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The Legend of Zelda: Link's Return


SoulofDeity
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The Legend of

ZELDA

Link's Return

 

Ocarina of Time 1.0 (U) Mod

 

 

Progress:  ~2%

Download: N/A

 

 

Foreword

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This is just a project I'm tinkering with in my free time for fun. Translation:
  • I'm not looking for a team
  • I'm open to ideas, but I don't care if you're butthurt if I reject them. If I use your ideas or work, I'll give cred.
  • I work on my time, don't bug me about release dates, when I make progress, I'll show it (unless I want it to remain a surprise)
  • Some ideas are outlandish. That's the whole point. They're things I personally think would be pretty damn awesome to see, and wanna have a crack at. I don't even promise all of them will even be possible.
  • The project may never be finished, but regardless, I promise content will be released. I'm making the mod from smaller individual mods, which I'll release the patches to as well for anyone to use in their own projects.

 

Story

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   In the land of Hyrule, there echoes a legend. A legend held dearly by the Royal Family that tells of a boy... A boy who, after battling evil and saving Hyrule, crept away from the land that had made him a legend... Done with the battles he once waged across time,he embarked on a journey. A secret and personal journey... A journey in search of a beloved and invaluable friend... A friend with whom he parted ways when he finally fulfilled his heroic destiny and took his place among legends...
   Deep in the forest, he was ambushed by a masked imp and robbed of his most precious belonging. He pursued the imp into a strange land, and soon found it was doomed to be crushed under the moon in 3 days. After many hardships, he called upon the ancients to uphold the moon, and cast away the evil from the land.
   It was at this point the boy realized that he had finally found what he had sought out for, and set out for his homeland with his new friend...
 
 
Plot
-------------------------
   Link returns to Hyrule with his new friend Tatl, and sees that much has changed in 2 years. Kakariko is become the village Impa wanted it to be, the Kokiri have new faces and expanded deeper into the forest, and even more importantly, Hyrule itself has united with a northern country. Though not all is well...there is a string of disastrous occurrences happening tied to a strange man. What appears at first to be a simple attempt at breaking apart the 2 countries though turns out to be something much more sinister, and it's up to link to restore the peace by undoing the curses the man placed on all the temples, and then stopping the man himself...
 
Note that I'm purposefully leaving out who it is for the sake of surprise.
 
 
Gameplay
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  • will take place in an extended version of Hyrule; with Hyrule Castle in the exact center of the world map.
  • will play as child link only (Majora's Mask version)
  • seasons and weather will be a key factor in the game and be far more dynamic

 

Gameplay Ideas
-------------------------
  • Hyrule field horse races
  • dynamic seasons and weather. a lot of thought has been put into this involving extending the headers of maps. the full specs are shown below, but keep in mind this is just a concept at the moment, (though I see no reason it shouldn't work)

 

 

