I've been working on getting Level 1 restarted- I had about 1/3 of it done even before the project page was created, but I wasn't happy with how it was turning out. I didn't plan much and actually changed the level item while still working on it, so it felt sort of inconsistent and haphazard. So I started from scratch, remapped it on paper, and started building screens again.

The "dungeon" is located on the Curtain Beaches, so it's pretty bright and sandy. Monsters are themed to beach settings too, so expect a lot of crabs, octoroks, and leevers. I'm throwing in some stalfos as well, and the Flyer Throwers make an appearance as well. You can probably guess what the dungeon item is from all the pits... I really like it when a level's architecture reflects the item, because then the level causes the player to use the item more when they get it. In this case it's Roc's Feather, which may appear under a different sprite/name.

You can fall through to the basement on most of the pits in the dungeon, which may put you in danger with more monsters or traps. However, you can also get extra treasure, like rupees, from the rooms so sometimes it's worth it to take the plunge.

LA compasses are still in the scripting works, but they'll be present in the final quest. I just love that key bleep:
http://noproblo.dayj...geon_Signal.wav

Yup, you have to fight flying enemies over pits.

And finally, working GB-style ledges are incorporated into the dungeon, so expect a little bit of elevation play in the dungeon.
Hope you guys liked reading about what I've been doing lately! Look out for next week's update.
And of course, here's the song of the week:
Arovane - Amine - Atol Scrap [2000]


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