It would be cool if the information given to the player about the monsters was limited to the protagonist's knowledge of them and new enemies would have to be defeated at least once to be able to get some information,would also be cool if after defeating a set number of the same type of enemy youd get the complete information about them like weakspots or which tools or attacks you should use based on the ingame experiences the character has gone through,imho i think your character just knowing what to do out of nowhere or get told on the spot how to deal with everything by a navy type companion defeats the aventure and exploration aspects of an adventure game. As for bosses or mini bosses their information could be learn through story telling and lore in the game and during battle,this would encourage exploration and paying attention to the story,so when facing a boss you could atleast have the knowledge of a tale told to you by an npc related to the story or through a painting depicting a legend or a battle against such creature,so when trying to get info on them during the boss fight,instead of an out of game info dump,we could get an in game character realisation like "Its looks just like that torn painting behind the old library" or stuff like that and after trying what was saw in such painting,trying to get information during battle could yield a different dialog confirming it.
@Legend64Project Жыл бұрын
What a fascinating idea
@Gangdyret Жыл бұрын
Sorry for imminent wall of text, this one got me inspired. That last idea could very easily be expanded on and extend to normal enemies as well. Assuming they are based on folk spirits and folklore, you could find scraps of information about how to best defeat them by talking to NPCs, or by finding notes and/or books/torn pages, etc. scatttered about the game world, or by visiting shrines, making offerings, stuff like that. It would definitely encourage exploration. People would likely have been living with creatures like these since time immemorial or at least stories about them. Even today, in our own world, we have customs, advice and superstition around how to deal with particular supernatural beings. It wouldn't be too far fetched that people would know how to fight them. Even if you choose not to have a lot of NPCs, they might still have written some of that information down. It could function like an alternative to levelling up. Enemies become easier to defeat, not because of some arbitrary number, but because the player character has gained actual experience in fighting these enemies, as well as using the information that they've come over in the game world itself. I think that could help the whole world feel a lot more alive and imersive. It becomes a bit like collecting gear, but without having to deal with the hassle of always switching between it whilst in combat, and instead being more prepared before an encounter. For example, you could have some lore tell you to look for certain signs, like a black fog or something, to indicate a dark spirit, and then another piece of lore tells you what powder, or what have you, to put in your lantern, or a particular sort of gear. Combine that with combat experience, or some hearsay, having told the character that the mask is a weak spot and so you will be able to switch the targeting marker to that spot, or it happens automatically. It could help with making soft barriers as well. Informing a player that some enemies are best left alone until you have gathered the knowledge on how to best defeat them. Sure, a player could, with skill, push through and defeat the spirits, but the fight will be a lot harder and the player is encouraged to solve the puzzle, rather than to brute force it. This could also extend to whole enemy classes. You could for example learn that, vampires are weak to wooden weapons, but this one vampire enemy is clad in armour which cannot be easily damaged by wood and has to be broken off, before they become vulnerable to that type of attack. Spirits become corporeal and more vulnerable to physical attacks when you throw salt on them; this one here has a mask, break that and it will fizzle away. Depending on how complicated you want to make it, you could keep a count of how many times an enemy has been defeated and have a progression of that last one, where initially, you can target the enemy, then you can switch the target to a weak point, which might glow, and after a while it automatically targets the weak spot. Based on how much knowledge and lore you have gathered on that particular enemy. And then you could throw in a curveball by having one [potentially optional bonus-] boss who is a shapeshifter and throws all that to the wayside and you have to rely on raw skill alone. This is a really great concept which really ties both the player and the enemies to the world itself and makes the whole game world a puzzle made up from smaller puzzles which you have to work to solve.
@kerianhalcyon2769 Жыл бұрын
I actually recommend a bestiary for this reason, so as a player you can keep track of enemies you've encountered with little notes either made by perspective of the player character or just general observations about the monster. I really dig monster lore in video games and fantasy/scifi universes, so seeing a game with a diverse enemy palette that has one of these is always a plus for me.
