09-29-2015, 11:59 PM
(This post was last modified: 10-09-2015, 09:13 PM by Theforeshadower.)
Just leaving this here for anyone to test out.
001
https://drive.google.com/file/d/0B49_4X0...sp=sharing
002
https://drive.google.com/file/d/0B49_4X0...sp=sharing
003
https://drive.google.com/file/d/0B49_4X0...sp=sharing
004
https://drive.google.com/file/d/0B49_4X0...sp=sharing
005
https://drive.google.com/file/d/0B49_4X0...sp=sharing
006a
https://drive.google.com/file/d/0B49_4X0...sp=sharing
007
https://drive.google.com/file/d/0B49_4X0...sp=sharing
008
https://drive.google.com/file/d/0B49_4X0...sp=sharing
Not going to go too extensive into the details at the moment. The project has been ongoing for a few years and has seen 4 revisions (Minish Cap, Link's Awakening, Sword of Mana, and now Link to the Past styles). This is by far the most solid the engine has been.
I already mapped out Hyrule in Link to the Past(couple years ago). All that is left is caves, Death Mountain(inside), and the dungeons. After the engine is complete, it'll just be plug n play. I also have a 28 page design document I wrote that keeps the project focused.
Controls for now:
Arrow Keys to Move
D is the action button - grab, talk, dash if you have boots, open chests, etc.
S swings your sword, moves dialogue forward, and selects and item if you are in your inventory.
A uses the equipped item.
Enter pauses the game and enters the inventory screen.
Anyway, no screenshots, but here is what to expect:
-half-assed day/night cycle (morning comes suddenly)
-transitions (stairwells)
-3 sages complete with dialogue sequences(some skipped so you can get items)
-how a dungeon ends(mostly except for a final animation and going back to the overworld)
-7 big chests complete with items
-bomb and heart pick ups
-a text engine
-heart containers and pieces
-attacking
-dashing
-all active items function and most are finished
Anyway, hope you guys enjoy. PS Don't break the healthbar right now. There is a way to get more than the max life, but in the final game you won't be able to.
001
https://drive.google.com/file/d/0B49_4X0...sp=sharing
002
https://drive.google.com/file/d/0B49_4X0...sp=sharing
003
https://drive.google.com/file/d/0B49_4X0...sp=sharing
004
https://drive.google.com/file/d/0B49_4X0...sp=sharing
005
https://drive.google.com/file/d/0B49_4X0...sp=sharing
006a
https://drive.google.com/file/d/0B49_4X0...sp=sharing
007
https://drive.google.com/file/d/0B49_4X0...sp=sharing
008
https://drive.google.com/file/d/0B49_4X0...sp=sharing
Not going to go too extensive into the details at the moment. The project has been ongoing for a few years and has seen 4 revisions (Minish Cap, Link's Awakening, Sword of Mana, and now Link to the Past styles). This is by far the most solid the engine has been.
I already mapped out Hyrule in Link to the Past(couple years ago). All that is left is caves, Death Mountain(inside), and the dungeons. After the engine is complete, it'll just be plug n play. I also have a 28 page design document I wrote that keeps the project focused.
Controls for now:
Arrow Keys to Move
D is the action button - grab, talk, dash if you have boots, open chests, etc.
S swings your sword, moves dialogue forward, and selects and item if you are in your inventory.
A uses the equipped item.
Enter pauses the game and enters the inventory screen.
Anyway, no screenshots, but here is what to expect:
-half-assed day/night cycle (morning comes suddenly)
-transitions (stairwells)
-3 sages complete with dialogue sequences(some skipped so you can get items)
-how a dungeon ends(mostly except for a final animation and going back to the overworld)
-7 big chests complete with items
-bomb and heart pick ups
-a text engine
-heart containers and pieces
-attacking
-dashing
-all active items function and most are finished
Anyway, hope you guys enjoy. PS Don't break the healthbar right now. There is a way to get more than the max life, but in the final game you won't be able to.