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"
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.
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!!
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.
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
@@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)
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.
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!
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!
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 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!
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.
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.
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!
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!
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
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 😁
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.
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.
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.
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...
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!!
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.
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!
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!
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!
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.
oh my god i am amazed by this, if there was any chance that i wouldnt play this game on release, this video took it from me. i will play this as soon as it comes, beta, alpha, whatever! please put the different lightings in the trailer, but not all of them! because then there will be nothing to anticipate in the graphics, so PLEASE PLEASE PLEASE continue making this awesome game, because i am inspired by how you come up with ideas.
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!
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.
The new version outshines the old one. It looks so much more imposing and ominous, which has more personality than the old dull and basic looking version! The upgrade is real
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!
Quite a spooky tonal shift I see. The original version was pretty but I see how the new version fits in with the rest of the games aesthetics more. 0:27 - The lake overview position shown here seems a great way to introduce the location. Gives a clear goal to reach towards and it's higher positioning makes it feel grand and foreboding. 3:03 - I love the charm to these videos. The way you just plopped your old castle on top was great. 4:16 - The ominous feel has certainly been heightened but I feel some praise should be thrown towards the original castle location as well. It had itself a mysterious and serene feel, making it feel more... morally neutral as it were. The new castle screams power in a conquering sort of way; a style that doesn't make you doubt it's a villainous lair or den of evil. 5:58 - It's actually rather funny. The map here looks larger than I expected it to be. Your fog effect before made me assume there was nothing beyond the fog, at least nothing that would be visible or pop in unless you got closer. Yet it turns out there is plenty of environment present under the fog. Your game may be N64 style but it's not quite as constrained. 7:20 - So red-purple-blue; passing between the mixed colours to go from day-afternoon-night? I get how that works but how to adjust the intensity of the colour? Daytime doesn't exactly have the strongest of red tints to it. 9:21 - That does look incredible. Neat way of showing both the lighting and size of the map off at once with this speed up and zoom out. 9:59 - I thought the simpler approach would be to have the lanterns turn on based on the players position, but the timer thing has worked out here.
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.
Yeah that lighting montage was worth it.
I'm pleased to hear that :D
That looked mighty nice! The game transformed from static imagery to dark souls level mood and atmosphere. Love it!
Chrono Trigger theme when you start talking about the game clock was a nice move.
I was just about to comment this, but looks like you beat me to it!
I noticed that and was just going PEEEEAAAAKKK
Please don’t throw away the first level, it can be the start of the path or something else. Also, what beautiful fake lighting. this is amazing
He should turn it into a secret area with references to his supporters
I agree, I still like the first part as well with those pretty pink trees !
This is STUNNING! I’m so impressed with the continuous effort you’re putting into this project
Thank you
lol yesterday I was looking at some devlogs and wondered: "what legend 64 is doing?", today I got my answer. Keep up the good work!
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"
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.
I think when its the main setpiece of the entire game, its probably ok
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!!
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.
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
this time system is super impressive!
Thank you so much!
@@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)
the midday cloud cover with rays of light shining through is just majestic
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.
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!
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!
man this is stunning, the different time scenes are insane. each one is so satisfying. the colours are beautiful!
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 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!
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.
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.
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!
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!
Thank you
It looks amazing. The daylight cycle is beautiful
Some of those lighting setups are absolutely beautiful. So gloomy, and mysterious and vibrant!
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 love the colours you selected for your day/night cycle, very pretty
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 😁
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.
Totally agree. It’s empty right now… but more to come!
That dynamic lighting is absolutely incredible, fantastic work!
This looks fantastic, and continues to be one of the most interesting devlogs on the website. Thanks for sharing :]
RAAAAAAAH WE LOVE NEW DEVLOGS IN THIS HOUSE!! RAHHHHHH
Possibly my favorite devlog series on youtube - always thrilled to see you pop up on my feed!
I'm always excited to see more legend 64 news.
Seeing that day and night cycle and how fabulous it looked filled with me with joy, great job! Glad to see this project of yours evolving!
Thank you that is really rewarding to read that
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.
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.
wow that lighting turned out incredible!
this is literally the coolest thing I've ever laid my eyes upon, I'm glad I found this project of yours
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...
It’s really inspiring man. I love this art style and the n64 has a special place in my heart.
reminds me of the statement "always make your first level last", and it rings true here
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!!
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.
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!
There's something about it. Definitely, would like to keep it in some form. Perhaps as a smaller garden area?
Man, these videos always make me want to learn how to design a game from the ground up.
That dynamic lighting hits that nostalgia spot in the brain so good
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!
This is so good as usual
Wow, that lighting system is simply increrible,. Congratulations!!
I already liked the previous area as is and you just went and made it better?!
Serious props! It looks amazing.
