Um. A journal entry again.
It's better than nothing, right?
First off, sadness. Why sadness?
Because the former South African president, Nelson Mandela
, died on 5 December 2013.
Apparently the SABC (South African Broadcasting Commission) and e.tv (the "free" TV channels in South Africa) are going to air a lot of things related to him, until the 15th of December (the day his funeral is). South Africa is also in a 10-day mourning period.
Secondly, something that I don't know whether it should qualify as "sadness" or whatever.
I've submitted three pics drawn in MS Paint - Tori
- but sadly, it seems that the guy who impersonated me since November 2011 knew exactly what my drawing style is.
Thirdly, I'm a bit bored now, since most chess matches I had are postponed for now.
Kinda wish I had some opponents, but what can you do...?
I just need to be patient, right?
some progress on Into the Unknown
So far, the first "final" boss enemy (Hikari Amy) has been implemented; defeating her removes the Key to Light and gives one half of the Entrance Key to the Tower That Never Was area. (Yes, that's the item's name in the inventory. I'll be underlining text if I mention that key again.)
Hikari Amy is battled in the Sky Maze area, which also has the Sky Core. It's basically the same as the second form of Nega-Lime Karjam, in terms of AI... but
with a huge difference: it's near-impossible to hit it directly. The reason for that is rather simple, really. The path it takes is mostly walls.
How would one damage the boss then? Also rather simple: using the Toxic spell that playable-Amy has. It goes through walls, though it's rather weak at Level 1 (obviously). I may have to add special enemies to the Sky Maze: Central Heart area, that can be summoned by the player during the boss fight, for healing crystals and such. Who knows.
Anyway, the Sky Maze theme is "Sky Labyrinth", the battle theme is "Fighting the Sky Labyrinth" (just a sped-up version, I guess) and the areas are:
- Sky Maze: Excited Melancholy - the point of entry from Sonskyn Town's rocket; without the Key of Light it's impossible to continue onward. Nothing else of interest here yet.
- Sky Maze: Floating Tears - beyond the barrier of light. There are some rockets here, as well as a shutter. Two terminals open/close the shutter (it's a bit glitched though, in that closing it moves it somewhat downward-right, but I'm just going to leave it there since Irova is prone to glitches as a cybernetic planet), there are a few rockets... and a lot of spikes. There's also water. That floats in mid-air. There's nothing else of interest here, though.
- Sky Maze: Central Heart - the area where the Sky Core is battled. Defeating it leads to the next area.
- Sky Maze: Shining Throne - the area where Hikari Amy awaits atop her throne, seeking to illuminate the playable Amy to death.
My forums' ex-admin Taylor (~KarjamP
, ~kush232 ~PolarNothingness
should know who I'm talking about) is helping me out with the area for the second "final" boss enemy (Yami Amy). No idea on what the Dark penultimate boss is, though Taylor and her stepsister Charlotte believe it should be a giant Heartless. Yami Amy is in the Oblivion area, which is, well, full of enemies (unlike the mostly-peaceful Sky Maze). If it's up to Taylor and her stepsister, the enemies will probably be Heartless.
Oblivion is mostly darkness (black tiles and such), and has special "keys" - when the Key with the Long Name is inserted to some statues, something neat happens (Taylor's idea, not mine). No idea what happens; I only worked on two areas of Oblivion for now; following information is what I've heard from Taylor.
The songs are "Hero's End" as the theme and "Destruction's Tower" as the battle theme (boss theme; a modification of "Scorching Back" from the original Cave Story), and the areas of Oblivion are:
- Oblivion: Wind - the point of entry from the Irovan Prison. It leads to the Oblivion: Fire as well as to Oblivion: Sea (just go sky-high into the clouds. ). One of two maps I worked on... which didn't get any changes from Taylor yet.
- Oblivion: Fire - hopefully will house the second Glitch Rift of the mod. No idea yet.
- Oblivion: Sea - nothing is known about this area as of yet; it's supposed to lead to Oblivion: Earth.
- Oblivion: Earth - a maze. A large maze. To quote Taylor: "A massive labyrinth of which a large portion at the top is flooded with poison gas. And the only way to open the way to the next area is by going through the poison gas to a terminal that disables some force fields. Considering that playable-Amy won't need to breathe air (for now), the gas will just slow her down. But what if Amy must breathe? She won't have a gas mask at all, not that I know of - I'll have to ask Shane's permission first - but there are some pockets of air anyway. Just in case. Also, there are three Nobody-locks. What are those? You'll have to wait and see. " The area leads to the Oblivion: Sky area.
- Oblivion: Sky - the room where Yami Amy waits. To quote Taylor (again): "Before Shane let me work on the mod, the boss room was fairly simple, but since I'm working on it as well, I figured, why not make things a bit harder? So I made sure there's a lot of poison gas in the room as well. Shane'll probably be mad, but it'll be a bit harder than having to battle a Ballos-AI copy without the gas. Maybe even make movement similar to Ironhead? That could work." So basically, this is the second map I worked on... which got major changes.
In addition to all that, reading a diary in Amy's old house changes the dialogue against the bosses slightly and such. Yami and Hikari Amy seek to be one being with "Twilight" Amy.
That's it for now, I guess.
I'm kind-of hoping that the first boss (Król Krokodyli?) can summon allies at 50% HP; that'd make the first boss fight somewhat harder. But that'd work for non-Easy Mode, right?
And that there's a spell that requires HP to be used - using it without sufficient HP results in Amy's own death, something like that. That'd probably be evil.
Sadly, my skills at ASM-modification are entirely non-existent, so all I can do for now is dream.
With that, I guess it's time to end this wall of text.