* days will be longer

* there will be 4 30-day seasons

Table Header Format:   ${14 ss se ee xx xx xx xx}        s = state  $800 = is a table header	$400 = random season                   $200 = random weather	$100 = extreme weather                   $080 = spring		$040 = summer                   $020 = fall			$010 = winter                   $008 = raining               $004 = snowing                   $002 = duststorm		$001 = boiling hot	e = event number for change	x = pointer to dynamic map table (type of $000 = end of table)Actor Entry Format:   ${tt te ee aa ag gg ff ff xx xx yy yy zz zz rr rr ss ss}	t = type - same as 'e' field of header, except $800 = is graphics entry        e = event number for change	a = actor number	g = group number	f = actor flags        x, y, z = translation of the actor        r       = rotation on the y axis        s       = scale of the actorGraphics Entry Format:   ${tt te ee ff gs oo oo oo}	t = type - same as 'e' field of header, except $800 = is graphics entry        e = event number for change	f = material type	$00 = shallow water	$01 = deep water				$02 = waterfall		$03 = shallow lava				$04 = deep lava		$05 = lava waterfall				$06 = dark grass	$07 = light grass            somewhere in memory, there will be a table that points to these            textures in the rom. they will be dma'd directly over the ones            in ram for the switch, so no extra memory is needed.	g = graphics type	0 = mesh				1 = material                                2 = collision				3 = waterbox        if graphics type is collision           s = ground type           o = ${tx ee ll}              t = type  $00 = disable collision		$01 = out of bounds                        $02 = make steep		$03 = make slow-quicksand                        $04 = make fast quicksand	$05 = make hurt                        $06 = make solid		$07 = make edge grabbable                        $04 = make climbable		$05 = make crawlable                        $06 = make hookshot-able	$07 = transition                  if $80 is not set, then 'l' is ignored              x = exit number for transition              e = echo range              l = lighting effect        else if graphics type is waterbox           s = waterbox number           o = ${ts yy yy}              t = transition type  $00 = pop up		$01 = rise              s = rise speed (only used if transition type == $01)              y = height (if transition type = 1, rise up to that point)        else           s = segment of offset to the graphics instruction           o = offset to instruction           what happens depends on the instruction being pointed at.Material Table Entry Format:   ${tt ss ss ss oo oo oo oo}      t = entry type  $00 = unused		$01 = texture                      $02 = palette		$03 = color      s = data size      o = rom offset 

 

 

 
Action Ideas
-------------------------
  • allow link to walk while carrying huge items
  • allow link to put down huge items instead of only throwing them
  • swing hammer horizontally by default
  • make spell animations faster
  • sometime frontflip or somersault when jumping
  • new sword technique - frontflip jumpslash
  • new sword technique - fluent sword combos
  • new sword technique - rolling slash
  • new sword technique - charge sword while running
  • new sword technique - stab while charging sword to do sword beam
  • new sword technique - spin attack while running to do SSB sword spin
  • new sword technique - SSB sword spin in midair to extend jumping distance

 

 

Weapon Ideas

------------------------
  • make all items usable as child link
  • replace hammer with iron knuckle axe
  • replace bow with hero bow from MM
  • replace hookshot with MM hookshot
  • double hookshots
  • use farore's wind anywhere
  • fish anywhere

 

Effect Ideas

------------------------

  • make ganondorf light arrow effect happen to all enemies
  • make magic beans grow in rain

 

 

 

 

What's Already Been Done So Far?

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I started working on this a few weeks before posting my OoT 1.0 (U) Notes topic, but there was a major change in the gameplay after I wrote the plot, so progress is set back a bit (originally, I was gonna make the game play as adult-link only). But what I am able to keep is the following:

  • front-flip jumpslash
  • front-flip jump
  • new shield design (replaces Hyrule shield)

Posted Image

 

 

 

---

btw, lolz, had to write this twice. accidentally refreshed the page XD

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Great ideas, I'll keep a close eye on this.

Here's a few ideas of mine;

-Fishing rod as item, recieved by catching certain sized fish at fishing pond

-Lantern

-Gilded sword

-Useful masks, bunny hood makes you run faster etc.

Can't think of any more right now, but I'll add them when I do.

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Post how the double hookshot works out when you do it, if you do. I think that would be pretty awesome. I was planning on getting the front flip somersault patch and using it in my hack as well, but I don't want to use the front flip Z+A attack, so I haven't been able to find a patch with just that.

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Hey, I forgot to mention in the first post that anyone can use these ideas if they want, I don't really care. I have several projects going on at once, and this is just something I tinker with when I'm really bored.
 
But anyway, thanks for the feedback :)
 
also, a couple of more ideas I had

  • [*]let link get hurt while on epona [*]smart bombchus - if you place them with 'A', they'll act like a bomb and
         you can pick them up or throw them; but if you place it with 'C', it'll
         run like a normal bombchu. also, change the bomb pickups in the game to
         bombchu pickups. [*]turn deku stick into poe lantern. instead of swinging it when you press
         'C', make link spin it and catch what it hits on fire. (play poe laugh while it
         swings, lol) [*]if you press the c-button for bombs with the bow out, shoot a bomb arrow

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  • 4 weeks later...
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