Project: Ocarina

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Project: Ocarina

Postby DarkAkuma » Wed Feb 26, 2014 12:05 pm

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Introduction

Project: Ocarina is a faithful re-creation of the places from the classic Zelda game, Ocarina of Time, in all their 64bit glory. But this is for the Oculus Rift!

Visit and explore the the most memorable places from this amazing game in a nostalgic walk through your past! See the world of Hyrule through Link's eyes.


Plans

This started with the Kokiri Forest demo, and now aims to grow. First up on the agenda is...

The Temple of Time

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A beautifully crafted area. Home of the Master Sword. Eventual resting place of the 3 Spiritual Stones. Instantly memorable music.

Hyrule Field

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Central hub of Hyrule. Large fields of trees and bushes. Runoff from Zora's River that forms a moat around Hyrule Market.

For non-area additions, next I aim to give the user a body. One that's fully animated to run, walk, jump, and crawl.


Downloads

TBA

For now you can play the original demo that spawned this project, Kokiri Forest. Available over on the following thread.

The Legend of Zelda, Ocarina of Time: Kokiri Forest Rift Demo


Links

Officail Homepage Announcement
EnterVR Podcast with DarkAkuma. (Where the announcement was first made)
Reddit Annoucement
Last edited by DarkAkuma on Sat Apr 05, 2014 12:37 am, edited 2 times in total.
Project: Ocarina - The Legend of Zelda, Ocarina of Time in VR

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Re: Project: Ocarina

Postby treytech » Wed Feb 26, 2014 12:41 pm

Looks cool. Are you doing all the 3D modeling yourself?
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Re: Project: Ocarina

Postby kevinm1278 » Wed Feb 26, 2014 1:23 pm

Hyrule Field! :D
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Re: Project: Ocarina

Postby Marulu » Wed Feb 26, 2014 4:45 pm

Is there any chance to see maps from Majoras Mask?
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Re: Project: Ocarina

Postby ShadowLink » Thu Feb 27, 2014 5:36 am

I love this, still one of my favorite games! Really love the work you put in the areas you've worked on, everything looks polished and has the same feel as the original game. I've also been working on a project like this (apparently I am not the only person that loves Ocarina of Time :P ), but my version feels far from perfect.

Will you put audio in this version? I believe the music and sound effects are really important in Zelda games. Anyway keep up the amazing work, I am a big fan.
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Re: Project: Ocarina

Postby DarkAkuma » Thu Feb 27, 2014 11:26 am

treytech wrote:Looks cool. Are you doing all the 3D modeling yourself?


Yes and no. I start from a RAM dump from a emulator and go from there. Different things require different amounts of work.

Marulu wrote:Is there any chance to see maps from Majoras Mask?


That hasn't been my plan. There's plenty to do with OoT! If there was enough demand for a place from that game though, I'd definitely consider it!

ShadowLink wrote:I love this, still one of my favorite games! Really love the work you put in the areas you've worked on, everything looks polished and has the same feel as the original game. I've also been working on a project like this (apparently I am not the only person that loves Ocarina of Time :P ), but my version feels far from perfect.

Will you put audio in this version? I believe the music and sound effects are really important in Zelda games. Anyway keep up the amazing work, I am a big fan.


What type of audio? In Kokiri Forest I added some audio beyond just music. Waterfall, rolling boulder, and some to the bonus scenes.

I wanted to add footsteps and jumping type sounds, but without a avatar body, every way of going about it sounded kind of hacky. So for that stuff, I want to focus on getting a animated body first.

I also would like to revisit the Kokiri Forest night scene and add the wildlife sounds. I just wore myself out of sifting through the sound banks to be able to go back and find all the different ones.
Project: Ocarina - The Legend of Zelda, Ocarina of Time in VR

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Re: Project: Ocarina

Postby MrKaru » Wed Mar 12, 2014 6:06 am

I'd be pretty excited to see a temple, or maybe even inside the Deku tree. Falling through that web with the rift on? Terrifying. :lol:

Still, I'm really excited to see anything from this game, Kokiri Forest was such a pleasure, I can't wait to see more :D
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Re: Project: Ocarina

Postby vlivings » Sun Mar 23, 2014 6:05 am

I hope you are doing Lon Lon Ranch too :)!
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Re: Project: Ocarina

Postby DarkAkuma » Sun Mar 23, 2014 6:59 pm

The Temple of Time is pretty much done. This past week I started work on the next area. I'll probably be announcing that on my twitter or blog sometime in the next week, once I have a bit more done with it.

I know I'm not posting much about it, but I definitely still am working on PJO. I'm taking a slower pace and not grinding as much as I did on the Kokiri Forest demo. I'm also mixing in working different things (that may or may not make it to release) in the project to keep things less tedious. I also started a new, small project recently. I'm so new with game development, I find it best to set things aside and focus on things just for learning experiences.

Here's a couple pics I've posted on my twitter I the past couple weeks, to tide people over. =)

http://t.co/ACGbxE8arB
http://t.co/55HK6w7WQP
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Re: Project: Ocarina

Postby kevinm1278 » Sat Mar 29, 2014 1:24 am

I'm having a blast being your guinea pig/beta tester for these. Let me know when you've got some new stuff for me. I LOVE the temple of time, especially the sounds.
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Re: Project: Ocarina

Postby DarkAkuma » Mon Mar 31, 2014 6:54 am

Over the past few days on my twitter and website I've announced the next area I'm adding. And that area is Hyrule Field!

