The old castle courtyard would be perfect for a smaller temple rather than a castle i think. Having the uniform, flat area does something unique and gives a really peaceful feeling.
It's fun how the creators of ocarina of time were a team of Japanese developers who made a game inspired by english culture and now you're an English developer making a game inspired by Japanese culture! I just think thats interesting 😁
This was clearly a significant improvement, but at the same time.. A little part of me still went "Nooo!" It's so exciting to see the development of this game, and it's one of the biggest inspirations in learning to creating my own assets and little projects.
It looks beautiful! Just be careful not to get stuck in a constant cycle of re-doing old art while working on such a big project, it's a very common pitfall for solo devs.
Honestly man, the new design looks so much better than the old one. The old design seems like a castle in the middle of the forest, which was kinda okay to be fair. It's more like a building just slapped into a Kokiri Forest-like area, but you really took it up a notch with this new design. A spooky-looking castle near a cliff, the atmosphere, the overall setting and level design, THAT is the REAL spooky vibe right there! Good job!
I really love the old design hopefully it can be repurpose to another area so it can still be visited, maybe as an estar egg? Anyway the new castle looks really cool!
@@Legend64Project your game is one of the main reasons I was Inspired to start learning how to make games! (Working on a Zelda/morrowind/half life 1 inspired game)
Jesus christ, that could not have been a better payoff, i wasn't sure what to expect during the buildup but that is positively breathtaking, this really makes you appreciate everything a lot more! Great lighting really is king!
Something about your videos really captures my full attention, even with all the unity and stuff I don't understand, the way you explain things and edit the videos with your choice of music makes me genuinely hooked
I had a thought the other day "man, it feels like Legend64 is due to make a video soon" and you delivered! This lighting is super inspiring and I love these behind the scenes sneak peeks. Thanks for sharing!!
It is both funny and amazing to see how you made your own pretty unique dynamic lighting system. It looks absolutely stunning! Not to forget the new level for the castle, the way you made it look so big and ominous. All these tiny design tricks, it really makes it look great even though you are using so little!
Im kind of sad to see the old space go. Not that this one is bad mind, I just found the old one to build up mystery and give you a feeling of "Everything is fine" but then you go inside and "It is the eff not"
I really appreciate the tranquility of the original but WOW the new look is amazing! The castle is way more imposing, the vibes are much more chilling, and the landscape is significantly more interesting. I especially love the waterfall. Great work!
I really loved the old first area. it has a mysterious and almost sacred vibe. I actually still prefer it over the new one, although the new area is really awesome too! I definitely recommend at least keeping the original place around for something else!
It makes me really excited to see all these small changes and attention to detail put into an n64 inspired Zelda like game. Those games were incredibly well made and I’m glad someone else recognizes them as such and is aiming to make their own game with equal amount of style while still being unique and not just a quick superficial clone. I mean it when I say I am excited to see this game one day finished and released!
How I know this is gonna be great is that using real life references for inspiration is how the most memorable locations in video games ever were created. A lot of the tropical level design of the Dreamcast and PS2 era that people are so nostalgic for today doesn't exist without the devs going to Hawaii and the Bahamas. Without real life inspiration, you don't get places like Besaid Island from Final Fantasy X, or the Mystic Ruins from Sonic Adventure. Also the lighting system perfectly captures how I remember Zelda looking, especially the sun rays, it was worth the effort.
That is such a huge improvement. The ambiance is stunning. I can imagine that deep sea would also be interesting to see from one of the towers in the back if one can walk around a balcony there later in the game.
Just found this channel, and I immediately watched all your videos back-to-back. This is such good work. Out of all the Nintendo 64-style projects here on UA-cam, I feel like this is the only one that actually passes the smell test - you *really* nailed the look and feel. I'm guessing this comes from the fact that you're an industry professional artist and are effectively limiting yourself by using this art style rather than using it as a crutch
One way that you can get away from having to reference a million things for Materials is to create a Material Parameter Collection with your parameters. And set it's value. Add it to your materials. Once you do all materials will respond to it automatically. This way you don't have to reference every object in your scene to change the Dynamic Material Instance values. You can instead handle it from one location. Changing one set of values.
