More Testing and Such

Another Test Room video showing progress with scripting and animation.

– Blade Traps: All four variants are working as expected so far. Need to add sounds to the animation though.
– Sliding Block: Setup now to move the block in a direction depending on how you face when pushing it. Needs work, the facing direction part.
– Direction facing: Very primitive stand-in version for the top-down view controls. What is in place now is only for demo.
– Locked Doors: Key pickup, unlock, sound etc. is working. Animation needs work.
– Bombable Walls: Working great, need to mess with the debris and how it is blown out of the wall
– HUD: Got the jist of it down, text updating key and bomb counts. New “Push” and “Open” options, will be working on this so it does not interfere with combat and so “B” button items cannot be used at the same time as a Push or Open command.

– To come:
Working HUD Map, Working HP Bar, Room to Room Camera Movement (Top Down)
Basement Room. Need to get the model I had for the basement updated in Blender and imported into Unity.


– Issues: The turning and movement of Link is wonky, learning animation and such will help though. Unity still does odd things with scaling, so learning how to deal with that and resetting the origin of objects


Testing Scripts Continued…

Continuing to test things.  Got blade traps going, a UI and tracking of Key and Bomb counts, door animations working now, new buttons show when you can “Open” a locked door or “Push” a block.  Need to get this figured out though, I need to prevent the use of items while the Push and Open options are available.


Overworld So Far

Just a quick look at what I have done so far since undertaking a refresh of the Overworld.

Here is the original set of screens.


Here they are from the same exact perspective but rendered in 3D.

Screens So Far TD

And from a 3/4 Perspective.

Screens So Far

And from another angle.

Screens So Far Angle

And the original inspiration for this, the little image from the manual showing this section of the overworld.

Manual Inspiration

Overworld Work: Screen 8I and 7H

Good evening!

Again, continuing work on the overworld in preparation to pull screens into Unity to show of a walk from the start screen to the first dungeon.

Yesterday and today, screens 8I and 7H have been rendered.  These are two screens adjacent to the starting screen.

Below are shots of 8I, 7H and 7I.

Original 8I:8I Original

8I Grass, Tree and Bush placement.  Using the original screen to ensure placement is proper and scaled.Screen 8I before Trees

8I orignal + bush

Textured with the High Res green mountain and cracked dry dirt.8I Complete TopDown

Top Down Comparison of 8I8I Original8I Top Down

Screen 7H Original7H Original

Original on the 3D Model7H Original 3D

Placement of the stones on 7H, using the original screen.7H Prop Placement

A render after placement of the stones.7H Render7H Render TD Angle

Top Down comparison:

7H Original7H Render TD


Screen 7I Original:7I Original

Original Applied to the model7I Original 3D

Placing the props…7I Prop Placement

and painting where underbrush will be randomly distributed by “weight painting” for the particle system.  Here the dead grass is already placed and this is for the living underbrush.7I Underbrush Placement

Here is an angled shot from near eye level.7I Ground View

An angled top down7I Top Dowm Angle

And finally, the original side by side with the new version of screen 7I.7I Original7I Top Down






Overworld Props and More

Been continuing work in Blender gathering all my props, organizing, renaming and setting up materials etc for ease of import into Unity.  Here are some screen shots.

Dead Areas:  Dry Grass

Dead grass and leaves

Some of the small dead grass that can be found in dry/dead environments (Mainly western Hyrule)  Leaves there will be used as forest floor coverage in this area too.

Dead Areas: Dead Trees and BushesDead Bushes.PNG

Dead Trees

In the game, all the brush and bush seems the same, the small round shrubs.  Taking some liberty to add variety to the environment.  Keeping it all in the proper places though will have screen shots of that later down the road and my approach to ensuring objects are in the correct spots compared to the original game.

Mountain Areas: Red Rocks


These are the stones you will see throughout the mountains of Northern and Western Hyrule.

Hills and Plains: Living Grass and Flowers

Living Grass and Flowers

A variety of grasses and flowers found throughout the southern and eastern plains and hills of Hyrule.

Hills and Plains: The Forest

Living Trees and Bush

As with the Dead bushes, the living bushes in the original game all use the original sprite.  With this version, I will be using trees and bush throughout the areas.

Hills and Plains:  Green Rocks

Green Rocks

These stones are found throughout Hyrule in the plains and other areas.  I have always pictured them as moss-covered.

Graveyard: Headstones, Skeletons, and Coffins


A variety of props for the Graveyard of Western Hyrule.  A few of these I need to look into why they are rendering nearly black, need to check my nodes in Blender.  I know they look fine in Unity, already tested there.  Updating the graphics on these to use Hylian Font and actually have some little words on the stones.

Samples of the Start Screen.

Top Down:

Start Screen

Angle 01:

Start Screen 2

Angle 02 (Close to the Ground, Facing south from the north screen entrance.

Start Screen 3

The next screen , 8I.

Screen 8I before Trees.PNG

Here I have added a group of objects for the underbrush.  The original screen is being used as the temp texture so I can properly place my trees and bushes.


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.