Projects > Zelda Projects

[OPEN SOURCE] Ocarina of Time 2D: Unity

(1/1)

Colbydude:
Hey all,

Long time, no talk. Been recently itching to do some gamedev and practice in Unity some more after a buddy and I participated in the Game Maker's Toolkit Game Jam some odd weeks ago. Figured I'd go back to my roots and try and make something familiar. Which led me too...

Ocarina of Time 2D: Unity
OH BOY ANOTHER OOT2D PROJECT DOOMED TO FAIL

I'll preface this by saying I don't really have any goals with the project, other than to get more comfortable with Unity itself.

Which is why I'm leaving it to be open source. I figure, why not make this a collective effort for anyone wanting a project to heck on?

Currently there are no playable builds, but you're welcome to download the project and run it in Unity yourself. For those willing to contribute, have at it and open some PRs! Or, just play test for bugs (I'm aware of a couple). The GitHub repository is linked below.

I've got a small backlog of items to implement and work on over time. Will write more stories as things come in to play. I do plan on writing out more documentation and setting up better project management on GitHub here soon.

So, here's some brief details on what's in so far:

* Using Team Dekunutz's OoT2D FSA project as an asset base.
* Workflow setup to import sprites and animations from Aseprite.
* Another workflow setup to import tile maps from Tiled.
* Basic player controller setup with (hopefully simple) animation state management.
* Link can currently roll, use a sword, pickup/throw objects.
Pretty stuff:


Links:

GitHub Repository: https://github.com/Colbydude/OoT2DUnity
Backlog: https://github.com/Colbydude/OoT2DUnity/projects/1
Bug Reports: https://github.com/Colbydude/OoT2DUnity/issues

Anyway, I'm happy to hear everyone's thoughts and hope to maybe work with a few of you soon. :D

pxl_moon (dotyue):
looks promising... i played around in unity some time ago and hope to have some insight here  :)

edit: since it's based on OoT2D FSA, are you adding FSA features later on?

like:
- Advanced Light/Shadow
- Image Texture-Filters
- Sprite Rotating and Resizing (like for jumps)
- Camera zooming ( for example: While Sword charging )

Colbydude:
Ideally, yeah. I’d like to take on the full-aesthetic of FSA for a more “modern” looking 2D game. However, at least for now, I’m personally focusing on core game mechanics rather than cosmetics.

If someone would like to take a crack at adding any of those, they’re more than welcome to. :D

pxl_moon (dotyue):
did you pull an older version on the master file? just overlooked it quickly, but it seems the level scene doesn't have either the pick-up-rocks nor the cut-grass from your gifs here

Colbydude:
Maybe? I just used what was in the zip on the other thread, then ported the map from GMARE to Tiled.

Navigation

[0] Message Index


Contact Us | Legal | Advertise Here
2013 © ZFGC, All Rights Reserved



Go to full version