I can say with absolute certainty that this would have given me horrible nightmares as a kid. The N64 graphics, while limited in many ways…allowed for an atmosphere unlike anything else. This boss fight is a perfect example of that. Perfectly unnerving. Amazing work man
@yayco123 Жыл бұрын
I think the idea that the manticore would dive at insane speeds depending of the height is dumb but fun. It is a fairly heavy predator that flies so idea that it can dive-bomb you at amazing speeds is fun. Wouldn't know if it's fair, but sounds fun
@CathodeRayKobold Жыл бұрын
The proper way to implement that would be an acceleration-based approach, though, not lerp.
@sleepykittyMMD Жыл бұрын
agreed, when things like birds of prey swoop down they speed up and pull back at the last moment so imo it kinda works when using lerp.
@idc2120 Жыл бұрын
For the dive targetting the player and it always missing if the player is moving, you could just add the player's velocity (and the time it takes to dive) to the player's current position to get their predicted location and use that for the dive location instead. Only then if the player happens to roll it will miss. You can scale the prediction to make it easier or more difficult to avoid.
@Legend64Project Жыл бұрын
Hey thanks, I’ll give that a go
@CathodeRayKobold Жыл бұрын
The tail strike looks a bit strange, as it returns almost faster than it strikes. It should return much slower so the player has a better chance to know what just happened.
@christophernoneya4635 Жыл бұрын
if theres some endlag it will add extra emphasis to a successful hit plus give the player a chance to attack the weakspot
@axeladam2435 Жыл бұрын
but the fact that the tail lifts up before attacking telegraphs the attack perfectly, the only thing that should change is the time the tail spends on the ground after impact
@RialuCaos Жыл бұрын
I do think it should be telegraphed more, such as the manticore spreading and lowering his front legs and raising his hind legs before striking.
@sandakureva Жыл бұрын
I completely forgot about this channel, but now that I'm back 6 months later, the project has come super far. Congrats!
@chosentoaster6626 Жыл бұрын
That jab at pokemon animations was brutal. And they could have all the funding in the world to make their games!
@awhiskin Жыл бұрын
Your video production skills are getting better and better!! Loved all the graphics you produced to show off your examples and demonstrations of the new mechanics! Keep up the great work!
@SmurmBreep Жыл бұрын
Your videos are what first inspired me to become a games designer and programmer, I'm now halfway through the first year of my college course, thank you!
@Legend64Project Жыл бұрын
Hope you are enjoying it! Good luck on your career
@PixelPicklez Жыл бұрын
Also the editing is improving in a really nice way, i like the jokes this time!
@Mike-or2cv Жыл бұрын
OMG, this looks so cool! I love the ps2/n64 aesthetic, and a little creepy and cozy at the same time. I LOVE THIS.
@TheBreadPirate Жыл бұрын
It's inspiring to see how intricate you made the AI. Your hard work shows in the finished product.
@SOIBand Жыл бұрын
All I can say is, this looks so amazing and is full of atmosphere. I would buy it at an instant. Your Progress is insane!
@Anerisian9 ай бұрын
The manticore could anticipate where the player goes, and pick a place left or rightwards of the player. It could then also flank so that it can hit with the tail. You then need a brief anticipation clue that tells the player what it will do, with a tight window to react. I think as way of metaphor, think soccer and penality shooting. Cool project. Subbed.
@Dreojs_NL Жыл бұрын
i love following this project it inspires some of my personal project. love the content keep it up man
@Frank_G_Finster Жыл бұрын
This was fun to watch. Thank you for the upload
@Chamomileable Жыл бұрын
Really cool stuff you've got going on here. I think if I have one critique of the manticore it's that it would benefit from some more telegraphing on its attack animations (which I can assume you had planned on anyway). The flight you've achieved looks really good and the landing algorithm is such a creative solution. Every update I see on this project is such a treat.
@cheesypies Жыл бұрын
perfect, the glowing eyes are very fitting, i can imagine its silouette in the distace, and it roars before coming down infront of the player!
@PixelPicklez Жыл бұрын
Holy Moley, he uploaded. What you did looks great, merry christmas!
@HatredSonneillon Жыл бұрын
Great work on the manticore AI. The circling looks great as does your solution for turntabling. I just still can't stop seeing the character skate along the ground as he strafes.
@Ihasnotomato Жыл бұрын
Ahh I always look forward to these updates, they make me more and more hype for the game every time!
