It's so good to watch more updates to an amazing recreation of the N64 graphical style and the development of a game within that style. Amazing work!
@Legend64Project Жыл бұрын
Thank you so much ❤
@Rislear Жыл бұрын
Navi does fight with you throughout all of OoT including during the fight against Ganon. She is the only reason you can Z target after all! If you replay the volleyball match against ganondorf you'll see that you can't Z target him at all, because he used his "dark wave powers" or whatever to hold her back and it's only when he's stunned after he gets hit with his own attacks that you can Z target him again.
@Stickers2Go Жыл бұрын
Navi let's you target the enemies but she's not really attacking herself.
@Tazerboy_10 Жыл бұрын
Nah, she doesn't really "fight" with you...
@Tazerboy_10 Жыл бұрын
@@Stickers2Go - Yeah
@ArtofWEZ Жыл бұрын
That's a stretch
@brycea5452 Жыл бұрын
@Tazerboy10 she's fighting with you because in the previous phase she couldn't fight with you, so you couldn't Z target. It's not a stretch because it's literally rhe difference between the two phases
@Ihasnotomato Жыл бұрын
I think something that would help a bit with the lantern animation is actually changing the characters base movement animation. Currently they swing both their arms at the same rate as they move, but I think you'll find that when someone is carrying something, the arm carrying the object tends to sway a lot less. For Instance Link in Oot keep his sword arm relatively still when the sword is out and sort of holds it slightly behind him, almost as if he's slightly dragging the sword. The weight of a held object effects how people carry them. I also think that having two walking states could also help, weapon equipped and unequipped, again like in Zelda. While's it's unequipped maybe the lantern could go on the character's waist and allow the arms to continue to use that free movement.
@MrFoxInc Жыл бұрын
Glad to see you're still working on this! However, there's one thing that I really, _really_ hope you're considering and simply not showing in these devlogs: Please, for the love of god, make sure that your mechanics are fun on a fundamental level before you move on. Because nothing is a worse waste of time than coming up with a mechanic, creating animations for it, creating visuals for it, spending weeks refining it... and then having a testplayer say "This feels boring." And then you have to start from scratch. With _everything._ Here's a lengthy, unsolicited comment explaining what I mean: For the future, if you're not already doing this: Please work with gray boxes. Let little basic cubes attack other basic cubes with elongated basic cubes and worry only about the game feel as you imagine for yourself what these cubes will later look like. And only when you (and a potential test player) feel like it's fun to control (not just one action like "Basic Attack No. 1" but as many things as possible), that's when you start the visual design, especially in order to enhance what kind of feeling and input you want to get across to the player. And of course: Form follows function (or sometimes the other way around if that's fun). Whatever your gameplay ends up being is what should mostly dictate what these basic cubes end up being. The lantern for Amber is an interesting visual but it's honestly not most players' affordance to consider it a weapon when they first see it, especially since a lantern on a handle has the inherent quality that it drags behind when you swing it the way your player character does. It feels like you're causing damage _in spite_ of it being a lantern, not _because_ of it. There is, of course, a way to have it hang on the handle differently through inertia, but that would require some build up in the arm movement - which couuuld be a fun mechanic? Similar to the first Castlevania, where there was a delay on the whip for similar reasons? I hope you see where this is going! This swing you're showing off is essentially just the normal sword slash from Ocarina of Time, too. And that certainly counts as an attack and is probably fun already. It was arguably what most players did in combat half the time in Ocarina. But besides the jump attack and spinattack as additional actions for the sword, players also had items at their disposal in order to change things up in combat. And that was fundamental for the game, because on the other side of things was the world (and its enemies) that would react to the attacks and items. It all came together. As an example for all of this: When you start the game, Skulltullas are these big, scary creatures that could mess you up easily. You have to be patient and await their weakpoint - and even then they still take two hits, so you have to wait twice. But as you progress in the game and not only gain more items but also more personal experience, you come to approach Skulltulas differently. You don't wait on them anymore. You jump attack them to instantly kill them through their weak spot, you smash them with a hammer, you blow them up, you burn them with Din's Fire or you just use your bow to have a piercing arrow carry them through the whole room until they hit a wall. The basic swing you used in the beginning of the game isn't even important then anymore. And you know for a fact that they didn't just start thinking up the basic swing, modelled the sword and animated it and then came up with Skulltulas and hoped for the best before moving onto the next attack animation! It all happened together. They came up with a plethora of actions (which changed fundamentally more than once through all of the course of development) and solidified it, all while creating enemies that felt like challenges but actually accomodated the mechanics of the game so that if you knew what you were doing, you could kick some butt. And when it all felt right, they'd start modelling and animating. I hope you keep working on this, I've been following this project for years now and it's absolutely amazing to see the love you pour into this - because that love feels so familiar as we obviously grew up on the same games. That's why I'm really hoping you work smart and not hard, so that you won't burn yourself out on this. Good luck!!
