Well after getting the water properly working, and figuring out how to create and destroy particles (talk about a lot of trial and error) I moved on to the following:
Enabled gamepad support: this was not NEARLY as hard as people made it sound; it was in fact very, very easy. I have even figured out how to duplicate the old button config from the original SOTN. This will be designed to work with a standard 12 button controller (square, triangle, circle, x, l1, l2, l3, r1, r2, r3) with the pad or analog stick being available to be used for movement. I still have not figured out if I want to create a button config for keyboard usage too or not since the game will be designed to be played with a controller of some kind.
Duplicated the view in SOTN TO THE PIXEL! In fact, while doing so I noticed that the one in SOTN might in fact be glitched. I say this because when it comes to vertical scrolling, at the top or bottom limit of the room when the view stops it will be 8 pixels into the bottom and top tiles on screen. But when the vertical view is stopped via an in game object designed to limit the vertical scrolling in that region, it instead stops at about 12 pixels into the top block, and 4 pixels into the one on the bottom of the screen. Very odd.
Tomorrow I will be continuing to tweak the disabling of vertical scrolling (I don’t think there is a single instance in SOTN where horizontal scrolling is actually disabled, except of course when reaching the edge of a room), followed by implementing particles to be used as underwater bubbles when the player has their head fully under water, then next up is the physics on mud, and then tiles that can be stood on, but also jumped up & down thru when needed.
EDIT: update – 7/2/11:
I have completed work on the views, as well as setting up changing rooms by the player. The scripts I have for both can be used for the rest of the game. I have also arranged things better to be more easily manageable.