I take it since you're putting forth this description that you're planning on adding some features to the freeform combo system to make this setup a bit easier? :)
I take it since you're putting forth this description that you're planning on adding some features to the freeform combo system to make this setup a bit easier? :)
maybe :)
AGN's Resident Zelda Classic Developer and Sonic the Hedgehog Fanboy
WOAH. Now THAT sounds like a good boss. Even better than Twinrova! Although Twinrova is a good idea to me, seeing as how they use the same types of attacks as the themes to the dungeon.Originally Posted by jman2050
And once again, I have to say that we should probably make as much of this quest as we can, custom. Including bosses. :p Now I don't have any ideas for a boss (or bosses?) for this place yet, but I don't think we should use any of the bosses from real Zelda games.
Just posting some ideas I was discussing in chat with ST so he can look back on them in post-form later on. Some of you guys should really join us in chat some time, seriously. A lot of cool ideas get tossed around. :p
So, for anyone it concerns, Room State Carryovers only work on the LOWEST level of secrets, as in, the first secrets triggered in the screen. By this I mean, tiered secrets aren't permanently triggered by carryovers. For anyone working on dungeon plans, this is probably a good piece of information to know.
Also, whatever the boss of this dungeon is going to be, I figured we could have the player end up in the ice version of the boss room at the end of the dungeon, so they get to see this boss in suspended animation before they fight it. Obviously there'd be a warp to the fire version of this room right IN the room. Whether or not there would be a warp back to the ice version (as in, whether or not switching between fire and ice will be used in the boss fight) is yet to be decided, I think.
I had this odd idea for the second dungeon earlier this morning...
Why not have piillars of flame come out of the floor and certain holes in the dungeon when it's in its Fire state, and when it's covered with Ice, there are cracks in the floor where the fire was coming out of the floor, and where there were holes, there is now water that you can dive in to get to a new place (and yes, it WOULD be right, because first, the flame shooter would freeze, then thaw because of the fire it contains. However, the water AND cold temperatures make the machine malfunction, so all that's left is water). Sounds fun, huh? The underwater areas could probably just have some optional items, like Pieces of Heart (I never call them Heart Container Pieces. They've NEVER been called that except in ZC.) or Magic Containers.
Sure, fire jets are certainly possible. :) The diving, however, ... I'm not so sure about. I don't think I'll be having the dive feature activated in NeoFirst, except for a few screens. I don't even remember if you could dive in ALTTP. o.O' (Even if you could, I wouldn't care. :p ) We're here to show off new features. We'll need to show off the "Toggle Diving" features as well. Thus, perhaps we could have some screens where you'd have to dive to get an item. Good thinking pikaguy.
I would love to see the boss encased in ice when you first see it. Just need to figure out what that boss -IS- ...Also, whatever the boss of this dungeon is going to be, I figured we could have the player end up in the ice version of the boss room at the end of the dungeon, so they get to see this boss in suspended animation before they fight it. Obviously there'd be a warp to the fire version of this room right IN the room. Whether or not there would be a warp back to the ice version (as in, whether or not switching between fire and ice will be used in the boss fight) is yet to be decided, I think.
Unfortunately, it DIDN'T have diving, which kind of disappointed me after playing all the other Zelda games (including the GBA version) before the SNES version of ALttP.... Oh, and what's the point of using the "Toggle Diving" rule/flag (I forgot which it is) if you're not going to have rooms that you CAN dive in? Or maybe you could simply make the "diving" areas swim warps... Just a thought there...Originally Posted by Britannianhero4
Well since there is both a quest rule AND a screen flag, it's basically the difference between constructing a two color image of a white foreground against a black background versus a black foreground against a white background. Two different ways of going about roughly the same image. Since I don't want the player to be able to dive in roughly 95% of the entire quest, the screen flag "Toggle diving" will only have to be set on a few screens.
Wait, I'm confused. I thought the screen flag was to toggle whether or not you could SWIM in a screen? I don't see what the problem with being able to dive is, since it doesn't take you under the water like it does in Oracle of Ages. Perhaps you could explain the problem to me, ST?
There are currently 1 users browsing this thread. (0 members and 1 guests)