Player Controls and More!

Good morning!

I am going to start out this post by outlining my intentions for the control style of this game.  What I am shooting for is going to be the ability to play the game in both the original Top Down style as well as the Ocarina of Time / Wind Waker 3rd and 1st Person modes along with Z-Targeting.  For this, there are going to be a few different control schemes, they will all mesh together though, so flipping from Top Down to 3rd Person, the transition between what pressing left and right do will be seamless.  In Top-Down, when you press left, you are going to want to go directly left, with the OoT style though, there is rotation and the player has the ability to orbit the camera, pivot, run at it and much more.

As for the “More” part of the title of this post, I have been working on learning how to script very basic enemy AI.  You can see in the video below, I have animated a Stalfos from Hyrule Warriors and he can give chase to Link when Link gets close enough!

The tutorials I am doing also have information about how to stop the camera from running through walls so there will be no need to worry about that either!

Here is a bit more progress, getting closer to the OoT style control I want for the over-the-shoulder view.

Getting Things Going

Good morning.

It has been a hectic couple of months, I have been in and out of the hospital, but I wanted anyone following to know, I have not given up on this.  If anything, I have more of a drive to complete this as I nearly died due to complications from my Small Intestine tying in knots and dying on me.  Of the 21 feet of small intestine we are supposed to have, I have three left.

I sit in the hospital at this time refamiliarizing myself with Blender and Google Sketchup and Unity, watching tutorials, tinkering and more.

If you are reading this, thanks for sticking around.

Below is some updated artwork for the Armos Knight I will be working on.

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Once I have the final piece of the dungeon walls completed and the ceilings properly textured, I will be putting together a finalized version of the model for Labyrinth 01.  With that in place, it should be a matter of designing the textures and then applying them for the remaining dungeons.  The pieces snap together like legos when working in Sketchup!

Thanks again for reading!

John “Billy” Crandell