44 thoughts on “Project 3Q – January 2017 Showcase

  1. This is looking ridiculously good! Thanks for sharing this… I’d love to see a glimpse, or maybe just learn a little bit about how your team is approaching creating puzzles? You are of course under no obligation to share, I’m just curious. I always thought it would be fun to put together interesting puzzles in a Zelda game.

    • Our member Evan20k is the core dungeon designer. He has ample experience designing dungeons for games like Isle of Rebirth (ZC) and lends his talents to the blueprinting of our dungeons. CDi-Fails and I construct the dungeons with his input along the way; the ongoing conversation about what ultimately works and what breaks is a tremendous learning experience, because you are constantly problem-solving while translating ideas into 3D when suddenly epiphones spark and you find yourself tunneling secret rooms, nooks, ledges, and decals that could not totally be conceived in the 2D rendering. These spontaneous details inform the direction of the dungeon aesthetically, functionally, and conceptually, so we often see our dungeons evolve far from the initial concept without abandon because we have a freeform way of respecting origins while continuously asking questions about potential. Thanks for asking, and I hope this helps!

      • That’s reminiscent of how Nintendo does their work most of the time, quite fitting for modders/fans of their work to have the same mindset! I like how the game is utilizing the barely used d-pad. Not sure if this is too spoiler heavy of a question but would the game have a main area/hub like Hyrule Field and Termina Field were?

      • I don’t want to spoil the world, so the answer is yes and no. We have reconsidered how one might navigate a Zelda world in 3D and discerned an alternative appeal to the ‘center’ of the world.

    • To further expand on what Spire (Ben Walton) said, I’m personally taking a more map-wide approach to puzzles (Think OoT’s Water Temple or Majoras Mask’s Stone Tower) with Third Quest’s dungeons as opposed to many of the puzzles that are contained in a single room (like a block puzzle or something). I want the player to have to make conscious decisions about how the proceed in the dungeon as well as think critically about what their actions accomplish in order to progress in the dungeon as opposed to being able to proceed from room to room and try all your items on various suspicious looking objects until you find one that works and repeat until you finish the dungeon. My personal design philosophy is going to include a range of fairly linear (Nothing like Twilight Princess’ Temple of Time, don’t worry) dungeons and extremely non-linear dungeons so hopefully there’s something for everyone. While this is likely to lead to a lot of players who strongly prefer one dungeon style over the other to be more fond of half of the game than the other, I feel this is a better approach than putting all of our eggs in one basket, so to speak, and completely alienate a portion of the Zelda fanbase. The truth of the matter is that you can’t please everyone all the time, so my personal goal is to try and at least please everyone some of the time!

      …Of course this is all subject to change. Plans change very quickly over the course of game development and this, like almost everything else, is subject to being revised as needed.

      Cheers,
      – Evan20k

      • Hey im running the latest version of project 64 and when i tried to enter the earth labyrinth the game froze on a black screen, bearing in mined i have glide 64 on and the game is set to 8mb

  2. My god, I hope there is documentation released on this. How did you guys get it to change textures with the tunic instead of a color swap?

  3. Amazing, as always! The zelda game you’re creating is so wonderful, that I was wondering if you will translate it into other languages? I ask because in fact, I’m french, and if you need to, I think I will be able to translate all texts in the game into french, to make the game more accessible to french people when it will be released!

  4. Was wondering if you’ll release a basic blog style post explaining the story and where these new locations exist in the world. Love the work so far.

  5. This is incredible guys! I love all the fresh work that you’ve done–not just on the new areas, but also on Dread Gulch and Grim Cove. They both look more fleshed out, more colorful, and full of life. The work that you’ve done on the interface is pretty incredible too. I’m super excited for the next demo, whenever that will be, and ultimately for release! How much, percentage-wise, would you say you have done of the planned scope of the project? 30%? 50%? Just curious. The only thing I’d say that felt off to me was the name of the jungle area. Rainwind Jungle? Maybe something a little more unique, perhaps relating to the tortoise theme? Aldabra Jungle or Volcan Jungle perhaps? (both breeds of giant tortoise).