Your can read up about it at my in the following post:

Project: Ocarina - Hyrule Field

Since it's been a couple extra days since the post, my progress is now that I have all the models and textures for the area fixed up. So it's 100% visually pleasing now at least. But there's still more work to do with collision, lighting, a little shader work, improving a few textures here and there, and some scripting. I'm just happy to have this part done. It's so tedious and boring. lol

I'll get the new screenshots adding to the first post later today.
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Re: Project: Ocarina

Postby Lindblum » Tue Apr 01, 2014 10:30 am

Thank you for working on this, but have you mentioned anywhere why all this effort isn't instead directed toward creating a VR-oriented graphics plugin for N64 emulators? Then every scene would be VR. I used to use iZ3D to make stereo, but I don't think it's really supported anymore. Perhaps VR requires a wider FOV to make it worthwhile, but would leave you looking in directions the game engine might be culling out during rendering. I don't know if anyone in the Romhacking community knows how to deal with these issues on a game-by-game basis. cgallizzi was working on a VR N64 emulator last year, but the updates stopped coming in.
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Re: Project: Ocarina

Postby DarkAkuma » Tue Apr 01, 2014 4:01 pm

I think I've commented on that topic a little here and there, but not much.

Well, the first and easiest reason is that the project was chosen as a learning project. Something for me to do to learn game development and 3D modeling. Working on the source to a emulator wouldn't help with that.

But beyond that, emulation has its limitations. Frame rates will always be an issue just due to the nature of emulation and the quality of N64 emulators. The whole thing would be reverse engineering a single game. Hacking in a 2nd camera plus changing the offset of the original, hacking aspect ratio, hacking in a first person view point, etc. Add onto that, some areas like Hyrule Market would look like utter crap. The scenery is just a 4x4x4 textured cube around a camera at a fixed position. From a hacked in first person view you would be walking on air, only able to see characters and a few random objects.

Finally, as I learned with Temple of Time, the game was really designed with a 3rd person camera in mind. Like with transitions between rooms. In the Temple of Time there's a trigger when walking between the Spiritual Stone room and the sword room. The trigger loads scenery for the room you're going in to. That scenery has the room as you know it, but extends off into the other room past the trigger into less detailed scenery. Less detailed isn't quite it. You could call it distorted, or just say it's missing parts. Nintendo used tricks like this to deal with the hardware limitations. Back on the point, these rooms were designed with the 3rd person camera in mind, following from a relatively exact distance. You barely notice the odd scenery from the 3rd person view. But it's clear as day from a first person view. Simply moving the trigger point, as I briefly experimented with in PJO, does not help well enough. In PJO I combine the detailed parts of the 2 rooms into a single scene.

While these is probably outdated methods, it's kind of what Oculus means when they say porting games is not the best idea for VR, and experiences should be designed from the ground up for VR.

That all said, someone will someday do some emulators hack. It's probably inevitable, and I'll look forward to playing it. That someone just probably wont be me.
Project: Ocarina - The Legend of Zelda, Ocarina of Time in VR

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Re: Project: Ocarina

Postby kevinm1278 » Thu Apr 03, 2014 12:40 pm

Great job on Hyrule Field so far. Lemme know if you want me to help test it. I just noticed you have a donate button on your site. I think you should position it in the middle near those pics for better exposure. I'd like to donate and help you get closer to your goal of getting a Rift of your own. Just let me know how to do that, because the button doesn't give me a direct link to make a payement. Once you raise enough funds, I suggest you get a DK2 instead since they're available for preorder.

If any of you have enjoyed these demos or just wanna help out a fellow developer, be sure to donate!
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Re: Project: Ocarina

Postby DarkAkuma » Thu Apr 03, 2014 4:30 pm

As my donate page says, those wanting to make a donation can email me and I can send a paypal link or whatever.

If you're suggesting that I plop the donate button in between screenshots of PJO, I'm sorry but I can't do that. My taking of donations on my site and PJO are separate independent things. While I can't control the mind of someone and their reasoning for making a donation, directly encouraging them to do so for a project like it, is bad.

That said, yea. I would most likely get a DK2 rather a DK1 now, if I got enough. Though that would be rougher being $50 more. Since the guy who said he would donate a DK1 itself to me has backed out, I'd still even love one of them though. This wait for CV1 has been painful!

And yes, I'll certainly contact you if/when I need help testing Hyrule Field. Though unlike the previous tests, it would just be more of a general "see if you can find some bugs" test, instead of the "I don't have a Rift, so can you tell me how this is in one?" test.
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Re: Project: Ocarina

Postby chilby2k » Sat Apr 05, 2014 8:47 pm

Good Job looks really good one of my favs :)
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Re: Project: Ocarina

Postby cosmosfood » Sat Apr 05, 2014 11:55 pm

This looks great and I can't wait to see what else you come up with!
Out of curiosity, you mentioned getting a RAM dump for a rough source for your maps. How exactly do you do that? My googling for info is coming up short..
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Re: Project: Ocarina

Postby mmmpek » Sun Apr 06, 2014 3:07 am

I love your project! Can't wait to step into Hyrule field :)

How much of Hyrule are you planning on recreating?
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Re: Project: Ocarina

Postby OculusOptician » Sun Apr 06, 2014 5:59 am

Cymatic Bruce is going to be all over this one.
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Re: Project: Ocarina

Postby kevinm1278 » Sun Apr 13, 2014 12:53 pm

I'm finally well enough to start using the Rift again, and this was my first comeback demo. I'm loving Hyrule Field!
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