I'm very happy to see you working on Legend 64. This has got to be my all time favorite indie game, it really resonates with the mysterious and at times unsettling nature of old games like these, while at the same time keeping their fun and unique charm. I'm not sure what it is about the N64 era but the stories in these games always seem just a bit more real, as too do the locations and enemies. Keep up the amazing work, you are absolutely nailing the dreamlike mysterious magical atmosphere I love so much from Ghibli and old N64 games.
I don't know much about game design, but I always find these dev logs so inspiring. Your videos just make game design seem achievable. It's always great to see a new Legend 64 video.
I don't want to be nitpicking, but that's more a Game Development, the term Game Design is more used for developing the game on paper, like story telling an characters etc. not to be confused :)
@@iitzpeanut You're somewhat correct in that this is better described as game development. However, game design goes far beyond the design on paper. Level designers do whiteboxing, system and UX designers do programming and are constantly iterating on variables in-engine, audio designers record, mix and implement audio, and narrative designers often have a hand in the implementation of narrative elements such as cutscenes & dialog systems. All these fall under the umbrella of 'game design'.
@@HD_HerpDerp uhh first time I've heard somebody put all those areas into "game design umbrella", but ok. Idk, yoy may not be wrong, but when a company hires a game designer he is not supposed to make music, artwork UI, or build levels. Game designer is mainly responcible for proecting game mechanics, uderstanding what when and how player should would or could do. Not everything that is design and is related to games is concidered game design
also the placeholder attack animation you made would be great as a "throwing purifying salt" animation which would work really well with the traditional japanese setting
Oh hey, its the Cavern of Dreams creator. Loved playing your demo on PC, though because it was with keyboard controls, it was a bit tricky for me, but still enjoyed it.
You could make it so you can't damage the enemy normally, but when they slam their head down, you can attack the mask, and if it breaks, the shadow disappears. Not sure if you thought of that already, or if it would be... actually fun/engaging to fight--but I thought I'd put it out there anyway, just in case :D
cool stuff, despite my younger age i got my own shot at growing up with oot cause of the 3DS remake. Seeing how authentic this looks gives me a lot of hope, and the fact you make it all seem so simple despite what i imagine is hours of work on top of editing the dev logs is a sign of dedication. Keep going, You have so much potential and I mean that.
So I have ZERO experience in game design besides what I’ve made in Media Molecules “Dreams” but everything you’ve explained in this series resonates with me. Playing Dreams made me appreciate what goes into game creation so much more, and I already had a fascination with my favourite video games and their development timelines
Ghostly flames are a Japanese motif, it represents the soul of the diseased, theres actually a lot more to it than that. Japanese folklore is quite indepth really. If youre gonna base your lore on that then i see lots of research in your future lol
a lot of cultures have flames as some kind of spirit too, in europe you can find the wisps which lead people astray (or sometimes home) and in south america you can find the "luz mala" which is just a floating orb of fire (or sometimes just light) and it's a bad omen to see it
@@davidwave4 Looks like someone's just copying stuff from all over the place. Dude watched Spirited away and thought "Oh tha's how I'll make my unoriginal Zelda clone"
First time I stumble across one of your videos. You talking about OOT caught my attention, but when the Better Caul Saul-inspired intro played, I knew I had to subscribe.
This is looking promising, I love the old style Zelda games, especially Majora's Mask, best of luck and will be looking forward to the devlog's, keep up the amazing work.
very funny editing and i love your attention to detail (especially all those camera tricks!)! your foray into the n64 style helped inspire my own so i can't thank you enough for that. best of luck with your future development!
The smooth textures and "blur" of N64 have a certain warmth that is hard to put into words, but I find it very "welcoming", it makes me feel "at home". They take me back to my childhood and remind me of the first time I saw those graphics and they stuck with me as "the best graphics ever". PlayStation and other consoles of the time had unsmoothed graphics, with saw-like edges, and pixelated textures. The N64's smooth, blurry polygons will always be second to none for me. It is to this day that I start an N64 game and I feel comfortable seeing that unique and wonderful aesthetic that welcomes me, "embraces" me and invites me to explore those magical environments. That's why N64 will always be my favorite console. I love that there are currently projects like this that recover and honor the graphics and aesthetics of the N64. THANK YOU.
I really can’t wait to play this, I pray for your success. I LOVE OOT and to see a game inspired by that golden era of games is the best thing for my eyes and brain to experience again
This looks great mate. Perhaps a slight suggestion, but perhaps the horns on the monster could be slightly bigger and facing forward, it would give a bit more umph to the attack and also indicate in its design that it may attack with its head.
