You might consider adding a minimum joystick input for movement which will prevent the weirdness when you move at a very slow speed. Another thing you could look into is root motion which will allow the character's movement to line up 100% with the animation. I studied Wind Waker's movement a lot and noticed that if you are barely tilting the joystick, link will walk in steps and only actually move every time he takes a step. Little things like this can make a big difference in how the finished product feels! Anyway, it's awesome to see another upload. Can't wait to play the game once it's finished!
Good tip, I expect he will be doing that anyway as the movement animations he used were just basic/placeholder and he mentions it in almost every video as an apology/disclaimer and he hasn't changed them since the beginning. Good tip though. As a designer in a different industry, it's a good lesson. Even if you know one part of the design is just placeholder and improved later, other people don't. So when you present something it should be polished.
Inside the LevelTransition BP, after casting to your character PLEASE promote it to a variable. I can see that your BP gets incredibly spaghetti and it's only because everywhere you need the character, you create a brand new line starting at that cast node, going all the way to where it's needed. Also double clicking a line creates a re-route node, which you can pull off new lines from.
Good tip there. Another one to prevent spaghetti is selecting a grouped/clump of functionality and "collapse to function". Really: that will make things so much more clear.
You can set those flags to "editor only" so they're removed on runtime and not included when you export. I typically use sprites for this type of thing rather than a mesh but its pretty neat what you did.
I can't stop binging these. Such a high level of quality you bring that emulates everything from the N64 so well. Your editing is also well paced and self aware, a much needed breath of fresh air!
A simpler way to do that movement transition would be to use a timeline block. In the timeline just set however long you want the movement to last and connect the update pin to the move. Timelines are super useful for many many things.
This is awesome! Keep going!! I can’t wait to play this, I just hope a lot of work goes into the story as well. One of the few games I’m excited to play.
Maybe falling into the box causes the player to stay still because the over all speed of the player is greater than the minimum even though it is directed downwards, if that's the case you could check the speed using just the horizontal components of the velocity and pythagoras
This game looks great so far, really authentic to the N64! One thing I'd like to see is some hidden easter eggs throughout the finished project like maybe adding that flag somewhere would be cool. Keep it up and you'll have a beloved game in to time!
Just starting to toy with the concept of making an N64 era game using unreal engine. Its been a doozy getting to see all of the tricks and methods used back in the game. It really pushed my game design knowledge further and I couldn't be happier seeing the work you have put into this all. Thank you for all the great examples and knowledge. I really appreciate your work!
Cool video, love these kind of devlogs. One thing i would consider though is looking to improve your code a little more with some best pratices, for example check for circular dependecies and such. That can be nightmare later in the project, when you want to build it. I recommend the Circular Dependencies Detector found for free on market place.
So happy to have discovered this series, you have a good eye for the N64 style and I love how the game looks so far. Ill have to hop on Patreon once I fix my account.
This series is fascinating and very inspiring! I've been wanting to get into game design for a long time, and these videos are definitely nudging me closer and closer to getting started.
This is a super small thing, but contributes to a lot of the magic that was behind these games. I often try to remember things from the past, as a kid, many of the things I now claim nonsense, were actually magical. Some little detail on the swords hilt, some kind of magical gem that would shine on the screen would make all the difference. Some characters just looked so "cool", yet I didn't know why. I think when it comes to the assets in your game, you really have really captured some of that lightning in that bottle, good job!
FYI if you want the character to move forward after the level load then you need to get the actor location and add to it the player forward vector * float (the float dictates how far in front of the player the destination point is) and plug that into the move to node
Okay so for that character moving when they enter a level, you should setup a timeline that starts the player moving and then reduces the speed after like a second.
Frick man, hearing that chao garten theme almost made me cry, sonic adventure 2 was my childhood, I fondly remember torturing those poor chaos, but never managed to send them away, as that goosbye music was to much to handle for my small heart. 😂😂
Very nice! Love the high production quality of your videos, keep it up! Also another tip, but maybe you already know this; you can use the GameInstance Blueprint to take variables from one level to another, as it doesn't reset like the other Blueprints do. So right now the level transition is only visual, but once you want to start taking stuff or stats from one level to another, try setting the variables in the GameInstance Blueprint. Good luck!
Its looking really good so far, I'm not making the game but people have a already played the Zelda's and I would recommend innovating your own new ideas into this game like making a cool feature to revolve the game around, like time travel from oot.
The use of delay(0.0) loops is hurting me lol I would consider making a "Auto Walk" function in the character class, that you can turn on/off and adjust speed, for how long, etc. And driving that auto walk using Timer Events instead of delay loops or timelines. Good luck with the game, it looks really good so far
I remember doing some similar things back in the day working with a older version of RPG maker. With less variables of course being a 2D engine. But the feeling of one small thing breaking every time you fix something can be frustrating.
Would you be very surprised if Mr. Mix suddenly appeared in the background whilst you were working on your videos? Loving the informative videos and can't wait to see how it all turns out 😁
This is several months old now and you probably figured it out minutes after posting the video, but just in case you didn't revisit it yet; I'm about 80% sure the jumping weirdness in the level transition comes down to the pathing. Essentially, when the character enters the trigger volume it is, as far as navigation is considered, still on top of the cliff since that was the last time it touched the navmesh. So at that moment, it paths a way to the goalpost from on top of the cliff and not where the character lands on the lower navigable terrain. There is probably a very simple solution to it, maybe the pathing can somehow be set to recalculate often? (I'm not well versed in Unreal)
Always fascinating and informative watching this videos of yours. Things are neatly explained, mostly easy to understand (not quite sure what a Navmesh Bounce Volume is, but the rest of the terms were easy to get) and spiced up with bits of humour like the hilarious results at 2:00. Out of curiosity, is 5:23 how a teleporter would be coded/programmed into a level of a game, minus the fade to black transition?
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.
Theres definitely a qol type scenerio to all the design decisions that existed when you needed to load new levels, but having them as aesthetic option is more or less understanding how all these level design quirks that made games feel sepcial and not so "life like", unlike what we have now. Not that a loading screen or some flavor text (ala cod1) made the games any better, there was a conscious effort to distingious between rival games and new experiences (vs medal of honor), but that it made the games seem way more feature filled. Of course gamers today expect anyone with a brain to dump through data to find every nook and cranny that weirdly exist because of some strange need to reverse engineer games. Like playing a game is almost an aesthetic choice? Same with dev blogs about games about to exist, hearing (like a behind the scenes in movies or for games being made decades ago) that gives some humanity but not the tedium or extreme realistic approach that makes it real life. Nice game lol
I understand you, some very interesting observations and I appreciate them. Unfortunately your English skills are lacking. It took 4 minutes reading and rereading each sentence to be able to understand you. Keep up with your English practise.
The only game programming I've done is with Game Maker 1 code, but I have done a little with Blender. The whole thing with all the boxes that you drag lines into and out of is so much more confusing to me than a block of code.
I know I’m 6 months late to the party but I wonder if falling into the transition box was breaking because you might have been triggering the code while you were outside the navmesh 🤔
a lot of the thought process in visual scripting is very much applicable to writing C++ code, so it might not be such a difficult hurdle as you think if you want to branch into that.
It's probably too early for this question, but do you think this could work on hardware? Like through an Everdrive64? Either way I'm excited for this, but it would be rad to play this on an actual N64
If by any chance you see this comment, are you able to share your PC specs? I’m looking to upgrade my PC so I can work properly with unreal engine and make my dream game. your videos are immensely inspiring and informative.
@@Legend64Project oh sorry, for some reason i remembered incorrectly when i thought of your previous videos. great work so far btw, your progress is inspiring