Zelda:Ocarina Of Time Inventory
What kind of
inventory is it?
The Zelda inventories are very limited and menu based. You have to press a button and the game play is paused just so the player can reach the inventory. You also have to defeat "bosses" in temples to recieve different items, such as sword, bow and arrows, boomerangs, etc. you can't just collect them or craft them yourself.
How does the user interact with the inventory?
How does the user interact with the inventory?
Arrow keys are used to swap items around, or by pressing x, y, a or b to automatically place these as hot key items.
What is controlled within it?
Items, money(rupee's), weapons.
How is the interface accessed by the player from the game screen?
How is the interface accessed by the player from the game screen?
By pressing start (DS and earlier consoles) or by pressing the - button (Wii)
Does the inventory suit the gameplay?
Does the inventory suit the gameplay?
You get the different items because they are used to get through certain
temples. e.g. magnetic boots are used in death mountain so you can walk
on walls, or stick to the huge magnets that hang from the roof. Also,
bow and arrows can be used to kill birds, or bugs on walls.
What do you think of the inventory and why?
What do you think of the inventory and why?
I think that the inventory is very good. i love how there is certain items for certain parts in the game.
How may this influence your design?
How may this influence your design?
I like the idea of the Ocarina controlling certain things, e.g playing "Epona's song" and your horse Epona comes running to you, wherever you are. Also, you can play the sun song, and it freezes zombies so they cannot attack you, but you can attack them. I might use something like this in my game, which makes the invisible items/houses/islands/bridges etc. show up for a short time, so the player can navigate via the instrument/music.