Interesting, on all accounts actually.
Dark-Hylian:
Having the shield's reflected light turn some specific enemies to stone is an interesting thought. Having it change people back to normal also seems logical. I'd be an additional function for the shield. It would be like the light is filtered/amplified by the shield and now has a cleansing effect. Mirror shield v2.0
. Come to think of it. If I want to add in a reflection mechanic at all, I will probably need to make it so the shield can be used while moving, at your command and with angles (= 8 angles). That means giving the shield it's own button (like the boots) or turning it into an equipable item. Having it equipable would make it seem more realistic in the sense that he isn't carrying it in front of himself all the time.
I'm rambling on again, aren't I.
(Oh dang, I came back from work and realized that I left myself logged on to ZFGC again! D:)
My ideas on stone stuff:
Like WW, you could have "dark" enemies that you could reflect light at from the mirror shield to turn them to stone (wait.. do you have the mirror shield?.. I forget). Personally, I think it should be a staff. I had a ton of ideas, but I had to leave for work and now that I'm back I forget...
Let's see:
- Small stone enemies can be picked up and carried like a pot, and they should press normal buttons.
- Large stone enemies cannot be picked up and carried without an item that gives Link major strength but they can be pushed. These should be able to press down rusty buttons and can be used to block up waterways or lava flows or something.
- There's got to be a boss that you turn to stone! You'd have to have an item that gives Link amazing strength so that he can pick up the boss and toss him into spikes or lava (something like that). Just an idea.
- Turn lilies to stone so that Link can cross over water.. or something.. (I admit that I have no more ideas.. work and programming have used up my brain power for the day)
As for your question on the frozen/stone lttp enemies. I believe that running into the has the same effect as any solid. If you dash into them, you bounce back. If you just run/walk into the stone ones then it's like a normal wall, but I think Link should get frozen if he touches a frozen enemy, whether LttP does it this way or not (I'm too lazy to check right now, lol).
FrozenFire:
- I agree on the way we should handle large and small statues. However, picking up the large statues should be a choice, meaning you should not lose the ability to push / pull the statues after you collect bracelet number 2 or something. That might cause problems when people do the game out of order for instance. This can be done by making the bracelet also equipable of course. Hmm, there won't be many continues items left like this.
- A boss that turns to stone is a good idea. It could be a joke (sub)boss (one hit win after boasting it's strength, which might be funny), or as a way to temporarily stop it's advance. I'll put this up on our own forum as well to remember it.
- A rod is functional. I am planning to add some lore around the item, regardless of what type of item it will become. How it once belonged to a mage who used it to turn a kingdom to stone and hid it away at his final resting place. Something along those lines.
Edit: I nearly missed the freezing comment. Frozenfire. You want me to add in a freeze status for Link as well? Finishing the damage system requires me to redo large parts of the character system anyway so it's very much do-able (and fun to build), given enough time. Personally I was also thinking running against frozen enemies should break them. And that running and crashing against small stone enemies should push the statue back as well. No idea yet how I'm going to programm in that last bit though
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