Thanks to some help, I can now work on an improvement hack for Zelda1. I want to still retain the difficult balance of the both quests, but have no vital items not skippable in any dungeon. Level 7 second quest will have the red candle available because using the blue candle to find it was too cruel. Level will be in level 7's location and level 6 will instead have a heart container. I have not decided if I want the raft to be paid or the power bracelet. one of the heart containers will require the bombs and stepladder
January 06, 2018, 10:52:31 pm - (Auto Merged - Double Posts are not allowed before 7 days.)
Removing the rescue and making the dungeons more complex, I rather like the intro and it's pretty short anyway. But for a second quest hack absolutely.
I dunno about partially completable dungeons, not a problem with the mirror I suppose. But would also have to try it to see if it's really a problem, in terms of backtracking.
I figured that it does not follow a rigid linear formula. Take Skull Woods for example. I could set up the dungeon where you can get the item, but give an indicator early on in the dungeon that you will need other items to finish the dungeon. Now these rooms can be accessed later, but I want to bring back that structure Zelda 1 had. In Level 6, you need the stepladder, but you can still enter the dungeon from the start to get the magic rod. Some of the dungeon items will be optional, and they can be gated as well. Keep in mind that having partial completed dungeons only occurs if you play them out of order.
Honestly, the intro can get annoying when you keep playtesting it and yes while it is brief, I would like to implement it where it can be done later. In other words, you can go and get the pendants, and Zelda still needs to be rescued (you get a key item in the same dungeon where you rescue Zelda that is required to reach the master sword).
As for backtracking, I minimize this issue by adding more shortcuts. In the Thieve's Hideout, I made changes to add a few more shortcuts. Every dungeon is to have at least one optional key.
Anyway, I forgot to mention that I need to edit the damage classes for consistency purposes. Unfortunately, I did not update the patch and I made it before i discovered superskuj's sprite editor, which is pretty much hyrule add-ons but better.