Entry #45: Behind the scenes of Tangram Key (also, changes)
9 years ago
Good morning/ evening/ whatever. Here's what I have to say for now.
First off, the name change. I thought to change the name to Tangram Key to avoid any lawsuits and avoid copyrighting a name that's also the name of a popular kid's puzzle.
Why did I choose the name "Tangram" in the first place? Well, I got the idea while fooling around with colorful tangram pieces, that's why! Originally, the tangram door was going to have those familiar shapes we all know of, with the key being a diamond made out of the largest triangles of each color. However, I never got around to showing the door or key in detail, though it was meant to be shown during Nix's narration.
Nix's last name is Tra, which, if you noticed, is "art" backwards.
Lawd's last name is Entro, as he says to Sofia in the game. His last name has no meaning, I just thought it fit with his first.
Upon defeating Luff and returning to Sofia with the Tangram Key at 2 pieces, Sofia is meant to give you a pass to cross the mountain range south of Yendo, and a stone sort of like the gossip stone Tetra slips on Link in LoZ: Windwaker. Just like the gossip stone, it allows you to speak with Sofia, but it does not actually allow her to see what you're doing, since I don't want it to be exactly like the gossip stone. It's basically just a way to tell Sofia how you're doing. However, if you get a tangram piece and return to the town near the tower without using it to tell her so, she'll check up on you as soon as you enter. You can also use it as a memory-refresher, to find out what you have to do next to continue the story. Useful if you left the game alone for a while and forget what you're supposed to do.
The world of Stuk:
Originally meant to just be a tutorial area at the very beginning of the game, the dream world of Stuk will return with new meaning.
First of all, there's a reason money is abbreviated as SD's and not simply called "StarDust". (Well, there is NOW) This reason is because SD in Stuk stands for Stuk Dollars, rather than StarDust as it is in Dinstarkin. Both currencies are exactly the same, though, and powerful magic lets you keep Stuk Dollars to use as StarDust, and vice versa.
Next, people in Dinstarkin have counterparts in Stuk, all except for four people: Nix, Lawd, and the two other party members you'll meet later on. As such, your party is the only four people who know that Stuk doesn't actually exist. Everyone else is blissfully unaware.
Stuk people only show up in Stuk while their counterparts in Dinstarkin are sleeping. This does not mean that they just disappear, though they will seem to. This will actually come into play in certain areas of Stuk, as certain paths will be blocked by a certain person. You must find and wake up that person in Dinstarkin to enter that area.
Once you get to a certain point in the game, you will be allowed to enter Stuk at will by using a magical Alarm Clock. You will be given the choice to enter Stuk when you rest at an Inn. After paying the room fee, the game will ask: "Use the Alarm Clock and go to Stuk?" And you will be given a choice of "yes" or "no." Choose no, and the Inn stay will function normally. Choose yes, and you will be sent into Stuk as well as having your HP and MP fully restored.
The alarm clock will not time you. Instead, you may use it while in Stuk to set it to go off right away, and wake your party up. It may not be used in battle, obviously.
Boss redemption!
If someone dies in Dinstarkin, (minus your party, obviously) they will permanently appear in Stuk, and will lead completely different lives. Some may even help you, and all of the bosses (That are not pure monsters) will. Don't worry, they won't remember that you killed them.
After getting the Alarm clock, going to Stuk will be completely optional; it will help, but will not be expressly required to beat the game. Sometimes, an item from Stuk will help you in a quest, (if not being integral to it) but these quests will be complete-able without it if story-based, or will not be story-based at all if the item is required.
Speaking of quests, you will also get a way to track your sidequests, in the form of guilds in every town. (besides Yendo, of course.) (Yes, the Guild in Stuk was more than just a throwaway!)
Finally, demo version 3. It is still on hiatus for an indefinite amount of time, (god, I'm terrible at saving money...) but I will eventually finish it!
Also, one more sneak peek! The next party member in the game is Meena Bayrd, (a play on myna bird) a witch and the one and only spellcaster that will be in the game. The final team member is a Tank, but you'll have to wait for their name....
