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Dwarlen's Progress Report - 04/21/15


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#1 Dwarlen

Dwarlen

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Posted 21 April 2015 - 07:46 AM

Hello everyone :). Over the past couple of weeks I've manged to get a good amount of work in and feel pretty happy with it. I knocked out the bug that was causing odd behavior in my slide script (I forgot Link's collision box is only half the size of the tile used to represent him :doh:), and I worked a little bit on the Ocarina warp script, making it able to check for solid combos and water, so that it shouldn't (I hope) get Link stuck anywhere when he warps through time. The main thing that I did however, was work on remaking level 1, the King's Grave. As such, I will devote the rest of this update to level 1.
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Back Story:
The King's Grave is the royal tomb of the Torradorans who, twenty years ago, once ruled the now ruined land that Link has stumbled into. While it has been left to rot and decay, an ancient guardian, made by the Torradorans, still watches and cares for the King's Grave.
Theme:
The dungeons main theme is traps, with a few puzzles thrown in for good measure. Link will have plenty of spikes to dodge along with a few other deadly traps that the Torradorans have left behind for anyone foolish enough to raid the tomb. The dungeon's main item is the Bomb Bag, which you should be careful with, considering that you only have 3 hearts and if you hit yourself with a bomb it's a painful 2 hearts of damage!
Enemies:
There's nothing too special enemy wise in the King's Grave. Just a few T1 stalfos, a few keese, and some annoying slime worms roam it's halls.
Screenshots:
Lastly, here's a few shots of the King's Grave:
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In the end, the dungeon didn't turn out quite like I originally thought it might. The idea I had when I started to remake it was that the boss (the Guardian left behind by the Torradorans) would antagonize Link throughout the dungeon, climaxing in the boss fight. In reality though, the boss doesn't actually do much antagonizing. All he does is leave Link a warning to leave, and then, in the boss fight, he tries to kill Link (what boss doesn't try to kill Link :D?). However, even if the dungeon didn't follow my plans, I'm still happy with the result, and it's definitely a marked improvement over the original level 1 I initially made. Looking back, the original just had flat out bad design, mainly due to a poor usage of keys. Though there was a few other problems as well.

Hope everyone enjoyed this update!

And a note to Beta Testers, a demo of level 1 should be available for testing soon. By which, I mean like, latter today :D (baring unexpected disasters of course).
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