@alexanderkulaev541 Жыл бұрын
Great ideas all around! Thank you. I think I will steal them and add them to my GDD for my own sci-fi game :)
@NaughtyKlaus Жыл бұрын
Considering what you've been able to achieve with blueprints alone.. You're doing a fantastic job.
@Legend64Project Жыл бұрын
Thank you!
@mr_sauce_cooks Жыл бұрын
Blueprint is actually quite capable with games with this scale and bigger
@Mireneye Жыл бұрын
@@mr_sauce_cooks I agree, but also add it's capable in capable hands. But there isn't really a lot of people who know what best practices are. So.. not many capable hands. (relative to amount of users and people who make tutorials). But computers are ridiculously powerful these days, so you can get away with a lot.
@Deliveredmean42 Жыл бұрын
@@Mireneyeof course, but optimization shouldn't be taken lightly either. So a balance needs to be made.
@repingers977710 ай бұрын
@@Mireneyeevent tick everything! 😂
@omeganappie Жыл бұрын
To me, there's nothing more unsettling than "false safe spaces." Areas that look warm and inviting to lure you in, that abruptly become cold and hostile. Fairy tales used them all the time
@RandomMcSomethin Жыл бұрын
The moment I saw the ladder stretch up to the heavens as the slider went up, I audibly went "What a thrill!" I had a good chuckle when the sound clip played RIGHT AFTER I said that.
@cryzenx.11 ай бұрын
insanely good project compared to mine its a mess actually , congrats on your work !
@cakemanLHK Жыл бұрын
When you started massively expanding the ladder, "What a thrill~" instantly came into my head. Safe to say, I was not disappointed by what followed ;)
@Sleepy_Cabbage Жыл бұрын
I hope to see the guardian get redesigned so you can recycle their bits for a new enemy
@zennycool Жыл бұрын
Never push yourself down. Blueprint is programming, coding and such, it's just a different method of doing that. Your work's legitimacy isnt hurt by it at all
@mateuscristianschannelen96111 ай бұрын
The elitists at r/gamedev love to shit on visual scripting for some reason.
@SirizaakTV Жыл бұрын
Out of all the Zelda Theory videos I've seen, I have never heard of the sign changing, very great observation! Also great progression, great video editing, and thank you for providing such a treat, so excited to see this game fleshed out fully one day!😊
@ohirschfield Жыл бұрын
Always love the passion in these videos. Thanks for making them. I hope you enjoy making them as much as I enjoy watching them!
@draadhaai Жыл бұрын
I have so much respect for you and this project. I played the crap out of OoT and this is clearly a visual ode to that game. The style is brinding back memories I never had, which is quite the feat. Also refreshing to see something akin to feudal Japan, as opposed to the "standard" high fantasy themes. Keep up the good work!
@Legend64Project Жыл бұрын
Thank you so much
@Fanciduck Жыл бұрын
on a level you should make a REALLY tall ladder, and when you are looking down from the ladder as you are ascending, you can see the whole forest
@awhiskin Жыл бұрын
What a thrill…
@Lbird1993 Жыл бұрын
With darkness and silence through the night...
@allozabd Жыл бұрын
Would be cool but I'd feel like the player would focus more on getting up than admiring the forest down below.
@RugbugRedfern Жыл бұрын
Those ladder animations sell the movement so well! It all looks so solid. Super cool stuff :D
@myeyesdontbreathe3555 Жыл бұрын
As someone who is also trying to make a game inspired by old N64 classics, your videos have been a massive inspiration to me. You've really managed to capture the essence of those games and I look forward to seeing future improvements and features
@silassimus Жыл бұрын
Working on an N64 game myself too. And I'm too in awe what can be achieved if you're passionate enough! Good look with your project
@hyperfreezegames Жыл бұрын
I can 100% get behind what you said about creating everything yourself! A lot of game devs I talked to just have the "effectivity" in mind and outsource where possible (which is a valid standpoint) and can't get their head around it when I tell them I'd like to do it on my own, so it was refreshing to hear this from a fellow dev :D
@GugureSux Жыл бұрын
Looking amazing! Good job. 0:17 literally me. Visual scripting is criminally underrated field nowadays, no matter its 30 year old lineage.
