Breath of the Wild Concept Tests from Nintendo

So Nintendo did the reverse of what I am going for, for testing concepts and ideas used in Breath of the Wild, they went 2D from 3D.

 

Here you can see where I am going for a bit of the opposite, taking the 2D game and making it 3D.

I am nearly done revising the models to be used in the first dungeon and I am working on Links animations now.  Once that is all complete, I will have a new walkthrough video to show!

Animating Link

Been working over the weekend and this evening, finally managed to get Classic Link from Hyrule warriors animated and moving in Unity.

I am going to be working on a camera system for First and Third person modes ala “Ocarina of Time”.

Here is a little preview.

Labyrinth 01, Sketchup and a New Workflow

Some more work in Sketchup, really getting things laid out and finding out the different modular pieces I will need.

15776771_1564708826878684_5561022118083494858_o

Below is an example of one of the rooms in Sketchup.

15936367_1564132060269694_6956496072222518651_o15875340_1564156306933936_1118008332327070368_o15844541_1564149833601250_1211970408639910155_o15844369_1564115336938033_7856402549880279165_o

Pulling into Blender and making new UV maps.

Capture.PNG

Will get some images uploaded once I have texturing re-done on some of these pieces.

A comparison of where I was a year ago to what I have in Unity now and what I have in Sketchup.

compare

Revisiting the Project

Getting back into things.  I have learned a lot from one of my other projects and will be able to apply it to this project.

Also started learning Google Sketchup so I can do the basic architectural design of my dungeons with proper scaling and such.  Import these into Blender and detail/texture them before importing the final product into Unity.

capture

Capture.2PNG.PNG

Labyrinth 01: Beastiary

With work on my second labyrinth model coming to a close for the moment, I have taken the new techniques learned and I am revisiting the first labyrinth, Eagle.

In looking back over the first labyrinth, I also want to get the secrets and enemy models (place holders at least) in place.

Below is a listing of the creatures to be included, sources of inspiration for what my models will look like and a brief overview of how the enemy’s basic AI will function.

Blade Trap
Original Sprite: Blade Trap
HP Wooden Sword N/A White Sword N/A Magical Sword N/A Bow and Arrow N/A Bombs N/A Magical Wand N/A Fire N/A Boomerang or Magical Boomerang N/A
Attack Contact: 1/2 Heart Projectile N/A
Manual Art Manual Description
250px-TLoZ_Blade_Trap_Artwork Somebody placed these in the labyrinth a long time ago. They suddenly attack Link when he approaches them. So you’ve really got to watch out!
Behavior The trap will fling outward from the idle position in the corner of the room.  Traps work in pairs and will meet each other at the center of the trigger point.  Once they start to return to the idle position, they cannot be triggered again until back in the idle position. Agro Range Full Room, Line of sight on the X and Y Axis only.
Other Art
Drop Table X X X X X X X X X X
Gel
HP  1  1  1  1  1  1  1  1
Attack Contact: Projectile N/A
Manual Art Manual Description
Jelly-like monsters that walk about bouncing around in the labyrinths. When Link cuts Zol, it splits into two Gels. Gel has little attacking power, but Zol has twice the power of Gel.
Behavior The gel will wander aimlessly around the room, when aggroed to Link, the Gel will leap at him, much like a Bit from AoL. Agro Range Short
Other Art
Drop Table X X X X X X X X X X
Red Goriya
Original Sprite: Red Goriya Original Sprite from AoL
HP Wooden Sword 3 White Sword 2 Magical Sword 1 Bow and Arrow 2 Bombs 2 Magical Wand 3 Fire 3 Boomerang or Magical Boomerang STUN
Attack Contact: 1/2 Heart Projectile 1/2 Heart
Manual Art Manual Description
A little devil that lives underground. He uses boomerangs. There are two of his type, blue ones and red ones. Watch out for the blue ones! They are strong.
Behavior They wander around the room occasionally throwing the boomerang at random.  Once aggroed to Link, they will aggressively throw their boomerang switching high and low.

Agro Range Long
Other Art Red Goriya By: goronic-d7stb1s on Deviant Art Goriyas from the LOZ Cartoon Goriyas
Drop Table Kill Count 00 - 01 Kill Count 01 - 02 Kill Count 02 - 03 Kill Count 03 - 04 Kill Count 04 - 05 Kill Count 05 - 06 Kill Count 06 - 07 Kill Count 07 - 08 Kill Count 08 - 09 Kill Count 09 - 00
Keese

keesenes

HP  1  1  1  1  1  1 fire2 1 boomerang_magic1
Attack Contact: Projectile N/A
Manual Manual Art Manual Description
130px-keese Vire is a devil that controls the Keeses. When Link cuts it with his sword, it turns into two Keeses. Keeses have little attacking power, but Vire is a little stronger.
Behavior Keese will fly about the room at varying heights occasionally coming to rest.  They will swoop in from high when they agro to link. Agro Range Medium
Other Art 120px-keeselozart    legend_of_zelda_vire_and_keese_by_deimos_remus  a277bd4abdec58e957dc2b138e77f93ezelda_monster__keese_by_scrybe-d58gjh6
Drop Table X X X X X X X X X X
Stalfos

loz_stalfos

HP  2  1  1  1  1  1 fire2 2 boomerang_magicStun
Attack Contact: Projectile N/A
Manual Manual Art Manual Description
200px-stalfos-loz-art A skeleton that’s got a sword in each hand. Little attacking power.
Behavior  They wander around the room aimlessly.  Once agroed to Link, they will aggressively pursue him and attack with either a pair of swords, sword and shield, twin axes or twin morning star maces. Agro Range Medium
Other Art     100px-stalfoslozart2      stalfos_28sing_for_the_unicorn29  stalfosbattleartloz
Model UntitledUntitled
Drop Table orange-rupee-loz-sprite tloz_recovery_heart_sprite orange-rupee-loz-sprite tloz_blue_rupee_sprite tloz_recovery_heart_sprite tloz_clock_sprite orange-rupee-loz-sprite orange-rupee-loz-sprite orange-rupee-loz-sprite tloz_blue_rupee_sprite
Wall Master

