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
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
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"
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
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.
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!
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.
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.
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.
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 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
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 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.
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.
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
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!
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 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
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!
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.
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!
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!!
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'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!
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 😂
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
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
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.
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.
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!
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,!
every time I’m about to take a long term break from RU-vid, start listening to Spotify more, the algorithm throws me a 15+ minute devlog from a channel I’m not subbed to yet
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 !
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 💁🏼
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.
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.
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! ^- ^
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!
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.
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! 👏👏
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.
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.
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.
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.
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.
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
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 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
I had this idea of a thing with those shadow monsters (might use it myself if I ever make my own games) with a stronger version that can get the masks slapped off their faces, them bending backwards, before looking at you with gleaming eyes and super angy, before getting stronger. Thanks for the inspiration lol