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Zelda Wii Blueprints
N-sider wrote a great article for a possible blueprint for a Zelda built ground-up with the Wii in mind. I find this perticular fan-made blue print to be very realistic, in terms of it being possible, and it would be a great step forward for the gameplay.
I highly recommend you read this article, and share your opinions or make up your own way that Zelda Wii should be played. Here is the article!
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Re: Zelda Wii Blueprints
I rather like their ideas, but I feel they could do with some improvement...
Personally, I would have a few fundamental changes. 1) I'd say that the A button should still be action, while the down on the d-pad is the "draw sword" command. 2) What about motion sensative targeting? One thing I was surprised they didn't include. Point to an enemy then press z to target it. Rather than random targe. That gets really annoying, when you can't target the right enemy. 3) I like Nintendo's -/+ menus rather than the d-pad mapping. 4) Although I do like the idea of bringing back sword beams, I don't like the charge off-screen then swipe for the spin. I'd say charge, and he would do a sword spin that also gives off a forward beam. Other than that, I feel that they've got the right idea.
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Re: Zelda Wii Blueprints
I personally think that for the bow and arrows, that the lock on system with that should be like Metroid Prime 3. If you dont know what the targetting is like in that game, let me explain. In MP3, you had the ability to lock onto enemies and to dash around them. But instead of when your locking on and your gun is directly aimed at the center, that when you're locked on to the enemy, you'll still have to aim your weapon at the enemy.
That's what it should be like for Link's bow and arrows. Still aim at the target with the wii remote, while you're in Z targeting. For the sword, I personally think it should be co-ordination to where YOU swing the remote. Like explained in the article, that would be awesome.
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Re: Zelda Wii Blueprints
I agree with you guys they have some good ideas, but A as action would work well and +- for menus, and have 4 selectable items in the D-pad with down always being set to sword or something. Also i think having the nuchuck work as the shield, but when repelling rocks and such back at your enemies i think it would be better if you had to time it where you had to move the nunchuck at the right time to reflect it, and it would reflect to wherever you were pointing to with the controller.
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Re: Zelda Wii Blueprints
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2.)Didn't they talk about motion sensitive targeting..? In order to target something you have to point at it, and press Z... 3.) I agree, the menu system they set up for TP worked pretty well, although it would have to be adjusted slightly, as the down D-pad would be in use. Maybe what they mean is you set your three items, and the left and right D-pad cycle through your 'active' set-to-B item? That would work. 4.) Im not sure how you would do spin attacks, but I really don't like the idea of holding it off screen... mostly because I often find myself losing the cursor because I point it in front of my leg or something.... maybe twisting the Wiimote sideways while holding A could initiate a spin-charge, releasing A would release your spin, and un-twisting your remote would cancel your spin. This would have to be handled carefully, as it seems the forward thrust, pull back, and twisting of the Wiimote is hard to implement in games correctly. (In most games it's just wretched, and even in Metroid Prime 3 it's a little finicky.) I think it can be done well, though. If you look at the cursor in the Wii menu and twist your Wiimote it responds perfectly. I think the problem with twisting is the amount to which it is done. I think if you only had to do a quarter turn towards your body activating the spin attack would be very easy. As far as the beam attack goes, I'd love to see an oni-link-esc beam come back that could be used at anytime when one had full hearts, although I would prefer this to only affect a certain hard to find sidequest sword. (possibly through a long trading sequence.) Magical Sword, anyone? Another thing I'd add, is that, if Zelda Wii has a fairy, your cursor should be your fairy. Not a cursor that looks like a fairy, your actual fairy.
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Re: Zelda Wii Blueprints
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2.) Yes. 3.) Agreed. 4.) Im just woried about the twisting action, although Im should it could be done well enough...
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| blueprints, wii, zelda |
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