Thanks for your messages!
How much time would you say it would take to create a game of similar scope MoS DX in Solarus? And where is the most time spent? Planning? Creating the world or the puzzles? Or the last polishing?
It takes a lot of time, like one year if you are fast. Everything takes a lot of time if you want a good quality: preparing tilesets, creating maps, programming enemies and especially bosses, testing, fixing bugs…
You have a lot of logical dependencies in such a game (e.g. Chest containing X can only be reached with items Y and Z and you need X to do ...). How did you plan/map/verify those dependencies?
I don't have a particular technique for that
What did you do to plan it all? How much did you plan ahead and how much of the world did you just create "ad hoc"?
Actually, I started a Zelda game on paper when I was 10 years old. Zelda Mystery of Solarus DX is a remake of that game, so at least I did not have to make a lot of planning ahead, I already knew how the world would be organized.
For our next game Zelda Mercuris' Chest, we did more planning. We have a basic sketch of how will the world map be organized, the order of dungeons and when each equipement item is obtained.
What would you think, how much effort (money, time) would it be to replace all Nintendo graphics, sounds, music? It would be so great to not depend on Nintendo being nice and ignore the game forever.
This is a lot of work… We have a project of such a game: https://github.com/Bertram25/ChildrenOfSolarus
Contributions are welcome