@Fozmaloud Жыл бұрын
something about that door opening animation just really ties things together and as you say about the enemy descriptions... just makes it feel like a game! very exciting!
@ChunkySteveo Жыл бұрын
I hope one day someone with immense skills can port this over to actual N64 hardware when it's completed. 🙏🏻
@Legend64Project Жыл бұрын
We must recruit James Lambert!
@ChunkySteveo Жыл бұрын
@Legend64Project yes, him and Kaze from the SM64 builds!
@xanderdoshi9307 Жыл бұрын
The ladder going infinitely up into the cloud was actually a sick idea would be really cool for a level!
@ShaneCurtis1705 Жыл бұрын
transitioning from blueprints to c++ is how I learnt to now code in 8 different languages. once you realise that its the exact same thing when broken down into logic it becomes a very easy transfer if you can make anything in bp
@kerianhalcyon2769 Жыл бұрын
Every time I see an update to this I get excited, I legitimately can't wait to play this game if and when it comes out. I feel like there has been such a void in terms of legitimate Zelda-clone games on the market that aren't standard top-down like A Link to the Past or just bare-bones in terms of comparisons for the sake of clickbait. This is also a nice little behind-the-scenes for me since I've always wanted to try my hand at game development and like seeing how different people tackle similar problems to get different results. Very well done figuring out ladders.
@CFlandre Жыл бұрын
Long have I waited for your next update. Nicely done!
@JudgementRyu Жыл бұрын
Every time I see more of this game I can't wait for it even harder.
@Ihasnotomato Жыл бұрын
Considering i know nothing of programming and game design, im impressee how interesting and engaging youve made this process. Im always keen for update videos!
@Mittzys Жыл бұрын
The second you said you can make the ladder virtually any height, I thought "what a thrill" and then you did it Subscribed
@Mireneye Жыл бұрын
I spot a few areas where on a pure systems level, there's a quite a few good, not so hard optimizations that can be done. It's impressive how far you've gotten with your skills and blueprinting abilities! One could nitpick for an eternity and get almost nothing done. And I think that's one of the things you do really well! To get something done, and then you iterate on it. It has made this dev journey into one of my favorite ones to follow. Keep it up! If something pops up that you are wondering about blueprints, feel free to shoot me a message. I'm sure I have a few tips & tricks that could be helpful.
@MrVinicius5000 Жыл бұрын
There is alot of very sofiscate stuff for something made all in blueprints. Your talent is undeniable.
@coolguy-xb2yn Жыл бұрын
quick note on the target lock breaking: you should only break the lock if the enemy line of sight breaks and stays broken for an amount of time, like a few seconds. that way you don't get annoying situations where your lock breaks repeatedly just because the enemy moved quickly in/out of view. adding onto this, there should be a second range for breaking target lock by distance, larger than initial lock range. something like 1.25-1.5x range, since the player will naturally move around the environment once locked on.