@TRAPichi2007 ай бұрын
I'm loving the progress you've made with the game! its impressive seeing it be made from scratch and though process for each decision!
@I-OGameDev Жыл бұрын
god, 6:15 felt really cathartic. Such a fun devlog, great work!
@wiebertjeen Жыл бұрын
This is the first video of you that comes up on my feed, looks really nice!
@Skeffles Жыл бұрын
The manticore looks fantastic and I loved that animation you showed to display falling from the sky. Great work!
@GugureSux Жыл бұрын
Inspiration, educational, and nostalgic!
@pippinpiper7 Жыл бұрын
you are incredible and this project is like its creator. im no game designer but ive always had childlike dreams of being one. i always settled for 2d art to express my visions, however i have always wanted to take my creative reaches further. now seeing someone express what he wants, it makes me feel inclined to do the same, especially knowing you started this project with no coding or programming experience. im going to make my dream game, and its thanks to you that i have the resolve. i am so excited to see what this project will become, thanks legend 64 :)
@Legend64Project Жыл бұрын
That was really rewarding to read that. I wish you all the success on your game dev journey!
@daeleth Жыл бұрын
Idk how it took me this long to discover this channel, love the content and I'm going through your videos to help inspire me to work on my own projects when my motivation is low, Thank for that! If you ever want someone like me to steal some of the fun parts, I'd love to help with character/enemy design, but I'll assume a hard no because you seem to be killing it, lol. I hope the rest of your dev process is as enjoyable as it has been so far!
@Kharmatic10 ай бұрын
You are such an inspiration, this is going to be amazing when it's released
@Legend64Project10 ай бұрын
Thank you, I'll try not to let you down
@VoylinsGamedevJourney Жыл бұрын
Been following your progress for some time now, really looking forward to seeing what the end result will be :D
@cgl4de Жыл бұрын
Really excited for this game to come out as I've played a lot of n64 games as a child! Good job!
@glenndonnelly5119 ай бұрын
Thank you for keeping this medium alive - I do alot of realistic Environment/Prop Art as a hobby and to be honest I'd much rather try creating Environments/Architecture in this style. I can certainly see alot of the games I grew up on in your project
@danewhitmire1542 Жыл бұрын
That shot of the manticore flying overhead at the end was so forboding. Itd be awesome if before you can fight it, theres a few times wheres if youre looking up, you can catch a distant glimpse of it stalking you from above, foreshadowing the upcoming fight
@lako417 Жыл бұрын
This is by far my favourite series on youtube thank you
@dawne2780 Жыл бұрын
Your process is so inspiring! All of this is so cool and interesting, but I'm really digging the big boss battle level in the woods.
@punkpin4 ай бұрын
This guy is the only employee you need on a studio!
@Khanstant Жыл бұрын
love seeing these updates! thanks for your hard work editing these together on top of making the stuff!
@dialog_box Жыл бұрын
that tail jab definitely needs to telegraphed more. if the manticore just bent downwards for a moment before striking, and maybe wriggled it's tail a little bit like a rattle snake, that would be enough i think
@owalord Жыл бұрын
i randomly came across this video on youtube, and what can i say, it's beautiful, i live for these type of games.
@eliamorris1619 Жыл бұрын
As a small piece of polish feedback: It might be a good idea to give more windup to the manticore's attacks, so the player has more time to react. All in all, really cool enemy. Can't wait to see more!
@desmondbrown5508 Жыл бұрын
That simple but quick turn animation is actually what had many people feeling like Monster Hunter was so ahead of it's time even back when it was a much simpler looking 3D game. They used two turns required before they could truly target the player and then attack. But it was the same idea, and almost every boss monster had a turn like this. Very good work.
@HansAlRachid Жыл бұрын
Oh damn, this looks glorious! Glad I stumbled across this channel at complete random.
@Azihayya Жыл бұрын
Super impressive, mate. Lots of effort and good work.
@Polygonlin Жыл бұрын
I'm SO HAPPY Ive found your Channel! i prefer the PS1 style Graphics over N64, but i still ADORE N64 type Graphics. and i love what you're doing!
@Enite11 ай бұрын
Hope dev is going well! your devlogs are awesome and inspiring 🤘
@Supernovice942 Жыл бұрын
Love the designs ! Keep up the amazing work ❤
@Sirwaterdrums11 Жыл бұрын
😄Oh shit! New legend 64 video just dropped, its a good day my dudes. Geat work mate love the model very authentic.
@lifelongobserver Жыл бұрын
Nice work, man! And fun video! Looking forward to future updates!