0:56 bro forget about the castle THIS IS MADE IN UNREAL? That is some amazing mastery to perfectly recreate the n64 vibe, i 100% thought this was made with some n64 engine or something
I recently did something very similar to create PS1 styled night and day cycles. The only difference is that I use one material that uses a Color Curve, and the time of day determines the horizon and zenith colors. Nice job man!
Gosh I've missed these dev logs, I still go back and rewatch the stormy village episode over and over again and I guess now I'll be doing the same with this one. Love the decision to make the castle so much more prominent, and the more scenes you can squirrel it away into the back of the greater I expect that feeling will be. The lightshow you've developed is incredible too, it does so much to add some soul and weight to the environment and it still has so much potential with which to exploit. Can't wait to see what comes next, patience is really paying off with this project.
What makes this project so exciting to me is how much of an importance you're putting on strong art direction and translating those distinct composition shots and colors to the final game. I feel like it's an art form that's been lost to AAA gaming.
What a glow up! This starting area looks amazing now. I've watched a lot of early Devlog stuff and tutorials but your videos inspire me to pursue gamedev more than any other channel. The content is simultaniously impressive and approachable. Probably helps I was an N64 kid so I relate to your desire to recreate that unique aesthetic.
Vertex painting was used a lot back then to light scenes. Models back then would have extra edge loops to manage better faked lighting. Also I noticed that there aren’t a lot of smaller models around the environment to represent relative scale of the larger models. I understand the importance of remaining faithful to the N64 graphics theme, but I believe creating more models to dress the scenes would also help out to the overall scale. Keep up the good work.
Loving what you've done with the place. The shift in colours is a good move too - as much as I liked the Zelda inspired green forest, this now feels like it's come from your own personal artistry. The game feels like it has its own identity apart from Zelda. It's still inspired by Zelda - but it feels like you've got space to make it your own thing too. I like it a lot!
The timelapse of the dynamic weather system was incredible. All the choices you made in the reworked map are a massive improvements, It looks fantastic.
These devlogs are an inspiration for me to start making a game in this style myself. I love the limiting style of the N64 since it makes you think more about how to going about doing what you want.
This is some seriously impressive stuff my friend! Your work is very inspirational to me as a fellow unreal game dev. I can't wait to see where your project goes!
I've always loved the way the 2d Background fade into the skybox, this reminds me alot of how source engine based game used this technique to make the environment feel bigger
I really hope this channel blows up, because you deserve it. The work that you have put not not only the game itself, but also editing the videos is inspirational.
This is the first video I've seen from you and for most of the video I couldn't tell if this was an actual game being made for the n64 or one made in the style of it. You've captured the visual style perfectly
It is crazy how many games out there try to look "old" like it was a game made for older consoles and they NEVER actually look old. But this game looks so good if I wasn't following the development and you showed me some gameplay and said it was an N64 game I would totally believe it.
I feel like a decent amount of players would jump off at 4:51 just for fun. Would be really cool if this actually led to a secret area with some kind of reward!
I’m so impressed with the detail on the new temple and the effect the different lighting makes was really worth the effort. I find it really interesting when you discuss the inspiration behind your ideas. Well done!
I really love the drastic improvement and the difference between both versions! The dynamic fake lighting and using lerps to blend the different lightings really bring alot more life to the area too. Also I love the editing and composition in this video, it genuinely felt like I was immersed in the video rather than just watching it. The first version of the starting area still looks nice though, I hope you repurpose it for something smaller :]
AMAZING work and glad to see you back! I was thinking the castle scene doesnt need time, for me it would have been okay if the time stops the moment you enter the scene and then you would not have to blend between them. I kinda hope your character gets a rework too, I really dont like the hair and the white cloth and kinda everything haha. Keep up the good work, I am watching for two years now and each time I see progress and a new video it makes me happy.
The shot from the castle looking down to the forest is so nice. Lerping all of the values with the in game clock definitely makes the world feel living and breathing! This channel is inspirational.
