Zelda: Ocarina of Time - Kokiri Forest V2.5 (07/26/14)

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Zelda: Ocarina of Time - Kokiri Forest V2.5 (07/26/14)

Postby DarkAkuma » Wed Jan 22, 2014 7:25 am

Image

I'm happy to announce the release of my very first Rift demo, the Kokiri Forest from Ocarina of time!

This re-creation was made with as much attention to detail put in as I could give. But it's not a game, it's a simple walk-around demo. There are objects, some animations, and a sound. But no character models (including Link), music or game mechanics.

FYI, the scale of the viewer has been tuned to be that of Young Link's height as that's the time I re-created, and the scale helps with the awe. =)

There's a ReadMe.txt in the rar for further explanations and instructions. So skim over that first.

I'm hosting the links on my blog in a post linked below.

Kokiri Forest v2.2 - Download Post (Win/Mac/Linux) (Old version. Scroll down for version 2.5!)
Kokiri Forest - Download Post (Win/Mac/Linux) (Older version. Scroll down for version 2.5!)

I hope to see many people enjoy this! =)

UPDATE:

Version 2.5 has now been made available on my blog. Click the following link to read about the changes, see screenshots, and download it!

Download:

Kokiri Forest: Version 2.5 - Download Post (Win/Mac/Linux)

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Related:

Kokiri Forest Demo: Behind the Scenes... (Self-Published Article)
2/9 The Cymatic Bruce VR Show, Ep. 8 (Kokiri Forest Demo Video)
Kokiri Forest Oculus Rift Demo: Step into the Iconic Zelda Ocarina of Time (RoadToVR Article)
Last edited by DarkAkuma on Sat Jul 26, 2014 12:12 pm, edited 12 times in total.
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Re: Zelda: Ocarina of Time - Kokiri Forest

Postby andyring » Wed Jan 22, 2014 9:54 am

This looks fantastic.

Anybody got any other ideas for "places" they'd like to visit in the Rift?

I've always wanted to travel back in time - maybe a detailed reconstruction of London in the 16th Century?

The forest from Return of the Jedi? :)
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Re: Zelda: Ocarina of Time - Kokiri Forest

Postby drash » Wed Jan 22, 2014 12:14 pm

DarkAkuma, you've taken fan art and nostalgia to a whole new level! Thank you. :D
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Re: Zelda: Ocarina of Time - Kokiri Forest

Postby cybereality » Wed Jan 22, 2014 4:45 pm

Nice one!
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Re: Zelda: Ocarina of Time - Kokiri Forest

Postby jasonatokc » Wed Jan 22, 2014 5:55 pm

I liked this one :) wish could play the game in vr
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Re: Zelda: Ocarina of Time - Kokiri Forest

Postby Inimitable » Wed Jan 22, 2014 7:56 pm

Awesome! Thanks for the update. I took some screenshots, most were crap but I kept a few:

http://imgur.com/a/QGHcq
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Re: Zelda: Ocarina of Time - Kokiri Forest

Postby DarkAkuma » Wed Jan 22, 2014 8:33 pm

Nice!

That sign you see in your last screenshot is what I consider one of the 5 hidden objects in the demo.

I could have added the little boulder maze area where you get the sword, but actually getting in there would require crawling. Something I'm not going to presume I can add just yet. Also I'd want to have the boulder itself as well. Another thing that may be a bit beyond me atm.

And things would just get more complicated with having to load/unloaded meshs. Counting that area, the entire Kokiri Forest is made of up 3 zones. The village, the Deku Tree, and the Boulder Maze. When you move between those zones in the real game, the previous zone unloads while the new one loads. Stitching together the Deku Tree and village zones into one was easy enough as things lined up well. Only the tree wall meshes had a small issue (I used the meshes from the Deku Tree zone, and you can see them cutting through the log going to the Lost Woods). Adding the maze though wouldn't be as easy.

I do have a little over 2 weeks left on my Unity Pro trial. So I guess I'd be willing to take suggestions for additions I could make to this. Tasks that would be easiest to complete in that time would be best. It's hard to say for certain what kind of tasks I could reliably complete in that time. I'd say an entire new area would be on the high end of taking up that time. Depends on the area. Just keep in mind when making suggestions that I'm a Blender/Unity noob, I don't own a Rift, and I don't own a Hydra.
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Re: Zelda: Ocarina of Time - Kokiri Forest

Postby compcat » Thu Jan 23, 2014 2:43 pm

Great stuff, man! A lot like the last demo of Kokiri Forest, as you know, but this one is a lot more complete. You got almost every detail. I like how the tunnels even have the same subtle color changes as you move closer to them that the game had.

This is actually perfect as a demo to show first time Rifters (at least of my age group). It's a very familiar and cherished setting, so the contrast between VR and 2d screen will be easier to recognize than in exploring a new environment. And also there's no gameplay here apart from exploring, so that's good for first-timers.