@dawne2780 Жыл бұрын
The lantern looks fantastic by itself, but then with the flame and the animation it comes together so nicely! Super cool attack
@HateSonneillon Жыл бұрын
I really like the lantern attacks. Very cool! Though I don't really think the lantern physics look good at all tbh. Having experience with Unreal physics I would say it is very likely much more trouble than its worth.
@GatorThyMe Жыл бұрын
The lantern also clips through the character's leg, and the swinging goes through the whole body, basically any way you move. Am I the only one distracted by clipping in games? To be positive, though, the flame effects are put together really well.
@VelvetAura Жыл бұрын
I think perhaps making it mostly static but adding subtle canned animations to it when swung would be the best way
@nilusss Жыл бұрын
There is an angular dampening setting on the physics body. Giving it a higher value will make it move less. Could be worth a try
@HateSonneillon Жыл бұрын
@@nilusss I know but it's pretty janky even with that set which is even shown in the video. You also have to increase the mass to reduce bobble but that's still not foolproof. Unreal physics has issues.
@OceanicManiac Жыл бұрын
The lantern idea is awesome, it not only works as a unique weapon but also as a conduit for the "Zelda items" that you acquire in games like these. Instead of a fire rod, Ember absorbs something (probably a miniboss or boss spirit) and gains the ability to spew flames. Instead of a hookshot, Ember lifts the lantern with you holding on similar to how Tails helps Sonic fly for a while before getting tired. It even gives Ember more importance in the story as an essential ally instead of an unimportant tag along.
@westingtyler1 Жыл бұрын
if just WALKING holding the lantern feels good, you are on the right track. that's the, uh, mario 64 rabbit principle - how they made a room with the basement rabbit in it, and mario had to chase and grab it. nothing else, and before they moved onto making whole levels, they ensured just that simple action felt good to do. the more interactions that feel good on their own, without a quest or larger context, the more classic the game is going to be since just moving can be intrinsically rewarding in itself.
@TheTurnipKing Жыл бұрын
Navi probably would have been more like a mouse pointer if Ocarina of Time had been on the Wii. (indeed, I think the PC game Anarchronox also did something like that). Navi's also used to highlight things in the enviromment you can interact with IIRC.
@KamiSanzo6 ай бұрын
3:14 this moment is because before it you can't Z target Ganon properly, she has been fighting with Link the whole game, the reason he can Z-target things is literally Navi
@ShinkuAura Жыл бұрын
Whenever I feel that I'm stumped in my own 3D projects and feel burnout. I watch your videos and remind myself that you to go through a lot of tedious processes too. Your videos never fail to cheer me up. Happy to see that this project is progressing nicely.
@NoLootStudios Жыл бұрын
I love the nostalgia this game captures. The N64 vibes are strong in this one!
@swisspunker94 Жыл бұрын
best devlog on youtube
@Mireneye Жыл бұрын
Love every update for this! Love the personal insights mixed in with the development stuff.
@SouthernGameNerd Жыл бұрын
9:54 Alright, who put baby funky kong in there?
@Legend64Project Жыл бұрын
I know right!!!
@GikamesShadow Жыл бұрын
We do be appreciating the Love for Navi. I do love that you even made a character inspired by her. I never understood the hate people had for her just cause of one feature that people could easily ignore. I ended up using the idea of Navi in my own world and storybuilding so many times its not even funny!