  6. Are there any fairy fountains in this game? Because I always have a bottled fairy with me just in case if something bad happens.

  7. Im glad you guys are hiding your site just like the Zelda 64 remake of Link’s Awakening,hope to see more awesome stuff in the near future,keep up the great work!

  8. I’m really excited about this game especially since I won’t be playing Breath of the Wild anytime soon.

  9. This is incredible 3Q team! Coming from a beginner OoT modder, all your work is very inspiring! I played the recent patch. Was in awe the whole time. Keep it up and do you think I could contact one of you for info on some modding aspects?

  10. Hey guys,

    I tried out the 0.5 Demo patch and was really impressed with the amount of work you guys put in. The aesthetics of the worlds previewed in the video are reminiscent of the Dark Souls series, especially Nightmire, which I think is really cool. I did have a couple of questions regarding the project:

    • How did you guys create the mod? How can I get my hands on tools to create my own game mod using Oot / MM assets?
    • How did you guys create the music to the game? Where can I get tools to create my own tracks?
    • Some of the videos showcasing other parts of the world seem to be unavailable. Would it be possible to repost them?
    • Is there going to be any lore or story behind the game?
    • Do you guys need people to help test the mod?
    • When will the project be finished? Is there going to an update to the demo?

    I did want to make some comments about the game play itself based on the 0.5 demo.

    • There were a few bugs and gameplay issues I noticed when playing through for the first time. I got stuck in the derelict ship between the floor where the starting chests are and the plank leading up to it.
    • Whenever I die, after being prompted to save, regardless of whether I chose to continue or not, the rom would stop, and I was forced to restart.
    • Dead Hand mini boss: While I think he’s fine as a first mini boss, I feel the room he’s placed in is too big. In the original game, he was typically placed in small rooms which added to the sense of claustrophobia and discomfort whenever he grabs the player. I think you could use his grabby hands separately in other places like in the maze room (I think they did that in OoT Master Quest). Maybe some floor spikes or blade traps could fill in some of that space. Another possibility would be to replace Dead Hand with another mini boss that makes effective use of the space. Maybe Dark Link would be better here?
    • When you defeat the first boss, part of his head reskin does not disappear during the cut scene.
    • In general, while I appreciate the large scale of the world, traversing it feels like a chore, especially if you die in a dungeon. Are there plans to add an items like Bunny Ears, warping items or a horse to increase the player’s speed?
    • I think in your latest video, the Demon Torch was supposed to be a re-skinned deku stick that uses magic to stay lit. Are there plans to code the game to remove deku sticks or other items entirely?
    • Will rupees still be used in the final product? Are there shops or mini games in the works?
    • In addition to reskins, do you guys have plans to design custom enemies?

    Of course, if you have already encountered and addressed these issues, please feel free to disregard my comments. Regardless, I think what you guys are doing is great and am looking forward to what happens next.

    • Q. How did you guys create the mod? How can I get my hands on tools to create my own game mod using Oot / MM assets?
      A. There are many homebrew tools created for the purpose of modifying Ocarina of Time, ASM, Hex, etc. that are used in conjunction with varied asset-creation programs (i.e. Adobe Photoshop and SketchUp, Blender, etc.) to generate and assemble the game experience. I’ll let those who assemble the game weigh in with specifics on the process. As far as modeling goes, that’s my foray. It all comes down to compromising between your dreams and the engine’s capabilities. Sometimes you want to express many things in a map – well, you don’t always get to. You are allotted only so many triangles per map before it really bogs the game down, so you have to be careful with how you choose to express your work. It is vital to understand that crafting worlds for video games – let alone the Nintendo 64 – is abstract art. Let’s say you want to build a tree using 120 triangles max. Well, you’ll make something that resembles a tree, but it won’t totally convince the player of its reality unless every component otherwise found in the map is crafted meticulously and equally abstractly. Suddenly, despite everything being a simplified polygonal version of the reality you imagine, the visuals comes together like a family and your suspension of belief dissolves – you are suddenly in that world, because every element was carefully considered and painting to compose a 360˚ scope of immersion. If you are able to make a full circle or a full lap around a map and remain convinced of its creation, history, placement, and presence – no matter how abstract – you have convinced your player of the world you imagined. We can hold a lengthier conversation if need be.