@Throckmorpheus Жыл бұрын
If you've built up all the systems for this game with unreal's visual scripting, I'd contest that you *can* code. Or program at least, which is what people generally mean by that. Just because the language you've learned with is higher level and has slightly more forgiving syntax doesn't mean it ain't coding. (Honestly a fair amount of the complexity of C-derived languages isn't even helpful complexity it's just the consequence of using a language that was designed to be written on punch cards in the 70s lmao, it's great that there are finally languages like this that are more accessible to more art/design-minded folk)
@grinbrothers Жыл бұрын
Following up Ladders with "S" immediately made think it was going to be Snakes. Nope, turns out to be signs. I imagine getting the animation right for climbing a ladder can be tricky, but a door seems like it would be a simple thing... right? 0:13 - I'm pretty that is the big obstacle most folks who want to make a game face. The screen of numbers and odd letters blurring together tend to be the turn off point. 1:21 - Given it's Kokiri Forest, said sign may have well grown. It may still be a living plant. 1:50 - I do like carrying over the sign texture to the text box. It's a nice background and is a nice little touch. 2:37 - Ahhh, so that is why it's done. I was thinking it'd be simpler to just have the door push open rather animating the character opening the door but that loading explanation makes a lot of sense. 4:04 - Funny little moment. Cool to see your world from that top-down viewpoint. 6:30 - I figured being able to switch targets at any point and so smoothly would have been enough of a fix but it's cool that you're going the extra mile. 7:59 - Provided you keep those sound effects in, I feel your ghostly enemies here going through walls and slapping the protagonist makes a lot of sense.
@anasdev1553 Жыл бұрын
Great video! getting a notification for a Legend 64 devlog upload always makes my day! on a side note as a fellow unreal engine programmer I want to point out a small issue with the Ladder_BP code, at 03:13 you have shown the code for the ladder system and while it's too zoomed out to tell what is exactly happening I can tell that you are repeating the same code for going up and down the ladder, This is not a big issue however it's good to keep a habit of reducing the amount of nodes to as little as possible, I would suggest making the values that would differ from going up or down such as the animation montage to play a variable so you could set them up before running the code and this way you would only have a single comment of code for going up or down a ladder instead of having 2 comments with repeated code, I hope this advice helps!
@Youtube7Slayer Жыл бұрын
As soon as you extended the ladder to the sky, I knew the MG reference was doomed to occur.
@rainmanbk1 Жыл бұрын
This is like the definition of vicarious living for me. Game development, n64 games, OOT... I just love this so much.
@zackyd4100 Жыл бұрын
Dude, I always love seeing your update videos! I know you want to do everything yourself but if you ever consider having someone help you with the music, I have a lot of ideas on how I could contribute!
@Broockle Жыл бұрын
This looks so awesome. The door walk animation turned out really well and seamless, same with the climb animation. I also love how the walk cycle accounts for sideways motion. And the lantern joshing around looks cool too. But the walk cycle looks very stale when you move straight ahead I think, I feel like the upper body should be moving up and down, it looks like it's level throughout the run cycle.
@TheDario64 Жыл бұрын
Mario Party 3 music did not go unnoticed, my friend. Thank you for another great video
@ToyableGaming Жыл бұрын
What the song name @ 4:45.
@Rosa_Canina Жыл бұрын
This project looks great. Hope you can see it all the way through, would love to play it one day.
@nnou2234 Жыл бұрын
What an awesome update! Such a joy seeing this game's progress.
@BlazeHeartPanther Жыл бұрын
That ladder gag got me XD So great to see you back again, I've missed your devlogs. I hope the one guy working on Space 64 comes back too, I miss his stuff.
@finalninju602111 ай бұрын
literally sang snake eater when i saw the ladder scale go up. got caught off guard when i heard it xD you say you're not a programmer but this is some damn good work!
@lanefaulhaber875 Жыл бұрын
I love that even in your test areas you have an eerie forest backdrop.
@lifeartstudios6207 Жыл бұрын
Making great progress! If you promote those long blueprint line drags to local variables or regular variables it becomes much cleaner and easier to reason about state. I also suggest using functions more than events when possible.
@SuperDaDaD Жыл бұрын
The moment you extended the ladder I knew you'd play "the song", I was not disappointed
@MrHeavyXD Жыл бұрын
I jut binged through the entire devlog series up til now and its so interesting to watch the game evolve! I cant wait for the next devlog!
@Legend64Project Жыл бұрын
Thank you :)
@MichaelHeist Жыл бұрын
Awesome video love all the music choices. I like your approach to an array of ladder chunks and basing the animations off the size of them!