Thank you for saying so :)
I can't help but feel envy seeing this. Man, you are a true wizard when it comes to 'N64 look-alike graphics.' Congrats, you're doing terrific work!
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!
The new area looks amazing and the dynamic lighting really adds to it all. Very much worth the effort!
castle be lookn menacing 😈
Yessss-!
I'm a big fan of you adding little cutaways to your face throughout. It adds a nice sense of individuality to the video :)
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!
once I say the day/night light cycle just work I could feel you jumping out of your chair and cheering. love seeing the progress on the game.
Fascinating. I like the Ocarina-ish stuff that you're doing there. May the love for low-poly art never die!
Oh man, I love this project so much. A beautiful hub world like this is truly deserving of the title "Legend 64".
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!
FINALLY AHHHHHHHHHHHHHHHH IT LOOKS SO GOOOOOOOOOOOOOOOD
Highlight of my day is seeing Devlogs for this, really inspiring me to make my own game with an n64 look!
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.
oh my god i am amazed by this, if there was any chance that i wouldnt play this game on release, this video took it from me.
i will play this as soon as it comes, beta, alpha, whatever!
please put the different lightings in the trailer, but not all of them! because then there will be nothing to anticipate in the graphics, so PLEASE PLEASE PLEASE continue making this awesome game, because i am inspired by how you come up with ideas.
Very cool! Castle is now rly dominant and memorable!
Your videos are always so motivational and brilliantly executed!
DUDE! This looks amazing! I'm not a gamedev, and have no idea why this series was recommended to me, but I'm following with GREAT interest.
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!
Big fan ! you really capture the feeling and atmosphere of these majestic places we used to visit in our childhood video games. congrats !
its always a treat when you post another dev log, love the passion being put into this game.
The new castle area looks so good! Even better with that awesome time system.
I was already blown away by the first level and somehow this is so much better in ways I never could've anticipated
The lighting is amazing!!!
Looks amazing man, the lighting with the new castle location is so sick.
This is super inspiring! The different lighting scenarios came ut beautifully!
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.
The new version outshines the old one. It looks so much more imposing and ominous, which has more personality than the old dull and basic looking version!
The upgrade is real
Was literally rewatching your series yesterday, what a nice surprise! Looking amazing!
It looks like a masterpiece! Great job
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!
Bro you have no idea how much look forward to these updates
Wow that dynamic lighting really does look great. Awesome job.
Very inspiring! Always get hyped up when I see people sharing their projects.
This is some next level art! You definitely are making something special, can't wait to play it
Your game gives such a nostalgic vibe. I love it.
Quite a spooky tonal shift I see. The original version was pretty but I see how the new version fits in with the rest of the games aesthetics more.
0:27 - The lake overview position shown here seems a great way to introduce the location. Gives a clear goal to reach towards and it's higher positioning makes it feel grand and foreboding.
3:03 - I love the charm to these videos. The way you just plopped your old castle on top was great.
4:16 - The ominous feel has certainly been heightened but I feel some praise should be thrown towards the original castle location as well. It had itself a mysterious and serene feel, making it feel more... morally neutral as it were. The new castle screams power in a conquering sort of way; a style that doesn't make you doubt it's a villainous lair or den of evil.
5:58 - It's actually rather funny. The map here looks larger than I expected it to be. Your fog effect before made me assume there was nothing beyond the fog, at least nothing that would be visible or pop in unless you got closer. Yet it turns out there is plenty of environment present under the fog. Your game may be N64 style but it's not quite as constrained.
7:20 - So red-purple-blue; passing between the mixed colours to go from day-afternoon-night? I get how that works but how to adjust the intensity of the colour? Daytime doesn't exactly have the strongest of red tints to it.
9:21 - That does look incredible. Neat way of showing both the lighting and size of the map off at once with this speed up and zoom out.
9:59 - I thought the simpler approach would be to have the lanterns turn on based on the players position, but the timer thing has worked out here.
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.
Im always impressed by the quality of the game AND the video, both look amazing
Fantastic work! Well done! It inspires me, not necessarily to develop my own game, but to learn as you are through this process!
this project isn't even done and I'm in love with it and your process I yearn to one day have half the vision and skill that you've got
wonderful, love the small details
It's very cool seeing your skills improve over time. This series is awesome.
4:38: oh look, Gerudo Valley music!
4:43: you read my mind
literally checked out the channel this morning to see if I missed any videos and then when I checked again tonight and found a new update
I was wondering about this game progress just yesterday lmao. I love how much more creepy, eerie it is now. Much more appealing than the first version
The most beautiful game, I love these 64 aesthetics
This project keeps getting cooler
Beautiful work! One my favorite things from low poly design are the oversized set pieces. That shimenawa is awesome.