Originally posted by GlitterBerri I'm going to guess that amosu = Armos, as that's their Japanese name. They're also referred to as amos in code/filenames, sometimes. ...If that makes any difference.
Tune in next week when we discuss Aeonic Butterfly's inexplicable phobia of pod vegetables!
It could be, considering this is the first dungeon where the appear. What's weird is that the dungeons are called by primarily English names- d_forest, d_earth, d_wind, ect. Only Dragon Roost Cavern is Japanese- d_ryumt. Perhaps the fact that the names are in Japanese says they were finalized later in development? Or maybe the other way around.
Originally posted by Cuber456 I am very happy that they were sloppy! As a result of their sloppiness, they didn't clean unused parts of the game well and that is why we were able to find so much unused content. I look forward to seeing the pics!
Here's one of them. I've got a couple that I'll post an explain tomorrow:
This is the first room of the Tower, from a top-down perspective, with culling turned... on? Off? I'm not sure.
The thing about this is that the "floor" is just a plane with a section boxed in. And despite the fact that there's an object with the water that changes its height, the floor has its own collision, even for the parts that you can't get to. It might just be my opinion, but I think this is clear evidence that the designer was in a rush to complete the model- so much so that he didn't bother to delete the extra pieces of the plane.
However, that minimap of this room from the wiki seems to have the same shape water-wise, but not land-wise. Could the floor here be from the pre-redesign TotG, with the bulk of the geometry replaced? Perhaps the original map was as large as the base plane. The collision was probably added so that Link wouldn't fall into nothingness if the the water object failed to load during testing.
Hold up:
Compare that to:
The proportions of the beta minimap almost perfectly match those of the base plane in the image above. What could this mean?
OK, one more tonight.
These two pictures are from Room18 of the Tower of the Gods. Room18 is the outdoor area just before the boss room.
Now. Notice how the texture doesn't repeat properly just below the tower's top. Also notice how the shading is inconsistent between the tower and the top. This change happens where the wall meets the floor of the top of the tower where the bell is (part of it is modeled in this map). The shading seen here is also consistent on the Tower's ocean model, which is an object called X_tower.
Based on this evidence, my hypothesis is that the top of the tower shown in the model of Room18 originally looked like Room20, the beta bell tower. When they redesigned the tower, they went in and remodeled the top, cutting it off and copy-pasting the top from X_tower onto it. This created the discrepancies seen in these photos.
This would make sense when you take a look at this image:
This is a comparison of Room18, Room19 and Room20. Room19 fits almost perfectly in the doorway that normally leads to Gohdan's room, and it fits inside the tower as shown in Room18; so does Room20. The fact that all three rooms fit together so well and the fact that they are numbered consecutively heavily suggests that at one point you would have entered these rooms one after another, starting with Room18.
I think it's still up for debate as to what exactly Room19 was used for. It is big enough to be a boss room, in my opinion, but it was cut very early as there are virtually no objects in it (not even a spawn point for Link, which is why the map won't load normally). Whether Room18 would have been the room immediately after or immediately before the boss room is currently a mystery.
Was dumping textures recently, and I found this kind of creepy image:
This rough image of Jabun's eyes and nose is found in the textures for the model "gyoei," which apparently means "fish shadow." On the actual model, the eye texture is blurred by a blue effect- which makes the model kind of freaky-looking. There's another model, "new_gyoei," that doesn't have this eye texture.
What's interesting about this is that there is concept art that is this exact concept-
Click
Because of the camera angles in the cutscene, new_gyoei and its accompanying (very unrealistic) wiggling animation are barely seen. This texture indicates that there was something more like the concept are planned. |