Zelda Homage Game

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"THE ISLAND OF HAPPINESS"

An Ocarina of Time / Majora's Mask homage

Original work by CK
(Updated on 01.02.2015)

-----------------------WARNING:
To anyone who might want to steal my idea, know that I kept a
lot of key plot points and concepts hidden so that the story
would be cripplingly incomplete as is. Please understand this
is just a security measure to protect my fragile piece of
work.
The concept is still designed to be enjoyable by itself and
should be a good read :)
-----------------------NOTE:
Any of the following is still subject to change.
-----------------------PITCH:
Summer 2001, on an island off the coast of England.
A group of 10-year-old kids have to face the increasing threat
of an evil force menacing their peaceful island while a
mysterious kid wearing a well crafted mask of Majora, sets to
unleash the Apocalypse on them all.
They have three days to uncover the island's secret and put an
end to the nightmare.
Fight your way through time to find the answers you need for
both yourself and others.
-----------------------CONCEPT:
We play as the main heroine, Amala, a half British, half
Indian 10-year-old girl with a hot temper and a difficult
family life. She should be similar in stature to young Link,
i.e. short with a strong build, and her personality should be
reminiscing of the latter. She has her own dialogue.
The game should have similar old school 3D graphics and the
same overall gameplay as 1998's The Legend of Zelda: Ocarina
of Time and 2000's The Legend of Zelda: Majora's Mask.

Sound should be similar too: characters emit grunts and short


sounds, no voice acting.
The location should be a secluded British island with
realistic setups, like a forest, a cemetery, a school, a
church, a town, etc.
Please refer to the "12 Kids" file for more information about
the cast, and to the different scenes to get a good grip of
the story which should have a 20th Century Boys feel.
Everything can be found here:
https://www.scribd.com/doc/240291451/Prologue
https://www.scribd.com/doc/240291454/Scene-A
https://www.scribd.com/doc/240291457/Scene-B
https://www.scribd.com/doc/240291462/Scene-C
https://www.scribd.com/doc/243452766/Scene-D
https://www.scribd.com/doc/243452776/Scene-E
http://www.scribd.com/doc/249363148/Scene-F
http://www.scribd.com/doc/249363127/12-Kids
My drawing level is not great, but you can find a handful of
very early concepts on my DeviantArt:
http://ck2399.deviantart.com/gallery/53005472/Zelda-HomageGame
*THE TIME SYSTEM*
Majora's Mask's 3-day time system is present, allowing for a
more human environment where scripted NPCs have their own
agendas and feel alive.
But the time travel is different. The story should have a
structure similar to that of visual novels, with nodes and
branchings, different timelines and multiple endings.
The heroine can go back and forth between specific nodes at
any time, in order to create a timeline with a desirable
ending, in a similar manner to Atlus' Radiant Historia or
Chunsoft's Virtue's Last Reward.
The idea is to mix a visual novel style story with an in-game
clock which is essential to keep the NPCs "alive", i.e. with

varying occupations depending on your actions, and make the


time travel more realistic.
The branchings are only natural as I intend to give the story
six endings, including a true ending. Each of the wrong
endings is essential to find the right path.
*THE DUNGEONS*
I don't intend this game to be an easy ride, in the image of
the original Tomb Raider series. I wanted to do something a
little challenging and tricky.
For the most part, the dungeons blend with the island's
landscape. Examples of potential dungeons are the
hydroelectric dam, the forest, the cave, the lake, a deserted
part of town.
As the story is set on multiple timelines, some of the
dungeons might be played more than once. So an idea was to
make those repeated dungeons playable differently depending on
the timeline you're on. For example, if you're on one
timeline, you play a part of the dungeon and on another, you
play another part of the same dungeon. This should avoid
boring repetitions.
*THE ENEMIES*
As the story goes on, the island gets more and more corrupted
by a mysterious demonic force that is somewhat connected to
the Skull Kid and strange creatures appear more and more
frequently, sometimes attacking the inhabitants.
The enemies start off as animals or other humans and become
more nightmarish in nature along the way.
I haven't thought too deeply beyond this point.
*SIDE OR UNTOLD PLOTS*
Very important. While the main story should be good in itself,
the side stories should be equally good. A well crafted game
should have many memorable elements, even if they don't really
count.
-AMALA AND ANDRA's FRIENDSHIP-

The two girls are good friends. But what they don't know, is
that they're both in love with the same boy, whose family is
planning on moving out of town. What will happen if they find
out about each other?
-AMALA's DYSFUNCTIONAL FAMILYWe see the interactions between Amala and her family members.
Her parents might be preparing for divorce...
-THE TWO LOVERSSide quest featuring two young people who are planning on
getting married. Reminiscing of Kafei's quest (Improvements
needed).
-THE SKULL KID's STORYHis background should be implied throughout the game with
pictures, drawings, messages, before being fully revealed at
the end.
-THE ISLAND's SECRETThe island where the story is set has more to it than
suspected. Are some of its untold secrets related to the main
story?
-THE LOCKDOWNBecause of the crisis, the island has been sealed off the main
land and there is no apparent means of escape. Or is there?
-THE ROMAN RUINSAncient roman ruins are scattered across a specific part of
the island which is actually named "Insula Felicitatis" ("The
island of happiness" in Latin). What is the story behind them?
*THE NON PLAYABLE CHARACTERS*
I haven't thought much about them as of yet.
As is the case in Majora's Mask, they should have various
reactions in the face of the impending doom.
Some NPCs will try to escape the island, some will work on a
solution, some will go berserk, some will just mope around or
go about their daily activities.
All in all, the kids will be the ones doing most of the work,
seeing that the adults don't fully understand the threat posed
by the Skull Kid.

-----------------------FINAL NOTES:
-As this is a work in progress, the concept should be updated
whenever necessary. There are still a lot of points to expand
or clarify, but that's about as much as I can describe for
now.
-If this game ever gets done, it will be free.
-This story is part of a much bigger one.
Thank you for reading!
CK

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