I Made The Legend of Zelda but it's 3D

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The youtuber also made the original Mario Bros. in this style as well!

👍︎︎ 2 👤︎︎ u/shonenj_gaming 📅︎︎ Jun 01 2021 🗫︎ replies
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[Music] in my most recent video i took the original super mario bros game and turned it into a new 3d version in honor of the game's 35th anniversary and people seem to really like it i think what made it so special is that for the first time i made a game where all the assets were made by me instead of relying on an external source like sketch fab so i decided to do the same thing again in honor of another franchise celebrating their 35th anniversary this year the legend of zelda and in my last video i made a joke about getting to a hundred thousand subscribers since at the time i was only at fifty thousand and now somehow i'm well past two hundred thousand one of whom is ludwig i guess the only thing left to do at this point is to head towards one million hopefully by the end of the year so uh subscribe usually when remaking a game i tend to only create the character and then the first level of the game and then create a video to go along those two things i don't know what happened this time but apparently i decided it was a good idea to create the entire overworld from the original legend of zelda i think you might be starting to see why it's been so long since my last upload i also decided to create all of the overworld enemies and the items all in the same voxel art style that i learned last time but let's not get ahead of ourselves yet the first thing i wanted to do was get a working character model for link to get started i based a model for link off of the 8-bit amiibo that nintendo released a couple years ago however everything in the game has two distinct animation frames so i needed to alter that model to create the second frame then i imported both models into unity and made a basic walk cycle using these two models but it looked kinda bad i decided to create a third animation frame to pass through both of the other two frames by keeping his legs in the middle throwing this into the walk cycle makes it look much better the next thing i wanted to do was make a model for swinging the sword for this link swings his shield out to the side and thrust his sword forward his mouth also opens up slightly and you can almost hear his famous shouting in the background with these models finished i was done working on link for now and then decided to start working on modeling the overworld which is where i spent most of my time i found a picture of the overworld which included everything i needed to know including enemy spawns item locations and hidden entrances with this i could get started first i made a giant plane and scaled it up to match the dimensions of the map then i added a material to match the color of the ground from the game the next thing i started doing was adding all the rock structures for this i used pro builder to trace the outline of the shape and then i scaled it up to make it 3d then i went ahead and created a texture for the green rocks and applied it to a material that i could use on the new 3d shape with the material applied i could better visualize what it would look like so i decided to make the structure two blocks tall based on the height of the texture i repeated this same tracing process for the next few surrounding structures and scaled them all up to be about the same height then i placed link into the scene and tried getting a feel for it by walking around it felt really claustrophobic as everything seemed either too narrow or too tall to get around this i scaled it down to be one layer tall again then i shrunk the top face of the structure and then scaled that up to be one layer tall doing this i could keep the same height without everything feeling claustrophobic at this point i decided to zoom out and appreciate all the work that i've done so far and oh i've barely even done anything i continued on by finishing the last of the green structures the only tricky part was over here by the entrance to level 2. there's a ladder here that brings you up to a higher elevation i created a texture for the ladder but i didn't really know what to do after that if i made a ladder that is perpendicular to the ground that would mean that this area would be directly above this area but the map shows that it's set further back so instead of making it a ladder i decided to make it a staircase luckily pro builder has a feature to automatically build staircases but i decided not to use this for two reasons the first reason is that it displays the texture weirdly and the second is that the camera will jitter when walking up or down the staircase so instead i decided to just make it a flat plane and put it at an angle with all the green structures done i decided to start creating these little green bushes first i created the model in magic voxel and then i imported it over into unity and scale it up to match the dimensions with the dimensions of the map now if you remember i made a joke last time about how much copying pacing the developers of super mario bros did and yes i realized that it was to keep the game files extremely small but what those guys did is nothing compared to the amount of copy and pasting the developers of the legend of zelda did the entire time i was placing around these bushes i had my fingers glued to the control c and v keys by the end of it my pinky was hurting from holding down the control key for so long and i'm actually surprised i finished without seeing sticky keys pop up even once oh and by the way if you are curious there are apparently over 1800 of these green bushes now if we zoom out and look at the whole map it actually looks like i've made a good amount of progress so i decided to do the exact same again but for the brown bushes this time luckily during all this i could select an entire group of bushes and copy and paste the entire group so i didn't have to actually copy and paste thousands of bushes one by one after finishing all the bushes i decided to start modeling these rock statues i don't know what they're actually supposed to be but to me they look like snails so i'd call them snail rocks and i don't know what's wrong with my brain but once again i made a model that looks good from every angle except for the front and it actually looks almost identical to the front-facing koopa that i made previously and now i decided that i wanted to start creating the water i could have just placed a flat texture on top of the ground and called it water but that would be boring so i grabbed the water share that i've used in previous videos and used it again here with some textures i made for the water in order for the share to work properly the object it's used on has to have multiple faces to make it look like the wire is moving if you use it on just one giant face it makes it look really bad which is probably why it didn't look all that great when i use it in the sonic video so i use pro builder to make a new shape and model it along the water i don't really know much about 3d modeling but i'm pretty sure having a lot of faces like this is generally bad but it doesn't lag my game so oh