wallmasterloz

HP  2  1  1  1  1  1 fire2 2 boomerang_magicStun
Attack Contact: Projectile N/A
Manual Manual Art Manual Description
wallmasterloz1 A monster hand that appears out of the labyrinth wall. If it catches Link, it takes him back to the entrance to the labyrinth.
Behavior On contact with a wall in a room where the Wall Masters reside, the wall will deform and the hand will appear, sliding along the wall towards where Link came in contact.  If they come in contact with him, the Wall Master will grab him and return to the Labyrinth entrance. Agro Range Contact with the wall, aggroed on summon.
Other Art     wallmasterlozart          legend_of_zelda__wallmaster_by_deimos_remuslink_vs__wallmaster_by_deimos_remus-d72bv1vwallmaster_blacklist_by_deimos_remus-d9pk2hn
Drop Table orange-rupee-loz-sprite tloz_recovery_heart_sprite orange-rupee-loz-sprite tloz_blue_rupee_sprite tloz_recovery_heart_sprite tloz_clock_sprite orange-rupee-loz-sprite orange-rupee-loz-sprite orange-rupee-loz-sprite tloz_blue_rupee_sprite
Aquamentus
Aquamentus 
HP  6  3  2  1  3  3 fire2 1 boomerang_magicN/A
Attack Contact: Projectile
Manual Manual Art Manual Description
 Concept Art A type of dragon that some call a unicorn. As well as having lots of attacking power, it’s a fearful opponent. It emits mean beams.
Other Art  AquamentusOoS   Aquamentus    Aquamarentus_Art  Legend_of_Zelda__Aquamentus_by_Deimos_Remus   01_bad_aquamentus_mil_zd_6922056519_oAquamentus-LoZ-for-Links-Blacklist  aquamentus_by_scatha_the_worm
Behavior Basic Attacks – Consist of swipes of the claws, bites, gouging by horn and maybe a thrash of the tail.
Ranged Attack 01 – Lightning Ball:  Three orbs of ball lightning are emitted from creature’s mouth, they move in a forked pattern outwards (Like spread shot from Contra) 

tloz___47___heavenly_horn_by_mregaku-d8cwiaj001

Check out the artist who made this image.

 

Attack Ranged 02 – Charging Dash: Aquamentus will rear up and on landing charge headlong across the room right at Link.  A last moment sidestep will allow it to pass, knocking into the wall making its horn vulnerable for a few moments.)

Drop Table tloz_recovery_heart_sprite tloz_fairy_sprite orange-rupee-loz-sprite tloz_recovery_heart_sprite tloz_fairy_sprite tloz_recovery_heart_sprite tloz_recovery_heart_sprite tloz_recovery_heart_sprite orange-rupee-loz-sprite tloz_recovery_heart_sprite

Labyrinth 02: Temple of Nabooru, the Sage of Spirit

Concept:

zelda-dungeon2

Above is the original version of the second labyrinth, Moon.  Located on the over world map on screen M4, the level is surrounded to the West by the desert.

Level02_Entrance

Due to the positioning of the level in the over world and the shape (a Moon), I decided to go with this being a temple to Nabooru, the Sage of Spirit.  To convey this, I am incorporating the original Gerudo emblem (the Crescent Moon seen prominently throughout OOT) along with falling sand and other small nods.

Below are some screen shots of the pieces as I assemble them.  Really sticking with the modular design, getting all the prefabs put together and making things like swapping out models, scripts etc.

Side by Side Walkthrough Videos:

Top Down:

3rd Person:

Design Images:

Initial Layout:

Untitled

Entrance Room O8:

Dungeon02_Entrance.png

Room P7:

P7.png

Room O7:

O7

Props:

Dungeon02 Props

Walls:

Dungeron02_Walls

Floors:

Dungeon02 Floors

 

 

 

Concept – Labyrinth 01: Eagle

This week I have been tinkering with designing modular rooms for using with the labyrinths when it comes time to design those.  In the images below, you can see some ideas I am working with.

Original Room from Labyrinth 01, Eagle:

Original

Top Down View of the same room:Tetsroom2c

Slightly angled:Tetsroom2d

3rd Person View:Tetsroom2bTestRoom

Top Down View using Pillars instead of Blocks:Tetsroom2f

Slightly Angled:Tetsroom2e

Third Person View:Tetsroom2aTetsroom2g

With these top down views, you will not be able to see the ceiling within the dungeon, but I am going to have one created for when you are in first and third person views.

So the texturing is complete bunk at this point, but I am learning.  Just now getting used to adding different materials to a model, moving the material around and scaling it properly too.  Setting seams for a UV unwrap is a skill all of itself, another thing I will be marathoning info-graphs and tutorials for.  Below are the three textures I am using in their most basic for for Labyrinth 01.

Floor:Dungen01FloorTile

Wall:Dungen01WallTile

Top of the Walls:Dungen01TopWallTile

All of these are super basic, I am going to be:

1.) Working on detailing them with the Hand-Painted texture tutorials I have found plenty of.

2.) I will also be running these through the Substance Designer program (https://www.allegorithmic.com/) to get some nice procedural texturing going so things are not so sterile and clean.

3.) Crazybump will be used to create the Normal, Specular and other maps.

On DeviantArt, there is someone actively working on a LOZ comic and I love what they have so far!  LOZ Comic on Deviant Art