Features
When you throw the term "Zelda Remake" around, there are some very specific things that come to mind, mostly regarding the style of game. The following are what will one day grace Z:TDS and define it as more than just a Zelda remake.
Level Editor
I plan to have a level editor specific for the Z:TDS map format. Obviously this entails a loadable map scheme which is somewhat implemented currently. The level editor will allow a user to create custom enemies, terrain, and scripting (see below).
Scripting
If you recall in old school Zelda, there were a number of things that went far beyond killing enemies and collecting items. For example, doors would open when all the enemies in the room were dead. A character might not be in his house until you defeated a dungeon, etc. I plan on such events being handled by scripting. Additionally, the most obvious scripting implements would include character dialog.
Spellcasting
Something that was very limited in Zelda was spellcasting. In "A Link to the Past" you were given a magic meter and there were a few spells that consisted of a lot of arbitrary action on the screen and everything around you dying. I envision a more sophisticated spellcasting similar to what you might find in Diablo where the mouse becomes your method of targetting.
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