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 :)
@@iitzpeanut2468 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
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
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.
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"
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.
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.
Great work and I want to give you 3 advices: 1. Use physics assets for collision, so collision is assigned to mesh and you don't need to litter blueprints 2. Detach attack hitbox from hand. It's more intuitive to have it's just attached to character so players can be sure that if they are looking at enemy and are in attack distance they'll deal damage. Animation might just skip that one frame when hitboxes overlap 3. You can use animation instance and it's state machine for camera. It's just best way to do it in your case. ALS(free on marketplace) uses it, so you can check it as an example.
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.
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!
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
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.
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 find it kind of funny how Japanese game devs created Zelda with European and western influence, and now you’re westerner creating a game with Japanese influence. Awesome work with the game as well.
The hard part is doing it well resident evil biohazard is a good example of how to do a country american the right way the baker family are generaly based on how southeners are generally clueless on alot of things outside the country side their accent is also very well down as well as how they cuss alot and say out of pocket things like a real southen american would
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!
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.
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.
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 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
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!
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.
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.
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.
I just found this project from the video, (im sure many here did lol) and might I say how much I absolutely love this! I cant make games as much as maybe I would want to, but even then I've always wanted to make something like this. Clearly you know how large the texture cache was, how much polygons could render, and most importantly for this one, that camera! If you told me this was an N64 game that was like a JPN exclusive or something and thats why I never heard of it i'd believe you. Looks like an amazing OOT romhack or something, which is great, because god damn this is awesome.
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.
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!
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!!
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 💁🏼
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.
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.
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!
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
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
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.
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.
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!
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
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 😂
every time I’m about to take a long term break from CZcams, start listening to Spotify more, the algorithm throws me a 15+ minute devlog from a channel I’m not subbed to yet
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!
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 !
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!
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
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.
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! 👏👏
Some ideas for the spirit enemy: when spotted, they will, in stead of immediately approach the player, stop and stare, until the player either looks away, or gets within a certain radius. This not only gives the player a chance to give a more calculated approach to combat, but also increases the creep factor ten fold, and hints at a sadistic and playful personality. I also think it would be creepy to make the animations twitchier, stiffer, or lean into the sadistic and prankster esque personality, having them occasionally laugh at you and taunt you for your misfortune and pain. Other than maybe turning their aura black, or darkening their mask so they're more subtle in dark areas, I think their "placeholder model" is honestly perfect in terms of horror design. Their abstract silhouette is just human enough to be super uncanny, especially with the strange arm-like shapes in the front formed by the textures. It reminds me of Silent Hill's Laying Figures. I think leaning into that extension of the darkness look they have would be perfect and help exaggerate the creepier side of the game.
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! ^- ^
Small tip : have a round soft shadow underneath you character when he jumps down (like in Mario 64) so that you can compensate from the lack of depth perception on the 2d screen and help telegraph where your character is going to fall.
Me through half the video: Just use state machines. Legend 64: So then I used state machines. Me: BLESS YOU. It makes me genuinely happy when devs learn about state machines and how it can solve so many problems with behavior conflicts. I feel like it's a game development fundamental that every young dev should learn!
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
i like how wretched the ghosts look, like they are always writhing trying to "get out" or something. it's like something restless is being trapped inside of that shell, especially with the mask. one thing i would say though is that their attack animations need more windup. they have weight which is good but it doesnt feel like that momentum is coming from anywhere at the moment
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!
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'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 :)
@@iitzpeanut2468 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
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
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🤣😭💀
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
That enemy is actually creepy as heck to run into in a forest setting. Very N64 enemy like. 11/10 keep it in game
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.
This is what a passion project looks like. Keep it up!
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.
I came home, saw this, and said "Yay, something good to watch!".
I've waited for another devlog. Love it!
Great work and I want to give you 3 advices:
1. Use physics assets for collision, so collision is assigned to mesh and you don't need to litter blueprints
2. Detach attack hitbox from hand. It's more intuitive to have it's just attached to character so players can be sure that if they are looking at enemy and are in attack distance they'll deal damage. Animation might just skip that one frame when hitboxes overlap
3. You can use animation instance and it's state machine for camera. It's just best way to do it in your case. ALS(free on marketplace) uses it, so you can check it as an example.
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.
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!
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.
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
Every now and then CZcams will recommend a gem like this. Glad to be here, and excited to see more!
This is one of the most well-made devlog series ever
It may be the earliest of stages for development, but I'm still really excited to see where this project goes.
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.
If the dinky swipe makes it into the full game as an easter egg I'm going to chuckle heartily
Merry Christmas Legend, thank you for blessing us with another devlog!
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 find it kind of funny how Japanese game devs created Zelda with European and western influence, and now you’re westerner creating a game with Japanese influence. Awesome work with the game as well.