The only issues I had were that the jump is way too fast and direct, it's pretty jarring. And also it'd be cool if you could darken the Deku Tree's mustache and eyebrows. I know that's just me being nit-picky, but it seems like an easy detail touch up for accuracy.

Overall, great stuff, will be a go-to demo for me to show first time Rifters.
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Re: Zelda: Ocarina of Time - Kokiri Forest

Postby DarkAkuma » Thu Jan 23, 2014 7:36 pm

I didn't really plan to add the jump at all. It's been my understanding that jumping in VR isn't very comfortable, and is maybe immersion breaking. I only enabled it to allow access to the vines leading to the Lost Woods, and to get out of the water when trying to go to the Deku Tree. I had to enable it and adjust up the "JumpForce" I believe 0.2 beyond what Oculus has set as default in their package, just to be able to jump high enough. I didn't adjust anything else, trusting Oculus has all the defaults set for a reason, for comfort and immersion. But I suppose I can look into adjusting things. perhaps the gravity should be adjusted to compensate for the increased jump force.

I honestly didn't stare at the Deku Tree much, or make any screenshots of it as a reference during my testing. Going off of just memory I thought his facial features were more defined by shadowing (I really didn't put much though into that, else I'd have realized that didn't make sense). I see now that you're right. I'll try to get that adjustment in for the next build.

And that's nice to hear that you feel it's a good first time user experience! It would make me VERY happy if this became the go-to demo for many users to experience first in the Rift! =)
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Re: Zelda: Ocarina of Time - Kokiri Forest

Postby kevinm1278 » Fri Jan 24, 2014 11:58 am

DarkAkuma wrote:I didn't really plan to add the jump at all. It's been my understanding that jumping in VR isn't very comfortable, and is maybe immersion breaking. I only enabled it to allow access to the vines leading to the Lost Woods, and to get out of the water when trying to go to the Deku Tree. I had to enable it and adjust up the "JumpForce" I believe 0.2 beyond what Oculus has set as default in their package, just to be able to jump high enough. I didn't adjust anything else, trusting Oculus has all the defaults set for a reason, for comfort and immersion. But I suppose I can look into adjusting things. perhaps the gravity should be adjusted to compensate for the increased jump force.

I honestly didn't stare at the Deku Tree much, or make any screenshots of it as a reference during my testing. Going off of just memory I thought his facial features were more defined by shadowing (I really didn't put much though into that, else I'd have realized that didn't make sense). I see now that you're right. I'll try to get that adjustment in for the next build.

And that's nice to hear that you feel it's a good first time user experience! It would make me VERY happy if this became the go-to demo for many users to experience first in the Rift! =)



I'm glad to see that it wasn't just myself that thought the jumping was a bit off. In the game it's not exactly the same physics as the real world. I think the Oculus tool tries to replicate real world physics, which doesn't work in some fantasy worlds.

I don't find jumping jarring in the least bit. I would actually prefer more demos allowing for it.

I'm also adding this demo to my "showcase" list for new Rift users. :)
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Re: Zelda: Ocarina of Time - Kokiri Forest

Postby drash » Fri Jan 24, 2014 12:32 pm

DarkAkuma wrote:That sign you see in your last screenshot is what I consider one of the 5 hidden objects in the demo.


I found two rupees! They look nice "in person" -- would have loved to pick them up and try to shove them into my wallet. :)
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Re: Zelda: Ocarina of Time - Kokiri Forest

Postby DarkAkuma » Fri Jan 24, 2014 9:33 pm

drash wrote:
DarkAkuma wrote:That sign you see in your last screenshot is what I consider one of the 5 hidden objects in the demo.


I found two rupees! They look nice "in person" -- would have loved to pick them up and try to shove them into my wallet. :)


The blue rupees (one behind Mido's hut, and one on top of the pillar you have to cross the 2 narrow bridges for) are not the other hidden objects.

I wouldn't be against adding a rupee collect mini game. I've done something similar in a Unity tutorial before, so it would fall right in my current skill set.

I'm still accepting suggestions for additions to fill out the last 2 weeks of my Unity Pro trial. In the mean time I've just been tinkering with character models with no definitive plans to add any. Putting them in is easy enough. Making them not look like lifeless manikins is quite a bit more work. I've been messing with a Link model too, I guess in hopes of a end result of providing a avatar for the player. But without a Rift I don't know how well I can dial that in.

If it helps, other ideas I've had to add to this demo are.

Another area. Like Temple of time, Lost Woods, etc. (These areas seem more simple than others like Hyrule Field or Kakariko Village)
Physics for the water. (Like floating)
Do a better job with the ladder script. (No jumping needed)
Animate the Deku Trees mouth. To what end? I don't know, just sounded funny to me I guess.
Access to the insides of the huts.
Limited ability to pick up rocks and bushes.
An optionally trigger-able flightpath view of Navi's famous flight from the Deku Tree to Link's house.
A similar custom fly around, but using the bean plant pad. (Even though this is a demo of the past time line, and you can only get those in the future)
Night time. (That's mainly just a sky color change with adjustments to the lighting I think)
Toggle-able rain.
Add the caterpillar type air particle. (No clue how hard this would be. I didn't even try.)
Some more sounds. Like walking/jumping effects, and maybe music.
Boulder maze/sword area. (And ability to duck/crawl to access it)
Simple optional mini game.
Characters. (Link, Saria, Mido, generic Kokiri Boy and generic Kokiri Girl, and faeries. 6 models total I think. EDIT: Make that 7. There's another Koikiri Girl.)

