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.
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.
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.
@@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.
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
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!
You say you can't code yet you make some pretty advanced custom systems by yourself hahaha. Programming concepts still apply to BP and many of the engine macros and functions you use in C++ are accessed with BP all the same. If you download the source code version you can double click a BP node and see the underlying C++ code its using. Its virtually the same for many BP nodes.
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!😊
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)
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!
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
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
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
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!
"I can't code. I can only use blueprints." So you CAN code, you're just afraid of typing linear text commands and instead are using visual elements for better readability. Got it. The logic is the same, only the presentation is different. Don't sell yourself short.
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!
Here and idea for a boss what adout a giant lizard inspired by Helmsaur for the legend of zelda in case in Crystal and at first you won't even know it an enemy, your just think it an Mountain cover with crystal until it attack. I imagine that you have to break through it crystal or how about you can take some inspiration from the Helmsaur from a link to the past and have that giant lizard have a volcano on it back instead of crystal
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!
does the patreon show more closer look at the blueprints. cuz that latter one is very interesting. I want to make something similar but that I can apply to other objects like pipes and vines etc
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.
Hey, I've been following your progress and even included your game in one of my Best of Unreal videos. But I've only just noticed your accent. Which part of the South West are you from? I'm in Bristol..
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
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.
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!
Interesting. With the ladders you could see about creating an editor blueprint to make it so that they can automatically detect the hight of the wall they are on and increase there hight accordingly for faster level building. Its worth checkout out how blueprint interfaces and components work. personally the targeting system to me would be a component based system which the player could then use an interface to find out if the target has component with the interface. I use components and interfaces a lot in my systems, both blueprints and C++. If you want to get your hands into C++ attempt to reprogram one of your blueprint functions into C++, with this you'll find a lot of the functions are named quite similar to there blueprint counterparts, but as long as you understand the logic of what is happening in blueprints. learning C++ will be a lot easier. Looking good though. keep it up. subbed
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
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.
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.
Are you going to add a "helper" like OoT's Navi? I love fairy partners in games. Would be a great addition. Keep up the good work buddy. It looks amazing so far.
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
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!
I fuckin lost it and clapped at the snake eater bit. Always interesting to see new stuff coming along. It would be nice if the lock on had more style to it oppose to triangles even if it is due to the lock on from Ocarina of Time having simple triangles. Can't really imitate Navi circling around an enemy with spirit from the lantern since that's used for attacks. I don't know, it just would be nice with more flare.
IDEA: I Want A Fire Monster In The Game, Why? So Basically Its Because Of The Last Video Called "Retro Lighting In Unreal Engine" Video, I Want The Fire Monster Come Out Of The Fire If The Character Sits In The Chair!
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.
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)
I recently worked on a 2D ladder in ue5 and my god. What a nightmare lmao, i had to make a collision for the ladder, and 3 collisions for the character, so when it would reach the top & bottom of the ladder it would disconnect back into a normal animation, then i made the collision box on top of the ladder ignore pawns so my enemies could still path across, surely there is a better way lmao
Btw programming is not as hard as people might think. I like to see it as a way to write logic (duh). So you get blocks of information and logic, name them, and put them togethe to make a chain of events. And once you actually understands visual programming it shouldnt be a big jump to typed programming.
I love everything about this project. It takes me back to that era of games where clearly everyone was still trying to figure this stuff out - though clearly you have 30 years of hindsight to work with too ;) And as a person that can write code let me be the first to tell you a secret... I can't blueprint. Seriously, that stuff looks way to complicated and messy for me. So don't ever think of it as an inferior way of programming. It's just a different tool with different goals in mind.
here's how to code i could make a straight line envelope from 0 to 1, just increment each frame. but i couldn't make a curved line. then someone told me, n * n is a curve. duh... :p that showed me the start of how to use numbers to get the shape i want.
The enemy attack/death animation remind me of a worm instead of a phantom, maybe a "bite" movement for attacking and a "suffering phaseout" kind of death animation or them dissolving would fit better
Hey Legend, I know you've figured out a way to deal with the enemy hitting the player through walls; but if you'd like a way that might be less of a pain and help you in the future; If you're using a "Move AI To" node, then just set it so that if it fails (Because it can't reach it) it can reset it's normal processes.
