Oowoon Posted August 17, 2014 Share Posted August 17, 2014 Hello! Many of you may have known me as Wiikid throughout my time in the Zelda modding community. I now go by Oowoon since it's more appropriate. (I'm not a kid anymore) Anyway, I'm just starting out a project. The goal? To bring the Zelda gameplay demonstrated through OOT, MM, and TP, and bring it into the powerful Unreal Engine 4. The low-cost subscripition model made it an attractive choice, and it's versatile enough for my purposes. For those who may not be in tune with the Unreal Engine 4, it features a lot of good, new things that are not available in the UDK, or UE3. Including physical based rendering. The engine uses C++, with the Source Code for this engine plugging into whatever classes may be brought in for it. In addition, there's also the Blueprint system, which can be used to prototype and create new systems using a Node-based programming system. But to get on with the project... The Legend of Zelda: UE4 (working title) (Final name pending) Right now, it's in the pre-production phase, which means we're planning out the details, planning out what we want to do, etc. What I can tell you is: It'll be a reimagining of the fan-favorite, Ocarina of Time, using modern graphics and systems. If possible, expand upon the original game's lore, and offer connections pertaining to the Zelda timeline. Expand areas, with the goal of explorability, and feature a seamless overworld. What that means is that all outside areas will be connected. Add items, and equipment. Make Navi less annoying, what we were thinking is to have her be a more passive guide, with the option to ignore whatever she says. Offer more insights into the events surrounding the game, this may be given in the form of cutscenes with conversations between characters. New dungeons, encounters, bosses, etc. Screenshots Since the screenshots are big, (They were captured in 1080p) I'll put them in links, what they are are a couple of shields that have been constructed as graphical tests. Throughout the project, I'll post more, depending on what I've gotten accomplished. Hero's Shield Hylian Shield Team Members Brian Mattson, AKA Oowoon -- Project Lead Jake Escue, AKA Overmind5000 -- Asset Creation and Project Co-Lead Because of the scale and planning out a project like this requires, we are recruiting! We'll have more to show as time goes on, but if anyone would like to contribute. whether it be with concept art, writing, music (much later) beta testers, and programmers who are proficient in C++, that would be helpful. Once the project is on a solid footing, I will see about opening up the source, there is a catch, however. You need UE4 to use it. The Unreal Engine 4, which this game is based off of, is $19 USD a month. With that, you get the full source code. We personally went for it because of its features, and asking price for the full source. But yeah, that's all I have for now, more renders will be posted in the coming weeks, while we get fully acquainted with the engine itself. EDIT: Links fixed. Though, they worked for me. 2 Link to comment Share on other sites More sharing options...
MelonSpeedruns Posted August 17, 2014 Share Posted August 17, 2014 I just like how the links are already dead. :\ 3 Link to comment Share on other sites More sharing options...
Oowoon Posted August 19, 2014 Author Share Posted August 19, 2014 Strange... They seemed fine to me, Oh well. I uploaded them on a different site and put them up. Sorry about that. The Hero's Shield is being included as a planned change, Of course, the models aren't final, they may be redone in a higher resolution. Link to comment Share on other sites More sharing options...
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