@bloodbless Жыл бұрын
This devlog has inspired me so much over the years, to the point where I've taken a class and starting to try out Godot im making my own game, thank you so much Legend 64!
@SkemeKOS Жыл бұрын
You could maybe have a large horizontal tail swipe if the player keeps side stepping(circling). And the leap attack for when the player is more stationary. This opens strategy play for the player, and counter attacks - You can draw in the enemies horizontal tail swipe by circling him, then counter him by jumping or rolling at the correct timing(if your character is capable of jumping). You can draw in the enemies leap attack by staying stationary, then counter by side-jumping or back-jumping etc.
@LogFungus5 ай бұрын
There are very little if any other monster models I've seen in games that look better than yours. Bravo!
@Ryuu28_voidgames Жыл бұрын
Bro this project is really cool! Like genuinely.
@Legend64Project Жыл бұрын
Thanks :D
@SuperiorManchild Жыл бұрын
Got a genuine laugh out of me with the A-Team music 😂 Game seems to be coming along nice! Amazing work! Can’t wait to see what enemy makes it into the game next! Are you pulling from different mythologies?
@Mireneye Жыл бұрын
I'm not sure you did this already. But placing the Manticore mesh so that the MovementCapsule is alongside/nearby the frontal legs help the turning look natural for Quadrapeds. As sort of a natural result of turning around the front of the Character. And if possible avoid using Capsule for collisions with Player. Only use it for movement, and as a collision with the world. I think for Unreal this sort of information for making Monsters/Quadrupeds work well it's sort of hard to come by. Awesome to see you cover part of it
@Legend64Project Жыл бұрын
Actually I didn’t even consider that. Great tip, thank you!
@Mireneye Жыл бұрын
Happy to help!!@@Legend64Project
@grinbrothers Жыл бұрын
We had a neat little sneak preview of this; cool to see it expanded upon. I imagine it's quite different to design a flying enemy and even harder to design one which is both. 0:35 - Loving the diamond shape tail here. It captures the N64 vibe nicely. 1:45 - A nice demonstration of the Manticore going around an object to reach the player. 2:50 - Ouch; a harsh but fair call out of Pokémon here. A lot of cool presentation bits in this video and the different viewpoints help with a lot of your explanations. 5:00 - Very impressive lighting. An it's nice to see that the range of the lantern is bigger than it looks. 6:16 - What do you know; he can burrow as well. I expected the whole flying part would be an issue. 8:04 - Impressive. I figured the simpler solution would be to have a single flight plain (so an invisible surface the player can't touch) but your approach allows for varied heights of the Manticore which looks fantastic here.
@SpaceManRD Жыл бұрын
On the other hand, the invisible plane idea might make it easier to lay out and quickly alter set flight paths, as well as using separate ones that the manticore jumps to for different elevations.
@grinbrothers Жыл бұрын
Oooh, true. Multiple invisible planes would allow for that multiple height aspects, whilst accommodating for multiple enemy types. Happy to hear my idea holds weight to it.@@SpaceManRD
@EredarLordJaraxxus Жыл бұрын
This is so awesome! Really loving your devlogs. I’m a junior sound designer working on a couple new games at the moment and very intrigued at how you’re approaching sound and music design/implementation. Have you considered making a video or short on this subject? Keep the content coming! Looking forward to more updates.
@777Contradi10 ай бұрын
Absolutely loved that video! The whol aeriel movement section was hilarious 😆♥️
@j-cool-guy-OFFICIAL-CHANNEL Жыл бұрын
WOW! im subscribing because this looks cool
@SnowyFoxFox Жыл бұрын
Watching the boss fight at the end, Legend 64 is really starting to look like a finished game. I feel like I could show that fight to somebody and say it's footage of an unreleased N64 game running in an emulator, and they'd probably believe me. Brilliant work, and I can't wait to see what you add next.
@corneliusbuckley8897 Жыл бұрын
I've really liked all your progress since I started watching about a year ago. But the manticore and its animation is looking fantastic. Definitely one of the most fun updates you've had! Also don't remember if the lantern model and it being strapped to the character's waist is new. But it also looks great.
@Legend64Project Жыл бұрын
Thanks so much
@senayb3 Жыл бұрын
this looks really cool! thanks for sharing your progress.
@armyofonev810 ай бұрын
I think it would be cool to make it so that as the player gets farther into the game the atmosphere changes in an unexpected way. Starting in destroyed/desolated areas like the blighted village, expecting the castle to be dark and dreary, yet it being more mysterious and otherworldly, almost ethereal, kinda like the moon's grass field in majora's mask.