well now i wanted to make it look like the water level was below the beach but the problem is i used one giant plane to create the entire map apparently there's some experimental feature in pro builder that you can use to cut holes and faces but when i tried to use it unity just crashed so i tried it again and it crashed again i kept trying until finally it worked one time when i used a smaller cube but after that it kept crashing so i decide alright the water is just going on top of the beach now and you know technically i'm not wrong i continued modeling the rest of the ponds in the lakes and one of the rivers i decided to save this river until later and you'll see why when i get back to it at this point i decided to start modeling the brown rock structures that cover pretty much the rest of the map the reason why i held off and doing this is because of all the ladders that change the elevation everywhere there are some inconsistencies with the logic of the ladders for example down here there's a ladder that goes up which should mean that everything from here on should be higher than the rest of the map but continuing on from there there's one more ladder that leads up to another point that's even higher but right next to that is one ladder that returns back to ground level it doesn't make sense for two ladders to reach the same height as just one ladder so that must mean that somewhere along the way the ground itself went down there were a few places where i had to put ramps to change the elevation to match up with the ladders the first spot is right here where i made a downwards ramp and one is over here alongside the river which is why i decided to hold off on that river from here on i just did a bunch of modeling to create the brown rock structures and i gradually made the height increase as you go back because i'm pretty sure this area is supposed to be death mountain i also finished modeling the river all the way up to the top past the waterfall where there's a little pond it's also worth noting that there's a secret in the top right corner of the map in the original game there's actually an invisible path leading up to a higher area so i replicated this by turning off collisions on one of the blocks so that you can reach the ladder now if you zoom out it looks like pretty much everything on the map is complete except for two areas with white rock structures over here and over here i made one more texture for the white rock and quickly made the outlines for these last two 3d models there are also two rows of white bushes so i had to go and change to a new color palette for the bushes to create a new material and then since this is a graveyard i had to make new models for the gravestones i also had to create new material to make the ground into a gray color in these areas at this point if you zoom out it looks like the map is complete and now i just have to create a bunch of props put on the finishing touches other than the bushes and the snail rocks there are various other props that fill up the world one of which is these suits of armor that when touched actually turned into an enemy but we'll get to that part later at first i thought i could just use the model that i made for link and swap on a new head to create the suit of armor but it actually ended up being a bit more involved since the armor is actually thicker than link is then i started making a model for the trees and i realized while modeling the trees that the big tree dungeon entrances reused the same models except with a face in between and it was a pretty similar process for making the other dungeon entrances in the obelisks then i placed these models in various places on the map and turned off collisions on the opening so that link could walk through them i also realized that there are actually a few different versions of the dungeon entrances one that has one eye one that has two eyes and one really large one that repeats the one-eyed texture twice the final piece of the map that i had left was this desert area here that uses different textures for the floor and with that the entire map was now finished i decided to take a quick stroll through the world that i recreated but then i quickly got back to work after realizing that this is basically just a glorified walking simulator at this point i wanted to start adding the enemies so i took a look at all the enemies that appear in the overworld and was really confused by one enemy in particular apparently the rock is an enemy because it falls down the screen and can hurt link anyways the first enemy that i started modeling was the octa rocks it took me a few attempts to get something that i liked the first few times were either too tall or too boxy looking finally i made something decent and then moved the legs to create the second version to create the animation and as with pretty much every enemy in the game there's also a blue version of the octorok the next thing i did was edit the suits of armor to create the armor's enemy bumping into the armor suits will activate them and turn them into an armos and then i made the tektites who have a pretty familiar animation cycle for the next few enemies i used a similar method to create the 3d models first i would create the 2d sprite from the front and then create the 2d sprite from the side then i would lay them on top of each other and start building off of that this was the strategy i used to make the linoles and the mawlins and i could also do something similar for the levers and the p hats also for the maublins i decided to give them the third animation frame similar to link because it looked weird without it and the levers and b heads don't have any animations they just spin similarly the genie and the zora only have one animation frame as well for some reason with all the enemy models finished it was time to start making ai to make the move and this was actually my first attempt at creating an ai and while it works it's probably the dumbest solution i could have come up with so i gave it the appropriate name of artificial unintelligence or any for short basically i looked at how the enemies moved in the original game and to me it looked like they just moved around randomly so i decided to make a script that does exactly that it works based off of randomly generated timers and randomly generated actions by default the enemy will start moving forward then it will create a random timer and randomly pick a number between 0 and 4. each number represents a different action like rotating a specific direction or deciding to stop and when the timer ends it will perform that action if it stops it does the exact same thing except that the stopping action is replaced with a go action and it also has the ability to shoot a projectile while stopped it's such a brute force method but it looks pretty convincing so i'm not complaining but this specific script only works for the octa rocks the moblins and the lionels i had to create different variations for the other enemies i made a similar script for the levers and the p heads when the script for them stops they start to move down the levers will burrow underground and the p-heads will stop spinning and land on the ground then i had to make another similar script as the first one for the genie