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Ocarina Of Time Remake | Locked | |
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Jul 4 2014 Anchor | ||
Hey guys, I'm introducing this project of mine to you guys in hope that some people would be interested in helping! At first, I was going to try to make it all myself, but I figured if I worked with other people, I'd have a better overall product. It's all going to be made in Unity. |
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Jul 4 2014 Anchor | |
Nintendo will send you a nasty letter quicker than you can say 'Cease and Desist'. |
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Jul 4 2014 Anchor | |
Yeah, Nintendo isn't too keen on this kind of stuff. |
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Jul 4 2014 Anchor | ||
>Ocarina Of Time Remake >this project of mine >I need some help making textures and meshs for the models, and with some of the coding Not gonna happen on so many levels. Do people even think before posting... |
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Jul 4 2014 Anchor | ||
Yeah, sorry my first post wasn't really clear. Yeah, sorry my first post wasn't really clear. |
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Jul 8 2014 Anchor | ||
The thing about remakes is, if you do it poorly then the authors have no problem. Nobody is going to leave the authors games unbought because of poor and incomplete attempts to replicate them. It's just a naive display of fan appreciation. But if you make a good quality remake of something that the author has an ACTIVE BUSINESS PLAN for there is a risk people don't want to pay for the official remakes the author has made. That's the point where commercial companies stop playing nice with you. With remakes you can only do bad or get sued. Remakes are pointless anyway. People can play good old OoT on N64 emulator or get 3DS and play a really awesome version of it. There's no use rebuilding the thing with ridiculous amount of manhours just because you can can't. If you want to make a game, make an original one. Sure you can use OoT as a template and example and make an action adventure game with classical themes such as hero, good and evil, natural elements and corresponding dungeons, item unlock based abilities... And you can start trying to replicate areas like Kokiri Forest but chances are you aren't going to manage 1:1 copy and you don't have to. And perhaps you opt for slightly different gameplay choices and you need to make your tutorial play area different.
That guarantees nothing about your ability to make games. Even when you write "5 years C++" it doesn't yet mean a thing. If you worked that time with coding an accounting software the shading, vector, matrice, and timestep math over on game development will screw you over like you've never programmed before. "4 year blender experience" ORLY? Does that mean something else than you installed 2.49 for fun in 2010 and haven't touched it since? Lets see something modeled by you. Let's see the animations. I don't see you taking either of these 2 jobs in your post and I suspect there is a good reason. "not to mention that I do make music of my own" Wow, NOT TO MENTION! That should help you so much when you're trying to tell your armature weights from your texture atlases and raytraces when you're putting together a 3D game. No, music is the only thing you can just slap on top of it with no experience and that is why you're interested in music job in the project. |
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