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.
An enemy could be a Japanese folklore “Kappa” could be an enemy similar to deku scrub, or possible a boss, or final form Ganon? I always loved the folklore and thought they are creepy.
This looks amazing! I haven't had the chance to watch every video in the devlog, so if you mentioned this before, I apologize, but do you plan to release this project?
Here and idea for a boss what adout a giant lizard inspired by Helmsaur for the legend of zelda in case in Crystal and at first you won't even know it an enemy, your just think it an Mountain cover with crystal until it attack. I imagine that you have to break through it crystal or how about you can take some inspiration from the Helmsaur from a link to the past and have that giant lizard have a volcano on it back instead of crystal
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.
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.
I'm really interested in rigging characters in blender at the moment, and your revamped rig for your character looks great! What resources do you use when learning/creating the rig and how did you get the custom shapes working?
I think those new cuts to you talking to the camera break the visusl flow of the video. Your game looks so nice It kind of hurts being interruped while watching it, and they don't really add nothing
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!
The reference point for the door opening animation is something I've been looking for for a while, I just can't find any references or tutorials online of how to achieve this effect. Does anyone have any pointers on how to do this from start to finish? With any kind of world interacting animation, e.g. opening a door, pressing a button, getting into a car, etc.
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
Dang If youve been able to do this all with blueprints, ive got no excuse with my cs degree huh It would be amazing if you compiled a lot of the resources you used or had any reccs for learning unreal
how do you visual code if you cant code? its literally the same. what in the world does any of these terms mean that pop up when visual coding? if you know that, you know how to code, dont you?
I sent you a message on Instagram regarding original score for Legend 64, but haven’t heard back. I couldn’t find a contact email for you, but I have some demos for original music inspired by your game locations using N64 sound fonts. I’d love to hear back from you!
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.
What a fascinating idea
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.
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.
Great ideas all around! Thank you. I think I will steal them and add them to my GDD for my own sci-fi game :)
Considering what you've been able to achieve with blueprints alone.. You're doing a fantastic job.
Thank you!
Blueprint is actually quite capable with games with this scale and bigger
@@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.
@@Mireneyeof course, but optimization shouldn't be taken lightly either. So a balance needs to be made.
@@Mireneyeevent tick everything! 😂
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
What a thrill…
With darkness and silence through the night...
Would be cool but I'd feel like the player would focus more on getting up than admiring the forest down below.
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
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!
since the first, these devlogs have improved dramatically, way more enjoyable to watch. Keep up!
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!
You say you can't code yet you make some pretty advanced custom systems by yourself hahaha. Programming concepts still apply to BP and many of the engine macros and functions you use in C++ are accessed with BP all the same. If you download the source code version you can double click a BP node and see the underlying C++ code its using. Its virtually the same for many BP nodes.
What were the songs you used in this video?
Always love the passion in these videos. Thanks for making them. I hope you enjoy making them as much as I enjoy watching them!
I hope to see the guardian get redesigned so you can recycle their bits for a new enemy
Blueprints = coding.
Coding is just implementing logic; Doesn't matter if done using C++, Java or Blueprints.
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 ;)
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!😊
Those ladder animations sell the movement so well! It all looks so solid. Super cool stuff :D
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)
insanely good project compared to mine its a mess actually , congrats on your work !
the game keeps looking better and better, I do wonder if you’ll add a dodge mechanic
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!
Thank you so much
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
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
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
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
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!
"I can't code. I can only use blueprints."
So you CAN code, you're just afraid of typing linear text commands and instead are using visual elements for better readability. Got it. The logic is the same, only the presentation is different. Don't sell yourself short.
Long have I waited for your next update. Nicely done!
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!
Here and idea for a boss what adout a giant lizard inspired by Helmsaur for the legend of zelda in case in Crystal and at first you won't even know it an enemy, your just think it an Mountain cover with crystal until it attack. I imagine that you have to break through it crystal or how about you can take some inspiration from the Helmsaur from a link to the past and have that giant lizard have a volcano on it back instead of crystal
I know its along way off, but would you ever consider making a cartridge of this game?
