Organizing A Game

So, one of the things you learn when diving into a project like this is that you may have to go back to the drawing board with some items as you learn newer and better ways of doing things.  This was the case with the Overworld and now is the case with the file structure I am using.

Starting with the land of Hyrule, I have already posted a few things about the new approach I am taking with the models.  They are smaller chunks, a single one per screen now.  These will each have a material associated with them for a Handpainted, Realistic and Original texture.  These will be able to be swapped out via options in game.

ThreeComparisons

Another thing I have started looking into (for future use) is photogrammetry.  Found some tools and such for this.  It is the same technique used to get the amazing terrains in the new Star Wars game.  http://starwars.ea.com/starwars/battlefront/news/how-we-used-photogrammetry.  Like I said, a future item.

Organization is very important.  I have had to rethink the way my folders, models, scripts sounds and all are being organized.Structure.png

Organizing props as well.  Below are some shots of the props to be used in Labyrinth 01.

 

 

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The Overworld: Progress

This weekend, when I was home, I wound up tinkering with the overworld some more.

I now know what my issue was before, and it was as simple of a problem as I had figured it would be.  With the Displacement Modifier, the texture being used for the displacement, one needs to make certain that the way the image used for the Displacement is set to clip instead of repeating under the Image Mapping section.

02

03

So now that is working, I am working on adding the props in via Blender instead of Unity.  A test of the render in Unity after adding some props.

Screen I8:

04

Screen J8:

05

You can see the textures have been redone on these screens too.  I am testing some much higher resolution textures, this should allow me to scale things in the Dungeons better so it does not feel like an itty bitty character in an improperly scaled environment.  That work will come later, once I get more done with the overworld revision.

Screen K8:

06

Original Screen:

K8_Original_COLOR

Test Re-texturing:

K8_Testl_COLOR

Of course the textures will be cleaned up, melded, merged and I am going to go with procedural generation.

H8, Start Screen:

H8_Revised

I8:

I8_Revised

L8:

L8_Revised

L8 (Destructible Chunk):

L8_Revised_BlowoutChunk

 

The Overworld: Revising How Its Done

So to create the overworld, I took the original map of Hyrule and made it into a Grayscale image.  (This was done long ago, before I knew the power of Photoshop!)

Original Map, Split Up (Red Lines), Started removing the color in the upper left corner:

LOZ_NES_Overworld_HM_Step1

Removing more of the color from the top and second row.  Replacing the ground level with a  different shade of gray.

LOZ_NES_Overworld_HM_Step2

Blacking it out, defining the highest and lowest point.

LOZ_NES_Overworld_HM_Step3

LOZ_NES_Overworld_HM_Step4

Added number to keep track of the RGB Value I was using at specific heights.

LOZ_NES_Overworld_HM_Step6

After importing the map into L3DT I manually sculpted the mountains and such.  A border around the map was added, this gives it  an additional screen row on all sides.  Will give something to load when you are on a boarder screen.

Hyrule_NES.png

Hyrule_2016

Once this was created, I needed to split out the whole map into the original screens.  There is a website that will let you break up an image into a specific number of pieces.

http://imagesplitter.net/

WIP Map.png

So with the split up heightmap exported, I now need to prepare the images for use as a heightmap in Blender.  They need to Grayscale, 16-Bit images and they have to be non-interlaced.  If the PNG is not saved with these options, when importing you get some really odd effects.

Here is where I am going in a completely different direction with the map than before.

Originally, I was pulling the PNG into Unity as a .RAW file and then creating an actual Terrain type object.  There are limitations to this though.  First, the .RAW file had to be a size which is a power of two (256 x 256, 512 x 512 etc.) and all the screens from the original game are rectangles…I wound up having the go through the splitting process shown above, but using tt to create 512 x 512 chunk of the land, so each individual chunk contained multiple screens within it.

In the image below, the red lines show my chunks and the black show the original screen sizes:

Split Map.png

With the move to using 3D models for the Terrain instead of the native Unity terrain object, I will be able to load in one screen at a time instead of the more massive chunks.  This will allow me to Dynamically load and unload the terrain in a more concise manner, improving performance of the program when walking about the overworld.

Here you can see what the original map looked like in L3DT.

Origina2

Below we have an untextured screen which has been imported into Unity.  Please excuse the mess which my file structure is, I am still working that out.

Imported Screen A1

At this time, I am working on some small issues with the import of the Heightmap into Blender, but I should have that worked through soon.

The other benefit of using the models instead of Unity’s own Terrain object is I will be able to use custom sizes, the HM does not have to be a power of two in size.  Secondly, I will be able to punch out the holes I need for cave entrances and setup destructible terrain for bombable walls.  Third, the texture, I will be able to use procedurally generated textures to make the ground and rocks all unique instead of repeating tiles.

Next I will look at the terrain in Unity, laying it out and setting up the array which will contain our location data and map data.

Update:

You can see here in Blender, I have the ability to punch holes in the terrain right where I need them. Also, I can lay down the original texture as a wonderful reference for the placement of trees rocks and other such items, will be very accurate.

Still need to resolve the issue with the odd edges, which can be seen in the picture below.

Blender Word Overworld.png

Here is what it will eventually look like in Unity.