      Q. How did you guys create the music to the game? Where can I get tools to create my own tracks?
      A. We write the music in FL Studio by sequencing Midi in specific OoT-demanding configurations, i.e. separating chords between different tracks, all the while using the Ocarina of Time Soundfont to emulate the instruments found in-game to most accurately write music that upon being exported and loading into the ROM, resembles the end-product. I’ll let those who write music weigh in on this answer more accurately.

      Q. Some of the videos showcasing other parts of the world seem to be unavailable. Would it be possible to repost them?
      A. We refrain from relisting some of our videos for various reasons and have no plans to review them now.

      Q. Is there going to be any lore or story behind the game?
      A. Absolutely! This is an attempt to create our own Legend of Zelda, essentially – an homage to what it means to be a Legend, moreover. We have been delicately crafting this world and its lore for a long time now.

      Q. Do you guys need people to help test the mod?
      A. Eventually.

      Q. When will the project be finished? Is there going to an update to the demo?
      A. Eventually, and, this project is no longer a promised full-game deliverance, nor do we plan on releasing any further demos. We are essentially exploring the possibilities of Ocarina of Time modding in an effort to explore artistry.

      Q. There were a few bugs and gameplay issues I noticed when playing through for the first time. I got stuck in the derelict ship between the floor where the starting chests are and the plank leading up to it.
      A. Things have changed and we will continue to fix and find bugs. QA is something we may enlist when the time comes.

      Q. Whenever I die, after being prompted to save, regardless of whether I chose to continue or not, the rom would stop, and I was forced to restart.
      A. This is a bug that occurs because of parameters I am unsure of. I will let someone else weigh in on what might be causing it; otherwise we may be able to help you debug the issue.

      Q. Dead Hand mini boss: While I think he’s fine as a first mini boss, I feel the room he’s placed in is too big. In the original game, he was typically placed in small rooms which added to the sense of claustrophobia and discomfort whenever he grabs the player. I think you could use his grabby hands separately in other places like in the maze room (I think they did that in OoT Master Quest). Maybe some floor spikes or blade traps could fill in some of that space. Another possibility would be to replace Dead Hand with another mini boss that makes effective use of the space. Maybe Dark Link would be better here?
      A. Excellent feedback. We have already changed the arena in which you fight Dead Hand to be more enclosed. Currently, it is the most appropriate mini-boss for the Earth Labyrinth and remains as such. We have plans for Dark Link elsewhere.

      Q. When you defeat the first boss, part of his head reskin does not disappear during the cut scene.
      A. Ha, yeah. Something we could not debug in time before launch.

      Q. In general, while I appreciate the large scale of the world, traversing it feels like a chore, especially if you die in a dungeon. Are there plans to add an items like Bunny Ears, warping items or a horse to increase the player’s speed?
      A. We have actually scaled the world down since Demo Patch 1.0. Grim Cove and Dread Gulch are smaller – as seen in the January 2017 Showcase Video – and have taken this concern into account when developing other environments. While at first the scale was charming in its ability to display a large world, the Ocarina of Time mechanics and boundaries – horse aside – do not support such broad exploration without inevitable boredom, as it is not possible to populate maps with enough actors to fill such space. It’s a very precocious experiment.

      Q. I think in your latest video, the Demon Torch was supposed to be a re-skinned deku stick that uses magic to stay lit. Are there plans to code the game to remove deku sticks or other items entirely?
      A. That is correct. There are no plans to use Deku Sticks for they are redundant with the Demon Torch present.