@gunschlinger Жыл бұрын
for the latern. Checkout the anim dynamics node in the anim graph. They are specificly made for dangling bits on the character.I would also recommend ticking local space on it. So only the parent bone controlls the motion
@fredericobrink259 Жыл бұрын
Thanks for another update king, the lantern idea was great, using ghosts to fight ghosts. Am I smelling some more Ghostly powers? Would be fun since in ocarina of time the magic powers were underwhelming.
@grymdylan Жыл бұрын
my favourite devlog series! every time i get in a slump on my own retro project, one of these comes out and makes me wanna get back into it
@utilityy Жыл бұрын
This whole project is just absolutely incredible. It's insane how well you've replicated the N64 look and feel in Unreal Engine! Can't wait to see how the project ends up!
@SirizaakTV Жыл бұрын
Curious what it would be like as a torch handle or katana handle, perhaps the medium that holds the flame can be changed as you find new ones in the game, with diff abilities, also would be cool to get a upgrade later to extend the range distance of the attack, perhaps even making it like a giant flame swing late game. But overall this is super impressive and the art direction is great!😊
@dontcallmebrian5125 Жыл бұрын
I think the idea of the main hub lighting up more and more with lanterns as you explore is an interesting idea. Don’t know if it fits with what your doing with the whole castle vibe but I think having that sense of small comfort from the light as you go would be nice. Then when you have a surprise encounter it can have even more suspense with the lights being out. (Very dim warm lights of course nothing too bright)
@minilabyrinth Жыл бұрын
Been thinking of this project lately, glad it's progressing
@SocialBubblia3 ай бұрын
If you're really going for a horror game feel, you know how you just said you took comfort in there being someone with you? Take ember away for a section of the game and you will truly get an unsettling atmosphere.
@riquerique Жыл бұрын
Yay a new Devlog! Your game actually inspired me a few months ago to model and conceptualize an N64 games and I had a similar idea of having a character that attacks with a lantern so it was pretty cool to me when you revealed it! I hope you are able to finish the game because it's a game I really wanna play in the future
@YourFavouriteColor Жыл бұрын
I put this comment in another video but I thought it would be better here. Just a visual/conceptual suggestion. Rather than ember performing an attack as you swing the lamp, why not have it be that, when ember is floating around like navi, the lantern is "sheathed" aka doesn't have any fire in it. This helps with visual clarity too so you don't have two light sources at once that are fighting for your eye. Further, you could put the lantern dangling from a stick or pole. I seem to remember some of those lanterns on sticks in other media(though I can't place it). So when not in combat, the lantern is like a "walking stick," or it's carried on the player's back and no light is coming from it. When the "sword is drawn" so to speak, ember flies into the lamp, and now the lamp head is illuminated, and your attacks come directly from these polearm attacks. This would tighten things up visually and concpetually, and also make combat more "sword-like" giving range and 360 potential to the attacks making it easier and more fun to fight in 3d. What do you think?
@CharoGaming Жыл бұрын
I liked the idea of throwing salt as a weapon somebody commented. Maybe it would be a good ranged AoE?
@goncalodias9676 Жыл бұрын
Thanks for posting these vids. They're really fun to watch and keep me motivated to keep working on my own projects.
@Muninn_Crow Жыл бұрын
An idea that came to me while watching the lantern. To solve it's wild swinging, you could have a cone around the handle that it could collide with (or a cube), to limit it's range of movement. Just set that lantern to react to the shape, and the shape with nothing else, and it shouldn't be a problem! :)
@krbse.3578 Жыл бұрын
The physics system looks good on the lantern so far. It does look insanely lightweight, which is why it flops around so much.
@Kiwi-fl8te Жыл бұрын
I would say the core issue with the lantern physics is weight. It doesn't move in the way a heavy metal lantern would.
@Smabverse Жыл бұрын
Wow, I just came back to your channel to see if you still was alive and suprisingly I see you've just uploaded this vid 55 minutes ago :D
@777Contradi Жыл бұрын
THIS IS SOOO GREAT 😭 I love the idea and the character design
@sirtroba Жыл бұрын
5:35 this edit is incredibly satisfying; reminds me of the og wind waker trailers for the gamecube
@LeviAckerman-cl6iy Жыл бұрын
Best 10 minutes of my life! Now I'm motivated to do my schoolwork again.
