First Devlog for LoT


Okay, first time logging my development. 

I will first admit, that I am probably going about this the long way. 

Legend of Time started as a “They postponed Zelda-U so I’m gonna make this to help with the Legend of Zelda withdrawals” project. 

It has.. not stepped too far away from that these days. 

The principle concept is very similar to Twilight Princess or Ocarina of Time in structure, a set of dungeons to unlock the Master Sword, and then a set of Dungeons to power it, or something. 

The story will be familiar, but fresh, and hopefully fun to play. 

So the core concept of the game is solidified, and a significant part of the game has already been prototyped in IF, and also as an RPGmaker game. 

But I want to take it further. RPGMaker has it’s limitations (namely, turn based combat) and actually IF also suffers from the same limitation. Not to mention, no graphics. 

So, how do we add graphics to it, without using the RPGMaker engine? 

I guess we decide on which engine to actually use. 

All my instincts are screaming towards Unity, except that I’ve recently had some technical difficulties. I think I actually want LoT to be a 2d Zelda game, in the style of Minish Cap or Link to the Past. Unity has that new tile set feature. 

But its not portable. 

So… I’ve decided, for at least the next couple of weeks as I go out of town and things, that I’m going to prototype it (again) using HyperPad, an iOS game dev app. 

I have no idea if it will suit. 

But I have a plan… I’ll post when I have pictures.

Files

Legend of Time Interactive Fiction 1.1 MB
Jul 03, 2021

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