This just came across my feed. Highly impressive! You've nailed the look and feel of OoT/MM with your textures and camera controls. I have to say, I think the phantom was creepier in 2D! And I think it was a combo of a few things - the uncanniness of it looking like it doesn't belong in the world around it; the unnatural stillness; the ambiguous amorphousness of its shape (and the 3D model does retain a lot of that); the face! so spooky!! For me personally the mask is a lot less unsettling. I'm saying this as someone who couldn't handle Redeads as a child and even now finds them unnerving (their sound design is a huge contributor, to be fair). I know the phantom's current animations aren't final, but can I suggest some squishing and stretching of its body when it lunges at the player, to give it more reach? It would make it look more like an unnatural and threatening Thing rather than a kind of flappy worm guy. I also personally think if it had a face closer to the placeholder sprite and opened its mouth suuuuper wide as it lunges at you...that could be very scary! Honestly though, at 12:02 when you see it at the end of the dark hallway? Very eerie effect. If that's what I saw the first time I encountered this enemy as a player, I'd be rattled for sure.
I found your channel about 3 days ago and i want to say ive grown addicted to it, i binged all the vis in 1 1/2 days and i dont regret any second of it, Thanks!
from the first half of the video I know exactly how you feel. when I first played Pokémon blue version for the first time there was always that since of unknown to the world, never knowing what will pop up , I once came back to the game and even though I knew what would happen that feeling never went away.
5:54 Check out "UGM Rick Text Block" if you ever want to control the styling on a per character basis in text masses like this. Can be useful for inserting control symbols and such as well (supports injecting textures as well if I remember correctly, not only font characters)
I love the better call saul intro haha I love your project. This is exactly the sort of thing I've always wanted to make myself. And now that I've had more experience with game design I think I just might. I hope there's a market for N64 style games. Seeing how much interest your channel has generated give me hope in it!
as someone who's just getting into game development with 20+ years of gaming experience. I am so impressed with your camera setup. So rare to see someone design something so well and put so much thought into tiny details.
really happy i found this because your devlogs are so insightful i've always wanted to make a 3d game but was kinda intimidated with all i had to do, but you really made it seem so easy with that vampire lady video too. I can't wait to see this project further and further! i'll look forward to it!
My favorite devlog on youtube, it really captures my interest and artistic curiosity as well. Welcome back! I commented again, but basically just wanted to let you know more about GC FSM, it's a finite state machine plugin. I just used it in my game and it's great, it'll be a little easier that behavior trees for a lot of things.
I love your work, I feel the passion you put into the game. In my opinion I think you should try to fiddle with ambient colored lighting to help with the anesthetic of the game, it was a conscious decision made in oot & majora that the artists had in mind wile making the game(same goes with colored fog) also if you wanna get creative with immersing the player you should see how you like raytracing, it pairs well with a nice shader & if you get it down right it won't be too much of an eyecatch, or a distasteful additive
There are so many little bits of jank that feel so at home in an N64-era game of that nature, like Z-targeting camera sometimes messing up when releasing it while facing downhill. That little clip felt VERY OoT and I love it.
For me too it’s oot. My brother and I sat down watching our dad play until we finally tried it ourselves. After we finished it, twilight princess came out and that’s when I was hooked to gaming
I'm wayyy too excited to see more about this project. The camera is so good, and definitely an underrated component. Love the attention to detail here. The art style is also on point, and the editing style makes these videos so nice to watch!
Ngl after watching this I want to plug my GameCube back in and boot up OoT. Really love the aesthetic by the way. I grew up during the Gamecube and original Xbox era but I still have a lot of nostalgia for the early polygonal era stuff, especially since I grew up playing that collector's edition for the GC that had OoT, Majora's Mask, and the first 2 games. I got to play the N64 a bit cause my cousin had it at the cabin whenever we'd go up north for hunting. Had OoT, GoldenEye, Snowboard kids and a few others. Hope you keep it up, it's really got the feel.
Hot tip and let me know if this just doesn't work for you, but with your camera issues you could instead have the camera constantly updating/lerping to a goal Vector3 (can additionally be controlled by a curve where it slows to it's goal position) and just control the camera by setting the Vector3. This way you don't have to mess with Camera bugginess--keeping the logic simple and less error prone.
This devlog is beautiful. I also was super inspired to make games because of me experiences with Ocarina of Time and the fun I've had with it. I love the use of the N64 Music, your process, the game itself; everything! Very excited to see this become a full game and I can't wait to play it!!
This looks so promising, I wish you the best of luck in finishing this project! Your commentary is also very entertaining with how you explain the development hiccups and successes, I'm looking forward to hearing more about this!
