Updates to the Overworld and Camera!
Updates to the Overworld and Camera!
It is simpler to just post the videos so camera work can be seen.
There is a lot to do still, but progress is being made in a good direction.
And a second:
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Claire Keane
Jules of Nature
sheepfilms

roma★

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oozey mess

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cherry valley forever
he wasn't even looking at me and he found me
Cosmic Funnies
let's talk about Bridgerton tea, my ask is open
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2025 on Tumblr: Trends That Defined the Year
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occasionally subtle
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Janaina Medeiros
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@cheifwahoomcdaniel-blog
Updates to the Overworld and Camera!
Updates to the Overworld and Camera!
It is simpler to just post the videos so camera work can be seen.
There is a lot to do still, but progress is being made in a good direction.
And a second:
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Dungeon Enemies
And Bosses!
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Progress Report
I have pulled together a number of different parts of the project from over the years and managed to get them to work together as I wanted!
I now have a:
Start Screen:
File Select:
The Overworld, a HUD and functioning Map.
An Inventory Screen:
Still working on all of these things. Need to get the Health meter working.
Some enemies, new items that you pick up, which are different than what…
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Dynamic Terrain and Scene Changes
Dynamic Terrain and Scene Changes
This evening’s progress: I managed to get the terrain loading dynamically AND scene changes working (all basic ideas, but proof of concept). With this, I am able to load in the different Caves and Labyrinths as their own scenes. I still have a lot of work to do on this, especially speeding up load times… I also was able to get the terrain to load in as blocks adjacent to the player’s current…
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Comparison: 8 Years Later I have been at this for some time...
Finally, I have picked back up on my 3D modeling, scripting, and design for the project!
It seems that winter, through March, really gets to me. A lack of motivation, and just not good feeling overall. Spring has sprung though, I am locked in for the Quarantine anyways, so might as well get cracking at this project again.
So, new things and such.
Unity has updated considerably, as well as Blender, two of the main tools I use. No longer trying with Photoshop, I started learning to do all the same within GIMP.
Essentially, the is another restart of the project to some degree, I have completely redone the way I am working with the Overworld in Unity. Instead of designing the maps and importing as objects with the trees, grass, and texturing done, I have been able to get the Unity Terrain system to do what I want! The screens, the textures, trees, and grass are all now handled through the in editor system and the whole Neighbor Terrain block is built into Unity, so no need for separate scripting to make the “Screens” appear and disappear for performance.
Here you can see the new Overworld as a WIP. After playing through LTTP and looking over the new release of Links Awakening, I had changed my thoughts on the shape of the mountains and the altitude represented. I used the stairwells as the basis for different heights, as I had before, but instead of corraling the walkable paths in oddly shaped mountain walls, I have turned cliff faces more akin to what is seen in the top-down iterations after the NES.
BotW Models have also become more readily available, so I have been able to add a bit more flare to things, pulling in more of my ideas about the Sheika, Labyrinth 6 and such.
The islands of Lake Hylia have been updated so they are more Island-Like, as you can see in the comparison below.
BotW also has given some information for the naming of different zones as you discover them:
Some of the more complete areas:
Vs.
The plan is to get a functional walkthrough from the start screen, into the cave and then to Labyrinth 01.
I should be continuing to update on here, so stay tuned as I get the world built!
Back at It Finally, I have picked back up on my 3D modeling, scripting, and design for the project!
Getting Back to It
Getting Back to It
I am going to be getting back to work on this project over the next few weeks. I had an issue where GandCrab hit my PC and locked me out of all my assets and such. I had a good bit backed up to Google Drive, but a number of files never made it, so I am having to remake a number of assets again.
I will be posting my progress on here as I continue to recreate screens, dungeons and different…
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Progress Report
Good afternoon!
I have not made any updates recently, but I am still slowly working on things. Life happens and I have had to step back from my projects for a bit. I hope to get back into the swing of things soon though.
For those of you following along, I thank you very much!
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Happy Birthday Zelda Botw ♪♫♪♫
Here is the end of my project of stained-glass windows ^^
Yes. These bastards (and actually the whole Sheikah design) is based on the japanese Jomon pottery.
you….. you understand the implications of this, right? the pottery is finally revolting against Link after all these years
And not just any pottery. The oldest piece of Jomon pottery is somewhere around 16,500 years old, making it the earliest example of pottery in Japan and one of the earliest in the entire world.
Link has smashed so many vases that the Elder Pots themselves are coming to kill him.
Break the pot
You’ll get shot.
EGM #124, November 1999 - Preview of Legend Of Zelda Gaiden, ie; Majora’s Mask.
[@Oldgamemags] [Patreon]
More Testing and Such
Another Test Room video showing progress with scripting and animation.
– Blade Traps: All four variants are working as expected so far. Need to add sounds to the animation though. – Sliding Block: Setup now to move the block in a direction depending on how you face when pushing it. Needs work, the facing direction part. – Direction facing: Very primitive stand-in version for the top-down view…
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Testing Scripts Continued… Continuing to test things. Got blade traps going, a UI and tracking of Key and Bomb counts, door animations working now, new buttons show when you can "Open" a locked door or "Push" a block.
Dungeon Animation Testing! Working with the Shutter Doors and Locked Doors. Animating them and adding proper scripts etc. to get them functioning as expected. Next is the Blade Trap animation. Should be fun!
Dungeon Work Progress
Rescaling things. Making certain all the props look good and geometry is on point.
Learning a lot through Udemy’s courses, very useful stuff!
Also working on menus and the HUD.
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Testing the Bomb Script
Testing the Bomb Script
Working on some Unity scripting to take a step back from the model work I have been doing.
Getting the bombs to explode and affect objects around them is where I am right now. Below is a link to my Youtube video of what I have thus far.
Thanks for checking it out!!!
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More Scaling and Resource Gathering / Creation
More Scaling and Resource Gathering / Creation
Here are a few more screen shots of renders from within Blender.
Grouping items together by the environments that they will be found in.
Beach Props
Dead Woods
Graveyard
Living Woods
I need to put together scenes for the objects that will be unique to Lake Hylia and the different sets of Rocks / Stone / Cliff Faces that I will be using too. Will post that sometime this weekend I think.
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