The old castle courtyard would be perfect for a smaller temple rather than a castle i think. Having the uniform, flat area does something unique and gives a really peaceful feeling.
It looks beautiful! Just be careful not to get stuck in a constant cycle of re-doing old art while working on such a big project, it's a very common pitfall for solo devs.
@@Legend64Project your game is one of the main reasons I was Inspired to start learning how to make games! (Working on a Zelda/morrowind/half life 1 inspired game)
I really love the old design hopefully it can be repurpose to another area so it can still be visited, maybe as an estar egg? Anyway the new castle looks really cool!
Im kind of sad to see the old space go. Not that this one is bad mind, I just found the old one to build up mystery and give you a feeling of "Everything is fine" but then you go inside and "It is the eff not"
Something about your videos really captures my full attention, even with all the unity and stuff I don't understand, the way you explain things and edit the videos with your choice of music makes me genuinely hooked
I had a thought the other day "man, it feels like Legend64 is due to make a video soon" and you delivered! This lighting is super inspiring and I love these behind the scenes sneak peeks. Thanks for sharing!!
This was clearly a significant improvement, but at the same time.. A little part of me still went "Nooo!" It's so exciting to see the development of this game, and it's one of the biggest inspirations in learning to creating my own assets and little projects.
Gosh I've missed these dev logs, I still go back and rewatch the stormy village episode over and over again and I guess now I'll be doing the same with this one. Love the decision to make the castle so much more prominent, and the more scenes you can squirrel it away into the back of the greater I expect that feeling will be. The lightshow you've developed is incredible too, it does so much to add some soul and weight to the environment and it still has so much potential with which to exploit. Can't wait to see what comes next, patience is really paying off with this project.
It is both funny and amazing to see how you made your own pretty unique dynamic lighting system. It looks absolutely stunning! Not to forget the new level for the castle, the way you made it look so big and ominous. All these tiny design tricks, it really makes it look great even though you are using so little!
Jesus christ, that could not have been a better payoff, i wasn't sure what to expect during the buildup but that is positively breathtaking, this really makes you appreciate everything a lot more! Great lighting really is king!
I recently did something very similar to create PS1 styled night and day cycles. The only difference is that I use one material that uses a Color Curve, and the time of day determines the horizon and zenith colors. Nice job man!
The timelapse of the dynamic weather system was incredible. All the choices you made in the reworked map are a massive improvements, It looks fantastic.
What a glow up! This starting area looks amazing now. I've watched a lot of early Devlog stuff and tutorials but your videos inspire me to pursue gamedev more than any other channel. The content is simultaniously impressive and approachable. Probably helps I was an N64 kid so I relate to your desire to recreate that unique aesthetic.
Vertex painting was used a lot back then to light scenes. Models back then would have extra edge loops to manage better faked lighting. Also I noticed that there aren’t a lot of smaller models around the environment to represent relative scale of the larger models. I understand the importance of remaining faithful to the N64 graphics theme, but I believe creating more models to dress the scenes would also help out to the overall scale. Keep up the good work.
That is such a huge improvement. The ambiance is stunning. I can imagine that deep sea would also be interesting to see from one of the towers in the back if one can walk around a balcony there later in the game.
It's fun how the creators of ocarina of time were a team of Japanese developers who made a game inspired by english culture and now you're an English developer making a game inspired by Japanese culture! I just think thats interesting 😁
One way that you can get away from having to reference a million things for Materials is to create a Material Parameter Collection with your parameters. And set it's value. Add it to your materials. Once you do all materials will respond to it automatically. This way you don't have to reference every object in your scene to change the Dynamic Material Instance values. You can instead handle it from one location. Changing one set of values.
this remake and the weather system really added a LOT of oomph to your game. Love how it feels juuuust like how my brain remembers the day night cycle of the zelda games
I look forward to each new installment in this devlog series. Seeing how you tackle these problems in modern software to create a retro feel is always so fascinating. The lighting system and new castle look great and definitely a more ominous and inviting appeal to it.
