Perhaps a way to make them accelerate or slow down as well? That way you could provide a visual cue that they've actually got limited range, rather than them simply vanishing in midair.
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Perhaps a way to make them accelerate or slow down as well? That way you could provide a visual cue that they've actually got limited range, rather than them simply vanishing in midair.
Somthing just occured to me. Will the stomp boots use the same graphics for the hammer pound?(Or any graphics at all for that metter) I mean, I'm not saying anything against that, I was just wondering.
Something just occured to me. Should the different boots be(i.e have the option to be) equippable. I mean, right now we have regular boots, hover boots, and stomp boots. It doesn't make sense game wise. I mean, how can Link be wearing three pairs of boots at the same time.
(Oh, feature suggestion. If they are equippable, lets add in Pegasus boots. Would it be so hard to increase Link's speed(Honest question))
Pegasus Boots don't increase Link's walking speed - they give him a high speed dash attack with sword outstretched and a rumbling collision when he hits a wall.
But the Pegasus SEEDS do! Is his/our curiosity any less valid given his intentions? o_o
Before going gung-ho making rings, boots, etc. equippable, don't forget the player's perspective: it can get annoying already having to switch between hookshot, hammer, candle, etc. when navigating a puzzle-dense dungeon. Do we really want to force them to go to the subscreen to activate abilities they probably want on all of the time anyway?
*drools on the Pegasus Boots*
You mention that they have go to the subscreen more often. That just popped a suggestion to make the subscreen come down faster. lol.
But really, it is up the author as, it is his/her job to think about that. It is a part of gameplay and it is the responsabity to make it so item using isn't annoying.
I'm on the case!
P.S: Not quite Double Clawshots, but Double Boomerangs will be possible by setting a Boomerang's misc2 to 2 - in case you ever get to a dungeon requiring you to hit two boomerang switches at exactly the same time for some extremely flimsy reason.
Serving suggestion: make it the L2 boomerang, and give the normal boomerang the "collect two to upgrade" flag?
P.P.S: Of course! I've got self-replenishing magic, but what about self-replenishing quivers, wallets and bomb bags?
P.P.P.S:
Well, given the inability of any of the developers, so far, to eliminate the "diagonal slow walk" bug, I'll have to say: it's a bit tricky!
I can't remember a time when there *hasn't* been some unresolved movement bug, whether related to Z3 movement, Big Link, the raft, etc. So yes, the movement code is quite convoluted ;)