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!
does the patreon show more closer look at the blueprints. cuz that latter one is very interesting. I want to make something similar but that I can apply to other objects like pipes and vines etc
Blueprint is just coding with rectangles for functions instead of a text editor. Other than that it's all the same stuff. You can code.
Coding isn't really that hard. At least try to learn it. It will speed up thing considerably and give you more control
This project looks great. Hope you can see it all the way through, would love to play it one day.
I still dont know what the vampire lady is doing in the story or gameplay or a game itself :/
Those ladder tutorials LIED to you wow. No reason to ever do that lol your solution seems great
You should make the doors ridiculously big and tall for shits and gigels
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.
one unreal unit is one centimeter btw. So 40 unreal unit is 40 cm or 0,4meter
Hey, I've been following your progress and even included your game in one of my Best of Unreal videos. But I've only just noticed your accent. Which part of the South West are you from? I'm in Bristol..
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
The elitists at r/gamedev love to shit on visual scripting for some reason.
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.
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!
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
if i wasn't so poor i would definitely back you on patreon because you content is so enjoyable to watch
The sign didn't grow it was erosion lol
I hope one day someone with immense skills can port this over to actual N64 hardware when it's completed. 🙏🏻
We must recruit James Lambert!
@Legend64Project yes, him and Kaze from the SM64 builds!
Interesting.
With the ladders you could see about creating an editor blueprint to make it so that they can automatically detect the hight of the wall they are on and increase there hight accordingly for faster level building.
Its worth checkout out how blueprint interfaces and components work. personally the targeting system to me would be a component based system which the player could then use an interface to find out if the target has component with the interface. I use components and interfaces a lot in my systems, both blueprints and C++.
If you want to get your hands into C++ attempt to reprogram one of your blueprint functions into C++, with this you'll find a lot of the functions are named quite similar to there blueprint counterparts, but as long as you understand the logic of what is happening in blueprints. learning C++ will be a lot easier.
Looking good though. keep it up. subbed
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
The MGS3 reference killed me lol 😂
The legend has returned.
As soon as you extended the ladder to the sky, I knew the MG reference was doomed to occur.
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.
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.
What an awesome update! Such a joy seeing this game's progress.
Are you going to add a "helper" like OoT's Navi? I love fairy partners in games. Would be a great addition. Keep up the good work buddy. It looks amazing so far.
Looking amazing! Good job.
0:17 literally me. Visual scripting is criminally underrated field nowadays, no matter its 30 year old lineage.
Looking forward to playing this in VR with UEVR when it comes out :)
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
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!
I fuckin lost it and clapped at the snake eater bit. Always interesting to see new stuff coming along.
It would be nice if the lock on had more style to it oppose to triangles even if it is due to the lock on from Ocarina of Time having simple triangles. Can't really imitate Navi circling around an enemy with spirit from the lantern since that's used for attacks. I don't know, it just would be nice with more flare.
IDEA: I Want A Fire Monster In The Game, Why? So Basically Its Because Of The Last Video Called "Retro Lighting In Unreal Engine" Video, I Want The Fire Monster Come Out Of The Fire If The Character Sits In The Chair!
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.
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)
I recently worked on a 2D ladder in ue5 and my god. What a nightmare lmao, i had to make a collision for the ladder, and 3 collisions for the character, so when it would reach the top & bottom of the ladder it would disconnect back into a normal animation, then i made the collision box on top of the ladder ignore pawns so my enemies could still path across, surely there is a better way lmao
Btw programming is not as hard as people might think. I like to see it as a way to write logic (duh). So you get blocks of information and logic, name them, and put them togethe to make a chain of events. And once you actually understands visual programming it shouldnt be a big jump to typed programming.
adding 100 points for Snake Eater, it wouldn't be real video about Ladders if there wasn't a Snake Eater sequence.
