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Legend 64
United Kingdom
Registrace 22. 02. 2020
Welcome to Legend 64! I made this channel to document my progress as I attempt to become a successful indie game developer and to keep myself motivated. I post development updates for my game here!
Video
Creating a New Flying Manticore Enemy | Devlog
zhlédnutí 61KPřed 8 měsíci
Support the Project: www.patreon.com/Legend64Project
Adding Ladders, Signs, Doors & More to My Game | Devlog
zhlédnutí 37KPřed 10 měsíci
Support the project: www.patreon.com/Legend64Project
Castle Parlor | Devlog
zhlédnutí 35KPřed rokem
Support the Project: www.patreon.com/Legend64Project Join me on a tour of the latest room in the Demonic Castle in Legend 64!
Environment Design & Inspiration | Devlog
zhlédnutí 83KPřed rokem
Environment Design & Inspiration | Devlog
Adding the Main Character to my Game | Devlog
zhlédnutí 42KPřed 2 lety
Adding the Main Character to my Game | Devlog
Devlog | Making an Infinite Corridor (and failing)
zhlédnutí 26KPřed 2 lety
Devlog | Making an Infinite Corridor (and failing)
Making the First Character for my Game | Devlog
zhlédnutí 179KPřed 2 lety
Making the First Character for my Game | Devlog
Bringing N64 graphics to Unreal Engine | Devlog
zhlédnutí 36KPřed 3 lety
Bringing N64 graphics to Unreal Engine | Devlog
Castle in the Forest | A First Look at my N64 Style Game
zhlédnutí 20KPřed 3 lety
Castle in the Forest | A First Look at my N64 Style Game
Ocarina of Time Unreal Engine 4 Camera
zhlédnutí 13KPřed 3 lety
Ocarina of Time Unreal Engine 4 Camera
Ocarina of Time Camera in Unreal Engine
zhlédnutí 7KPřed 3 lety
Ocarina of Time Camera in Unreal Engine
Insane. Absolute CINEMA
Feel like the camera should be positioned slightly higher and point towards the player like in oot, because I feel like the player blocks things infront of it
aaaaaa
This is probably a stupid question, but did you have any particular process for modeling the hair? Did you likewise start with something higher-poly or did you just start with a primitive shape? Modeling low poly characters interests me a lot, but for some reason I have a tough time wrapping my head around the shapes and techniques.
Just wow man I have been getting into 3D animation been writing my series for 5 years now, been learning to animate in 3D for the last 3 years just wow man your style is impeccable I will pick your game up I recently decided to go for a more retro look I still can’t believe how good the fauna looks I usually dislike flat png 64 textures but you make it look really good! Style is almost everything to me but the bosses and horror elements mixed with Japanese folklore you got a masterpiece in the making here man I will play games for streams but my real interests lie in designing stuff I hardly play games anymore like I said just out of the soul purpose of streaming on twitch even though I don’t game anymore I will grab your game when it drops it looks like a real piece of art that’ll bring anyone back to being a kid looks like something I can just get lost in
Thank you so much. What a lovely thing to read :')
Would.
I know im a little late to this journey but I LOVE the hydra design. Looks so good and eerie. I especially love the potential of different attacks based on the head’s state of decay. If the attack patterns are still up for ideas, I’d like to suggest some ideas I had while watching. The skull head has a nice touch of being unable to unhinge its jaw, so I thought about what if it was used like a mace, swinging its head to hit the player. The half-decayed one seems the most aggressive so what if it was more feral and had access to various bite-attacks or jabbing moves. The main and most preserved one seems relatively intelligent so what if he had access to AOE spit/acid attacks to try to limit the player’s movement. And potentially as you defeat each head, those attack patterns are given to the rest of the heads, so by the end, the main head can go from spitting, to swinging, and then biting. But anyways, I love this design of the hydra and can’t wait to see what else is in store for this game! Keep it up mate!
Some nice ideas there!