Your work is extremely inspirational to me like you have no idea. The PS1 gang already had their fair share of throwback games, its time for the N64 to get its deserved love.
a visual freaking delight. this ones a game to watch out for. especially if youre an old school zelda fan feeling burned by the cessation of traditional zelda gameplay...
Yoooo, the final result is amazing. Goes to show that when you create yourself tools that give you 100% control you can achieve the best results. It might mean doing a ton of manual tweaking but man it can be worth it!
Very impresive Definitly makes the world fell alive I cant imagine spending hours working on it This passion projects keep coming strong Cant wait to see how combat/puzzle will look
I look forward to each new installment in this devlog series. Seeing how you tackle these problems in modern software to create a retro feel is always so fascinating. The lighting system and new castle look great and definitely a more ominous and inviting appeal to it.
Absolutely incredible work!! 💛 While the original castle area already looked great (and in my opinion more peaceful), the new one just looks so much more dramatic, foreboding and larger-than-life! The fog around the castle is a great touch, I also love the sun slightly coming through the clouds and projecting god rays onto the castle at 10:27, and the clouds moving in front of the moon also look so dramatic and atmospheric at 10:51! There's just too many great details to list! ✨ While it may've all taken months to develop and figure out, it definitely paid off - brilliant job! Can't wait for the next devlog! 💖 One question, do you plan on also having moon slightly travel throughout the night, similar to the sun?
Goddamn, it is so satisfying to see a game dev youtuber who really knows what they are doing, your work is incredibly inspiring. It is depressing to see how many youtube gamedev projects die or get stuck in development hell as the developer gets slowly consumed by scope creep, realises the game is unsalvageable, etc... Honestly, I prefer the old castle when taken out of context. The new castle is objectively better, the way it's perched up on the mountain, the dramatic cliffside path to it - the old castle really was a bit flat...but the atmosphere is completely different, it really lost the mystique. The old castle had a real "secret garden" feel, like something from a Ghibli movie, It would be cool if you found a way to re-use it. This one looks cool, but it looks a lot more dark and evil rather than unsettling and mysterious - it kind of reminds me of the area around Firelink Shrine and the Cemetery of Ash from DS3.
from a fellow indie dev, i love your blogs! controlling the time of the day through your new inputs can be taken to a next step into a game mechanic, like zelda enforcing a weather change with the song of storms to trigger water level coming up, maybe something to step forward or backwards during the time of the day to catch up on npc scheduled events comes to mind. keep up!
OMG It's so genius and gorgeous! Seeing that timelapse at the end and what it you makes you appreciate all that hard work you put into it! Great job, my man!
this remake and the weather system really added a LOT of oomph to your game. Love how it feels juuuust like how my brain remembers the day night cycle of the zelda games
This video series really inspires me when im working on my own game, keep up the amazing work on this game and I wish you good luck on Legend 64s development!
echoing the other comments here - very impressive work on the lighting. it looks phenomenal! And the new castle area is a huge improvement over the old one. gives me Castlevania 64 vibes.
oh my god i am amazed by this, if there was any chance that i wouldnt play this game on release, this video took it from me. i will play this as soon as it comes, beta, alpha, whatever! please put the different lightings in the trailer, but not all of them! because then there will be nothing to anticipate in the graphics, so PLEASE PLEASE PLEASE continue making this awesome game, because i am inspired by how you come up with ideas.
Yeah that lighting montage was worth it.
I'm pleased to hear that :D
That looked mighty nice! The game transformed from static imagery to dark souls level mood and atmosphere. Love it!
The dynamic lighting system here is insane- absolutely the cherry on top for this. Potentially the coolest thing I've seen in this art style
The old castle courtyard would be perfect for a smaller temple rather than a castle i think. Having the uniform, flat area does something unique and gives a really peaceful feeling.
Exactly, it feels like an undisturbed sanctuary, and the flat field in the middle of the woods has a special feel to it of its own.
