Open MetalES opened 7 years ago
Just let this here as a reminder, here is a list of things to do ,as discussed with Khey
Sprites (base: Minish Cap)
[ ] Shield loading animation
[ ] Shield walking / stopped animation
[ ] Shield Put out
Entities
[x] enemy:on_shield_interraction()
[x] entities:on_shield_interraction()
System
[x] Input (I also implemented a function that switch bindings in the option submenu if they are equals to another, kinda like what capture command bindings does naturally, using ROTHSE methods)
[x] HUD icon
[ ] Guard break skill (Stun enemies) (?) - Not really sure about it
These events are called when the shield is active. The shield input would be custom, just like I do with the minimap
[ ] Customise the sword, a little bit like Wind Wker / FSA would fit perfectly to a new type of gameplay Take this as base (https://www.youtube.com/watch?v=uGiGAEvwml0)
[ ] Rework the spin attack animation do it fits FSA spin attack
[ ] Add Super Spin Attack, this might now be doable
[ ] Remove the Down Thrust sword and replace it by this sword
[ ] Add a 3rd slot for items, which imply, reworking the inventory submenu
[ ] Add in game:on_key/joypad pressed the proper events
[ ] Rework all item manager scripts to add this 3rd slot
[ ] Re-customize the HUD, bitmap placements of action, attack, item_1, item_2 and item_3
This is not related but as Khey suggested, the selection menu got reworked, so players can customize their input from there, if it is the first time we start the game, there is a message that insist the player to customize the inputs.
Before a game start, and if an input got changed, the selected game will have the new inputs.
Actually, the shield consist of a simple sprite, where some entities cannot pass through. Constantly synchronized on the hero.
In the RPG Maker version of The Legend of Zelda: Eternal Struggle, or in the Project Zelda Engine, the shiels is triggered by an input.
Also, the Mirror Shield is planned to reflect light and dark power, a custom shield is the only way to do it, cleverly, the base I can take is the bow system, direction fix, entity creation