Scourge of the Floaty Isles [WORK IN PROGRESS]

The Floaty Isles are under attack by strange invaders, and you have been summoned to defend them...

The sequel to Hero of the Floaty Isles, my 12+ hour Zelda-inspired adventure map!


You can support my work on this map at https://ko-fi.com/drewpy! Thank you!

After watching a bunch of people play my first map, Hero of the Floaty Isles, and hearing tons of feedback, I'm excited to announce that I'm working on a sequel! It will take place in the same world as its predecessor, but the map has undergone very significant changes...

Here's a list of improvements over Hero of the Floaty Isles that I am implementing based on feedback:
  • NPCs are more dynamic, their dialogue changes depending on circumstance, and many appear as reoccurring characters throughout the adventure
  • The main quest is now tied to one solid story thread instead of it just being individual curses to free different peoples from
  • The world is dynamic as well, it changes and grows significantly over the course of the story (many areas become open for exploration which were not there at the start of the adventure)
  • Combat encounters are frequent; the world is more dangerous and full of enemies, and gearing up really feels necessary (in HOTFI, you only really needed gear for "boss" fights)
  • Dungeon bosses are now large, multi-stage fights, each requiring unique strategies to defeat
  • Dungeons are on average much larger, both in scale and in length, with more polished puzzles and custom enemies. There are also 10 of them this time (I've spent a lot of time researching good puzzle and dungeon design. I design them all on paper first before I build anything)
  • Food and resource systems have been improved (in HOTFI food was free, and you could softlock yourself if you ever ran out. These have both been solved)
  • Soundtrack is much more well-realized. I am writing it as I work on the map instead of trying to write the whole thing afterwards, which burnt me out for writing the HOTFI soundtrack when I tried to do it all at once
  • Many, many QOL changes. Spawnpoint auto-updates in dungeons, soundtracks auto-loop, quest progress is better tracked, etc.
  • Quest items have much more utility in the overworld (in HOTFI I think you only needed to use the Iron Boots outside their dungeon something like 4 times, which was lame)
  • Bugs are being ironed out much more aggressively, so I don't need to update the world as often. More time is being spent in testing, with more people helping test it. I want it to be as fun as possible (of course)!
  • Custom advancement trees!!
  • Lots of cutscenes!
  • And more cool stuff I don't want to spoil! (if you're curious, I made myself create several dozen cool sword and bow textures for this)


By the time it is done, this adventure will certainly be at least a few hours longer than the last one. My goal here is to make a full-scale co-op adventure game in Minecraft. Every dungeon, every puzzle, every boss fight, every quest, and every funny moment is being designed specifically for any reasonable (1-6) number of players to be able to complete together, playing off each other's strengths and celebrating in each other's victories.


What I'm working on:
  • Foundation/Terraforming Overworld
  • Asset Creation
  • Dungeons
  • Main Story Quests
  • Sidequests
  • Finishing Touches & Testing

Scourge of the Floaty Isles [WORK IN PROGRESS] Screenshots

Scourge of the Floaty Isles [WORK IN PROGRESS]
Scourge of the Floaty Isles [WORK IN PROGRESS]
Scourge of the Floaty Isles [WORK IN PROGRESS]
Scourge of the Floaty Isles [WORK IN PROGRESS]
Scourge of the Floaty Isles [WORK IN PROGRESS]
Scourge of the Floaty Isles [WORK IN PROGRESS]
Scourge of the Floaty Isles [WORK IN PROGRESS]
Scourge of the Floaty Isles [WORK IN PROGRESS]

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Scourge of the Floaty Isles [WORK IN PROGRESS]
Scourge of the Floaty Isles [WORK IN PROGRESS]

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