Zelda SotT: More Development Progress
First off on the list is the inventory display. What I have here are two big windows that go on top of the screen. The top window displays the available items to use, the bottom window gives you information on that item.
Now with the inventory display obviously comes items. I decided to make some stupid and random items. The first one is a ring which transforms you into the retro-styled Nintendo Link. The second item might look familiar.
If you look at the top bar there you can see that I have two boxes which have an F on the top of one and an S on the top of the other. These are the equiped items you can use. F is your weapon, S is your other items such as the that retro ring.
Another thing that I've added is locked chests. If you can find a small key, you can open locked chests and locked doors to find some goodies.
Due to that you probably noticed the key amount display at the top bar as well next to the equiped item boxes.
I really feel like I'm making some great progress now. I've certainly come a long way. I feel that I'm almost ready to finish the cutscenes and begin the the actual game. Until then I'll continue to work hard and keep you guys posted.
Posted by Fugsnarf on Friday, September 11, 2009 09:56PM
- 10 comments
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Keywords:
zelda,
shadow,
triforce
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#10 Fugsnarf:
Yeah that's been the plan. Locked chests will also hold important dungeon items as well such as the item of that dungeon.
Saturday, September 19, 2009 11:29AM
#9 Foomer:
Kelto wrote:
> Hmm, with the whole key thing what about dungeons... you wouldn't want to waste a small key on some stupid little chest while you could have used it to open a door and get farther into the dungeon.
That's more of a level design issue. Its important for the level designer to make sure that there are always enough keys at each point to make progress through the dungeon possible. For example, a player might have to choose between a locked door which results in a shorter route through the dungeon, or a locked chest with a heart piece. If you choose the heart piece, you simply are forced to take the longer route.
http://garethrees.org/2004/12/01/ocarina-of-time/
Saturday, September 19, 2009 11:28AM
#8 Kelto:
Hmm, with the whole key thing what about dungeons... you wouldn't want to waste a small key on some stupid little chest while you could have used it to open a door and get farther into the dungeon.
Will there be like 3 types of keys...
Small, Dungeon, Big/Boss?
Saturday, September 19, 2009 11:09AM
#7 Foomer:
Fugsnarf wrote:
> I'm putting my all into this. I just hope that everyone enjoys it to the fullest. I think a game like Zelda (especially one like mine which has a storyline) is better left single player.
I agree. You might be able to make an online game with a Zelda theme, but it won't be a Zelda game.
Saturday, September 12, 2009 06:00PM
#6 Fugsnarf:
I'm putting my all into this. I just hope that everyone enjoys it to the fullest. I think a game like Zelda (especially one like mine which has a storyline) is better left single player.
Saturday, September 12, 2009 05:53PM
#5 Rugg:
Damn. Single player.
Dlbrooks probably had the best Zelda on BYOND.
Saturday, September 12, 2009 05:51PM
#4 Fugsnarf:
It's single player.
Saturday, September 12, 2009 10:49AM
#3 Branks:
Well, I wish you luck. Is this single player? I've seen a whole lot of fail Zelda games, but this looks very nice.
Saturday, September 12, 2009 10:20AM
#2 Fugsnarf:
You might be surprised at how smooth it is. It plays very well for me not even having to edit the movement a whole lot.
Friday, September 11, 2009 11:04PM
#1 Foomer:
It looks good. I'd be interested to know how it actually plays, and how the controls feel when playing. All attempts that I've made to emulate smooth controls in an action-ish game like Zelda have resulted in awkward controls instead.
Friday, September 11, 2009 11:03PM