The Legend of Zelda: Mask of the Gods
Yeah, the previous subtitle was "The Mask of Ikana", but I think "Mask of the Gods" sounds better.
The focus on this game is more storytelling and visuals, although I've tried to create gameplay as top-notch as I can manage.
The story is set in pre-Link Termina, probably a hundred years or more. It follows two characters, whose plots weave in and out of each other, eventually uniting at the end to conquer their enemy. A character called Kafei, who is most likely the ancestor of the one Link met (you know how characters seem to be continuously reborn through the ages, like Malon or Tingle), and Igos du Ikana, the same one we've met in Majora's Mask. Termina is peaceful on the surface, but age-old rivalries based on theological views between the Clock Towners and Ikanans spill over commonly, causing their dislike for one another to escalate. This tale begins on the night of a carnival, when Kafei is celebrating before he leaves town to visit his uncle, Igos is enjoying the festival with other soldiers of Ikana, and a mysterious, troubled stranger arrives from a faraway, war-torn land to take in the sights and stories of a country heading down the path his knows only too well. The game's story will be darker than most zelda games, sort of following Majora's mask, however it will probably be darker than that. Obviously, Igos is dead by the time Link meets him, so he must not live happily ever after.
Gameplay wise, almost all of the systems are in place. Health and the action battle system are done, along with three enemies and all weapons, except for the optional ones. Also, the characters learn abilities through the story: for example, Kafei is thought to tight-rope walk to gain entrace to the first dungeon.
Systems to complete still are a rupee counter in the corner, and the optional weapons/tools (bottles, bombs, etc...). There are three weapons/tools/abilities for each character so far and one shared ability planned for the second to last dungeon, which may seem small, but so is this game. There are four dungeons Kafei and Igos go through individually, and two, perhaps two and a half, that they conquer together. Kafei's dungeons will be based slightly more on agility and puzzles, and Igos' more toward fighting and magic.
The demo now is Act One of the game, and then a technical demo.
Anyway, if you play this, have fun, and expect more soon.
____________________________________________________________________________________________________________________
____________________________________________________________________________________________________________________
Screenshots:
Newer screens:
Older screens:
menu screen as it is now. from left to right, the icons with zeroes are magic beans, poe souls, and magic potions (returning from the oracle games).
Link to Screenshot Gallery (includes older screens)
http://www.majhost.com/cgi-bin/gallery.cgi?f=95208________________________________________________________________________________________________________
________________________________________________________________________________________________________
Trailer:
Teaser Trailer...
except, it really gives away a lot, that's a whole bunch of the demo :p ...
________________________________________________________________________________________________________
________________________________________________________________________________________________________
Demo Update - posted 10-26-2011
DOWNLOAD ME!Complete Act 1, with everyplace you should be able to go at the moment finished.
There are no glitches that I'm aware of, but I'm sure people can find some if they were to put their minds to it, haha.
The furthest you can get here is to where Kafei and Igos split up. After that, you'll be taken to a technical demo, as usual.
----------------
Glitches/Stuff
----------------
There are a couple wierd things, that I don't know how to fix at the moment:
-Don't, during a cutscene, just repeatedly rapid-fire on the spacebar. It won't make things go faster, and during my testing, caused the game to freeze a couple times (once it sent a NPC into a wall and froze him there, freezing the whole game)
-A couple times during playtesting, I arbitrarily warped into the adjacent room in the direction I was walking (right)... No idea.
Technical demo features:
Weapons/Enemies system
All main items:
-Hammer
-Magnet Gloves
-Volt Rod
-Ember Seeds (now finished, I think...)
-Jump Charm
-
Elegy of Emptiness Mechanic - removed for repairs
All the map features that require use of the items
(i.e. torches to light, pots to smash, ropes to ropewalk, etc.)
3 types of enemies, that kind of need to be reprogrammed...
__________________________________________________________________________________________________________________________
__________________________________________________________________________________________________________________________
Progress of the whole game, in terms of what I'm working on at the moment, more things get added as I start more without finishing other things:
Clock Town:
Carnival of Time: 10/10
Non-Carnival: 6/10
Termina Field: 9/10
Ikana Canyon, and Valley: 9/10
Ikana City:
-map 10/10
-population 1/10
-stores and stuff, 1/20
Ikana Castle:
-As far as the plot goes now - 10/10
-Further than the plot takes us - 1/10
Plot Progress: 3/10
HUD: 9/10 (only rupees left)
... but as far as the rupee display goes, I know EXACTLY how far I am... 10/100. Or 1/10, if you prefer reduced fractions...The rupee system is being rethought as to avoid being such a pain.