@CacheOfBones Жыл бұрын
Always super impressed when I watch your videos and I see you went all out on your video editing for this video as well! I'm finishing up my own game and your videos always help keep me inspired. Just a quick suggestion so that the Manticore doesn't miss attacks by simply holding a direction I would look into animation notify states. I found them to be the quickest and easiest way to make enemy attacks have better timing for this exact thing. You can set up the notify to run on a tick event during selected frames of the animation in an animation montage and while the notify is being called during those frames you can make it so the manticore keeps its direction facing the player. From what I can tell in the video at the start of the attack it jumps at the last known location, but with the notify states you can call it to continuously target the player up until the frame where it actually leaps or even a bit after. Then stop calling the state and it will stop the locking on the player. This should then make it so you would be hit if you don't dodge fast enough! Would highly recommended looking into it for how simple it is to pull off and it should not conflict with how you want your turning animations to be looking.
@Broockle Жыл бұрын
Love how it strafes around you before pouncing. I believe that's how Indian Tigers behave towards their pray as well.
@captainofnumenor8221 Жыл бұрын
Awesome work so far, cant wait to see more of that Vampiress too. When this game releases, I'm buying it just because of her.
@PatrikEkeberg Жыл бұрын
I'm so pumped for this game
@wantedposterstudios8808 Жыл бұрын
The Distance for the Manticore flight part got me thinking... "My Dood, just do a Raycast that checks for the ground, and then changes states based on that, you don't need to big brain it they way you did it.
@LucasStraub Жыл бұрын
Man, the game is looking gorgeous!
@funlabsdesignstudio Жыл бұрын
Not an easy task! Using limitations to recreate the nostalgia but in a new way for your game reminiscent of the time is truly inspiring and cool ! Glad you're keeping up with your Dream Game as that's the whole point! Pursue Goal of the Dream accomplished which will then become your reality! 🙌🏼🙏🏼 Oh & P.S. "Keep Creatin' & Stay Classy!" 😁👌🏼
@RonaldMcDonald-nf9jj9 ай бұрын
cant wait for the next video. i think this is my favorite game dev series.
@robinHobin9 ай бұрын
This and space 64 are great
@silassimus Жыл бұрын
Excellent!
@myrrysmiasi4866 Жыл бұрын
You did a great job with the manticore model, it looks amazing! The dramatic lighting on it with the lantern swings is really cool and most of the animations are good. Which is why the tail stinger animation stands out as comically bad xD
@GameCookDev Жыл бұрын
The moment I saw the intro, it gave me witcher and skyrim vibes and I instantly subscribed
@SarickLyre Жыл бұрын
Love the Manticore. I think you could probably solve most of the aerial issues using raycasts. Both to navigate the air, by casting one or more raycasts in the direction it wants to move as well as determine the height/distance of a dive.
@jacksheehan8001 Жыл бұрын
Wings should have a greater span when flying, the length of the tail really shows how big the beast is. Deffo gonna need to have some wham wings to reach those heights!
@asagrien Жыл бұрын
For the Manticore's landing you can draw a ray trace starting from the manticores foot, track the length of this ray trace, and when the length of the ray trace hits 0 it will mean the ground level has been reached you can trigger your standing state. You can use the height parameters for different animations along the way up and down. I've done this in nodes before.
@snailman7989 Жыл бұрын
3:36 you could change the animation slightly to have the manticore spread its paws and claw at the player with both paws inward, increasing the area of effect so the player has to dodge it the tail stab can also be changed to be angled diagonally so it sweeps in front if itself, ensuring the player has to use the dodge
@Redinis Жыл бұрын
Awesome vid! :) I love your art style, obvious nod to Zelda but with your own skillful twist!
@baddragonite Жыл бұрын
Looks awesome, great work :D
@Syper7 Жыл бұрын
Wow this looks great, epic progress
@panikongames Жыл бұрын
Glad to see I'm not the only one who was scared of manticores as a child
@arkraga5155 Жыл бұрын
i would love to see a more in depth look at how you create the textures, your thought process on it and so an so forth. i believe it would be good content for a full video or a live stream :)
@ThyTrueNightmare Жыл бұрын
There are a few free plugins for flying navmeshes, though from what I see they are mostly for drone like characters. I do like the way you've gone about it. You gotta give the manicore tail whip and air strike attacks with its tale!