Ive dipped my toes into coding in game maker, so I’m a bit of a novice, but I have learned that state machines (or the behavior tree system) are ESSENTIAL for avoiding that pesky 3 Stooges syndrome thing. Any time you have anything in the game that has more than one behavior that can dynamically be in effect, it’s my understanding that you should use them.
I agree. I beat Ocarina of time the same year it was released. I beat windwaker the same year it was released. Im 44 years old. 1978. Ocarina of time kept me enthralled wihle playing through it, no doubt, but it never captivated me enough to wish to play it again. Windwaker on the other hand, even though the boat was tedious, was a far bigger adventure for me. You could see the passion in ever crafted part. In fact, every time i do game dev, and quite often, windwaker is my windows wallpaper, every time i lose motivation, i see how brilliant the art style of windwaker was, and it inspires me to continue. that being said.. its nearly 2 years now since i developed my game. I may not finish.
There is a beauty that comes with technically simple graphics. The limitations make so that the resulting art is likely to be given more attention, polish. And the solutions to represent different objects and effects have to be more creative when the toolset is limited.
Discovering and learning to implement state machines (aka behavior trees in this case) has to be one of the most exhilarating moments in any budding game programmer's career. It's like, one day you're making enemies that can only walk back and forth and a player who can only jump on their heads, and the next you're creating complex and dynamic behaviors with a variety of animations... it's seriously the best!
i think the whole camera should be positioned higher with a steeper rotation, or maybe just with a higher FOV, so it for once, resembles zelda more closely, but also gives you a better view of your surroundings
Pressing a button to initiate climbing is a good quality of life feature. Sometimes you don't want to grab a ledge or the player controller might climb something it shouldn't 💁🏼
I’ve just found your project after enjoying some other N64 inspired indie games and it looks great so far! I had to pause the video and comment after the TNG episode reference, though - absolutely perfect 😂
this is super dope! keep going man, i love your project. it's so refreshing seeing something besides 2d rpg pixelart dream games (not to bash on them, they are cool too).
This project looks super cool! I love the feel of n64 games. The feeling from the beta zelda n64 screenshots and the actual build are both nostalgic and calming in a sense i love it. Luigi-Yagami on Artstation - he's also worked on low poly recreations and original characters that look like they could fit the feel of a zelda n64 game. He hasn't uploaded much zelda stuff in a while but this project does remind me of a few of his low poly builds
I really love these videos! Another things that I think can help even with blueprinting is to pick up just a tad more about State Machines, even just a simple "state machine" like pattern will really help with your blueprinting. Also, don't take my word for this but I think you can dynamically at your begin play, register a bunch of the collision meshes and bind them all to the same Overlap event, therefore generalizing your code a bit. Hope any of my rants help you on your journey with this! ^- ^
Great intro really summarized the feeling of playing N64 as a child. Look forward to seeing how the game develops, I have always wanted to make a N64 game but just don't have the patients to navigate the complexities of developing for the system. +1 subscriber !
That joke at 08:14 really got me. I think I need to get my ribs replaced. xD Thank you for sharing your journey with the world, it is dearly appreciated.
Merry Christmas, Legend 64! Given the clip on show at the start, the N64 actually has a surprising iconography with Christmas itself, so an update video of your N64 inspired game seems rather appropriate. 2:05 - The only thing about camera controls that I've been thinking about lately is how the player doesn't necessarily need complete control of said camera and sometimes giving the freedom of camera control can be either unnecessary (Pokémon Sword/Shield) or hinders the game (Astral Chain). 4:41 - Always nice to see where you're willing to improve upon things rather than keeping it 100% faithful to the N64 styled game that are the inspiration for this. 6:51 - This is one of my favourite scenes in all of Simpson and so I'm both delighted and surprised to see you use it for your explanation. 11:17 - I actually feel the enemy was creepier with it's 2D designs, though the unnatural and bent movements you were giving it's skeleton at 11:28 did up it's creepy factor a ton.
OMG YOU USED MY FAVORITE SPLAT SOUND In all seriousness I am VERY excited to see where your game goes!! You’re one of the only devs I’ve seen that understands the importance of “feeling retro”, I really appreciate that! Super awesome art style and setting, can’t wait for more! 👏👏
I’m so in love with your project ! I made a fan art some months ago but never finished it, I might finish it or make a better one now. I hope we will be able to play this some day,!
I know exactly how you feel about Ocarina, it's a great game and a part of my life, feels so personal to me Legend 64 is catching all the essence of Ocarina, Majora and N64's games, your work and videos are so inspiring I'll cry playing Legend 64 the day it comes out (I hope so), because it shares the same nostalgia. Thank you for making this game
One thing that will help with the feel of the spectre enemies is making the sky turn dark and/or a vignette around the screen to make it feel more of a threat and ghostlike. The sound design will also play a big role in that regard.