Please don’t throw away the first level, it can be the start of the path or something else. Also, what beautiful fake lighting. this is amazing
He should turn it into a secret area with references to his supporters
I agree, I still like the first part as well with those pretty pink trees !
it could be an abandoned set piece
Chrono Trigger theme when you start talking about the game clock was a nice move.
I was just about to comment this, but looks like you beat me to it!
I noticed that and was just going PEEEEAAAAKKK
It's fun how the creators of ocarina of time were a team of Japanese developers who made a game inspired by english culture and now you're an English developer making a game inspired by Japanese culture! I just think thats interesting 😁
This is STUNNING! I’m so impressed with the continuous effort you’re putting into this project
Thank you
lol yesterday I was looking at some devlogs and wondered: "what legend 64 is doing?", today I got my answer. Keep up the good work!
This was clearly a significant improvement, but at the same time.. A little part of me still went "Nooo!"
It's so exciting to see the development of this game, and it's one of the biggest inspirations in learning to creating my own assets and little projects.
It looks beautiful! Just be careful not to get stuck in a constant cycle of re-doing old art while working on such a big project, it's a very common pitfall for solo devs.
I think when its the main setpiece of the entire game, its probably ok
real
Honestly man, the new design looks so much better than the old one. The old design seems like a castle in the middle of the forest, which was kinda okay to be fair. It's more like a building just slapped into a Kokiri Forest-like area, but you really took it up a notch with this new design. A spooky-looking castle near a cliff, the atmosphere, the overall setting and level design, THAT is the REAL spooky vibe right there! Good job!
Draculas castle vibes.
I really love the old design hopefully it can be repurpose to another area so it can still be visited, maybe as an estar egg? Anyway the new castle looks really cool!
this time system is super impressive!
Thank you so much!
@@Legend64Project your game is one of the main reasons I was Inspired to start learning how to make games! (Working on a Zelda/morrowind/half life 1 inspired game)
Jesus christ, that could not have been a better payoff, i wasn't sure what to expect during the buildup but that is positively breathtaking, this really makes you appreciate everything a lot more! Great lighting really is king!
Something about your videos really captures my full attention, even with all the unity and stuff I don't understand, the way you explain things and edit the videos with your choice of music makes me genuinely hooked
I had a thought the other day "man, it feels like Legend64 is due to make a video soon" and you delivered! This lighting is super inspiring and I love these behind the scenes sneak peeks. Thanks for sharing!!
It is both funny and amazing to see how you made your own pretty unique dynamic lighting system. It looks absolutely stunning! Not to forget the new level for the castle, the way you made it look so big and ominous. All these tiny design tricks, it really makes it look great even though you are using so little!
You're taking so much time and effort to pack every aspect of this game full of SOUL. Always excited to see what you come up with next!
Im kind of sad to see the old space go. Not that this one is bad mind, I just found the old one to build up mystery and give you a feeling of "Everything is fine" but then you go inside and "It is the eff not"
man this is stunning, the different time scenes are insane. each one is so satisfying. the colours are beautiful!
Your game's vibe exists in a league of its own 😮 crazy good
I really appreciate the tranquility of the original but WOW the new look is amazing! The castle is way more imposing, the vibes are much more chilling, and the landscape is significantly more interesting. I especially love the waterfall. Great work!
I really loved the old first area. it has a mysterious and almost sacred vibe. I actually still prefer it over the new one, although the new area is really awesome too! I definitely recommend at least keeping the original place around for something else!
There's something about it. Definitely, would like to keep it in some form. Perhaps as a smaller garden area?
Yeah, I totally agree about the eeriness that transmits. It has something ominous, but it all depends on the vibes he wants to give.
@@Legend64Project Yeah, I like that idea! 🙂
Would be a shame if it went unused.
It makes me really excited to see all these small changes and attention to detail put into an n64 inspired Zelda like game. Those games were incredibly well made and I’m glad someone else recognizes them as such and is aiming to make their own game with equal amount of style while still being unique and not just a quick superficial clone. I mean it when I say I am excited to see this game one day finished and released!