@Hygax Жыл бұрын
I would love to play it when it comes out! It looks amazing!
@austinkuntv5411 Жыл бұрын
Been following you for a while. I'm SO HYPED to see you are still keeping up with this project
@Legend64Project Жыл бұрын
Thanks a lot :D
@benmcreynolds8581 Жыл бұрын
I am so glad that some game devs have been passionate about creating Nintendo 64 era style games in our current world. If you really think about it: MS-DOS, Arcade games, Super Nintendo, N64, PS1 90s gaming was such a vast range of creativity. I love the amount of risk they took on odd concepts in This era- as well as the PS2/360 era. It should show us that GRAPHICS/Reflections are not the most important thing. No. If you can create satisfying movement, gameplay mechanics, physics effects, responsive parts of a environment, a environment that makes you want to explore it, engage it, etc. That stuff is so much more important. Not just "who can make the largest game world, best Graphics." I think Art style, design, vibe, aesthetic is much more important. You don't need top notch graphics to greatly appreciate and enjoy playing that game. That's why we are seeing such a resurgence of players who have gone back to playing older games because they realize the aspects of gaming that they care about and are unhappy with in most modern games. So hopefully gaming will enter a new era. That mixes in aspects of the older era's. With our modern capabilities that will hopefully help make it easier to create a satisfying game. As well as a vast range of game's Instead of everything trying to be Triple AAA or free to play online battle Royale games..
@FioreFire Жыл бұрын
Even if the way the lantern flops around while the kid is walking is kinda funny, it also lacks the feeling of weightiness that you'd probably want from a weapon. It also gives the impression that the kid isn't interested in treating their only source of light and safety with the respect it deserves :P
@delphicdescant Жыл бұрын
I suppose you could try a really simple hack for the physics like giving it a high angular damping value whenever it's moving away from its equilibrium hanging position, and giving it a low one when it's moving toward that equilibrium hanging point. That way it should struggle to go flying all the way around the handle, and mostly sit near the bottom, but still visibly swing in response to motion and stuff.
@u.k6547 Жыл бұрын
really like the idea of using the companion to fight. id suggest adding a chain to the lantern and replacing the latern with something culturally symbolic that the fire is possessing
@Sleepy_Cabbage Жыл бұрын
it be funny if you can hold the latern like a barrel, before shooting it like a cannon
@Legend64Project Жыл бұрын
Get out of my head
@Sleepy_Cabbage Жыл бұрын
@@Legend64Project :o
@xderpassassinx7779 Жыл бұрын
I can't explain how exciting a new devlog from you is!
@NickVS Жыл бұрын
I wish link would get a fairy again, or I actually want to play as young link again.
@AlynneTheFlorifant Жыл бұрын
I love how in depth these are, other devs just go i animate the fire... You go, this person, that extra layer and parent bone. More of that pls ❤
@BlazeHeartPanther Жыл бұрын
You swing that lantern right round, baby, right round.
@VelvetAura Жыл бұрын
Loved it! As always, seeing your progress is as interesting as it is satisfying. I think it would be neat to add a spin attack to the lantern, mostly just because I think it would look awesome to see Ember spinning around like that.
@DjKlzonez Жыл бұрын
Something people don't realize about Navi is that her existence is pretty much just a way to flex the dynamic lighting on the N64. You got this nailed down too, i'm excited for this project.
@ArcPhaseus Жыл бұрын
I know this is a few months behind, and you've probably moved on from this stage in development, but I would suggest editing the character walk cycle to include holding up the lantern while moving, rather than letting it swing around wildly. This will allow you to have your physics-based motion, and a more natural state for the lantern to be in. To compensate, lean heavily on the left arm's swing while the character is running. Think back to OOC in the way Link holds his shield while sprinting. He holds it out in front of him in a stable position while the sword trails off to the side. With a lantern, you'd do the same thing. While walking it might be held slightly lower, but while moving quickly you'd want it up and out of the way to prevent it bumping into you or anything else you might be walking near. You could even add idle animations that show your character inspecting the lantern, or holding it up and looking around, as if trying to see into the darkness (though in real life you want your light source behind your eyes so you don't go nightblind).
