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  Features | How to Make a Zelda Fansite
 


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Introduction
 

Making a fansite is hard work. You look around the net and you see a load of sites with more content than you thought was possible, and you think to yourself, "how on Earth am I ever going to compete with that?" Well, there are no easy answers - it takes a long time and a quality product to be noticed, especially in the crowded Zelda community. To succeed, you need to know why you want a fansite, what you want to cover, and perhaps most importantly, how you're going to create it. Well thankfully, we're here to show you the basics of getting a fansite off the ground, because once you've done so, you're in for a difficult, educational, and rewarding ride.
 

Plan
What do you want from your site?
 

It sounds obvious, but the most important step is always the first. Before you do anything, you need to know what your Zelda site is going to cover. You might want to find a niche and cover a certain aspect of the Zelda series, like the cartoon series, translating Japanese mangas, or a fan works shrine. When you've had a think, write a mission statement. Whenever you make any decision concerning your site, ask yourself, "does this comply with my mission statement?" This way, your site will never lose focus.
 

Design
 
A site design serves two purposes; it creates an overall "feel" and tone for your content, and it also communicates your core information to the reader. The design is the first thing a reader will see, and more often than not, if it looks crap, the reader will leave. Of course, if you have a nice design and no content to back it up, a reader won't be staying long, but a quality design is essential to communicate quality content.
 
Layout Rules
This example on the right is of a site that will cover the main Zelda site. This way, a main menu is always present, each game or section has a context-sensitive sub menu, and the site is nicely bookended by a header and footer. If your site is a fan works site, you might think of another way to organise your site, perhaps to give the content more breathing room and to strip down the complexity of navigation.

Your basic aim with a layout is to bring information to the surface wherever appropirate. If you have a Background Reading section, for instance, that contains four sections, you could easily just put four links in the middle of the page. But we don't know what each link is really about without clicking it. Because we've got room to play with, we can add a small illustration and a sentance describing the page, and already the visitor has a better idea of what's behind the link. If you have any kind of gallery, use thumbnail links rather than text links to give a visual preview for the same effect.

As a final guideline, you must remember that you have a general resolution limit of 750 pixels width, and an ultimate resolution limit of 990 pixels. This is because many users don't run their browsers at full-screen, and some users are still using 800x600 resolution. Zelda Elements has a lot of information to display, so I chose to design the site with a width of 990 pixels to take advantage of resolutions 1024x768 and above.
 
Initial Sketches
Pencil-and-paper sketches are the best way to rough out a new design. They're quick, simple and flexible. To serve as an illustration, here are five pages of sketches I used to create one Zelda Elements design:


You can see that the design starts as some overall lines and shapes, and then progresses into smaller details.
 

Progression and Development
Of course, there's only so much you can design with a pencil. Some of your ideas just won't work on a computer. Colours conflict more in real life than they do in your imagination. So, it's time to get dirty in an image-manipulation program like Adobe Photoshop.
 
When you're happy with the direction you want to take your design, you should start making some attempts at creating it. As you can see, not every design starts or ends well. You might finish a design and scrap everything because it wasn't what you wanted. By the same measure, you might finish a design that didn't just turn out how you intended, but even better. The most important thing is to learn from your mistakes from each revision.
 
 
This example on the right is the second draft I created for this particular Elements design. It's fairly different to the finished design, but then it's also fundamentally the same. Advancements and changes came from liberally changing things, no matter how much effort or time it took. For instance, I didn't like the degree of bend in the buttons, so I recreated that whole section. I also thought that some of the colours were too stressful on the eye, so I toned them down and changed some labels to white.
 
 
This design is really close to the finished piece. Some backgrounds (for instance, those behind the footer and header) were last minute additions, and I hadn't locked down the menu colours. Colour is really important in a design, because it can create balance (or imbalance), make some things discreet, and some other things draw attention to themselves. Each colour has a value based on its context within the overall design - while I wanted the submenu to differentiate itself from the main menu by using another colour, it only served to unbalance the design because the overall palette was so wide and vibrant.  

Remember, your design is there to reflect your content. If you're creating a fan works site, there's no reason to use official artwork in your design - use quality fan art! For Zelda Elements, I've tried to create designs that reflect the tone of the series. The illustrated design was made for the cartoon-era of Zelda games, while the present design was created to accommodate the split nature of the realistic and cartoony Links.
 

Progression and Development
Once you've created a design that you want to put in a web page, it's time to flatten the layers and save the components separately, using either Slices, Crop or Marquee selections. For instance, you might want to save the header and game buttons separately to allow yourself more flexibility when it comes to updating the games list.
 
 
Now you're ready to put all the images into a web page and create your final design. Unless you know HTML, you'll need a program like FrontPage or Dreamweaver to set the tables in the appropriate way. In this example screenshot, the game buttons and menu links are missing, and that's because I'm using an essential technique for people who don't use PHP to code their site.

It's called SSI, and you need to replace code with a string like this:

<!--#include file="menus/example.txt"-->

This code would replace itself with the contents of example.txt in the "menus" folder when a browser accesses it. So, rather than changing hundreds of pages every time you need to change your menu, you can just change example.txt.

 


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