How I know this is gonna be great is that using real life references for inspiration is how the most memorable locations in video games ever were created. A lot of the tropical level design of the Dreamcast and PS2 era that people are so nostalgic for today doesn't exist without the devs going to Hawaii and the Bahamas. Without real life inspiration, you don't get places like Besaid Island from Final Fantasy X, or the Mystic Ruins from Sonic Adventure. Also the lighting system perfectly captures how I remember Zelda looking, especially the sun rays, it was worth the effort.
These dev logs are easily some of the most fun I've followed.
Thanks that's a delight to hear :D
The specific animations you've made for this video are incredible, 2:12 and 3:56 really stood out to me. Very inspiring to see the game shape up!
Thank you for saying so! I’m really pleased you liked them, makes the effort of including them worth it :D
That is such a huge improvement. The ambiance is stunning. I can imagine that deep sea would also be interesting to see from one of the towers in the back if one can walk around a balcony there later in the game.
Just found this channel, and I immediately watched all your videos back-to-back. This is such good work. Out of all the Nintendo 64-style projects here on UA-cam, I feel like this is the only one that actually passes the smell test - you *really* nailed the look and feel. I'm guessing this comes from the fact that you're an industry professional artist and are effectively limiting yourself by using this art style rather than using it as a crutch
Thank you so much. That’s really hit praise :)
the midday cloud cover with rays of light shining through is just majestic
One way that you can get away from having to reference a million things for Materials is to create a Material Parameter Collection with your parameters. And set it's value. Add it to your materials. Once you do all materials will respond to it automatically.
This way you don't have to reference every object in your scene to change the Dynamic Material Instance values.
You can instead handle it from one location. Changing one set of values.
0:56 bro forget about the castle THIS IS MADE IN UNREAL? That is some amazing mastery to perfectly recreate the n64 vibe, i 100% thought this was made with some n64 engine or something
That means a lot to me, thank you
I recently did something very similar to create PS1 styled night and day cycles. The only difference is that I use one material that uses a Color Curve, and the time of day determines the horizon and zenith colors.
Nice job man!
Gosh I've missed these dev logs, I still go back and rewatch the stormy village episode over and over again and I guess now I'll be doing the same with this one. Love the decision to make the castle so much more prominent, and the more scenes you can squirrel it away into the back of the greater I expect that feeling will be. The lightshow you've developed is incredible too, it does so much to add some soul and weight to the environment and it still has so much potential with which to exploit.
Can't wait to see what comes next, patience is really paying off with this project.
What makes this project so exciting to me is how much of an importance you're putting on strong art direction and translating those distinct composition shots and colors to the final game. I feel like it's an art form that's been lost to AAA gaming.
What a glow up! This starting area looks amazing now.
I've watched a lot of early Devlog stuff and tutorials but your videos inspire me to pursue gamedev more than any other channel. The content is simultaniously impressive and approachable.
Probably helps I was an N64 kid so I relate to your desire to recreate that unique aesthetic.
Vertex painting was used a lot back then to light scenes. Models back then would have extra edge loops to manage better faked lighting.
Also I noticed that there aren’t a lot of smaller models around the environment to represent relative scale of the larger models.
I understand the importance of remaining faithful to the N64 graphics theme, but I believe creating more models to dress the scenes would also help out to the overall scale.
Keep up the good work.
Totally agree. It’s empty right now… but more to come!
its insane how this game just keeps topping itself. I've never seen anyone nail the n64 aesthetic like you have
Thanks a lot :)
Been a long time since I’ve checked in with the project, this looks absolutely incredible
Thanks you very much :)
I already liked the previous area as is and you just went and made it better?!
Serious props! It looks amazing.
Thank you for saying so :)
Loving what you've done with the place. The shift in colours is a good move too - as much as I liked the Zelda inspired green forest, this now feels like it's come from your own personal artistry. The game feels like it has its own identity apart from Zelda. It's still inspired by Zelda - but it feels like you've got space to make it your own thing too. I like it a lot!
This looks fantastic, and continues to be one of the most interesting devlogs on the website. Thanks for sharing :]
The timelapse of the dynamic weather system was incredible. All the choices you made in the reworked map are a massive improvements, It looks fantastic.