Unity Word Overworld.png

 

 

 

 

 

Labyrinth 01 Update: Walkthrough

This past weekend, I completed adding the ceiling to the first level.  Additional details have been put in place too.  Below are some screen shots:

The full level:

Labyrinth 01 - Eagle Comparison

Below is a video walkthrough:

 

Some screenshots a couple of rooms can be seen below.

Triforce Room:

S2_OriginalTriforce_Room_02Triforce_Room_01

Boss Room:

R2_OriginalBoss_Room_02

Boomerang Room:

Q3_OriginalBoomerang Room

Wallmaster’s Room:

R3_OriginalWallMasters

Map Room:

P3_OriginalP3_View

 

 

Labyrinth 01: Eagle

Yesterday was a good day.  Right after work I dove into the creation of new assets for the first labyrinth, Eagle.  I took a different approach with the texturing, making a single large texture for the entire room instead of simply trying to work with tiling the textures across the objects.

Dungeon 01 Full Comparison.png

Still need to create the bomb-able walls, both a horizontal and vertical version of them.  Also need to create a new floor module with a hole punched out to allow for a ladder down to the Bow room (Room O1).  Additional details are needed, this is all just the most basic of layout, getting room design and some ideas down.   Also, started working on a ceiling for when the player is in 1st / 3rd person view mode.  I want an ornate altar for the final room where the piece of Triforce is located.  Need to do more with Water trickling and roots showing, being it is under the dead Deku tree.

Below is a sample of some of the room.  A top down, 3rd person and original.  I am still working on how I want Link to be scaled to everything, ease of view for top down and such…

About the Temple:

  • Reason for Choice:
    1. Eagle is the theme, which matches the Hylian Crest, hence Zelda is the Sage represented by this Temple.
    2. The temple is located under the Deku tree, which is now on an island in Lake Hylia. A forest temple (Temple 3) and water temple (Temple 4) have already been established.
  • Theme:
    1. This is under Lake Hylia, so there will be dripping water, moss, algae, tree roots, vines and such.
    2. I want to incorporate the Hylian Royal Crest in some of the art and accessories so show the link (no pun intended) to the sage Zelda from OOT / Fallen Hero Timeline.
  • Music:
    1. Of course the original theme, I am thinking this temple will simply use an updated version of the original tune, nothing too fancy.

Room P6 (Entrance):

Original:

p6_Original

Remake:P6

3rd Person:P6_3rdPerson

Room O6:

Original:

O6_Original

Remake:O6

Room Q6:

Original:

Q6_Original

Remake:Q6

Room P2:

Original:

P2_Original

Remake:P1

3rd Person:P1_3rdPerson

 

Room N3:

Original:

N3_Original

Remake:N3

Room Q3:

Original:

Q3_Original

Remake:Q3

3rd Person:Q3_3rdPerson

Room R3:

Original:

R3_Original

Remake:R3

3rd Person:R3_3rdPerson

Room R2 (Boss Room):

Original:

R2_Original

Remake:R2

3rd Person:R2_3rdPerson

Room S2 (Triforce Room):

Original:

S2_Original

Remake:S2

3rd Person:S2_3rdPerson

Labyrinth 04: Snake

In tinkering with the textures that I want to use for the dungeon interiors, I completed recoloring some of the floor and wall textures for use with levels 01, 02, 03, 04 and 08. Below is some information about the fourth level and some comparison screen shots of the level after importing it into Unity.

Background:

Temple 4 (Snake)– Temple of Ruto of the Zora 

“This once was the temple dedicated to the great sage of the Zora, Princess Ruto. In the hundreds of years that have passed since Ruto lived, this temple was erected in her memory.  With Gannon and his minions moving into the land of Southern Hyrule and leaving destruction in their wake, some of the Zora have turned on their old allies the Hylian.  With this piece of the Triforce of Wisdom recovered and the spirit of the temple reawakened you are on your way to banishing the evil of Gannon and returning the land of Hyrule to its former splendor and glory.” ~ Story bits shown after the defeat of the Gleeok.

With the dungeons from the original game, I wanted to work in some little bits to tie the game back to the previous games in the timeline.  Being that this Dungeon is located on an island in the middle of Lake Hylia, it would be a great way to work the Zora into my idea. Each of the labyrinths will have elements related to one of the Sages or Goddesses.

  1. Labyrinth 01 – Temple of Zelda of the Hylian (Eagle)
  2. Labyrinth 02 – Temple of Nabooru of the Gerudo (Moon)
  3. Labyrinth 03 – Temple of Saria of the Kokiri (Manji)
  4. Labyrinth 04 – Temple of Ruto of the Zora (Snake)
  5. Labyrinth 05 – Temple of Darunia of the Gorons (Lizard)
  6. Labyrinth 06 – Temple of Impa of the Sheikah (Dragon)
  7. Labyrinth 07 – Temple of Din the Goddess of Power (Demon)
  8. Labyrinth 08 – Temple of Farore Goddess of Courage (Lion)
  9. Labyrinth 09 – Temple of Nayru Goddess of Wisdom (Skull)

Images:

LOZ_Dungeon_4

Dungeon04_Fulll

 

Room P7:dungeon04_room03_by_cheifwahoomcdaniel-d9tnhto

Room O8 (Entrance):dungeon04_room01_by_cheifwahoomcdaniel-d9tngvx

Room O7:dungeon04_room04_by_cheifwahoomcdaniel-d9tngw4