OoT3D_Randomizer
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Some UX / feature suggestions
UX Suggestions
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Exclude Locations menu is long, perhaps breaking it up into overworld / dungeon locations or even by general area would be consistent with the rest of the UX.
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Shuffle settings is a bit inconsistent, most items at the bottom of the list start with "Shuffle ", but the earlier items do not, for example, "Scrub Shuffle" instead of "Shuffle Scrubs"; Link's Pocket instead of "Shuffle Link's pocket", etc. Its minor, I know, I know. I actually think that removing the word "Shuffle" altogether in the menu makes sense.
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Starting Inventory, Equipment and Upgrades, Double Defense, The setting is misspelled "Double Defence".
I can do a PR for 2 and 3, since I get that I am being anal, but 1 has some dynamic menuing that I don't quite understand and attempting to improve it broke my working copy. :/
Feature Suggestions
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"Early Kokori Sword" similar to ALTTPr, instead of always being in the boulder spot, put it somewhere early in the run (e.g. before the first dungeon is required).
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"Kakariko Gate - Letter" similar to OOTr (non-3d), just remove the condition of handing the letter to guard after getting the letter.
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Ability to remove individual non-essential items from the pool altogether (similar to the current "Remove Double Defense" setting). Examples of items with no dependencies could be Farore's Wind or Biggoron's Sword. Even some lesser items like Bolero of Fire could be removed while conditionally removing DMC Volcano Freestanding PoH or Saria's Song while removing the few locations that it unlocks. You could even go wild with something like no Zelda's lullaby, breaking all fairies and the end of Shadow Temple without glitches.
Thanks, these are well thought-out suggestions. I'll give my thoughts/insight on these, but of course I don't speak for the whole dev team.
UX
- Yeah, the menu system is fucky to work with. We actually have someone who was planning to do exactly that, but we're also kind of planning to completely redo the menus anyway, so not sure where that is right now.
- I feel neutral about this. Can PR to change if you want
- Good catch
Features
- The problem with this is how do you determine what is early? The only way I can think of is using the playthrough, which has several problems. Firstly, the playthrough can't be generated until the game is beatable (which may require kokiri sword) and in particular we don't generate it until all items are placed. Secondly, it's not really a good idea to use the playthrough to make decisions about such things when it's so easy to completely deviate from the playthrough when not even trying to. All that being said, I didn't know that is a feature and am actually very curious how ALttPR does it. (May be as simple as putting it in a Sphere 0 location, which if that's the case I suppose we could also do.)
- If I were to implement this I would probably just make it the default when gate is closed rather than a separate setting as the difference is so minute, and the entire chain of Zelda-Gate-Masks is already touched by so many settings. Not a bad idea, though.
- Items which don't affect logic (of which Farore's Wind is not) could have their own settings like that although I don't really see why. The reason for the DD setting is that once you find it you have to use it, if you don't want to use BGS or Farore's just don't use them. Would just be menu bloat imo. The other things you said, that finely-tuned level of control would probably not exist outside of some kind of plando support that allows you to set the item pool and in this case require ALR to be turned off.
#365 implements UX 1