Re: A82: Zelda82 demo
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Re: A82: Zelda82 demo
That reminds me of an argument I
had with Terry Peng awhile back... Both of us decided that we wanted to
make "The Legend of Zelda", and we had alot of great ideas for the
game. Terry was making one for the 85, while I was producing an 83 version
of Zelda. Our thought patterns were parallel, except for one
point... Terry favored 8x8 sprites, whereas I favored 16x16. The
reason I chose 16x16, is simple... the marvelous graphics that MAKE my game
popular. Sure I sacrificed the field of vision, but with one enemy, close
combat is the only thing that could possibly add difficulty to the game.
(one thing to keep in mind, the enemy always starts out 3 tiles down and 3 tiles
right)
Thanks again
for the continued enthusiasm.
-Harper Maddox
Kurai Highsmith
wrote:
>
i started porting it, and was able to play (with some
> collision
detect errors), but was waiting for a new version. Basically
> ive
been out of the limelight and even the programmer's dismal night
>
vision...but i hope to have more time this summer. OBD did a fine
job
> on the port tho..(OBD from irc)..he asked me to help at one
point, but
> im truly too
busy
>
10 more days of institutional irony that is high
school..
>
~Kurai
That reminds me, I was talking with OBD last night about the
only major
problem I saw in the great game: The viewpoint.. I honestly
think it takes
away from the game when you can't prepare for an enemy
because there's
absolutely no space between you and the enemy when you
walk into a room.
Also, I think the graphics could've suffered a little
for gameplay. Geori
did do a good job, but he took the wrong angle at it.
It was absolutely
the opposite of what I expected.
--
Stick
Figure V. 1.0 (Formerly Goemon)