and the armors the only difference is that these enemies don't stop moving now for the tektites i had to write a completely new script because they have a unique movement pattern i still apply the same logic though create a random timer and when that timer ends pick a random direction and jump the last anime script i made was for the zora's it combines elements from the first two scripts because these enemies shoot projectiles and they also randomly move below the water the only new thing i had to add here was a trigger around the zora and once the player enters this trigger the zor will start facing in that direction and with that the enemies are now finished so it was time for me to start making the items first i gave link the ability to get the upgraded swords the wooden sword can be obtained from an old man in the cave at the beginning of the game the white sword can be obtained from an old man in the cave near the top of the map and it will do twice as much damage as the wooden sword and finally the magical sword can be obtained from an old man who lives beneath a grave in the graveyard all these swords also have the ability to shoot out a sword beam if link has full health and it will explode into four pieces on contact i made a script that will change the material of the sword every few frames to give it the same look from the original game then i modeled the bow and two different arrow types since they function almost identically to the stored beam the only difference between the normal arrows and the silver arrows is that the silver arrow does twice as much damage and is also needed to defeat ganon next i created a magical rod because it also uses the same projectile mechanic it creates a beam that will do the same amount of damage as the white sword and if link gets the book of magic item the beam will create a fireball when it makes contact with anything the next item was simple because as far as i can tell the only purpose of the flute was to drain the water level and reveal the entrance to level 7. to create the boomerang i just modified the projectile strip so it'll come back to link after a short period of time and for the magical boomerang that period of time is slightly longer the blue candle and the red candle will spawn fireballs and while the blue candle can only spawn one the red candle can spawn them infinitely enough to make me fear that my computer will crash but these fireballs can also reveal secret entrances the power bracelet lets you move certain objects some of which reveal secret entrances the bombs can be placed and after exploding will create some smoke effects and if placed in the correct spots will also reveal secret entrances there are a lot of secrets in this game but at least it's a secret to everybody obtaining the letter from the old man in a cave at the top of the map will allow link to purchase potions from any of the old ladies the blue life potions will restore your health once and the red section potions will restore your health once and then turn into a blue life potion but to be able to purchase these potions we need to get rupees first so i made the rupees into a random drop from enemies the one that flickers between yellow and blue is worth one rupee while the blue one is worth five rupees i also made it so that the enemies can randomly drop hearts which will restore link's health the other two random drop set enemies may spawn are clocks which will slow down all the enemies and make blink invincible for a short time and the fairies which will completely restore link's health then there's the heart container that will increase link's health by one heart and then there's the items that are used automatically in certain situations the raft will allow link to sail on water as long as he walks off of a dock and a step ladder will allow link to walk across gaps that he's previously unable to or you could use the stepladder to perform some trick shots call of duty style the shield by default will block some projectiles but getting the magical shield will block the link from all projectiles and finally the blue ring and the red ring will change the color of link's clothes as well as increase his defense the blue ring will double links defense and the red ring will double it again after finishing the items i got to work on adding the ui i tried to replicate the look of the original with a black bar across the top but it felt like it took away from the game so i lowered the opacity on it then i just did everything exactly the same except for the number of keys the sword box will show the strongest store that you have and the item box will show your currently equipped item pressing q and e will swap between all the items in your inventory then i made a simple counter for the number of rupees and bombs that link currently has i didn't mention this earlier but link will obviously lose rupees whenever he goes to a shop but he'll also lose one rupee per arrow that he shoots and normally in zelda games link has 20 hearts but in this game he only has 16 and he also doesn't get quarters of a heart because it only displays hearts and halves the final thing i did for the ui was creating the minimap i had to do some math to convert link's position in world space to a position on screen space and with that it will now track link's position on the map if i wanted to i could easily swap out this blank map with a full map but i'm not sure if the original had anything like that and now it looks like the game is done but now it's actually just an even more glorified walking simulator than it was before link still can't damage enemies and they can't damage him either i got to work on making it so that attacks will damage the player and the enemies and also made it so that when anyone receives damage they have a knockback force applied to them and start changing color for a brief period of time when testing this knockback feature i binded it to a button at first to test if it was working properly and accidentally made a really cool speedrunning mechanic similar to the ones found in other zelda games then the last thing i did was make sure that running out of health will create a death explosion effect and with that the entire overworld is now finished i decided to hold off on making the dungeon levels for now because this video has already taken long enough to make and i don't actually know how to make boss fights yet so i might save that for another video and just like the mario remake i made i can't release this game either but if you guys want to watch some extended gameplay i made a video on my second channel for you guys to watch alright see ya [Music] you
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Channel: CodyCantEatThis
Views: 3,159,326
Rating: 4.9638195 out of 5
Keywords: unity, game dev, game development, unity game dev, codycanteatthis, voxel, magicavoxel, voxelart, voxels, voxel art, indie game development, nintendo, the legend of zelda, zelda, zelda unity, the legend of zelda unity, zelda 3d, the legend of zelda 3d, i made the legend of zelda but it's 3d, zelda remake, the legend of zelda remake, zelda clone
Id: Kp6LP-G-DGs
Channel Id: undefined
Length: 15min 14sec (914 seconds)
Published: Sat May 22 2021
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