Just found your project on Twitter and now discovered these devlogs as well. All I can say is wow, what a beautiful and satisfying undertaking. You've achieved such a nostalgic quality in building these environments, while keeping their identity sufficiently unique. Such great work you did on this!
That issue you ran into with the jank camera is why I mostly stay away from making 3d games. Like you I'm not much of a programmer, but from the looks of it youre doing way better than i am. Hope you stick with this one because the overall tone is great!
3:55 simple fix for that is to independently anchor the images to the top center and bottom center of the screen, my game uses this for the menus and that's what I do and it works
Even your placeholders get pumped full of N64 SOUL. I really liked the detail that the mask doesn't disappear with the apparition when it's defeated. Keep it up man.
Great video! I would recommend to do the calculations ( distance from player, player detection etc ) on the player controller rather than the behavior tree because the performance will be very bad very quickly. Normally you would want to use behaviour tree to check a blackboard value and based on that do something ( like in range? yes -> attack, No -> move to character. ) and the ai controller to set these values. Also if you have a discord server link it to descriptions under the video.
I've just begun my most ambitious long-term project, and I've come across this channel at just the right time. I've just started with Unreal and am looking to make a game in the style of Wind Waker with the mechanical elements of more recent games like BOTW and Elden Ring.. What you're doing is incredible and a testament to the undying flame of passion in the indie scene-- keep doing what you love brother.
It's unbelievable how in blender you just animate without controllers. Everything inside me is screaming when I see this. But it also looks so much more chill and easy than how I learned it how it has to be.
For the slope camera tilt I thought of a neat implementation of what you've done. Have the tilt of the camera be the sum of the incline in the direction the camera is facing relative to the character and the incline in the direction the player is facing, so if the player is facing up a hill and the camera is facing the same direction as the character you get an exaggerated look up the hill, and if the player is walking down the hill with the camera following you get a tilt downwards, and any time the player and camera are facing opposite they tend to cancel one another out.
For animations and rigging, there's Maximo. It can auto rig and has a huuuuuge database of animations that are free and can be tweeked. Keep on, it's looking good so far. I'd definitely slow a few of the camera things down, that's kind of what have Zelda it's "soft" feel, I think. You absolutely naaaailed it on the stairs though. Don't touch that, it's perfect.
Subscribed!! i think the phantom looks really scary just standing still and moving close to the player. The worklike moevement makes it more.. human! :)
I'm very happy to see you working on Legend 64. This has got to be my all time favorite indie game, it really resonates with the mysterious and at times unsettling nature of old games like these, while at the same time keeping their fun and unique charm. I'm not sure what it is about the N64 era but the stories in these games always seem just a bit more real, as too do the locations and enemies. Keep up the amazing work, you are absolutely nailing the dreamlike mysterious magical atmosphere I love so much from Ghibli and old N64 games.
I don't know much about game design, but I always find these dev logs so inspiring. Your videos just make game design seem achievable. It's always great to see a new Legend 64 video.
Yup; Same here!
Yeah they're really cheerful and calm videos with just a lot of retro vibes. Very pleasant!
I don't want to be nitpicking, but that's more a Game Development, the term Game Design is more used for developing the game on paper, like story telling an characters etc. not to be confused :)
@@iitzpeanut You're somewhat correct in that this is better described as game development. However, game design goes far beyond the design on paper. Level designers do whiteboxing, system and UX designers do programming and are constantly iterating on variables in-engine, audio designers record, mix and implement audio, and narrative designers often have a hand in the implementation of narrative elements such as cutscenes & dialog systems. All these fall under the umbrella of 'game design'.
@@HD_HerpDerp uhh first time I've heard somebody put all those areas into "game design umbrella", but ok. Idk, yoy may not be wrong, but when a company hires a game designer he is not supposed to make music, artwork UI, or build levels. Game designer is mainly responcible for proecting game mechanics, uderstanding what when and how player should would or could do. Not everything that is design and is related to games is concidered game design
also the placeholder attack animation you made would be great as a "throwing purifying salt" animation which would work really well with the traditional japanese setting
Perhaps throwing talismans?
Oh hey, its the Cavern of Dreams creator. Loved playing your demo on PC, though because it was with keyboard controls, it was a bit tricky for me, but still enjoyed it.