I'm always excited to see more legend 64 news.
The lighting is amazing!!!
That dynamic lighting is absolutely incredible, fantastic work!
RAAAAAAAH WE LOVE NEW DEVLOGS IN THIS HOUSE!! RAHHHHHH
The lanterns turning on at different times is a nice touch. Gives it a much more organic feel for sure.
These devlogs are an inspiration for me to start making a game in this style myself. I love the limiting style of the N64 since it makes you think more about how to going about doing what you want.
It looks amazing. The daylight cycle is beautiful
Wow the amount of work that went into this devlog is insane. Such a deep description of process and top tier thoughtful environment design!
This is some seriously impressive stuff my friend! Your work is very inspirational to me as a fellow unreal game dev. I can't wait to see where your project goes!
Seeing that day and night cycle and how fabulous it looked filled with me with joy, great job! Glad to see this project of yours evolving!
Thank you that is really rewarding to read that
I've always loved the way the 2d Background fade into the skybox, this reminds me alot of how source engine based game used this technique to make the environment feel bigger
This is so good as usual
I love the colours you selected for your day/night cycle, very pretty
Wow man, just wow. What an absolutely gorgeous change to the player's starting experience in your game!
I really hope this channel blows up, because you deserve it. The work that you have put not not only the game itself, but also editing the videos is inspirational.
Thanks a lot, that's really kind of you to say
After the new lighting was added my jaw lowkey dropped. So pretty
Thanks for saying so Gator
This is the first video I've seen from you and for most of the video I couldn't tell if this was an actual game being made for the n64 or one made in the style of it. You've captured the visual style perfectly
High praise! thank you :)
It is crazy how many games out there try to look "old" like it was a game made for older consoles and they NEVER actually look old. But this game looks so good if I wasn't following the development and you showed me some gameplay and said it was an N64 game I would totally believe it.
The rivers are absolute genius. For me, it also throws back to mythological rivers such as the Styx ! You must keep them at all cost !
I feel like a decent amount of players would jump off at 4:51 just for fun. Would be really cool if this actually led to a secret area with some kind of reward!
I’m so impressed with the detail on the new temple and the effect the different lighting makes was really worth the effort. I find it really interesting when you discuss the inspiration behind your ideas. Well done!
Thank you
No I want you to create one of those 2 hours of chill music, but with the temple in the background with time passing
I really love the drastic improvement and the difference between both versions! The dynamic fake lighting and using lerps to blend the different lightings really bring alot more life to the area too. Also I love the editing and composition in this video, it genuinely felt like I was immersed in the video rather than just watching it.
The first version of the starting area still looks nice though, I hope you repurpose it for something smaller :]
AMAZING work and glad to see you back! I was thinking the castle scene doesnt need time, for me it would have been okay if the time stops the moment you enter the scene and then you would not have to blend between them. I kinda hope your character gets a rework too, I really dont like the hair and the white cloth and kinda everything haha. Keep up the good work, I am watching for two years now and each time I see progress and a new video it makes me happy.
reminds me of the statement "always make your first level last", and it rings true here
The shot from the castle looking down to the forest is so nice. Lerping all of the values with the in game clock definitely makes the world feel living and breathing! This channel is inspirational.
Possibly my favorite devlog series on youtube - always thrilled to see you pop up on my feed!
Your work is extremely inspirational to me like you have no idea. The PS1 gang already had their fair share of throwback games, its time for the N64 to get its deserved love.
a visual freaking delight. this ones a game to watch out for. especially if youre an old school zelda fan feeling burned by the cessation of traditional zelda gameplay...
Yoooo, the final result is amazing. Goes to show that when you create yourself tools that give you 100% control you can achieve the best results. It might mean doing a ton of manual tweaking but man it can be worth it!
Very impresive
Definitly makes the world fell alive
I cant imagine spending hours working on it
This passion projects keep coming strong
Cant wait to see how combat/puzzle will look
The castle's new look is stunning! It's nice to learn about the trials you went through to achieve this. Keep up the great work!
