Description

The Legend of Zelda: Ocarina of Time is a 1998 action-adventure game developed and published by Nintendo for the Nintendo 64.

The Legend of Zelda: Ocarina of Time is a fantasy action-adventure game set in a three-dimensional world with an expansive environment. The player controls series protagonist Link from a third-person perspective. Link primarily fights with a sword and shield. but can also use other weapons such as projectiles, bombs, and magic spells.

Responsibilities

Project Overview

This project was developed as a fan tribute, utilizing accurate map dimensions to recreate the environment. The surroundings were modeled using 3D modeling software, and all characters in Kokiri Forest were intricately designed. Each character was connected to skeletal rigs and given unique animations. Interactive water, visual effects (VFX), and a character named Link were also created.

Animations:

Link has been equipped with a comprehensive set of animations for Kokiri Forest, faithfully recreating movements from the original game, including running, rolling, backflipping, side jumps, climbing fences and walls, navigating vines and ladders, swimming, diving, and emerging from water. Over 10 situational attack animations were designed. Idle animations, crawling through tree openings, falling, and hanging from ledges on one hand were also included, along with jump animations.

Mechanics:
  • Camera Interactions: The camera adjusts for better visibility when the character approaches an edge, and it can focus in the direction the character is facing. Targeting mechanics allow interaction with characters, enemies, or objects, incorporating widgets and animations for a more visually appealing experience. A guiding arrow facilitates switching targets, and a fairy assists with targeting, changing colors based on the target type. Dialogues can be initiated with NPCs, and signposts can be read through a separate widget.
  • Combat Mechanics: The game is fully joystick-compatible. Attacks are executed based on button and joystick inputs. If the player is stationary, pressing the attack button triggers a specific attack sequence, with additional animations for continuous presses. Movement-based attacks follow the same principle, with an extra jump attack when targeting.
  • World Interaction: If the character slowly approaches a cliff, they will hang on with one hand, allowing the player to decide whether to climb up or drop down. The fairy, Navi, can appear and be hidden under Link's hat, moving with the character and assisting with interactions.
  • Movement Mechanics: Running, falling, scaling walls, climbing fences, rolling, crawling through tree holes, swimming, and diving are all implemented. Link can also lift and throw rocks and pots, with a chance of finding rupees, hearts, or other items.
  • Environmental Interactions: Slash attacks can cut bushes, potentially revealing items. Special bushes regrow after 60 seconds. Signposts can be chopped into pieces, regenerating when out of view. Rolling boulders follow a set path, damaging Link and pausing momentarily when hit.
  • Chest Mechanics: Opening large chests triggers animations and camera adjustments. Upon opening, the player receives items like a sword.
  • Shield Mechanics: Shield usage includes angle adjustments and animations, with focused stances allowing movement. Level transitions and shop mechanics are implemented, with unique camera angles and the ability to purchase items from a shopkeeper.
  • NPC Interactions: Certain NPCs block paths until main quests are completed. A unique rubber stone changes size when damaged and displays the computer's time.
  • Enemy and Environmental Effects: An attacking flower animation was created, with defeated flowers dropping sticks that can be used as torches. Flowers regrow over time.
  • User Interface (UI):

  • Character Selection: The menu includes three slots, replicating the original game's design, allowing players to choose a name displayed in dialogues and on the home sign.
  • Main Screen UI: The top left displays hearts with four segments each, showing damage and recovery. The bottom left shows rupee counts, with green adding one and blue adding five. The top right features interaction prompts, sword attacks, and quick access items.
  • In-Game Menu: A rotating interface shows item slots that fill as items are discovered, a map for player location, and an inventory for weapons, shields, and clothing. The menu is joystick-compatible.
  • Save and Load: Game saving and loading of previous achievements are available.
  • If you’re interested in testing it, feel free to contact me, and I will provide the packaged project.

    Videos

    Zelda Ocarina of Time Prototype Kokiri Forest
    Zelda Ocarina Of Time - Main Menu
    System bush cut, spawn rupees and hearts
    Aim Target Navi System
    System drag drop stone and jugs
    System read and destroy table board

    Screenshots