@hoggo3789 Жыл бұрын
I'm so glad i found your peoject. This game look better and better every time i see it.
@yonefer Жыл бұрын
I can't stop smiling, everything about your process feels cozy, warm and right, thank you.
@IllyasArt Жыл бұрын
As someone who has made a lot of unfinished game projects, I can tell you making a character be able to climb a ladder, is a nightmare to do. Good job on making it work and look good!
@HAmadeulaugh Жыл бұрын
wishing I could like this video more than once- really lots of cool stuff here and so well put together to share with us!
@maxdashen Жыл бұрын
I remember having ladder issues with a project I made a while back. I think I just used the find look at rotation in the Z axis to make the player look at the ladder before climbing
@txmrrxw2937 Жыл бұрын
since the first, these devlogs have improved dramatically, way more enjoyable to watch. Keep up!
@JuhoSprite Жыл бұрын
This is my favorite 3D devlog series on youtube, keep up the fantastic work man!
@hawkbirdtree3660 Жыл бұрын
3:75 "He said the thing!" ROFL, I was thinking the same thing when I saw the ladder.
@thrashmash Жыл бұрын
The legend has returned.
@zacharoninoodle Жыл бұрын
Absolutely loving this project so far. Excellent! As a note, just from the footage you showed us of your lock on disable on line of sight, it might be a bit frustrating to not be able to target an enemy the camera can see even though the player can't technically. Perhaps checking if the camera can see an enemy instead of the character would help this, if you deem it a good fix. Keep on keeping on!
@emilyoid Жыл бұрын
Not only is the game looking a lot more immersive with all the new animations, you’ve sold me completely on the N64 look, no doubt!! Your video editing is next level, it’s quite fun and engaging! Keep up the great work!
@PixelPicklez Жыл бұрын
I love the consistency in your uploads, hes doing what AAA studios cant do, as a side project!
@alaslipknot Жыл бұрын
great video! one tiny critics though, "cinematic door transition" is a two-sided sword, it has that positive aspect you mentioned, but if the numbers and necessity of going through doors is not perfectly balanced, that good feeling cinematic experience will quickly turn into "ughhh not another god damn door..." , be careful with that
@ScribbyNerd Жыл бұрын
Thanks for sharing your progress! This series has been really inspiring for me while I've been toying with making my own game.
@CheesyX2 Жыл бұрын
It's just amazing to see how well you implement those mechanics and how retro they truly feel. Making the art and visual style look retro is one thing but making the whole thing feel like a game from the 64 era is just insane considering you are using a state of the art engine. Next maybe add those little sideways jump link could do while targeted, or chests for finding new items.
@digitalunity Жыл бұрын
Always love seeing another Legend 64 update
@tsp706 Жыл бұрын
This looks amazing! As an avid Zelda fan I'm excited to play this!
@NihongoWakannai Жыл бұрын
I was so happy as soon as I heard "what a thrill"
@Vextrove Жыл бұрын
You really nailed the atmosphere. I believe you are creating a great piece of art!
@30manslayer Жыл бұрын
the only devlog i get excited about seeing in my sub box 🙌
@yakoma44 Жыл бұрын
8:04 that jab at Elden Ring got a chuckle out of me. Make sure not to fall for the trap of allowing any disadvantage to the player because it makes the game "hard" (translation: unfair)
@billmore6486 Жыл бұрын
Feeling more like OoT with every update. Congrats on the hard work!
@VraccasVII Жыл бұрын
I'm so excited to see another episode of this series. What a great project!
@Bleargghhhh Жыл бұрын
This is just so impressive, keep up the fantastic attention to detail! it really adds so much
@stuartfdrake Жыл бұрын
babe wake up, new Legend 64 Devlog just dropped
@gargantula32746 ай бұрын
I literally burst out laughing at the Snake Eater reference. I should have seen that coming and I did not.
