Just leaving this here for anyone to test out.
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https://drive.google.com/file/d/0B49_4X0jDFp8VUEtb3NKY3hZUzA/view?usp=sharing002
https://drive.google.com/file/d/0B49_4X0jDFp8eElmR0tZbTdMN2c/view?usp=sharing003
https://drive.google.com/file/d/0B49_4X0jDFp8bjN3ZzFRTURSd3M/view?usp=sharing004
https://drive.google.com/file/d/0B49_4X0jDFp8RDNqOGZFQ2E5eEU/view?usp=sharing005
https://drive.google.com/file/d/0B49_4X0jDFp8YTdUZ2FoemVsaG8/view?usp=sharing006a
https://drive.google.com/file/d/0B49_4X0jDFp8dUJ1b3hqUTFITEk/view?usp=sharing007
https://drive.google.com/file/d/0B49_4X0jDFp8YjlPVjRHZ2djVGM/view?usp=sharing008
https://drive.google.com/file/d/0B49_4X0jDFp8SEZHbm95dzYwRlE/view?usp=sharingIt's a fully functioning "walk demo", however , it is also much more.
In my ever on-going quest to revamp Zelda II into a more traditional format, I finally decided on what items would replace the spells(since spells replaced items from Zelda to ZeldaII).
Zelda II was never a huge game in itself. The RPG system just gives a false impression of a larger game. That said, you'll see a minimum inventory.
Spells to Item Replacement
- Jump : Hookshot | Overworld and dungeons from the 2nd one to the Great Palace are being laid out to accommodate hookshot puzzles to replace the now defunct Jump spell
- Life Spell : Bottles | Two quests (Missing Mirror and Healing Waters) will now grant an empty bottle each upon completion which will be able to hold a fairy, red potion, or green potion. Sorry, no Blue Potion - have to keep some sense of difficulty since it is Zelda II. Fairies replace extra lives as there will be no extra lives.
- Thunder : Thunder Medallion | Should be self-explanatory.
- Fire : FireRod | Again, self-explanatory.
- Fairy is gone completely. There will be no need of such a spell in a psuedo 3d world as opposed to the original 2d platforming world of Zelda II. Instead, new puzzles are being created for an item pulled from LTTP - Cane of Somaria.
- Reflect : Mirror Shield | No longer a spell, reflect will be taken care of by a permanent Mirror Shield.
- Shield completely removed. In order to provide some sense of difficulty in going to an easier gameplay style(LTTP), Shield was removed.
- Spell completely removed. In the original Zelda II, this did some funky stuff to some enemies and raised a temple that housed the simple-to-get Magic Key. Now, when conditions are met, a sage reveals the temple. The temple no longer just has the key, but will be another dungeon. After defeating the boss of that dungeon, the player will be presented with the Magic Key.
Now, to make it more traditional, other items were changed.
-The Hammer is now a useable weapon as well as being able to break certain rocks.
-The Power Gauntlet can be used to lift certain rocks as well as allow Link to break some tiles.
-A Mystic Branch is now required to find the hidden forest village. In Zelda II, Link used the Hammer to clear a forest tile to reveal the hidden village. Now, the player must complete a side-quest to see reveal the hidden village.
-The Boots have been revamped into LTTP Pegasus Boots and will be required to transverse some water tiles to get to the temple in the water. Can also be used offensively to attack certain planned enemies.
-Flute/Ocarina is remaining the same for the moment. Still indecisive about adding a warping system that utilizes the Flute similar to LTTP.
-The Cross of Truth will reveal hidden enemies and items in similar fashion to Zelda II's Cross and the Lens of Truth, but will be passive and cost no magic.
Here are the controls for now:
Arrow Keys move Link and control the cursor in the inventory screen.
Press Enter to open/close the inventory screen. This also pauses the game.
Press A to use an item in the overworld.
Press S to swing your sword. If in the inventory screen, it selects the item under the cursor. If in dialogue, goes to next phrase or ends the conversation.
Press D to grab onto a pushable object(such as the block created from the Cane). Still WIP, but functions. If by an NPC or readable object, enters dialogue sequence. If nothing is near-by and you have the boots, allows you to dash.
Life and Magic meters are at full length to give you an idea of how much you will have in the final product should you be able to find all the containers.
Magic Level is set to the maximum to allow you to use the magic items more extensively.
I am happy with how bombs work. I like to leave the ability of throwing bombs to Link to the Past. Having a little animation of Link placing the bomb is good enough for me.
Hope you enjoy. I am open to any suggestions. I couldn't find any good sprites of the Ether Medallion from LTTP, so I improvised and made my own Thunder Medallion animation using Agahnim's Lightning bolt from LTTP.