Just like before the dungeon is high up in the sky, split in half along the Heaven's day/night border. However, things are pretty different aside from that. Moving platforms make appearances here and there, and Link will find more than a few uses for his Magnet Shot, to pull himself across pits, to manipulate certain puzzles, and to stun some of the tougher enemies he'll encounter here. And of course, as you can see from the screenshot, Rose will be accompanying him for the dungeon (assuming you're on the path for the best ending). But that's not all that's changed this time around.
The dungeon features a day/night mechanic of sorts. However, due to the nature of the dungeon, half-day and half-night, day is never truly changed to night; rather, the current state of each half of the dungeon is swapped. The time of day has influences on things, of course. On upper levels (pictured here), snow tends to accumulate at night, allowing Link passage over certain obstacles. During the day, this snow melts and flows to the lower levels of the dungeon, where it fills in pits that Link can swim across. But of course, a day/night mechanic isn't the only kind of puzzle this dungeon features.
The mirror puzzles here will test your wit, combining the usage of the dungeon items from all three main dungeons: Boomerang, Magnet Shot, and Wand. It's a new approach to an old idea that I think turned out quite nicely.
You may have noticed the passive subscreen looks different now. It's part of a reworking of the entire subscreen that's been consuming some of my attention recently.
The active subscreen is more or less done (aside from creating custom maps for the main dungeons to use), while the passive subscreen is still a work in progress (the health meter will most likely be changed at some point, once I figure out for certain what the maximum number of hearts will be for the quest).
So now the question you're probably asking: What's left to be done, and when will the quest be done. Here's a little checklist of things left.
- Finish fine tuning the Sky Tower. While it's playable from start to finish, there are some bugs that need to be squashed and some rooms that need a bit of balancing. This shouldn't take too long though.
- Go back and redo parts of the Tidal Sanctum. The current dungeon, being an edit of LotH DX's, stands out big time compared to the brand new Magma Sanctum and Sky Tower, and frankly just isn't very good. I plan to go back, add some more puzzles, shuffle some rooms around, and the like. Hopefully this also won't take too long.
- Cutscenes! This one might take a while. All the cutscenes up until the Sky Tower are done, but this still leaves me with a lot to do.
- Final area and final boss. This one's gonna be a biggie. I have a good bit of the fight planned out in my head, but scripting it's another matter altogether.
- Subscreen work. Shouldn't be a big deal.
- Beta testing, balancing, big fixing, and general polishing. This one could very well take as long as everything else combined. I'm not keen on rushing out a buggy and unfinished product.