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Level Design

Page history last edited by Yan Yan 13 years, 7 months ago

An analysis of all the dungeons of Legend of Zelda: A Link to the Past

 

##### TILE ID's #####

<kirin> Ok
<Blake> also, you do realize the tile ID's only have to be unique on the map?
<kirin> Yeah light is pretty much done might want to add extra detail work in the future but the core is all there
<Blake> I can't distinguish the tile ID's in the map editor because they all say "bs_ligh..."
<kirin> Oh no, I just remeber you saying someything about append our initials to the front of them, I assumed they weren't
<Blake> I think that was for the map files
<kirin> Oh well crud :(
<Blake> which we didn't need to do because we separated the work by temple anyway
<kirin> I have a list of all of my scripts in a text file if you would like them
<Blake> well, some of them are wrong
<Blake> like going through the doors in the main room
<Blake> it leads to the wrong target
<Blake> so I'm going through and fixing that up
<yy> oh...
<kirin> Oh ok
<yy> I'm having trouble with puzzle scripts...
<yy> how do variables and on_load work again?
<kirin> Sorry : /
<Blake> write it clearly with your map
<Blake> and I will wire it up
<Blake> once you have it looking okay, then work on the world map
<Blake> we still need 3 towns
<Blake> and a cave maze
<yy> hm
<yy> and my id names are really long too
<kirin> Any preference on tile ID naming scheme blake?
<Blake> for doors, use N S E and W
<Blake> if there are multiple ones, then number them from top to bottom, left to right
<Blake> N1 N2 N3, etc.
<Blake> easy to read on the editor and you don't have to guess or go back to check when you're editing another map
<kirin> Ok, unique per actual map or dungeon?
<Blake> each map
<kirin> Ok

 

Will the character be able to interact with environment beyond item usage? ex: press "a" while standing next to $puzzle_tile to turn it 90 degrees?

 

Thoughts on shooter extensions:

  • player must use the extensions to access some of the dungeons, player gets triple shot extension ? (not sure)
  • gets ice extension between 3(dark) and 4(fire) using it to open fire by putting out a fire blocking the entrance(?),
  • gets fire extension between 4(fire) and 5(life) using the fire extension to burn back some overgrowth allowing access to 5(life)

 

 

World 1:

mood: watery

item: sabre

 

Explanation and map:

 

http://s736.photobucket.com/albums/xx2/RainingOnYourParade/Pyweek/

 

World 2:

Added images of light dungeon and light puzzle layout, hopefully this makes sense, I have to go to work now but will update later:

(The floor that is less of an over box shape is the first floor, boxier one is b1)

http://kirin.imgur.com/   

Key:

red "PL" means puzzle locked either via light puzzle door lock or shooting switches 

green "L" locked with normal key

Light puzzle images: direct light with mirrors on to different color doors, this will unlock/open the same colored coded doors in dungeon that the light is hitting in that room

 

Light Temple

Assumed Equipment Available: Saber, Shooter

 

  • light/laser puzzle w/ mirrors
  • shooter can turn the mirrors allowing player to shoot initially out of reach mirrors after getting the shooter

 

##### Light Level Design Misc #####

light_rightroomsouth_b1: switch here is for the southern room in: light_mainroom_b1

light_south_southroom: the 2 switches are on timers that require enough the shooter to hit both of them quickly enough
 

 

World 3: 

Dark temple:

     http://nppw.pbworks.com/f/dark.jpg

http://nppw.pbworks.com/f/SCAN0004.jpg

 

Neater schematics are..coming soon.

 

Entryway: dark_swamp--this is possibly my least favorite map, I'm not really expressing the concept well, if I have time to go back and change a map, it'll be this one

Basically the idea is, there are 9 lights which need to be put out in a certain order.

Putting out 1 light gives you a hint to the type of the next light.

 

Main Chamber: dark_ground_main--this is where you'll be spending...so little of your time, but everything leads out to here eventually.

As you start walking in. Stepping on the first panel turns on all 6 torches.

All doors are locked, you cannot shoot the torches (on another layer)

The torches are numbered

13   11

7     5

3     2

(not on the map, just in my head)

The goal is to put all of them out.

 

Light Control Rooms: 

dark_basement_left

3 tiles

2 boulders

they control torches

 

dark_basement_right

3 tiles

2 boulders

they control torches also

 

Once all the lights are off, when you go back into the Main Chamber, 2 things happen.