Why did I choose the name "Tangram" in the first place? Well, I got the idea while fooling around with colorful tangram pieces, that's why! Originally, the tangram door was going to have those familiar shapes we all know of, with the key being a diamond made out of the largest triangles of each color. However, I never got around to showing the door or key in detail, though it was meant to be shown during Nix's narration.
Nix's last name is Tra, which, if you noticed, is "art" backwards.
Lawd's last name is Entro, as he says to Sofia in the game. His last name has no meaning, I just thought it fit with his first.
Upon defeating Luff and returning to Sofia with the Tangram Key at 2 pieces, Sofia is meant to give you a pass to cross the mountain range south of Yendo, and a stone sort of like the gossip stone Tetra slips on Link in LoZ: Windwaker. Just like the gossip stone, it allows you to speak with Sofia, but it does not actually allow her to see what you're doing, since I don't want it to be exactly like the gossip stone. It's basically just a way to tell Sofia how you're doing. However, if you get a tangram piece and return to the town near the tower without using it to tell her so, she'll check up on you as soon as you enter. You can also use it as a memory-refresher, to find out what you have to do next to continue the story. Useful if you left the game alone for a while and forget what you're supposed to do.
The world of Stuk:
Originally meant to just be a tutorial area at the very beginning of the game, the dream world of Stuk will return with new meaning.
First of all, there's a reason money is abbreviated as SD's and not simply called "StarDust". (Well, there is NOW) This reason is because SD in Stuk stands for Stuk Dollars, rather than StarDust as it is in Dinstarkin. Both currencies are exactly the same, though, and powerful magic lets you keep Stuk Dollars to use as StarDust, and vice versa.
Next, people in Dinstarkin have counterparts in Stuk, all except for four people: Nix, Lawd, and the two other party members you'll meet later on. As such, your party is the only four people who know that Stuk doesn't actually exist. Everyone else is blissfully unaware.
Stuk people only show up in Stuk while their counterparts in Dinstarkin are sleeping. This does not mean that they just disappear, though they will seem to. This will actually come into play in certain areas of Stuk, as certain paths will be blocked by a certain person. You must find and wake up that person in Dinstarkin to enter that area.
Once you get to a certain point in the game, you will be allowed to enter Stuk at will by using a magical Alarm Clock. You will be given the choice to enter Stuk when you rest at an Inn. After paying the room fee, the game will ask: "Use the Alarm Clock and go to Stuk?" And you will be given a choice of "yes" or "no." Choose no, and the Inn stay will function normally. Choose yes, and you will be sent into Stuk as well as having your HP and MP fully restored.
The alarm clock will not time you. Instead, you may use it while in Stuk to set it to go off right away, and wake your party up. It may not be used in battle, obviously.
Boss redemption!
If someone dies in Dinstarkin, (minus your party, obviously) they will permanently appear in Stuk, and will lead completely different lives. Some may even help you, and all of the bosses (That are not pure monsters) will. Don't worry, they won't remember that you killed them.
After getting the Alarm clock, going to Stuk will be completely optional; it will help, but will not be expressly required to beat the game. Sometimes, an item from Stuk will help you in a quest, (if not being integral to it) but these quests will be complete-able without it if story-based, or will not be story-based at all if the item is required.
Speaking of quests, you will also get a way to track your sidequests, in the form of guilds in every town. (besides Yendo, of course.) (Yes, the Guild in Stuk was more than just a throwaway!)
Finally, demo version 3. It is still on hiatus for an indefinite amount of time, (god, I'm terrible at saving money...) but I will eventually finish it!
Also, one more sneak peek! The next party member in the game is Meena Bayrd, (a play on myna bird) a witch and the one and only spellcaster that will be in the game. The final team member is a Tank, but you'll have to wait for their name....
ScavengerDragon
~blackbeast13
interesting. well I certainly can't wait for the V3 demo :p
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