As you can see, there's a lot I could do. But I'd like to see some popular opinion rather than decide for myself. In the mindset of making this demo just for myself, I've already full-filled my own goals, more or less.
Last edited by DarkAkuma on Sat Jan 25, 2014 6:48 pm, edited 1 time in total.
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Re: Zelda: Ocarina of Time - Kokiri Forest

Postby Inimitable » Sat Jan 25, 2014 12:23 pm

DarkAkuma wrote:The blue rupees (one behind Mido's hut, and one on top of the pillar you have to cross the 2 narrow bridges for) are not the other hidden objects.

I hunted around for secrets but didn't find anything of note! Maybe I'm looking for the wrong thing, since I would not have thought the sign was a secret either. ;)

As for additional content, if it were up to me I'd go with these (in order):
DarkAkuma wrote:- Some more sounds. Like walking/jumping effects, music
- Access to the insides of the huts
- Physics for the water
- Boulder maze/sword area
- Night time
- Better jumping
- Better ladder script
- Link player model

The lack of sound effects is weird, so I'd say that's a priority. Even just music without sfx is better than nothing.

Being able to see in the huts would be nice too, though you may run into space issues ( in-game, they do seem bigger on the inside than out).

Maybe a change between day and night every 5 minutes? Or a way of manually toggling.

Basic interaction with stuff (rocks, bushes, rupees, etc) would be nice too but it's a sort of all-or-nothing approach. If some stuff is intractable but others aren't it would be off-putting.

And if you're having a lot of trouble with the sword area, you can always consider leaving the boulder out.
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Re: Zelda: Ocarina of Time - Kokiri Forest

Postby DarkAkuma » Sat Jan 25, 2014 7:27 pm

The secrets are only semi-secret. Like that sign, where it's not easy to notice without wall clipping or perfect alignment and good eyes. They're not a huge deal. I just thought they were sort of interesting.

The issue with huts is more about how to handle the transitions. One of those things were my lack of a Rift starts maybe being a issue hindering proper design. And thats also 6 new scenes. Hard to say how much work that will be just tuning those.

The boulder would be the more interesting part of adding that area. It very well could be easy enough once I give it a try. But I could probably say that about several things.

I suppose after I finish up my work on re-creating the 7 character models in basic stationary form (3 down, 4 to go), I can start knocking things off the list regardless of the amount of feedback, starting with the very easiest things. Whether I add the models or not, I just want to finish what I started as I've now found my groove more with doing them. They're getting easier and easier the more I'm used to the process. Armatures however. Thats a headache. I'd be lucky if I got that stuff done to my satisfaction before my 2 weeks was up.
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Re: Zelda: Ocarina of Time - Kokiri Forest

Postby UED » Thu Jan 30, 2014 4:17 pm

It looks really fantastic. Please make more levels. :)
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Re: Zelda: Ocarina of Time - Kokiri Forest

Postby zeroyon04 » Fri Jan 31, 2014 2:18 am

This is awesome!!

As other have said, please make more levels from OOT!!!
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Re: Zelda: Ocarina of Time - Kokiri Forest

Postby DarkAkuma » Fri Jan 31, 2014 3:05 am

I still can't make any promises. But I have done some investigating into making the addition of new areas easier. So far though, no real luck. Things will certainly go better with my experience gained from the Kokiri Forest, but not good enough yet. I'm hoping to be able to write some scripts to make some of the more tedious work easier.

In other news, I posted some screenshots in a post on my blog from a few days ago.

Kokiri Forest - Update 2

In short, the next additions I have coming are a Night time scene, the Boulder/Sword area (with a Crouch/Crawl key to access it), shadows, and a couple fixes. Maybe more, depending on how things go.
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Re: Zelda: Ocarina of Time - Kokiri Forest

Postby kingzope » Mon Feb 03, 2014 11:57 am

As a huge fan of OoT, this is fantastic! I saw the other guy's demo but it was really just static and didn't feel like you were there. I will most definitely be keeping up with this project both here and your blog. I think you're on the right track.
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Re: Zelda: Ocarina of Time - Kokiri Forest

Postby jakethedrake » Mon Feb 03, 2014 6:30 pm

Cool, but you sure come across as a whiny dick in that blog update.

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Re: Zelda: Ocarina of Time - Kokiri Forest

Postby cybereality » Mon Feb 03, 2014 6:35 pm

Hey! Insults and personal attacks are not allowed. Thanks.
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