@ThyTrueNightmare Жыл бұрын
1:51 make sure to do checking in common UI ratio scaling. using UMG, you can normally use the handle at the bottom right to see how your UI might look on other displays. I still know a few people who play games in 4:3
@Moshugaani Жыл бұрын
It's really inspiring seeing you achieve all this! Keep at it! 💪💪💪
@CollidingCapsuleStudio Жыл бұрын
Nice to see how you are on the opposite side to our problem: We can't art(be it 3d or 2d), but that hasn't stopped us from trying. Still, you've been doing great and I'm looking forward to see the heights you climb on to.
@SundercoreDev Жыл бұрын
I could never get into Ocarina of Time, even on the 3Ds, put Legend 64 has grabbed me with its spooky atmosphere, I cannot wait to play this
@chaver28 Жыл бұрын
if i wasn't so poor i would definitely back you on patreon because you content is so enjoyable to watch
@Vextrove Жыл бұрын
The sign seems to be the perfect size
@StigDesign Жыл бұрын
Really cool, lovw the music when showing enemy targeting :D
@Munky69420 Жыл бұрын
I feel like adding a ranged weapon would be a cool idea because being only being restricted to a melee weapon would probably make the combat seem dull after a while. Maybe something like a throwable bottle of holy water or something like that would fit in with the theme of the game, but idk. Also the game looks very cool good work :D.
@HatredSonneillon Жыл бұрын
Rather than snap directly to the door position, you could lerp the character into position with a timeline block pretty easily so that snap isn't so jarring. Ideally you would actually motionwarp them with an approaching door animation but I don't know if Unreal has that kind of tech.
@koza. Жыл бұрын
the game keeps looking better and better, I do wonder if you’ll add a dodge mechanic
@UliTroyo Жыл бұрын
You're so good at game feel. I'm very glad you don't skimp on the movement details; I bet this is going to feel great to play.
@mahkhardy8588 Жыл бұрын
Blueprints are awesome. Marketplace assets are used as placeholders until we have our own hand made assets. 👍 good stuff great to hear from you.
@EthynLee Жыл бұрын
I’ve been watching every devlog, this is looking sick man. I use visual scripting too I don’t think people understand how powerful it is
@PapaSage Жыл бұрын
Not to pry, but would you ever feel comfortable talking about your work/life balance habits? I think it's really cool that you are doing this on top of your real job.
@MadamLava094 Жыл бұрын
Looking extremely impressive!
@LeviAckerman-cl6iy Жыл бұрын
Still so stoked to play this one day
@DK_731 Жыл бұрын
The ladders script look so cool!
@MaxKusari Жыл бұрын
Love it! I really like the showcase of your problems AND the solutions you chose. I bet if wouldnt be so much into PS1/2 Horror Game Dev Stuff, I totally would have done the same and tinker around with my absolute favorite games OoT & Majoras Mask. :D
@mybrainhurts3727 Жыл бұрын
Beautiful! Love the style.
@bitbraindev Жыл бұрын
Wonderful progress!
@_rtw_world_ Жыл бұрын
LOVE THAT MGS LADDER REF
@mahkhardy8588 Жыл бұрын
The MGS ladder reference was so on point 😂
@lickagoat Жыл бұрын
Fully expected the Metal Gear reference when you said any height.
@sinho113 Жыл бұрын
you devlogs are legendary ;D
@Stickers2Go Жыл бұрын
remember that super long ladder in Banjo Tooie in the Theme park "Witchyworld" level? I got flashbacks during this video
@457Deniz457 Жыл бұрын
I like it, looks good ! Also nice progress ! :)
@SebbyGraves Жыл бұрын
Looking awesome man, well done.
@anon_y_mousse Жыл бұрын
Really shows the power of Unreal if someone who can't program can do all this. I would suggest that for sign posts you make a font, or use one that's available, and just display the text so that the player doesn't have to stop, press a button, and then read it. Otherwise, it's looking great.