A full recreation of The Legend of Zelda Ocarina of Time made using Minecraft's engine.
Overview:
• Recreating enemy and item mechanics that function the same as the original game.
• Conceptualizing alternate functionality for gameplay without losing likeness.
• Replicating accurate data such as damage, health, time, and money.
• Balancing Ocarina of Time's likeness and Minecraft's atmosphere.
Achievements:
• Surpassed 23,000 downloads within the first year of release.
• Established a Discord community with over 1,400 users.
Item Mechanics
A right-click feature for multiple items was implemented using scoreboards that update based on item usage. This utilizes a carrot-on-a-stick mechanic,
assigning unique tags to items for varied functionality. The
hookshot uses raycasting to detect safe movement spaces. The
programming accounts for player collision, allowing traversal over walls and ceilings or stopping movement when obstructed.
Bombchus
function as versatile explosives, moving predictably across surfaces while detecting destructible objects in their path. Movement has been simplified to enhance
predictability. A block filter is used to determine which blocks count as solid surfaces.
Reimagining Gameplay
Certain gameplay features were adapted to work with the Minecraft's engine. To adapt the
rupee collection system, players collect
physical rupee items instead of using a scoreboard-based currency to avoid a constant UI element. A conversion system for cashing out rupees in shops was
implemented to manage inventory and manage the 64 item limit. Minecraft's experience bar was repurposed as a
magic meter. This was
achieved by ensuring summoned enemies do not drop experience and manually adjusting experience levels upon magic usage. Utilizing JSON files,
enemy loot and container items were replicated, mimicking the original game's complex checks by assessing player health, magic
meter, and ammo scoreboards.
Enemies and Bosses
Enemies were designed modularly to allow dynamic spawning across environments. Each one including the 10 bosses possess unique attack patterns and weaknesses to items.
Ganon: The final boss with advanced animations; requires 20 hits to defeat, emphasizing strategic movement and item usage.
Bongo Bongo: A disorienting fight focusing on dodging and timing, requiring players to stun the hands to expose the main eye.
Volvagia: A serpent-like dragon employing multi-segment attacks, requiring players to pay attention to its fire and movement.
Challenges:
•Time-travel mechanics were addressed by utilizing shulker boxes and data-saving techniques to maintain inventory consistency.
• Ongoing updates to Minecraft's engine require regular revisions and adjustments to game mechanics to ensure stability and functionality.