@Faine212 Жыл бұрын
I just discovered you. You're finally going to prove that N64 graphics can be used as an art style with clear intent rather than just a limitation of hardware. I've always wanted more polygonal games. This game looks fun so far. Can't wait to buy the complete game. Too many reflections and graphics and particles are a distraction to the eye, before you know it, the game becomes more about enjoying the view than actual mechanics and fun...... And in the indie scene with small teams of people, they primarily stay in the 2D game camp probably because they know they can't create super realistic games like AAA devs with Disney movies style budgets. Which is a real shame, they should make good 3D platformers and actions games with simplistic designs, it doesn't have to be realistic..
@thealpacaofsupport258 Жыл бұрын
Great video ^^ It's so cool to see this project come to life bit by bit Really liked the idea for the attack! It was really cool
@fiend_studios Жыл бұрын
I really like the idea of the weapon! Also I like the small character redesign
@TheAbeinG Жыл бұрын
Great update! Maybe it would help if the character doesn't swing his arm so much when holding the lantern. Try running with your lantern in real life, you will naturally try to stabilize the arm :)
@Kirby_Super Жыл бұрын
Btw that idea of having a enemy spawn in a previously thought to be "safe area" is great! I would imagine you can enter it from the start and there would be no enemies but you cant progress through it because you don't have the right items. And once you do have the items enemies would be inside.
@xYamakaze Жыл бұрын
How to make a devlog 101. Breath of the Wild Guardians in OoT brought me to your channel originally, but I stayed for your amazing project. It's just brimming with soul. It's a game from my childhood that I haven't played yet, and I'm looking forward to it whenever that may be..
@grinbrothers Жыл бұрын
Fantastic to see a new update from you. It must be difficult to not only make the game in your spare time but also show it off like this so I hope these videos made have also been an enjoyable part of the experience. 0:49 - Given the character's design, I was expecting beads, but the lantern also works really well conceptually. I imagine you could do some cool things with the lighting effect and have different powers for the lantern based on what colour flame is stored in it. It's a type of item you could make numerous functions out of and that just seems to be good game design. 1:56 - Agreed, Navi is useful in both a gameplay sense but also in a storytelling sense. Glad to hear the fairy getting the credit she deserves. 3:41 - I would recommend Child of Light as a game which did this concept better, though it helps that it is a turn based RPG. 5:27 - So is the orb going to be the hitbox of this attack or is the entire flame a hitbox, potentially allowing for a lingering damage effect or a wider arc when dealing with multiple enemies? 9:17 - Out of curiosity, what systems do you plan to release the game?
@ELTONOMARBOGZHA Жыл бұрын
I love the OOT style. Sadly I can't replicate it myself
@randomrants148 Жыл бұрын
My pal had N64 I was born 2000 I play mario 64 never Zelda that's sad.
@paulytheking7365 Жыл бұрын
Wow, this looks amazing! I probably sound like a broken record at this point, but if you ever need a soundtrack for the game, I would be happy to make one.
@morte1176 Жыл бұрын
feeling "hunted house" from the original xbox vibes even more now that the main weapon is the lantern! (that game is an hiddem gem)
@thrashmash Жыл бұрын
This game is going to be awesome. Also, foam mouth guy 👌 0:52. Avatar is such a good show.
@dekingking315 Жыл бұрын
The vfx on the lantern attacks look great
@ConcavePgons Жыл бұрын
I think you should try to use bones instead of shape-keys for the clothing. They are more flexible to work with and you can use control bones to add constraints to them so they can be easier to animate with. Keep up the good work!