@@BlazeHeartPantherI like how he didn’t give af🤣😭💀
That enemy is actually creepy as heck to run into in a forest setting. Very N64 enemy like. 11/10 keep it in game
You could make it so you can't damage the enemy normally, but when they slam their head down, you can attack the mask, and if it breaks, the shadow disappears. Not sure if you thought of that already, or if it would be... actually fun/engaging to fight--but I thought I'd put it out there anyway, just in case :D
I'm a backer on Patreon and the Better Call Saul style intro was unexpected and really cool! Nice touch.
cool stuff, despite my younger age i got my own shot at growing up with oot cause of the 3DS remake. Seeing how authentic this looks gives me a lot of hope, and the fact you make it all seem so simple despite what i imagine is hours of work on top of editing the dev logs is a sign of dedication. Keep going, You have so much potential and I mean that.
So I have ZERO experience in game design besides what I’ve made in Media Molecules “Dreams” but everything you’ve explained in this series resonates with me.
Playing Dreams made me appreciate what goes into game creation so much more, and I already had a fascination with my favourite video games and their development timelines
It's intentional. Media Molecule has the best games for learning game development. I grew up playing Little big planet and now develop games.
Love Dreams it's very much like actual game development in many ways.
Ghostly flames are a Japanese motif, it represents the soul of the diseased, theres actually a lot more to it than that. Japanese folklore is quite indepth really. If youre gonna base your lore on that then i see lots of research in your future lol
Yeah, this is a great point. Gotta know the reality of what you’re basing your game on.
a lot of cultures have flames as some kind of spirit too, in europe you can find the wisps which lead people astray (or sometimes home) and in south america you can find the "luz mala" which is just a floating orb of fire (or sometimes just light) and it's a bad omen to see it
Did you mean ‘deceased’?
@@davidwave4 Looks like someone's just copying stuff from all over the place.
Dude watched Spirited away and thought "Oh tha's how I'll make my unoriginal Zelda clone"
@@Gatitasecsii damn salty much
First time I stumble across one of your videos. You talking about OOT caught my attention, but when the Better Caul Saul-inspired intro played, I knew I had to subscribe.
This is looking promising, I love the old style Zelda games, especially Majora's Mask, best of luck and will be looking forward to the devlog's, keep up the amazing work.
This is what a passion project looks like. Keep it up!
very funny editing and i love your attention to detail (especially all those camera tricks!)! your foray into the n64 style helped inspire my own so i can't thank you enough for that. best of luck with your future development!
this devlog was soo good, it goes into my category of i love watching the videos and i love the game at the same time
The smooth textures and "blur" of N64 have a certain warmth that is hard to put into words, but I find it very "welcoming", it makes me feel "at home". They take me back to my childhood and remind me of the first time I saw those graphics and they stuck with me as "the best graphics ever". PlayStation and other consoles of the time had unsmoothed graphics, with saw-like edges, and pixelated textures. The N64's smooth, blurry polygons will always be second to none for me. It is to this day that I start an N64 game and I feel comfortable seeing that unique and wonderful aesthetic that welcomes me, "embraces" me and invites me to explore those magical environments. That's why N64 will always be my favorite console. I love that there are currently projects like this that recover and honor the graphics and aesthetics of the N64. THANK YOU.
As "simplistic" as the place holder enemy looks, I like the design for it quite a lot.
I really can’t wait to play this, I pray for your success. I LOVE OOT and to see a game inspired by that golden era of games is the best thing for my eyes and brain to experience again
This looks great mate. Perhaps a slight suggestion, but perhaps the horns on the monster could be slightly bigger and facing forward, it would give a bit more umph to the attack and also indicate in its design that it may attack with its head.
I came home, saw this, and said "Yay, something good to watch!".
I've waited for another devlog. Love it!
This just came across my feed. Highly impressive! You've nailed the look and feel of OoT/MM with your textures and camera controls. I have to say, I think the phantom was creepier in 2D! And I think it was a combo of a few things - the uncanniness of it looking like it doesn't belong in the world around it; the unnatural stillness; the ambiguous amorphousness of its shape (and the 3D model does retain a lot of that); the face! so spooky!! For me personally the mask is a lot less unsettling. I'm saying this as someone who couldn't handle Redeads as a child and even now finds them unnerving (their sound design is a huge contributor, to be fair). I know the phantom's current animations aren't final, but can I suggest some squishing and stretching of its body when it lunges at the player, to give it more reach? It would make it look more like an unnatural and threatening Thing rather than a kind of flappy worm guy. I also personally think if it had a face closer to the placeholder sprite and opened its mouth suuuuper wide as it lunges at you...that could be very scary! Honestly though, at 12:02 when you see it at the end of the dark hallway? Very eerie effect. If that's what I saw the first time I encountered this enemy as a player, I'd be rattled for sure.