So much better, you did well remaking that level for sure.
Honestly one of my best Dev series to date, wonderful Job keep up the great work!
as someone learning UE, this stuff is awesome. thank you for all the explanations, esp breaking down the logic behind the blueprint stuff
I look forward to each new installment in this devlog series. Seeing how you tackle these problems in modern software to create a retro feel is always so fascinating. The lighting system and new castle look great and definitely a more ominous and inviting appeal to it.
Ah, missed this one. Glad to see you're still at it. New lighting system looks awesome. Amazing to think this is all done via shaders.
Absolutely incredible work!! 💛
While the original castle area already looked great (and in my opinion more peaceful), the new one just looks so much more dramatic, foreboding and larger-than-life!
The fog around the castle is a great touch, I also love the sun slightly coming through the clouds and projecting god rays onto the castle at 10:27, and the clouds moving in front of the moon also look so dramatic and atmospheric at 10:51! There's just too many great details to list! ✨
While it may've all taken months to develop and figure out, it definitely paid off - brilliant job!
Can't wait for the next devlog! 💖
One question, do you plan on also having moon slightly travel throughout the night, similar to the sun?
Goddamn, it is so satisfying to see a game dev youtuber who really knows what they are doing, your work is incredibly inspiring. It is depressing to see how many youtube gamedev projects die or get stuck in development hell as the developer gets slowly consumed by scope creep, realises the game is unsalvageable, etc...
Honestly, I prefer the old castle when taken out of context. The new castle is objectively better, the way it's perched up on the mountain, the dramatic cliffside path to it - the old castle really was a bit flat...but the atmosphere is completely different, it really lost the mystique. The old castle had a real "secret garden" feel, like something from a Ghibli movie, It would be cool if you found a way to re-use it. This one looks cool, but it looks a lot more dark and evil rather than unsettling and mysterious - it kind of reminds me of the area around Firelink Shrine and the Cemetery of Ash from DS3.
from a fellow indie dev, i love your blogs! controlling the time of the day through your new inputs can be taken to a next step into a game mechanic, like zelda enforcing a weather change with the song of storms to trigger water level coming up, maybe something to step forward or backwards during the time of the day to catch up on npc scheduled events comes to mind. keep up!
It’s really inspiring man. I love this art style and the n64 has a special place in my heart.
Very cool! Castle is now rly dominant and memorable!
Your videos are always so motivational and brilliantly executed!
Im always impressed by the quality of the game AND the video, both look amazing
This is awesome, love the progress. It's very inspiring to follow this series and that lighting is awesome, man.
OMG It's so genius and gorgeous! Seeing that timelapse at the end and what it you makes you appreciate all that hard work you put into it! Great job, my man!
You are a wizard dude awesome work! Love the devlogs
this remake and the weather system really added a LOT of oomph to your game. Love how it feels juuuust like how my brain remembers the day night cycle of the zelda games
Big fan ! you really capture the feeling and atmosphere of these majestic places we used to visit in our childhood video games. congrats !
Your passion is palpable 😊
This video series really inspires me when im working on my own game, keep up the amazing work on this game and I wish you good luck on Legend 64s development!
So glad this series is still going! I do hope you add some turbulence to where the waterfall meets the river though!
This looks freaking awesome man! I love the way you did the lighting, that looks so cool.
Very inspiring! Always get hyped up when I see people sharing their projects.
its always a treat when you post another dev log, love the passion being put into this game.
Awesome remake! I love how imposing the castle is over the world.
echoing the other comments here - very impressive work on the lighting. it looks phenomenal! And the new castle area is a huge improvement over the old one. gives me Castlevania 64 vibes.
oh my god i am amazed by this, if there was any chance that i wouldnt play this game on release, this video took it from me.
i will play this as soon as it comes, beta, alpha, whatever!
please put the different lightings in the trailer, but not all of them! because then there will be nothing to anticipate in the graphics, so PLEASE PLEASE PLEASE continue making this awesome game, because i am inspired by how you come up with ideas.