@yanlucasdf Жыл бұрын
now we can lump the ghost ass to the after afterlight, what a bright idea
@JakeyOneMoreTime Жыл бұрын
Usually on these video game dev logs there's always something that bugs me or a random thing that I complety disagree with... yet this is the first time I've been absolutely blown away. And that's hard to do. handing someone something you created is tricky due to it's what YOU like and prefer instead of the other person. you can hand me a free grilled cheese sure, but I'm gonna Gordan Ramsey the hell out of that shit if it's not like mine. however this is one of those rare times where I'm gonna shut up and just take what you hand me. the look, vibe, and feel have so much care thrown into them it's amazing. the ONLY thing I can think of to "nit pick" is Ember's color... A COLOR DECISION (I think it be cool if Ember was gold with particles) but that's all I can think of because everything else is amazing and it's only because I feel like blue it's to close to Navi, even if it is intentional. Great job man keep it up. Cant wait to see you pop Shuv it. XOXO
@joseluispcr Жыл бұрын
navi says that because in the first batle with ganondorf you can't use her (se says is because of the wave of darkness) without her you don't have the z-targeting. That is why you need to aim manualy ganodorf to hit with the light arrow in that batle, but not against ganon
@sleepykittyMMD Жыл бұрын
It’s be pretty cool if the karate Kafei guy gets an upgrade to his lantern where he gets a kind of pop staff thing to put the lantern on the end of to extend the range of his lantern. Or a magic head band that allows him to fling it in an arch like a pie boomerang 🪃
@Magicguy33 Жыл бұрын
This is so cool and really crazy that I have a similar game premise but a totally different game type!
@curlyfries2980 Жыл бұрын
i think it would be cool to have a section of the game where you lost lantern and since ember is in the lantern you would loose ember too, just for a small bit of time though.
@DSWiifan Жыл бұрын
Agreed, kind of like losing FLUDD in a few portions of Mario Sunshine.
@robinHobin Жыл бұрын
Love the crumbs, once im finally out of my moms basement ill be a patron
@bobalinx8762 Жыл бұрын
I can imagine this being a N64 version of Mysterious Murasame Castle.
@falcon6489 Жыл бұрын
I think a neat concept would be if only in tandem with ember you could perform 1 or 2 massive attacks that deal damage to two or more enemies. For example like midna from twilight princess where only with her could you defeat all the twilight beasts before they could revive.
@Cuprite1024 Жыл бұрын
First time I've seen this, but it looks *really* cool! Definitely keeping an eye on this. :)
@Mr_Face_Smoke Жыл бұрын
Love the videos
@GoblinDepartment Жыл бұрын
Great work - you could add some cool story around why Ember is trapped inside the lantern. E.G. Maybe Ember was a real person who died, but the main character selfishly trapped Ember’s spirit, so that he could use him as a weapon in his own quest. And so, Ember didn’t get to “move on” after he died. This could be a point of contention between the two, and they have to resolve it by the end of the game…. Maybe, the main character ultimately has to give up his “weapon” so that his friend can properly die?
@GoblinDepartment Жыл бұрын
Another idea is that Ember is a loved one to the main character, who has passed away. And the main character has Ember “trapped” because he can’t accept their passing.
@hawshimagical Жыл бұрын
cool to finally see what you look like. keep up the good work!
@feyternerdworld Жыл бұрын
I don't have any experience in unreal physics but is there the possibility to add a chain of pin points? So you could have one point where the lantern is intersecting the handle and the other where the players hand is intersecting the handle. I guess this could add more realistic results since in reality the handle is also moving in your hand quite a bit. Just an idea maybe it will make it worse :D
@blackcitadelstudios Жыл бұрын
Love the companion mechanic. Im planing on making something like this too in my game, but mine will be a floating sword. ☺️
@DannyRufato Жыл бұрын
I think it would be better if you made a separate animation for walking while holding the lantern, where he could have his hand and arm more static like he is really holding it, instead of just swinging his arm back and forth like he wasnt carrying anything
@lennysmileyface Жыл бұрын
I think it would look cooler if the character had a lantern staff and you could have some large sweeping or stab attacks as well as blocks.