This video gives me so much inspiration to model bc it shows the process
I don't get it Edit: I get it now, but it isn't funny to me
This ones my favorite episode so far
I know you like your lightning like that but if you would want realistic lightning, then do this: Make, or borrow some lightning sounds and lightning textures, Create a Sound Cue which contains your sounds and drag all of the sounds and connect to a Random node, and off the random to a Modulator, and a delay (If far away, probably around 2-4 seconds, if you manage to set the lightning to be close to the player, set it to around 1-2 seconds), Create an Actor and call it whatever you want, Add a light source and set the intensity to 0, plane with your lightning texture (Make sure "Cast Shadows" is false otherwise the light source will not show) and set the visibility to false, On your "Event Tick" node add a Delay and set the Float to Random Float in range and set your Min. and Max., Off the Delay node set the visibility of your Lightning plane to true, set your light source's intensity to a very high number and create another delay and set the float for a very short time, After that delay node you immediately set the Lightning's visibility to false, and set the light source's intensity back to 0, and create the sound cue with the lightning sounds, Drag a good amount into your map scattered around the place, Click play and enjoy your lightning. Why I think it's realistic (I won't sound too nerdy): Lightning actually CAN strike a same place twice, Light travels faster than sound Some Misc. you could add (I won't sound too nerdy 2.0): Different lightning textures each strike A particle system (Like fire if it strikes on a tree) Rain (If you use particle systems it's pretty easy) If your building a third person survival game and you plan on striking the player, in order for the player to get warned realistically stick their hair up because lightning happens when a positive charge meets a negative charge If your player can get shocked don't do the cartoony bones lighting up because that's not realistic (Fun fact: the most realistic lightning shock in an animated movie is in one of the Spider-Verse movies idk I never really watched it) That's all I have to say so here's some random fun facts: The Slinky was created by accident The GlaDOS model when she wakes up in Portal 2 is not the same model of her in the rest of the game, it's because the Wake Up model contains several different models and was animated by hand, John Lasseter was in a Star Wars movie way before Pixar was made, and before Disney bought Pixar and the Star Wars franchise After the demo reel of 1995 Shrek was showed to Jeffrey Katzenberg, DreamWorks fired the Propeller Heads (The company responsible to the 1995 Shrek Lost Media) The Popsicle was accidently made after an 11 year old left it out on a cold Chicago night The Accordion started in China, but was fixed and popularized in Germany Australia resembles Scooby Doo on the world map A PS1 disk can save way more storage than an N64 cartridge Super Mario 64 used audio from sound libraries to use for Mario, before they hired Charles Martinet The Ghost Car video was created in Germany Greek and Roman Mythology are the same except the names, like Poseidon being Neptune Whenever a CZcamsr says "Like" or "Subscribe" the corresponding button will shine "20th Century Fox" was originally named: "20th Century Pictures Inc." :p
Keep up!
I love the maid... Will she be in the game?
Maybe it's just because I haven't slept, but the whole time/npc schedule section was like gibberish to me.
I want make ps1 game like god of war
Do you have a video that explains how to do texturing for dummies? I’ve got a model i want to texture but there’s not really a video that easily explains it 😭
where do you even begin to learn this stuff?
Wow this looks great!
have you figured out what you're going to do for music yet?
For the texture map why use a border for each texture? why not just have the textures free form like some old games do?
these videos are amazing. and yes i do find them inspiring.
I'm proud that you're still working on your game, I would love to play it when it releases!
Hey ummm I watched one of your devlogs I think a year ago and the vibe you were creating and the atmosphere of your game was really strange and amazing So i checked the LOZ ocarina of time and finished it and now im playing Majora's mask Its crazy how good you are implementing each feature in game , i really love watching your devlogs Sorry for long comment
Are you from Bristol? It’s not important but I’m curious
Yo i just found your channel and i love your content! I was wondering how long does it take you do make one of these devlogs?
Some shadow over innsmouth vibes here.
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!
holy mama
Good
. I like men.
Imagine an engine being so good that if a game has bad graphics with it, It’s considered impressive
Did you enjoy 3d modelling her MASSIVE HONKERS?
Amazing work, I would love to see a longer process on how you made the model :) did u use a subsurface modifier, applied it then deleted the extra edges?
This project is getting really interesting really quick
That piano
I have watched all your videos, a few times for some, and absolutely am in love with this game and can not wait to play it, it also spurred me to work on an actual 64 based project myself and im absolutely baffled at the level of quality and detail you are pumping out, keep up the excellent work!
Thank you so much <3
Why does this look so beautiful. I love retro styled games with amazing graphics, some odd reason it looks good
5:11 dude, same, been going through the same process now, and comming from 3DSMax, Riggify is a god sent.
The Castle, not yet a game, stood by itself against its skybox, holding polygons within
Is there a video or stream of you building your levels anywhere? I'm new to level design and would love to see how you work with older graphics!
the guy just relentlessly turned the super spooky ghosts into super drunk
With the benefit of modern technology, you, too, can make jank, clunky animations that serve more as informational concepts than actual satisfying game-play. Yes, climbing up that wall feels like sliding your way through a six-inch wide corridor made of sandpaper, but you _understand_ that you climbed something, so mission accomplished. Yes, the character's strafing animation looks less appealing than a slutty banana, but you know she strafed, so stop complaining. You've been spoiled by modern video games and their "detailed animations" and "weight." What you really need to build character is just three frames and no synchronization between any of the movements with their corresponding body-parts. Back when games were _games,_ and 90% of it was just your imagination.
LOVE the music at 10:20. Did you make that?
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.
i never even noticed that narrative thread in little nightmares and i absolutely loved that game
this game looks fantastic. First time i see the graphics of the N64 accurately recreated in an indie game (I'M TALKING TO YOU MR. SHIPWRECKED 64) Though 'Legend 64' is a terrible name for such a cool project, and yes, i'am aware of the existence of Quest 64. It looks like you're doing this in visual scripting or Blueprint in Unreal, which, from what i've heard it often sucks in a bunch of other engines but it seems to work pretty well here. getting subuscrimbled
Anyone know if the subdivision modifier was applied at the end or just brought back down to a level one and smoothed out? That part seems to be missing.
This is so damn cool
I love this project and adore your pacing. No stress, no pressure, just love for crafting and slowly seeing something grow.
That means the world to me, thank you
I don't think that 256x256 Metal Gear Solid texture is a great example, just because if you see, it really is a grayscale texture. Meaning, it probably has a 5 bit color depth (32 tones) or even 4 bit color depth (16 tones). So, at the end of the day, is more or less the same as the N64.
It's not greyscale.