohibitive — and I like it, so I’m running with it. Lance’s Letter will spoil where Kara’s portrait will be found (see below) — however, the player is on their own with the location of the Magic Dust, which is also required. Maybe Ishtar can spoil that location as a reward for completing the Angel Village dungeon.
Secondly, in the spirit of my last post (i.e. refraining from adding new stuff to the game, when possible), I’ve decided to get rid of the sea captain who offers passage from Inca Ruins. I’m not doing away with sea travel, however. Let me explain:
So, I’ve always felt kind of bad for Seth, who turns into a sea monster with little explanation or necessity, and then proceeds to fade into obscurity nary to be recalled ever again. Seems like an ignominious end for our bespectacled friend. So, as an homage to Seth’s mysterious transformation, I would like to use him as our key to sea travel — i.e., he can pick us up in South Cape and take us to any of the sea-accessible locations previously discussed.
This quest is unlocked with Lola’s Letter. Again, allow me to explain:
So, at the start of the game, Erik can be found on the docks at South Cape. Apparently he can signal to and communicate with Seth (in sea monster form), however as he does not know Morse Code (which was Seth’s only method of communication in the vanilla game after his transformation), he cannot understand what Seth is saying, or say anything in return. In Lola’s Letter (which in vanilla is procured from a man in Dao), she states that she’d heard of Will’s need to learn Morse Code; and since Bill knows the code, she had him write up an explanation which she included in her letter. Thus, finding and reading Lola’s Letter allows the player to learn Morse Code, subsequently allowing the player to communicate with Seth (via Erik in South Cape) and hitch a ride with him to anywhere in the world accessible by water.
Is it weird? You bet. Do I love it? I kinda do. Not only does it make use of the game’s existing lore, it also gives a significant role to every NPC in the core cast of characters:
- Kara is trapped in a painting, which can be found in one of five locations. Rescuing her (as well as collecting the needed Mystic Statues) gains you the Firebird Attack, which is required to beat Dark Gaia and complete the game.
- Lilly can be found in Itory and will join you in your pocket if you bring her Necklace back, unlocking the coffin item in Seaside Palace.
- Neil can be found in his cottage and will fly you around in his airplane if you can restore his knowledge with the Memory Melody.
- Lance is with his father in Watermia and grants you an item, as in vanilla. He also indirectly helps by writing you a letter informing you of where his father saw Kara’s portrait.
- Erik hangs out on the docks in South Cape, where he can act as your go-between with Seth.
- Seth, in sea monster form, can take you around the world, provided you know Morse Code.
I think I’m finally happy with how this is turning out. Not too late for feedback, however.
Subsequent to having nailed down some of the significant game mechanics (and have largely verified that they can be feasibly implemented), I will likely not be updating this blog much as I spend most of my time doing the tedious work of implementing these mechanisms. I’ll still be around to garner feedback, of course, which is more than welcome! I may also do some development on my Twitch stream, so feel free to give me a follow: https://www.twitch.tv/dontbagume