It may be the earliest of stages for development, but I'm still really excited to see where this project goes.
I found your channel about 3 days ago and i want to say ive grown addicted to it, i binged all the vis in 1 1/2 days and i dont regret any second of it, Thanks!
with some of this music feels like its already a thing i watched as a kid. already nostalgic WOW
This is one of the most well-made devlog series ever
from the first half of the video I know exactly how you feel. when I first played Pokémon blue version for the first time there was always that since of unknown to the world, never knowing what will pop up , I once came back to the game and even though I knew what would happen that feeling never went away.
That was my first Gameboy game. Was truly special
Still going strong, great to see that, looking forward to the future updates. Also, Merry Christmas, cheers
5:54 Check out "UGM Rick Text Block" if you ever want to control the styling on a per character basis in text masses like this. Can be useful for inserting control symbols and such as well (supports injecting textures as well if I remember correctly, not only font characters)
Every now and then TH-cam will recommend a gem like this. Glad to be here, and excited to see more!
I love the better call saul intro haha
I love your project. This is exactly the sort of thing I've always wanted to make myself. And now that I've had more experience with game design I think I just might. I hope there's a market for N64 style games. Seeing how much interest your channel has generated give me hope in it!
as someone who's just getting into game development with 20+ years of gaming experience. I am so impressed with your camera setup. So rare to see someone design something so well and put so much thought into tiny details.
Merry Christmas Legend, thank you for blessing us with another devlog!
really happy i found this because your devlogs are so insightful i've always wanted to make a 3d game but was kinda intimidated with all i had to do, but you really made it seem so easy with that vampire lady video too. I can't wait to see this project further and further! i'll look forward to it!
My favorite devlog on youtube, it really captures my interest and artistic curiosity as well. Welcome back! I commented again, but basically just wanted to let you know more about GC FSM, it's a finite state machine plugin. I just used it in my game and it's great, it'll be a little easier that behavior trees for a lot of things.
I love your work, I feel the passion you put into the game. In my opinion I think you should try to fiddle with ambient colored lighting to help with the anesthetic of the game, it was a conscious decision made in oot & majora that the artists had in mind wile making the game(same goes with colored fog) also if you wanna get creative with immersing the player you should see how you like raytracing, it pairs well with a nice shader & if you get it down right it won't be too much of an eyecatch, or a distasteful additive
If the dinky swipe makes it into the full game as an easter egg I'm going to chuckle heartily
There are so many little bits of jank that feel so at home in an N64-era game of that nature, like Z-targeting camera sometimes messing up when releasing it while facing downhill. That little clip felt VERY OoT and I love it.
For me too it’s oot. My brother and I sat down watching our dad play until we finally tried it ourselves. After we finished it, twilight princess came out and that’s when I was hooked to gaming
Sounds like the perfect introduction :D
Truly love how much attention to detail you put into your passion.
for your camera system you need a state machine that can only be at one state at once. those states machine are crucial in a game dev journey.
Christmas Gift! Thanks for uploading I love this series of devlogs a lot
I'm wayyy too excited to see more about this project. The camera is so good, and definitely an underrated component. Love the attention to detail here. The art style is also on point, and the editing style makes these videos so nice to watch!
Yay! So excited to see another update, the best Christmas present ;)
I'm also making a game influenced by Zelda (and other N64 games like Conker and Banjo & Kazooie)! I tip my hat to you, good sir! Keep it up
“Orcoriner of time” haha love it
Ngl after watching this I want to plug my GameCube back in and boot up OoT. Really love the aesthetic by the way. I grew up during the Gamecube and original Xbox era but I still have a lot of nostalgia for the early polygonal era stuff, especially since I grew up playing that collector's edition for the GC that had OoT, Majora's Mask, and the first 2 games. I got to play the N64 a bit cause my cousin had it at the cabin whenever we'd go up north for hunting. Had OoT, GoldenEye, Snowboard kids and a few others. Hope you keep it up, it's really got the feel.
I love to see updates on your channel. Motivates me to continue working on my game
Hot tip and let me know if this just doesn't work for you, but with your camera issues you could instead have the camera constantly updating/lerping to a goal Vector3 (can additionally be controlled by a curve where it slows to it's goal position) and just control the camera by setting the Vector3. This way you don't have to mess with Camera bugginess--keeping the logic simple and less error prone.
This devlog is beautiful.
I also was super inspired to make games because of me experiences with Ocarina of Time and the fun I've had with it.
I love the use of the N64 Music, your process, the game itself; everything!
Very excited to see this become a full game and I can't wait to play it!!
