Part 45
I chose Wind and Water for Nayru's trial for several reasons.
First, I liked the aesthetic of the underwater areas in the overworld.
Second, I liked the idea of an additional challenge by restricting what items could be used.
And last, because I wanted to include several new scripts which I'd finally managed to pull off.
Specifically, the moving platforms and whirlwinds.
You wouldn't believe how long those particular things took to accomplish,
The pit sending you back to the wrong side is due to how the script handles placing you if you fall in while jumping.
There's not a lot I can do to fix that.
Most enemies are programmed to be able to fall into pits, though in practicality only jumping enemies actually can.
I debated with myself on even having Wind Robes in this quest.
In the end, that one room is their only appearance.
The items which disable the health drain effect for Nayru are as follows.
Ball and Chain in water, Boomerang in the wind.
I fought long and hard to come up with an effective boss for the dungeon.
In the end, I chose Morpha because it fit the theme.
I think it isn't quite as powerful as Sheik but you can't have everything.
While not necessary to survive, the item you bought is definitely a quality of life improvement.
It makes it where you can fire arrows twice as fast as before.
Edited by ywkls, 20 April 2021 - 07:34 PM.