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Areas
Journey to the Center of Hawkthorne is similar to Zelda in that it doesn't have discrete levels. The overworld is continuous, but is made up of individual areas that have individual look and feel. These areas may have dungeons, which are more linear than the overworld and its areas
Before he can leave the room, he needs to learn the basic controls. These involve ducking, jumping, picking up and item, and pressing the action key. These instructions will be in the form of speech bubbles coming from the PA system. Once the player does all these tasks, the door will unlock
The player can't leave the town because the blacksmith's fence is blocking the path. To get past the fence, the following events must occur.
Idea 1
- get a torch from the blacksmith
- find potion room
- make a fire potion with the torch
- go back to blacksmith, accidentally burn down the blacksmith with half of potion
Idea 2
- the player must explore every building in town first in order, as seen in the episode: tavern, house with secret potion room, then finally blacksmith
- the player wins the key to the potion room by playing blackjack in tavern, or buying it off the bartender who has found it on the ground
- in the potion room, the recipe for the gilbert potion is lying on the floor. The player makes the potion using the recipe
- the blacksmith is only accessible when the potion is present in inventory
- the player kills the blacksmith by throwing the torch, and then subsequently the house and the fence
- when the player exits out, fight with gilbert happens
- player must obtain the white crystal first to enter level
Play Testing
Game Design
- Story Summary
- Gameflow
- NPC
- Enemies
- Camera
- Areas
- Inventory and Items
- Gameplay
- Interface
- Existing Characters and NPCs
- Frequently Asked Questions
- Future Episodes
Development Guides
- Creating a Release
- Level Creation
- Tileset Creation
- Character Creation
- Costume Creation
- Audio Creation
Episode Resources