Post by geoffers747 on Feb 18, 2013 12:45:07 GMT -5
The basic premise is that you have a charm bracelet/necklace, and as you progress through the game you acquire charms that have different powers, abilities, buffs, etc, or are merely part of the story progression. I suppose if they are buffs etc. then think of the ring system in OOA/S.
This is all conjecture and I'm pretty much writing it as I'm thinking it, so feel free to correct, alter, make suggestions or tell me that it's already been done!
So back to the charms - there are a few ways I can imagine it going:
Primary are considered key items, grant abilities/ access to items, and story progression - So for (a lousy) example - Treasure from a dungeon is the quiver charm that allows link to go back into the town, present it to the right person who is then like "Wow is that the blah blah quiver charm?" before giving you a quiver. Or (perhaps a better example, and using existing lore) a Goron charm that allows Link to survive hot temperatures, or allows Link to communicate with the Gorons.
Secondary charms could be found throughout the world or acquired through various side quests, and they either combine with the primary charms, or can be equipped in their own slots. So going back to the quiver charm - you could come across an arrow charm that combines with the quiver and increases the damage you do with a bow. Or for a standalone secondary it could be one that allows you access to a certain area - similar to a membership card (maybe fishing charm?) - or something that helps you without being too similar to OOA/S ring system.
I appreciate this idea is quite rough, and in all honesty, poorly presented, I'm a bit short on time at the moment but will be back later to refine and amend.
This is all conjecture and I'm pretty much writing it as I'm thinking it, so feel free to correct, alter, make suggestions or tell me that it's already been done!
So back to the charms - there are a few ways I can imagine it going:
- Key items acquired from dungeons - think medallions. No function except story progression; acquire one from each dungeon.
- Items found throughout the world, given through various side quests etc. For me this feels a bit too similar to OOA/S ring system.
- A combination of both split into primary and secondary charms - I quite like this idea so will expand on it.
Primary are considered key items, grant abilities/ access to items, and story progression - So for (a lousy) example - Treasure from a dungeon is the quiver charm that allows link to go back into the town, present it to the right person who is then like "Wow is that the blah blah quiver charm?" before giving you a quiver. Or (perhaps a better example, and using existing lore) a Goron charm that allows Link to survive hot temperatures, or allows Link to communicate with the Gorons.
Secondary charms could be found throughout the world or acquired through various side quests, and they either combine with the primary charms, or can be equipped in their own slots. So going back to the quiver charm - you could come across an arrow charm that combines with the quiver and increases the damage you do with a bow. Or for a standalone secondary it could be one that allows you access to a certain area - similar to a membership card (maybe fishing charm?) - or something that helps you without being too similar to OOA/S ring system.
I appreciate this idea is quite rough, and in all honesty, poorly presented, I'm a bit short on time at the moment but will be back later to refine and amend.