TL;DR I put a lot of info in here. Showed off some pics below
Take some time and do it right. Don't rush yourself to make deadlines. Make the best result that you can. You're already making super fast progress. A slow down here or there won't hurt. You owe it to yourself to present a final project you will be proud of.
So, ^this, lol.
Been kind of taking a break the past couple days, but Ive added some more detail to the dungeons and made some more edits. I figure I could use this as a chance to explain some of the big differences between this and the original.
Areas
- Overworld has been split into different areas. A majority of the map is the "Field" area, but there is also a forest, graveyard, desert/shoreline, and a snowy mountain area.
- All dungeons are in their normal locations. Added "Pay for Info" rooms that explain where to find the dungeons. This is done to help cater to beginners.
- All areas and dungeons have unique music, only a couple tracks in the game are taken from Zelda games.
- Dungeon palettes have been changed around, later dungeons have new palettes. There is also an attempt to theme the dungeons to compliment their placement in the overworld. For example, dungeon 5 is up north in the mountains, so the dungeon looks icy inside
- Dungeons keep their shape, but are reworked so that you will have to explore most, or all of the dungeon to complete it. That means that doors, bombable walls and keys have been reworked. This should help give veterans of Z1 a pleasant experience with this. The Magic Key is still implemented in the game.
- Level 9 will be completely redone. It will still have the signature Skull shape, but more condensed.
Mechanics, etc.
- OW secrets have been made to "stick out". Bombable walls now have cracks, burnable trees and push blocks look different, added triggers for items like the Bow and Wand. The idea here is that Im making the puzzles less demanding, but the combat is upped a couple notches to compensate for new and more powerful items.
- Begin with 5 hearts
- Die/Continue with 100% health
- Hyrule is dealing with an inflating economy. More money spread out, but items in shops cost more.
- Can hold 999 rupees from the start of the game
- Most L2 (Blue) enemies have been changed in some manner. Some make use of the newbie boss script for new attacks, such as aimed projectiles
- Adding L3 (Brown/Black, whatever you want to call Cset 11 lol) Enemies. L3 enemies arent really seen until around L7
- All dungeon bosses are different in some way. Now, Im using a loose term here. There are a couple instances where some of the normal boss enemies in ZC are used. The ones im speaking of here are L2 Manhandla, Fire Gleeok, and Patra. They are vanilla boss enemies, but not vanilla bosses. Other bosses use the Newbie Boss Script.
- Later in the game, Ive added a mechanic for "Blue Shutter Doors" in dungeons. These will not open until a switch somewhere else in the dungeon is pressed. You can see the first Blue Shutter in the pics of L6 in my previous post.
New Items and Item Changes
- Total of 24 HCs
- Red Potion or HC rooms have been changed to just give an HC.
- Start with L1 Boomerang
- L2 Boomerang moved
- L3 Boomerang added
- Bombs use Bomb Bags (Carrying Capacity is 5 to start, then 10 and 20)
- Super Bombs are a very rare drop, and can be purchased in some shops. Can hold 1 for every 5 Bombs.
- Super Bombs are not required in any way to beat the game, or 100% it.
- True Arrows Rule and Quivers (thinking about 10 to start, 30 for L2 Quiver)
- Arrows can now hurt more enemies and bosses, in an attempt to make them more useful.
- As a general rule to the above, arrows would not effect enemies that have obvious armor, such as Armos and Darknuts
- L2 Bow added
- Silver Arrows moved
- Golden Arrows added
- No Blue Candle.
- Red Candle moved (to Blue Candle position)
- Added a cave that gives you a free Bait item, and explains "Feed this to the hungry monsters"
- L4 Sword added
- Abei will tell the player how many hearts they need for new swords. 8 for L2 Sword, 16 for L3, and 22 for L4
- Only L4 Sword can use Sword Beams
- L3 Shield added, complete with a new custom look
- L2 Ring/Tunic moved
- L3 Ring/Tunic added to end-game
- New Ring/Tunic Colors. Start Green, L1 Ring/Tunic is Ice Blue, then Black, then Silver/Gray
- Flippers added
I think that covers just about everything right now. Im constantly working on trying to balance it so that I can have fun with the quest, but my friend who's never played Z1 can play it. Im sure ive said that like 3 or 4 times by now lol, but hopefully that difference in play style means that veterans and beginners of Z1 can have fun with this.
Here some shots to show off some of the new dungeon details and palettes. Im not 100% sure about the L8 screen, so ill probably change it around, but it still shows that I want L8 to look different than the others. Also might take the time to import the water droplets from Lost Isle to use in L7.
Thats it, im done typing for a while >_>
Edited by Octorockoncrack, 10 May 2018 - 12:48 PM.