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!
Getting vibes of Castlevania 64, OoT and Fatal Frame all in one, and it's a concept I never knew I needed. I dig this and can't wait to get my grubby hands on it. :)
@@Legend64Project Well, I thought I would at least ask. So, do you know a good tutorial then for character modeling? I ask mostly because I just can't seem to model women.
I realize that you made the landing more complicated (And cooler) and it could have been. Simply having a looped timer that shoots a linetrace downwards to tell you how close the ground is would have worked. Also I love the use of Castlevania 64 music, I can see ALOT of inspiration for it in your videos.
If you're really going for a horror game feel, you know how you just said you took comfort in there being someone with you? Take ember away for a section of the game and you will truly get an unsettling atmosphere.
Wait wait wait, you don't need a second thing. If you make the black the default for scenes, then always fade in to transparent (the regular game) that is the default. Basically instead of having two things for each fqde in and fade out thing, you just need one. Fade in from black ag the start, fade to black at the end. If you keep that consistent through all scenes you don't need to add the fadw in.
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
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
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!
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 RU-vidr says "Like" or "Subscribe" the corresponding button will shine "20th Century Fox" was originally named: "20th Century Pictures Inc." :p
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 😭
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
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!
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?