I love everything about this project. It takes me back to that era of games where clearly everyone was still trying to figure this stuff out - though clearly you have 30 years of hindsight to work with too ;) And as a person that can write code let me be the first to tell you a secret... I can't blueprint. Seriously, that stuff looks way to complicated and messy for me. So don't ever think of it as an inferior way of programming. It's just a different tool with different goals in mind.
Haha, I am the opposite of you. I can code, but artistic stuff like modeling and texturing is just suffering!
here's how to code
i could make a straight line envelope from 0 to 1, just increment each frame.
but i couldn't make a curved line. then someone told me, n * n is a curve. duh... :p that showed me the start of how to use numbers to get the shape i want.
Im mad because i didn't get a notification for this 😡
Another great vid though!
Darn you RUclips!
The enemy attack/death animation remind me of a worm instead of a phantom, maybe a "bite" movement for attacking and a "suffering phaseout" kind of death animation or them dissolving would fit better
Hey Legend, I know you've figured out a way to deal with the enemy hitting the player through walls; but if you'd like a way that might be less of a pain and help you in the future;
If you're using a "Move AI To" node, then just set it so that if it fails (Because it can't reach it) it can reset it's normal processes.
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.
I can code but blueprint code is way better to me. Avoid mistakes in typing, realy fast as well and follow same logic
An enemy could be a Japanese folklore “Kappa” could be an enemy similar to deku scrub, or possible a boss, or final form Ganon? I always loved the folklore and thought they are creepy.
This looks amazing! I haven't had the chance to watch every video in the devlog, so if you mentioned this before, I apologize, but do you plan to release this project?
remember that super long ladder in Banjo Tooie in the Theme park "Witchyworld" level? I got flashbacks during this video
Have you considered releasing this engine for others to use when your game is done?
Here and idea for a boss what adout a giant lizard inspired by Helmsaur for the legend of zelda in case in Crystal and at first you won't even know it an enemy, your just think it an Mountain cover with crystal until it attack. I imagine that you have to break through it crystal or how about you can take some inspiration from the Helmsaur from a link to the past and have that giant lizard have a volcano on it back instead of crystal
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.
I literally burst out laughing at the Snake Eater reference. I should have seen that coming and I did not.
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.
I'm really interested in rigging characters in blender at the moment, and your revamped rig for your character looks great! What resources do you use when learning/creating the rig and how did you get the custom shapes working?
I think those new cuts to you talking to the camera break the visusl flow of the video. Your game looks so nice It kind of hurts being interruped while watching it, and they don't really add nothing
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!
do you plan to make any tutorials (even paid ones) to show how you accomplished this? I'd be willing to pay for a course or something.
The reference point for the door opening animation is something I've been looking for for a while, I just can't find any references or tutorials online of how to achieve this effect. Does anyone have any pointers on how to do this from start to finish? With any kind of world interacting animation, e.g. opening a door, pressing a button, getting into a car, etc.
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
The Guardian Stalker will not be in the game? Aww, shame, I love that design.
Also I know you obviously cant put the actual Guardian Stalker in the game, but why not an enemy evoking it?
Dang
If youve been able to do this all with blueprints, ive got no excuse with my cs degree huh
It would be amazing if you compiled a lot of the resources you used or had any reccs for learning unreal
The second you said you can make the ladder virtually any height, I thought "what a thrill" and then you did it
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The second you said you can make the ladder virtually any height, I thought "what a thrill" and then you did it
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how do you visual code if you cant code? its literally the same. what in the world does any of these terms mean that pop up when visual coding? if you know that, you know how to code, dont you?
I sent you a message on Instagram regarding original score for Legend 64, but haven’t heard back. I couldn’t find a contact email for you, but I have some demos for original music inspired by your game locations using N64 sound fonts. I’d love to hear back from you!
The ladder going infinitely up into the cloud was actually a sick idea would be really cool for a level!
great stuff 👍 this game looks like it's gonna be chunky,i cant wait
3:75 "He said the thing!" ROFL, I was thinking the same thing when I saw the ladder.
one thing I'm wondering about is the music of the game. will you make it yourself ?
This looks amazing! As an avid Zelda fan I'm excited to play this!