      Q. Will rupees still be used in the final product? Are there shops or mini games in the works?
      A. Rupees will have a purpose. We have devised some unique shops and have dabbled with mini-game concepts, but have yet to begin development thereof. We are currently focusing on finishing the world and its dungeons first.

      Q. In addition to reskins, do you guys have plans to design custom enemies?
      A. Stay tuned!

      • I’d be happy to continue this conversation, certainly. You can always reach out to me via email, though I don’t want to impose with questions you’ve already been asked. Are there plans to add an FAQ to the website?

      • “Q. When will the project be finished? Is there going to an update to the demo?
        A. Eventually, and, this project is no longer a promised full-game deliverance, nor do we plan on releasing any further demos. We are essentially exploring the possibilities of Ocarina of Time modding in an effort to explore artistry.”

        Disappointing. Can you update this blog to reflect that the project’s dead instead of letting people hope?

      • Aww, I’m really sorry to hear that it will no longer be released. I was really looking forward to playing it once it was finished. There was just so many possibilities.

  11. Hello, I was just wondering if Project3Q had a Discord server, Twitter or something similar, that might be a handy thing to make for posting updates and the like. Besides this comment section and the videos, this probably seems mostly dead to the average person & probably won’t get too much attention.

    I am also somewhat of a modeler (Though somewhat inexperienced), & I would be interested in lending a hand in some fashion if I can. This sounds like a very interesting project, I would love to be able to contribute to it in some way if given the opportunity. Whatever happens, good luck with the project, I love the dark souls vibes I get from some areas I have seen & would love to see more!

  12. Hi guys, this project is looking amazing, outstanding work and I look forward to seeing your progress! I was just wondering if it was possible for any more guide upon how we could go about creating our own maps using the tools you would recommend and perhaps some more specifics into as this is something I would love to learn. Thanks in advance and I hope to hear from you, good luck!

  13. To quote the previous Question & reply

    Q. When will the project be finished? Is there going to an update to the demo?
    A. Eventually, and, this project is no longer a promised full-game deliverance, nor do we plan on releasing any further demos. We are essentially exploring the possibilities of Ocarina of Time modding in an effort to explore artistry.

    So therefore all that we can see from now on are just videos of locations yet unable to play it right?

    v0.5 will be the only demo. Sadly…

    • I think people are misinterpreting this a bit. I’m pretty sure what they mean by this not being a full-game deliverance isn’t that it isn’t going to be finished, but simply that it isn’t going to be a full blown hack. It will have a beginning, middle and end, but won’t be full length like other hacks such as Last Impact or Zelda’s Birthday. That this is merely a demonstration of what kind of things are possible with N64 hacking.

      And no more demo releases in this case would simply mean that there won’t be any more builds made public until a more final version is ready.

      Maybe I’m wrong, but that’s the impression I’m getting from all of this. Either way, I’m very excited to see what comes out of this project. This has been one of the more fascinating hacks that I’ve followed over the years since it was first revealed.

      • That’s definitely what Inwas thinking too, or at least hoping and oh man do i hope this stays relevant, I’ve bookmark the 3q website and check for updates daily so fingers crossed, i guess

  14. I’ve said it before, but you guys have done such a phenomenal job with this project, and I hope that when the day finally comes and the full thing is done that it inspires more modders out there to push the limits like you guys have done. Folks such as you and Kaze have shown just how much rom hacking has come and how far you can take it. I remember the day I first learned about n64 hacking and being just as amazed by it as I was when I first saw Mario running around in 3D in Mario 64.

    I can only hope the rom hacking community will one day have lots of large teams like this working together making new adventures in the games we love. The Zelda games especially need it, because they are just too big for one person to completely change on their own. Majora’s Mask has yet to get a good full hack as far as I’m aware. Hopefully some day that changes.

  15. Is there anyway to keep up to date on the game or is this site the only way?Like does the team have a twitter or anything?Thanks in advance 🙂

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