The hard part is doing it well resident evil biohazard is a good example of how to do a country american the right way the baker family are generaly based on how southeners are generally clueless on alot of things outside the country side their accent is also very well down as well as how they cuss alot and say out of pocket things like a real southen american would
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!
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.
with some of this music feels like its already a thing i watched as a kid. already nostalgic WOW
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.
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)
Still going strong, great to see that, looking forward to the future updates. Also, Merry Christmas, cheers
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
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!
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.
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.
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
Truly love how much attention to detail you put into your passion.
YOU HAD ME AT THE BETTER CALL SAUL INTRO SUBBING RIGHT NOW
Yay! So excited to see another update, the best Christmas present ;)
Happy to see you're still active and working on your dream! Also shoutout for the Better Call Saul intro
I just found this project from the video, (im sure many here did lol) and might I say how much I absolutely love this! I cant make games as much as maybe I would want to, but even then I've always wanted to make something like this. Clearly you know how large the texture cache was, how much polygons could render, and most importantly for this one, that camera! If you told me this was an N64 game that was like a JPN exclusive or something and thats why I never heard of it i'd believe you. Looks like an amazing OOT romhack or something, which is great, because god damn this is awesome.
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.
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!
Christmas Gift! Thanks for uploading I love this series of devlogs a lot
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!!
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
I'm always so stoked for these uploads, you're living my dream of creating an authentic N64 title. Keep it up!!
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 to see updates on your channel. Motivates me to continue working on my game
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.
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.
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.
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!
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
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
such a simple thing, yet so complex when you look at it from a developers pov. Congrats and here's to more progress! :D
“Orcoriner of time” haha love it
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.
Been watching a few of these for a while. Your process is inspiring
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.
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
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
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 😂
every time I’m about to take a long term break from CZcams, start listening to Spotify more, the algorithm throws me a 15+ minute devlog from a channel I’m not subbed to yet
good progress! this stuff is difficult, you're doing great!
I love the effort ur putting into making the camera feel like its aiding you, instead of hindering you
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!
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 !
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!
[That ememy design is DOPE AS HELL THOOOO. I think you should hella keep it I absolutely love it.]
Happy holidays, thanks for the update!
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
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.
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
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!
Some ideas for the spirit enemy:
when spotted, they will, in stead of immediately approach the player, stop and stare, until the player either looks away, or gets within a certain radius.
This not only gives the player a chance to give a more calculated approach to combat, but also increases the creep factor ten fold, and hints at a sadistic and playful personality.
I also think it would be creepy to make the animations twitchier, stiffer, or lean into the sadistic and prankster esque personality, having them occasionally laugh at you and taunt you for your misfortune and pain.
Other than maybe turning their aura black, or darkening their mask so they're more subtle in dark areas, I think their "placeholder model" is honestly perfect in terms of horror design. Their abstract silhouette is just human enough to be super uncanny, especially with the strange arm-like shapes in the front formed by the textures. It reminds me of Silent Hill's Laying Figures. I think leaning into that extension of the darkness look they have would be perfect and help exaggerate the creepier side of the game.
i love rewatching your videos to see the style and progression of your game , coming back and seeing a new video is just fantastic >>>
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! ^- ^
how the hell did you make me so interested in buying a game. I have never seen a devlog of a game that I actually want. Great job!
this is one of the best devlogs I have seen in a long time and the intro is just awesome
Oh my god perfect game concept and a better call Saul styled intro. Amazing
the attention to detail on replicating the feel of z64 is..... legendary.
This looks amazing! Brings back so many memories.
Small tip : have a round soft shadow underneath you character when he jumps down (like in Mario 64) so that you can compensate from the lack of depth perception on the 2d screen and help telegraph where your character is going to fall.
Using unreal engine for this type of game is like using magnum revolver to hunt pest rodent, I aint complaining
Me through half the video: Just use state machines.
Legend 64: So then I used state machines.
Me: BLESS YOU.
It makes me genuinely happy when devs learn about state machines and how it can solve so many problems with behavior conflicts. I feel like it's a game development fundamental that every young dev should learn!
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.
A good example of a fundamental argument for behavior trees. Very cool
Please don't stop making this 🙏
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
i like how wretched the ghosts look, like they are always writhing trying to "get out" or something. it's like something restless is being trapped inside of that shell, especially with the mask. one thing i would say though is that their attack animations need more windup. they have weight which is good but it doesnt feel like that momentum is coming from anywhere at the moment
Looks beautiful and exactly like the nostalgic n64 games we all know and love!
These dev logs are very inspiring
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!
Awesome video, as always! This has really come a long way since the first devlog :)
Awesome project. Really like seeing others work on retro looking indies. Very inspiring. Keep it up :)
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,!
As "simplistic" as the place holder enemy looks, I like the design for it quite a lot.
Hahaha I just binged Better Call Saul and your intro popping up was quite the surprise 😅