Ooh the dynamic lighting is SO cool, it really feels like a deluxe n64 game. Really awesome stuff, and I'm glad to see this project continue its progress!!
How I know this is gonna be great is that using real life references for inspiration is how the most memorable locations in video games ever were created. A lot of the tropical level design of the Dreamcast and PS2 era that people are so nostalgic for today doesn't exist without the devs going to Hawaii and the Bahamas. Without real life inspiration, you don't get places like Besaid Island from Final Fantasy X, or the Mystic Ruins from Sonic Adventure. Also the lighting system perfectly captures how I remember Zelda looking, especially the sun rays, it was worth the effort.
I really loved the old first area. it has a mysterious and almost sacred vibe. I actually still prefer it over the new one, although the new area is really awesome too! I definitely recommend at least keeping the original place around for something else!
from a fellow indie dev, i love your blogs! controlling the time of the day through your new inputs can be taken to a next step into a game mechanic, like zelda enforcing a weather change with the song of storms to trigger water level coming up, maybe something to step forward or backwards during the time of the day to catch up on npc scheduled events comes to mind. keep up!
I’m so impressed with the detail on the new temple and the effect the different lighting makes was really worth the effort. I find it really interesting when you discuss the inspiration behind your ideas. Well done!
AMAZING work and glad to see you back! I was thinking the castle scene doesnt need time, for me it would have been okay if the time stops the moment you enter the scene and then you would not have to blend between them. I kinda hope your character gets a rework too, I really dont like the hair and the white cloth and kinda everything haha. Keep up the good work, I am watching for two years now and each time I see progress and a new video it makes me happy.
OMG It's so genius and gorgeous! Seeing that timelapse at the end and what it you makes you appreciate all that hard work you put into it! Great job, my man!
Dude, the amount of effort you're putting into this and the small details is absolutely amazing. I can tell this project means a lot to you and I just hope you're pacing yourself well throughout it. I can't wait to get a chance to try this game out some day!
This video series really inspires me when im working on my own game, keep up the amazing work on this game and I wish you good luck on Legend 64s development!
a visual freaking delight. this ones a game to watch out for. especially if youre an old school zelda fan feeling burned by the cessation of traditional zelda gameplay...
Your work is extremely inspirational to me like you have no idea. The PS1 gang already had their fair share of throwback games, its time for the N64 to get its deserved love.
Honestly with the shimenawa, when you said the polygon count, my first inclination was to think you should just make it a flat texture, but seeing the scale and positioning of it on the castle itself really does feel like it warrants every single triangle; you managed to make it feel so imposing and ominous!
Wow that's such a big upgrade to the original version. Also, that lighting system was crazy good looking, congrats! Brings me back to the very old MMORPGs from the early 2000s lol. Can't wait to see more of the game!
It is crazy how many games out there try to look "old" like it was a game made for older consoles and they NEVER actually look old. But this game looks so good if I wasn't following the development and you showed me some gameplay and said it was an N64 game I would totally believe it.
WOW! The different looks of the environment are beautiful! This game looks like so fun to explore, I hope you put secret little areas all over the place. Even maybe, with some finagling / glitching, let us explore outer areas we weren't exactly supposed to like in Tomb Raider or Halo 2.
This is some seriously impressive stuff my friend! Your work is very inspirational to me as a fellow unreal game dev. I can't wait to see where your project goes!
echoing the other comments here - very impressive work on the lighting. it looks phenomenal! And the new castle area is a huge improvement over the old one. gives me Castlevania 64 vibes.
Thank you for making this and I'm glad to see you update again! The change looks amazing and I didn't even know I wanted it. If you wanted to give the beams a bit more depth, you might make an outer layer of textured beams, and push the texture you made for depth in a bit. That way, we can see the gap in the corner rather than just a wall. All that said, you've once again inspired me to want to work on my own N64 style game, though my progress will be much slower than yours.