Research and Sources

So, in an effort to recreate the feel of the original game, I am reviewing videos on the way the game works, as used by Speedrunners.

Information about items:
http://redcandle.us/Legend_of_Zelda/Technical_Information

Spawn Point video:
https://www.youtube.com/watch?v=1Nx8NshkxF8

Spawn Point Document:
https://pastebin.com/R5L56ZzT

Speedrun (Explains many things including Drop Table, Counters, and Enemy movement.
https://www.youtube.com/watch?v=ACuk2TXoNhc&t=1391s

Mini-Map and Other Progress with VR

Odd. Post I just made did not actually publish, but the links did…
Working on the mini-map and getting objects, enemies and the player to show, working so far and the icons are animated!

You can now see the original version of the dungeon as you minimap as you walk through in VR. The Shieka Slate, I added to the game for VR mode so you still have a HUD in hand.

Here is an enemy and what their position would be in the original game show on the minimap.

Items in my view and on the ground in the minimap:


The room while the game runs:



Below is a walkthrough of the progress so far:

Dungeon 01 – Maps and Items!

So, I have made some more progress with things.

The main map is now working because I was able to get both Room and Directional tracking working. I was able to take what I had in place for the Lost Woods in my Overworld project and apply it here to what I needed for the Dungeons.

The Mini-Map is now working, it Lerps between positions as it goes room to room, and if it is a room you teleported into, the camera shifts immediatly.

The video here shows updates with the Mini-Map and more.

The video below is my girlfriend and I testing and playing around:

VRChat – Getting it Going

I have managed to get some things uploaded to VRChat, been able to walk around on the PC version and look at stuff.

It has been simpler than I expected, but there have also been a number of snags along the way.

The SDK package that they released, is amazing!
YouTube has a plethora of videos, and really, the issues I have probably would have been avoided if I watched more before just diving right in, but that is not how I learn it seems.

This video is a look at the Overworld, with the VRChat Test, but no live online. I can upload this one, but my system is 8 years old…need to update things…

This is a flyover view of things in the Unity Editor

And here, we have Dungeon 01 – Eagle, in VRChat. It is a private world for now, but I will open it up eventually.

And lastly, a look at Link.
I went ahead and took the Classic Link I have from Hyrule Warriors and pulled it into Blender, redid the materials, and brought that into Unity. I also went ahead and grabbed some BOTW Wild stuff (The Backpack) and Tingles Rupy Bag and added them around. Also put on the Shield I edited, the Red and Blue Rings, the Power (Goron) Bracelet and gave him the training sword for now. I did grab the TP Wooden Sword, but also have the White, Magical and Master swords on hand. For the Shields, I have the Small, Magical and Hylian. I may use the Mirror Shield for OoT due to the Reflective nature of it vs. the Reflective nature of the Magical Shield.



I will update as I make progress!

A New Realm – VRChat

I have found new inspiration to continue work on this project. I never gave up on it, but life, depression, etc. took over.

A few months ago, I saw the release of a very similar project to mine, and I was disappointed in myself. I had seen others done in Minecraft and with voxels etc., those didn’t bother me, but this one was done up like the Switch Link’s Awakening Remake, with the Top-Down perspective. From the bit I did watch, it looks really nice.

Recently though, my girlfriend introduced me to VRChat, I downloaded it and after asking about how to load my own Avatar, I learned that VRChat uses Unity. The Worlds and Avatars are created and imported using Unity! That means my whole game is ready-made for VR. I can not only have the world to explore, but I can do it in VR and share it with the world!!
After some tinkering, I was able to get my account linked up via Steam!


Here is the information about the Overworld. I will need to upload the Labyrinths as separate Worlds.

Screenshots of the Build/Upload Process.

Once I have this uploaded, I can upload the Dungeons as different Worlds and connect them with Portals. I will record some footage and upload it to my YouTube channel, https://www.youtube.com/JohnCrandell.

Thanks for reading and being patient with me!

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:

Start

File Select:

Char Select

The Overworld, a HUD and functioning Map.

HUD Edit Mode

An Inventory Screen:

Inventory None

Inventory 20

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 is equipped.  Enemies and characters are now animated, no more T Poses.  Still much to do here as well.  Armos Knights trigger into an Active Form!

Enemies and Pickup items

White Armos Knights

The HUD map works.  Cave entrances are working, Bombs can destroy objects and have a countdown timer too.

Here is a video of some more progress:

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 position instead of having the whole world on at once.