Gameplay notes & control --

Press ENTER to start the game.

Press arrow keys to move.

Press X to swing/shoot the sword. Press Z to use the secondary item.

Press ENTER to open Inventory and switch equipped items.

Press SHIFT during the Game Over screen to switch options.

Press ENTER to confirm your option.

You can block arrows and rocks with your shield.

Win Condition: collect 200 rupees and buy Triforce from one of the stores.

About This Project --

This project is a partial clone of the original The Legend of Zelda (1986) for our Intermediate Game Development Final. We chose to reproduce the area with green plantations in the Quest 1 map, which is 34 rooms in total. We recreated all types of monsters and their attacks within these rooms, player character’s movement and attacks, key items for this part of the map (rupees, bombs, and the candle), and the inventory (except for the minimap) from the original game. Additionally, we cloned four shops from the original game and scattered them around the map. Players are able to buy items or health from all these shops. Since our project is an “excerpt” from the original game, we made up our own ending, which looks like a simplified version of the original ending. Instead of collecting pieces of Triforce, players win the game by collecting enough rupees and buy the entire Triforce from one of the shops.

Credits --

Sprites, audio, and code were created by Anzhi Li, Dominik Kopiczko, Drew Caines, Edith Chen, and Eli Clendenning.


Comments

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great progress! love how big the map is, and a lot of the core features are working, and the variety of enemy behavior is impressive

I can't figure out how to get money though? everything I killed dropped either nothing (99% of the time) or a heart (1% of the time)... is that how it was in the original version?

the knockback from enemies feels kinda intense and laggy, if possible you might want to tint the player sprite (or use a coroutine to make the player sprite flash red) to explain the stun frames / knockback cooldown before we can move again... also maybe tune down the knock back a little? idk

in general the enemy collision feels too big and ungenerous to the player, like if I just barely graze the enemy I get knocked back 20 feet? if possible, make the enemy collision smaller so that we have to get closer to an enemy before we get knocked back

movement feels a little heavy and laggy... how are you doing input?

yeah the knockback is uhhh intense lol... some ways to improve physics stability:
- make sure you're using rigidbody velocity or force in the knockback, don't use transform.translate and don't edit position
- weaker knockback force?
- set player's rigidbody to continuous
- if all else fails, you can also raycast behind player to find the nearest wall, and then apply a weaker force based on the distance to the wall

the enemy's fireball shoot rate seems a little weird? is it like that in the original?

good progress though! make sure you leave a little time for juice and game feel... like you need some basic sounds (especially for combat!) and also change the font to be a pixel-looking font