Looking at trying to fix the mountains, I have come to the realization that most of it (mainly the back sections) will have to be completely redone in ordre to make it look less... well weird. I do have some thoughts on what to do, but all in all, it's going to be annoying and alot of work, mainly because I have to redo alot of entrances and exits...
I've also *finally* started the second village. I'm going to be having it enclosed by a wall which meets up to where the new mountain edges will be (potentially) along the top of the map. Or perhaps I'll just make it a bit hilly... we'll see. I can't finalize anything until I"m done with the village and mountains.
The mountains themselves I'm thinking on, instead of going across like it does, goes more for upwards to the top of the map. Means different paths and cave locations and such, which will be annoying, but all in all it should mean that it loses it's weird perspective.
I'm also working on the forest area, which will be a bit more maze-like which leads to the 4th level. I'll mostly be working on that as the village and such can wait.
I also finally upgraded the version of Zelda Classic I'm using so there shouldn't be too many more issues in regards to that (I found out that some frame rates for animations where different between the older version I was using and the newer one, which I've been re-adjusting. It also made my Landmola boss in the first dungeon completely messed in the segment spacing somehow
But yeah, I'm going to continue on in the forest section now as I decide more on the mountain area. Chances are though I won't do any more major upgrades to the overworld area (such as the mountains) for release in any more demos but have it all done for the full version release (in order to give the demo players a new and different experience). This is excluding the Forest area, ofcourse, due to it being needed for the 4th dungeon. I'll also make a pathway to level 5 too, but the 6th and final dungeons, outside of private testers, won't be available for public play until the final release as that is when I'll be doing the most work in recreating secret locations and applying the major overworld changes, as well as level redesign and fixes. I'll be moving the entrances to some dungeons as well, and will be adding in the final shops, item secret locations, and other misc stuff too.
Don't get too used to the dungeon bosses as well, as they are, shall we say, placeholder bosses? Except level 2's... though I'll change his death stuff and the Zora's who fight along side him. It may be a bit more difficult than is needed so soon (he's already been nerfed twice, and that was before any demo's where made...)
I also want to note that, for the dungeons, any item you find is used for some reason in the dungeon. For instance, in level 2 you can get two items. One for getting to the boss room, and another for a secret.
And finally, (I'll add this to the next ReadMe in the next Demo Release) I have Bait as a consumable item in my quest, and it is an Item Drop (for certain monsters) There are two types. A Blue bait and a Red bait. The blue is a single use, whereas the Red Bait is a double use. It should be that when you pick up two blues it turns Red... but I keep forgetting to properly test that out :/ So when you get it, use it sparingly. Alot of enemies are attracted to Bait. I may add it to a shop to buy, but sofar I'll keep it as purely just an item drop.