@CleverGirlAAH Жыл бұрын
Yknow, I think you should put the lantern on a, say, 3 foot chain. It'd give your swings a cleaner animation, a little reach, and more room for potential growth in abilities. The way that thing swings wildly after an attack in the hand doesn't look great (understanding it's still in dev). But give it a 4 inch length beneath the hand and it'll look so much better, if it hangs a bit lower and on a slightly outstretched hand you won't get the wild clipping into the thighs either. I think it'll feel better too to give you that bit of length in attack too. (think Link's sword and its reach) Or perhaps put the lantern on a short rod, which is also regionally accurate! This will be a lot more forgiving, animation wise, with that swinging you've got.
@superflame36 Жыл бұрын
This game looks so good :o
@PapaSage Жыл бұрын
I can't ride this student licence for Maya forever. I would love to hear you talk more about your transition to Blender and the specific challenges you faced, cause I am intimidated to switch!
@dreamweav3r367 Жыл бұрын
There should be a way to constrain the range of movement on the lantern to be within a set angle limit
@sethtfp23737 ай бұрын
This is radical! Like, totally tubular I mean! I really like how you’re making the game its own thing. Not posing this as a better idea or anything, just thought of it as a potential alternative idea in case you ever wanted to change things up; could have the lantern work as a shield, as it wards off the incoming attacks of the ghost? Then you could still have conventional blade combat, if you wanted to that is. Again, your idea is probably better because it makes the game more unique, and generally leans into the vibe you seem to be going for more. I do quite like the way you’re taking the whole project in general. Just putting an interesting thought I had out there. Character could probably sheath the sword on his back and put the lantern on his side while out of combat. Maybe the light source has some Luigi’s mansion/ Alan wake type effect where them coming into contact with said light more intensely causes unique effects (I.e. a parry function for well-timed lamp swings)? Again, just spitballing.
@AlecAndersonZx Жыл бұрын
I have no idea if this would actually help, but you could try modifying the weight of the lantern at times to make it move around more or less depending on what you want in order to achieve a nicer look with its physics
@m128jg Жыл бұрын
You could try a pendulum physics model for the lantern similar to what the devs for Shadow of the Colossus used to animate the hero's legs when he was hanging on. It doesn't have to be really advanced.
@ThijsFilms Жыл бұрын
no mom i won't do my homework, a new legend 64 devlog dropped.
@sarahjeun1038 Жыл бұрын
i love the idea of making the spirit the attack but the lantern is a bit clunky maybe instead of the lantern try a staff or maybe just hands
@pvthinge Жыл бұрын
wow, keep doing so much!, your style is fun!
@J______M347 Жыл бұрын
You should be able to yeat the lantern as a ranged bomb type attack but have to go retriever the lantern to make it not overpowered.
@sowianskizonierz2693 Жыл бұрын
Have you tried poking around with the clamp angle function in Unreal Engine to try to limit the swing of the lantern? Maybe you could even have an invisible disc, or other shape like a cone around the handle of the lantern.
@Sarimaximus Жыл бұрын
Man, I freaking love these devlogs~! pretty dool that you made quite the fitting twist for the weapon here, it makes a lot of sense that they'd fight the spirits with the spiritual fire stuff, he-heh. Oh, I recently learned about a new devlog from a guy that's also making a N64-style game on Unreal. I wonder if you've heard about him yet. their channel's called "FireDragon64" and they're making a futuristic alien game with Zelda controls.
@lippycruz3819 Жыл бұрын
Also give ember other powerups throughout the game, changing his color and how he attacks. Like the powers you get in megaman.
@OniSamaGin Жыл бұрын
May want to have the right hand animated to swing as if the full body is being put in to each slash.
@moxiesaturday Жыл бұрын
I have really been enjoying your videos so much thank you
@ghostwarrior3774 Жыл бұрын
Excited to play!
@MrPanker Жыл бұрын
i know that working in a game its hard or time consuming but when the game finaly realease it i will buy it to support you ;)
@Tazerboy_10 Жыл бұрын
🤔 The lantern swinging is similar to a Baby Elephant learning how to use their long trunks... So, it's literally the slap animation, but made more believable with the lantern...
@yourcommander3412 Жыл бұрын
I think Navi was actually referring to Zelda. She kind of holds Ganon in place while you slash him later on. lol Navi "Bro , Im a fairy - what am I suppose to do ?" Nice update however :D