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Hazelnut bastille demo walkthrough4/30/2023 ![]() ![]() Character controllers are defined by their limitations. Likewise, the simple basic attack we have is also like that for the same reason. LoZ featured only 4-way movement, and in order to borrow from its combat style, we need to have 4-way movement as well. You will find that a lot of the mechanical design choices are meant to evoke the techniques that made that particular game very memorable. While I think I would easily regard Link to the Past as the best of the 2D Zeldas, there are several things about the original LoZ that are virtues that are never really revisited in the series. You may not have played the first Legend of Zelda. I hope the development of the game goes well, because I love how it's going so far! I'm looking forward to playing a more recent build of it. You are introduced to directional fire traps, arrow traps, and timed switches all at once. ![]() That's why the fire room of the dungeon feels like a huge difficulty spike. ![]() Showing them off in a safe environment first, before putting them in a dangerous one I think. Also going along with that, you need to ease players into the enemies or mechanics of the game. Some rooms are just too small with too many enemies to avoid taking damage, or you enter the room right next to an enemy where you can quickly get damaged. They can also knock you into places you shouldn't be like this: Which is okay, but when you're in such tight spaces it's hard to handle. I have some issues with the enemies as well, the bats for instance actually have quite a lot of invincibility frames. I think it's much better than poking straight ahead for combat of this style, unless your weapon is long like a spear. In LttP the sword had a quite wide swing to it, so you could safely attack an enemy diagonal to you. This makes it tough to hit moving targets, and puts the player in a lot of risk. The way the sword is handled isn't great either I think. If you want to stick to this 4 way though, I suggest mapping the D-pad of controllers by default too, because only 4 directions on an analog stick doesn't feel too great. Even Link to the Past had diagonal movement, and it felt quite fluid. Since you are making a game like Zelda, I think it's fair to compare it to something like Link to the Past, even if this is just in development.įirst of all, you can't move diagonally, this makes things feel very rigid, whether you're on keyboard or gamepad. I really like the visuals, but I have quite a lot to say about this, mechanically! I'm only just trying out that "Latest build" on the first page, it seems like that build is quite old so ignore if I'm talking about anything that's been changed. ![]()
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