Digital Animation: The Legend of Octo’s
I was inspired to make a Zelda animation as soon as the project was given. It’s the story of Link just doing Link things and killing Octorocks as they come into the screen. At one point, one Octorock sees Link kill one of his fellow Octorock and he is shown running off of the screen. Later that night, Link is then seen being chased down by a large amount of Octorocks with the last Octorock being a giant one. The idea came from how Cuccoos typically act when Link hits them a couple of times… This animation took a while to complete, the amount of layers I have is probably superior to most of the other animations in the class. It took me several days to finish, I was able to do so much because the animation was set up very similarly to Adobe Premiere, so I understood how things needed to lay and be set up without too much trouble. The long nights working on this was definitely worth it. Motion tweens and shape tweens were at first an issue, but I was able to figure it out pretty quickly.
Hangman: Tingle’s Hangman
This was my most difficult to make and understand. In this version of hangman, it stars Tingle from The Legend of Zelda: the human who believes he’s a fairy. Anyway, he has some rupees and if the player guesses the wrong letter, one of the rupees will be taken away. All of the words are Zelda related. However, it does not have a hint box. so the game results in being pretty difficult. The failure and winning screens are placed on either side of the main (blue) screen.
Dungeon: Ganon’s Castle
It’s no surprise where my inspiration came from when working on my final project. Because of the requirements for the project, it was easy to make a classic Zelda puzzle-filled dungeon. What was needed was: several levels, a weapon mechanic, integration of walls, and moving walls. The screen shot shown is the first level of Ganon’s Castle. As seen, there are two items: a key and the master sword. In order to move on, you need to collect both of them. To make things a little more difficult due to a lack of a score, a time limit is provided for each level. If the player cannot beat the levels in the provided time, the game will be over. In order to get the key, the player needs to push a block gaining him access to the above area. Once both items are picked up, the barrier blocking the door will be removed. In the next area, Link has to dodge the stalfos that are running rapid in 10 seconds, Link is unable to hurt them, but they can do a lot of damage if they are ran into.
(I know we didn’t have to provide a second screen shot, but I’m too proud to not.)
Once he beats those two levels, he is able to fight Ganon. The player finds out pretty quickly, that the master sword is pretty useless in this adaptation of the game, but don’t fret! There is a bomb that will kill Ganon in one hit. On this screen, I implemented two key binds that are only able to be used on this level. The first one I put it was the use of the fairy, once picked up, you have to opportunity to use it, but only once. If the player pushes the space bar while having the fairy, the player’s health bar will go back up to 100%. The other key bind that I put in is the use of the shift key. Because you have to push the bomb into Ganon, there is a chance that you could mess up and push the bomb in an area that cannot be reached, thus making this a bug. Though, if the shift key is pressed, Link and the bomb will reset in their starting positions, nothing else will be reset though (this includes the fairy, health, Ganon, or the blocks). Once Ganon is defeated, there is one last puzzle to figure out in order to get to the final screen which has the Triforce! This was my favorite project to work on, a lot of creativity and thought went into this. I’m officially a Zelda developer (not really, but I can believe).