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!!!


Scaling, Modeling and More!

I have been busy with some courses on Udemy, learning more about Blender at the moment.  With this, I have been gathering and editing assets and working on my own.

Below are some screenshots of what I have.

Working on the Second Labyrinth entrance for the overworld.

800px-TLoZ_Level-2_Entrance MODEL

Temporary enemies for scaling and scripting (until I get my actual models completed)

Link and Enemies

All of the items (with the in-game listing for comparison)

Items Render Compare

EquipmentLink and Equipment

Graveyard Assets (need to choose a style still)Link and Graveyard Props

Items picked up or placed on the ground.Link and Ground Items

Inventory ItemsLink and Inventory Items

The shattered Triforce of Wisdom (8 Pieces) and the complete Triforce of Courage.Link and Triforce

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.

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.


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


Pulling into Blender and making new UV maps.


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.


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.



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
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


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


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


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
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) 


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



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.


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:


Entrance Room O8:


Room P7:


Room O7:



Dungeon02 Props




Dungeon02 Floors