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Hello! Pleased with my afternoon Photoshopping so wanted to show it off. From the script:

Throughout this series, I've struggled to find a way to talk objectively about the structure and complexity of any given dungeon.

Things like "how many keys are there?" and "how much backtracking do you have to do?" are useful but imperfect ways to discuss these things.

So, while playing the Oracle games, and the 16 dungeons within, I wanted to come up with a universal way of representing a dungeon's structure - so we can clearly see how a dungeon is laid out, and how dungeons compare to each other.

Keys are keys, blue doors are locked doors. There are special ones for the boss key and door. Orange bits are puzzles / obstacles you can't solve / bypass until you get the key item. 

This is the Dancing Dragons Dungeon from Oracle of Seasons. Pretty typical dungeon - you'll see more complex maps with bespoke locks and keys (raising water levels, dropping ice onto lava, etc) in the episode.

You'll also see these graphs for dungeons from Link to the Past, Link's Awakening, Ocarina of Time, and Majora's Mask. It was important that the graph was universal and applicable to every Zelda game.

And yes, I do plan to release them at some point!

Anyway. I'm excited, hope you are too. I'm very keen to apply these graphs to games like Wind Waker, A Link Between Worlds, and the DS stuff. 

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Comments

Anonymous

These are cool! If I may suggest making the horns on the boss key and boss door a bit more prominent or maybe a slightly different color to distinguish them a little more? Can't wait for the new episodes!

CoughE

I agree with gordon about emphasizing the boss key. I'm kind of confused as to what the distinguishing between the red and white lines are though. Regardless, a great idea, and an excellent way to quickly overview a dungeon.

Anonymous

What's next, after the Oracle games?

GameMakersToolkit

I believe the order is Wind Waker, Minish Cap, Twilight Princess, Phantom Hourglass, Spirit Tracks, Skyward Sword, A Link Between Worlds

Anonymous

Very nice, I love your writing style, it's very concise.

GameMakersToolkit

Yeah, the boss door / key feedback is good - thanks both. The red lines are about going to get keys but maybe it's just distracting / confusing and not super necessary. Will give it some thought

Daniel Gallagher

Looks good! Very useful. Maybe make the boss key and boss door a unified colour? Like a gold or yellow?

Anonymous

Boss Keys is a fantastic series, and I like this clean notation style, but agree with the lines for keys could be white. I've been replaying through the seasons games in anticipation of the next episode, keeping my own notes. I'm looking forward to see if similar conclusions are drawn!