This looks so promising, I wish you the best of luck in finishing this project! Your commentary is also very entertaining with how you explain the development hiccups and successes, I'm looking forward to hearing more about this!
the attention to detail on replicating the feel of z64 is..... legendary.
Ive dipped my toes into coding in game maker, so I’m a bit of a novice, but I have learned that state machines (or the behavior tree system) are ESSENTIAL for avoiding that pesky 3 Stooges syndrome thing. Any time you have anything in the game that has more than one behavior that can dynamically be in effect, it’s my understanding that you should use them.
I agree. I beat Ocarina of time the same year it was released. I beat windwaker the same year it was released. Im 44 years old. 1978. Ocarina of time kept me enthralled wihle playing through it, no doubt, but it never captivated me enough to wish to play it again.
Windwaker on the other hand, even though the boat was tedious, was a far bigger adventure for me. You could see the passion in ever crafted part. In fact, every time i do game dev, and quite often, windwaker is my windows wallpaper, every time i lose motivation, i see how brilliant the art style of windwaker was, and it inspires me to continue. that being said.. its nearly 2 years now since i developed my game. I may not finish.
Been watching a few of these for a while. Your process is inspiring
i love rewatching your videos to see the style and progression of your game , coming back and seeing a new video is just fantastic >>>
such a simple thing, yet so complex when you look at it from a developers pov. Congrats and here's to more progress! :D
There is a beauty that comes with technically simple graphics. The limitations make so that the resulting art is likely to be given more attention, polish. And the solutions to represent different objects and effects have to be more creative when the toolset is limited.
Discovering and learning to implement state machines (aka behavior trees in this case) has to be one of the most exhilarating moments in any budding game programmer's career. It's like, one day you're making enemies that can only walk back and forth and a player who can only jump on their heads, and the next you're creating complex and dynamic behaviors with a variety of animations... it's seriously the best!
i think the whole camera should be positioned higher with a steeper rotation, or maybe just with a higher FOV, so it for once, resembles zelda more closely, but also gives you a better view of your surroundings
Pressing a button to initiate climbing is a good quality of life feature. Sometimes you don't want to grab a ledge or the player controller might climb something it shouldn't 💁🏼
I love the effort ur putting into making the camera feel like its aiding you, instead of hindering you
I’ve just found your project after enjoying some other N64 inspired indie games and it looks great so far! I had to pause the video and comment after the TNG episode reference, though - absolutely perfect 😂
this is one of the best devlogs I have seen in a long time and the intro is just awesome
Happy to see you're still active and working on your dream! Also shoutout for the Better Call Saul intro
this is super dope! keep going man, i love your project. it's so refreshing seeing something besides 2d rpg pixelart dream games (not to bash on them, they are cool too).
good progress! this stuff is difficult, you're doing great!
This project looks super cool! I love the feel of n64 games. The feeling from the beta zelda n64 screenshots and the actual build are both nostalgic and calming in a sense i love it.
Luigi-Yagami on Artstation - he's also worked on low poly recreations and original characters that look like they could fit the feel of a zelda n64 game. He hasn't uploaded much zelda stuff in a while but this project does remind me of a few of his low poly builds
YOU HAD ME AT THE BETTER CALL SAUL INTRO SUBBING RIGHT NOW
I really love these videos!
Another things that I think can help even with blueprinting is to pick up just a tad more about State Machines, even just a simple "state machine" like pattern will really help with your blueprinting.
Also, don't take my word for this but I think you can dynamically at your begin play, register a bunch of the collision meshes and bind them all to the same Overlap event, therefore generalizing your code a bit.
Hope any of my rants help you on your journey with this! ^- ^
Great intro really summarized the feeling of playing N64 as a child. Look forward to seeing how the game develops, I have always wanted to make a N64 game but just don't have the patients to navigate the complexities of developing for the system. +1 subscriber !
you took my favorite things about zeldas art style. I love the sharpness of the features and esp the face. But the coloring is more subtle
Hooooooow are you so good at texture work?? gahd damn
That joke at 08:14 really got me. I think I need to get my ribs replaced. xD
Thank you for sharing your journey with the world, it is dearly appreciated.
Merry Christmas, Legend 64! Given the clip on show at the start, the N64 actually has a surprising iconography with Christmas itself, so an update video of your N64 inspired game seems rather appropriate.
2:05 - The only thing about camera controls that I've been thinking about lately is how the player doesn't necessarily need complete control of said camera and sometimes giving the freedom of camera control can be either unnecessary (Pokémon Sword/Shield) or hinders the game (Astral Chain).
4:41 - Always nice to see where you're willing to improve upon things rather than keeping it 100% faithful to the N64 styled game that are the inspiration for this.
