LoZ: the Seventh Sage (Dev Blog)

just stopping by to say coding dungeon maps is the most terrible thing I’ve had to do yet and I will most likely strip down some of the standard LoZ map functions because coding all this for every dungeon I’ve made would not only bore me to tears but add months of work to the project.

I TRIED, I SWEAR, but having a map that actually keeps track of which room you’ve been in and which room you haven’t would take hundreds of variables. The smallest dungeon in the game still has about ~30 rooms, and trying to track the rooms is ABSOLUTELY AWFUL. Other dungeons are even bigger. Sadly it’s just not a realistic goal for me to do that as a one-person team. ):

I’m not sure what to do as an alternative, though. I’m thinking making either a) a more static map that shows all rooms whether you’ve been in them or not and just displays the boss room and unclaimed treasure chests or b) leave mapping out dungeons to the players themselves since I know some gaming masochists who like doing that kind of thing.

Suggestions/thoughts?

It’s almost been a year since I came up with this project! Not yet an entire year since I started working on it, and certainly not a year OF working on it (due to life interruptions and all), but a year since I put plans into a text document and sat back and thought “yeah, I’m actually going to try doing this.”

I simultaneously feel like I’m farther than I thought I’d get and behind schedule, but I’m really proud of the work I’ve put forth on a personal level. I’ve still got a lot of work ahead of me, but with the dungeons nearly complete I’d say the hardest work has passed.

Presently, I’m trying to incorporate pixel-by-pixel movement. It’s hard since RPG Maker 2k3 is very strictly tile based, but I feel like I may yet be able to scrape something together. Not making any promises, though—-most of the methods I’ve found are the kind of thing where you needed to have it built specially from the beginning of development. Still though, I’m gonna do my best to be able to give an authentic Zelda experience!

3/5 floors of the final dungeon are done being built!

We just hit a little over 200 followers and I think that’s PRETTY DANG COOL.

shikai-of-the-4th-world said: This is amazing! Have you released a beta yet? I saw this guy playing a loz game that looked very similar to the graphics your using here and I got really excited

Nope, no beta has been released as of yet. There are a couple other fangames that make use of the LA/Oracle graphics though if I’m not mistaken.

Will this game look more like A Link to the Past or Links Awakening?
Anonymous

It uses Link’s Awakening/Oracle tiles. Originally It was going to be done in the style of A Link To The Past, but ALTTP’s tileset was just too large for RPG Maker 2k3 to handle.

Here’s some new screens since I haven’t put any out for a while (again, enemies haven’t been put in yet):

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A doodle relevant to this project!!

A doodle relevant to this project!!

Saria, Rauru, Nabooru, Darunia, and Ruto.
They have varying levels of importance in the story, with Saria probably having the least screentime and either Nabs or Rauru having the most (apart from Impa who is not shown here because I am not yet happy with how her sprite looks from the front).

Saria, Rauru, Nabooru, Darunia, and Ruto.

They have varying levels of importance in the story, with Saria probably having the least screentime and either Nabs or Rauru having the most (apart from Impa who is not shown here because I am not yet happy with how her sprite looks from the front).

  • Dungeon 5 is structurally complete.

Only 1 more main dungeon to build!

  • Dungeon 4 is structurally complete.