@heirapparent8217 Жыл бұрын
Making seamless turns is so worthwhile! Not only does it look good, those half-seconds of extra time will be vital to players in dodging them. I do think the design could do with being brought in line with the world you’re making, even if manticores are usually Greek. Maybe it could have a Noh mask on? Or have traits of the Baihu (white tiger)?
@SecondsGuess Жыл бұрын
This was SO cool. Love the retro style 👍
@BornStellar-yp5st5 ай бұрын
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.
@NoTengoIdeaGuey8 ай бұрын
It could also be a good idea to add a slight exponent to the descend speed, since gravity is not linear, it's ~9m/s². That way when it falls it will start slow and ramp to a "plummet" before landing. Rather than just transitioning linearly between flying and not.
@dddaaa6965 Жыл бұрын
Wow this looks incredible, I’m surprised it’s the first I’ve heard about it
@Rodolfo17987 Жыл бұрын
Dude I do love some N64 style indie games, yours looks amazing hope you can finish it soon!
@ThiagoSilva-w1e Жыл бұрын
bro, this game is so good looking, love it
@DaveTheDummy120 Жыл бұрын
this game looks sick! I'm definitely subbing.
@adrivient Жыл бұрын
this game is so beautiful man
@McWickyyyy Жыл бұрын
Man you have inspired me to also post my devlogs. I’m trying to make a 3D multiplayer browser game. Perhaps a shooter or something using old school graphics just like you. I’m currently working on the matchmaking and lobby logic if you care to see :) your channel really inspires me!
@kejeene8971 Жыл бұрын
i think it would be cool if the manticore could gain speed as he dives down (if you plan on making him take different hights), maybe with a knockback based on the dive speed
@feedhim1462 Жыл бұрын
I was thinking of the same thing. Seeing manticore descending from the sky with the same speed with no regard to altitude seems little bit unnatural. With that being said I am glad that the game is coming together in such thoughtful and elegant manner - keep it up my man, you know that already but you are onto something here
@neoqwerty Жыл бұрын
For the tail, if you don't think it would unbalance the fight or cause AI behavior bugs, you might want to consider having the manticore attack with its tail instead of turning if it senses the player at its back at a short range, rather than having the tail stab be the hit-weak-spot attack (the tail stab attack as it is feels more like an attack that would be countered by attacking first and making it flinch, than one you bait and then strike, the retraction is too fast). Other than that, incredible how much this feels like a Castlevania/Zelda/Megaman 64 style of miniboss-demoted-to-later-level-normal-enemy monster. Love the prowling and face, you nailed the mid-N64-lifespan look and feel really well.
@sighyawn6378 Жыл бұрын
first of all this looks sick, the ocarina/majora zelda style looks great. on the point of your monster's attacks missing when the player is constantly moving to the side... design your monsters attack sets so that they have at least 1 attack chasing each movement option. the goal is to force the player to roll when their movement was in the wrong direction or youll take damage. - horizontal swipes will catch a player strafing. - long range/thrusting will catch the player running away - delayed attacks will catch players mashing roll (long windup attacks) this is just generally what good hack and slash games do. you can also make your weaker monsters incapable of beating certain movement directions where stronger monsters may have multiple moves tracking the same movement.
@Foreck Жыл бұрын
8:00 This scene right here would be really cool if you left it in as a teaser for the enemy down the line. Getting to see the creatures in their habitat doing their own thing helps giving them and the world a lot more personality, as well as being good spectacle.
@merccc19 ай бұрын
Hope all is well, Favorite Dev project. Haven't seen an upload for a long time. T.T
@Legend64Project9 ай бұрын
Thanks for the kind words. A new one is coming soon
@ElijahWheelis-o2v Жыл бұрын
It would be interesting if the manticore could use a special attack where it grabs the player, soars up, and throws the player to the ground, stunning them and causing a large amount of damage, unless they. However if they dodge at the right time it stuns the manticore for quite a while. Also I'm a Unreal dev, working on a retro game, so your devlogs are especially useful for learning old techniques. Thanks
@johntravolta8389 Жыл бұрын
This looks very cool and immersive
@5ld734 Жыл бұрын
One way to do aerial movement is to have the manticore pick an angle within a random range of its goal target (like if they are all flying to a castle) then spherecast towards the point with the radius of the manticore and if it is blocked by an object try a new point in a slightly different direction then if it sees the player have it do the same process towards the player to dive bomb I am unsure if this works in practice but I had this idea and wanted to write it down in case I forget