6:51 - This is one of my favourite scenes in all of Simpson and so I'm both delighted and surprised to see you use it for your explanation.
11:17 - I actually feel the enemy was creepier with it's 2D designs, though the unnatural and bent movements you were giving it's skeleton at 11:28 did up it's creepy factor a ton.
Wow this looks great! It really captures the feel, like you said. Excellent work so far. I'll be keeping an eye on this project.
damn, game looks interesting,it's amazing how much love you put into it, keep it up!
Thank you :)
OMG YOU USED MY FAVORITE SPLAT SOUND
In all seriousness I am VERY excited to see where your game goes!! You’re one of the only devs I’ve seen that understands the importance of “feeling retro”, I really appreciate that! Super awesome art style and setting, can’t wait for more! 👏👏
I’m excited to see where this goes!
I’m so in love with your project ! I made a fan art some months ago but never finished it, I might finish it or make a better one now. I hope we will be able to play this some day,!
I know exactly how you feel about Ocarina, it's a great game and a part of my life, feels so personal to me
Legend 64 is catching all the essence of Ocarina, Majora and N64's games, your work and videos are so inspiring
I'll cry playing Legend 64 the day it comes out (I hope so), because it shares the same nostalgia. Thank you for making this game
One thing that will help with the feel of the spectre enemies is making the sky turn dark and/or a vignette around the screen to make it feel more of a threat and ghostlike. The sound design will also play a big role in that regard.
Just found your project on Twitter and now discovered these devlogs as well. All I can say is wow, what a beautiful and satisfying undertaking. You've achieved such a nostalgic quality in building these environments, while keeping their identity sufficiently unique. Such great work you did on this!
Thank you so much
That issue you ran into with the jank camera is why I mostly stay away from making 3d games. Like you I'm not much of a programmer, but from the looks of it youre doing way better than i am. Hope you stick with this one because the overall tone is great!
3:55 simple fix for that is to independently anchor the images to the top center and bottom center of the screen, my game uses this for the menus and that's what I do and it works
I'm always so stoked for these uploads, you're living my dream of creating an authentic N64 title. Keep it up!!
Even your placeholders get pumped full of N64 SOUL. I really liked the detail that the mask doesn't disappear with the apparition when it's defeated. Keep it up man.
Great video! I would recommend to do the calculations ( distance from player, player detection etc ) on the player controller rather than the behavior tree because the performance will be very bad very quickly. Normally you would want to use behaviour tree to check a blackboard value and based on that do something ( like in range? yes -> attack, No -> move to character. ) and the ai controller to set these values. Also if you have a discord server link it to descriptions under the video.
Very inspiring devlog, thank you :). I would suggest tilting the ghost enemy forwards when he's coming toward you, e.g: | -> /
I've just begun my most ambitious long-term project, and I've come across this channel at just the right time. I've just started with Unreal and am looking to make a game in the style of Wind Waker with the mechanical elements of more recent games like BOTW and Elden Ring.. What you're doing is incredible and a testament to the undying flame of passion in the indie scene-- keep doing what you love brother.
Please don't stop making this 🙏
So glad you are back! Love these videos. ❤
It's unbelievable how in blender you just animate without controllers. Everything inside me is screaming when I see this. But it also looks so much more chill and easy than how I learned it how it has to be.
For the slope camera tilt I thought of a neat implementation of what you've done. Have the tilt of the camera be the sum of the incline in the direction the camera is facing relative to the character and the incline in the direction the player is facing, so if the player is facing up a hill and the camera is facing the same direction as the character you get an exaggerated look up the hill, and if the player is walking down the hill with the camera following you get a tilt downwards, and any time the player and camera are facing opposite they tend to cancel one another out.
Awesome project. Really like seeing others work on retro looking indies. Very inspiring. Keep it up :)
It's great to carry on traditional Game development to enhance it and make something new.
For animations and rigging, there's Maximo. It can auto rig and has a huuuuuge database of animations that are free and can be tweeked.
Keep on, it's looking good so far. I'd definitely slow a few of the camera things down, that's kind of what have Zelda it's "soft" feel, I think. You absolutely naaaailed it on the stairs though. Don't touch that, it's perfect.
I'm saving up for a good PC so I can start developing my own game. Subscribed because watching this is keeping me motivated.
Subscribed!! i think the phantom looks really scary just standing still and moving close to the player. The worklike moevement makes it more.. human! :)
[That ememy design is DOPE AS HELL THOOOO. I think you should hella keep it I absolutely love it.]
I'm also making an OOT game. Love this stuff and good luck to you! I'll definitely play this when you finish the project.
Looks beautiful and exactly like the nostalgic n64 games we all know and love!