Optional-to-read text below, go under the line for more on-topic things
I've just beaten LA for the first time. It's the second game I've ever played (the first being Mario Paint on the SNES), but I never could get past the second dungeon. Well, after nearly a decade, I've got it on my 3DS, and I've completed it in 3 days, being the complete no-life I am
. Either way, this game was extremely touching. The scenario after you walk into the southern Face Shrine and kill the miniboss there, where you grab the key and notice the writing on the wall, really hit me hard. It was unexpected, and a total plot turn. The ending itself was very sad. If any of you aren't going to play this game or haven't finished, and wouldn't even care to play the game in the first place, it's at least worth it looking up the story for it, or gameplay on YouTube.
Anyways, I've got to thinking...
Why aren't there many (if any) LoZ-based weapons/tools? Sure, some may immediately point me to the default Sword, or even that one shield add-on, but that's not much at all, really. I'm talking about a full-out
Zelda pack, containing all of the weapons and tools from a game. What I'm thinking of doing myself is creating the weapons and tools from Link's Awakening for use in Blockland. I'm doing it right now.
If a weapon is completely
finished, it will have a check ()
next to it. If otherwise, there will be an
. If a weapon does not have a level 2 version, there will be an
next to it. You can click any weapon that is complete to see a preview of its model.
The shields include RTB prefs for whether or not they reflect projectiles. In default, the LV2 shield (which is, in fact, the Mirror Shield) reflects, and the LV1 shield doesn't.
Not sure whether or not I should include RTB prefs for ammo, too, but my idea would be, for each weapon that uses ammo:
Use Ammo (boolean)
Like said in the title, there will be the including of a sound pack, a music pack, and brick pack. Some bricks will be modeled, and some textured. There will be a chest brick, as well.I'm between either modeling custom player/enemy models or just leaving it to the players to use the non-custom playertype along with standard bots for enemies. I'd like some input.