1) The treasure room door unlocks (the room at the far end of the chamber)

2) The fire is lit and going back downstairs, reveals that the rooms are now filled with flames.

You will be set on fire if you go in them.

 

Treasure Room:

dark_ground_treasure

Get your grappling gun.

Exit to dark_ground_main--you should warp out onto the RHS platform (tile should be labelled)

You are blocked off so warp again to dark stairs.

Top left panel puts out the LHS of the fire.

 

Stairs:

dark_stairs

Just kill all the monsters in the room, it will unlock the door. Walk through it.

I do have layerss, so it would be nice to have hidden monsters that don't come out on the lower layer until you walk along the same strip as them.

 

Antichamber1:

So what I want for this is -- falling in the water will reset the level

Grappling off of a tile will sink it. So you can't go back.

Make it to the key.

Make it to the UR to go out to antichamber_2

 

Antichamber2:

Again this should be really easy. 

1, 2, 3, 4, 5

Hitting/Shooting the lever at 1 will reset the stairs to 1

The tile on 2 warps you down to the lower level.

The other two levers control the direction of the stairs.

Placing the boulders on the panels will reveal keys (they don't stay revealed once the boulder has been moved).

Pick up the keys

tile 5 warps you to 2

 

Walk out of the room into the main chamber. You warp out into the bottom R area

That panel puts out the RHS of the fire

 

Important: they need to have walked out of antichamber 2 with 2 keys. Or they're screwed/need to go back somehow.

 

Lower Level:

dark_boss_key:

 

What I kind of wanted for this one, was to have monsters that can only be destroyed by shooting / pulling out the lever as they are standing over the swamp (alternately you can try and strand them somewhere).

Otherwise pretty straight forward, the lever controls should be labeled, they can be shot or pulled.

Get keys, get boss key

 

Boss Fight:

I'm afraid I haven't the faintest idea....is there a boss?

 

World 4:

Lots of levers and fires. Rocks to hit with the sledgehammer.

 

Map and explanations:

 

(If anything is just too much, I'll change it - just yell at me.

 

http://s736.photobucket.com/albums/xx2/RainingOnYourParade/Pyweek/

 

World 5:

Life Temple

Assumed Equipment Available: Saber, Shooter (triple shot, fire, and ice extension)?, Grappling Hook, Sledge Hammer, Steam Drill

 

  • fire extension to burn overgrowth blocking areas
  • fire extension to weaken some growth (tree/stumps?) for driling
  • ice extension + sledge hammer to shatter objects

 

World 6:

    

 

World 7: http://nppw.pbworks.com/f/death.jpg

death_entrance: the two levers are revealed by standing on the platform. shoot them to *toggle* the appropriate

walls (if possible) if not, I'll come up with another puzzle.

each room has

->2 elements which need to be unlocked to clear it

-> a lever which will unlock 1 element in 2 other rooms (the targets are labeled unlock1 and unlock2)

-> a warp tile to 2 other rooms

->once you clear all the rooms, the center tile (in death_main_chamber) should open

-> the rooms by themselves are unfortunately nothing special :( can we just put in tons of monsters?

which will take you to death_stairs (goal is to make it up the stairs)

which leads to the boss fight

 

Idea for final boss:

Final boss room is comprised of 9 platforms arranged in a 3x3 grid, with impassable bottomless abysses in between. Each platform contains an altar and perhaps obstacles and enemies that slow the player down. The boss can warp to any platform. Each platform has a means of access for each of its neighbors through one item or another (e.g. grappling hook). The boss can be attacked using guns using various ammunition.

 

The boss attacks using extremely wide area attacks that affect the entirety of one or more platforms. There will be a visual warning before the damage takes place, which allows the player to flee to a different platform via grappling hook.

 

Suggested sequence:

0) Boss starts on the center platform.

1) Boss fires circular orbs randomly.

2) Boss prepares a wide area attack on 2-6 platforms, depending on how much damage it took. The platforms begin to emit arcs of dark electricity.

3) Wide area attack connects.

4) Boss warps to a different platform.

     4a) If boss health down to 2/3, obstacles spawn on platforms adjacent to the boss. Obstacles may require drill and sledgehammer.

     4b) If boss health down to 1/3, enemies spawn on platforms adjacent to the boss.

5) Repeat from 1.

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