Can you make Zelda: Tears of the Kingdom in Unity?

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💬 Could you build a game like Zelda: Tears of the Kingdom in Unity?
Yes you can!
Now that does not mean it's easy, the fact that this game manages to run on the Switch which is essentially ancient hardware is a miracle of engineering.
But you could definitely build a game on this scale in Unity!
It requires skill and lots of smoke and mirrors, but if you use all the tools at your disposal you can definitely do it!

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💬Have you played it? What system/mechanic do you find most interesting?
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CodeMonkeyUnity
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It would be interesting to maybe see some videos about open-world games. Maybe some world-streaming, culling and that sort of stuff.

SantaGamerYoutube
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I think the best way to approach a game to the scale of TOTK would be to study the performance saving techniques of Monolith Soft, who helped develop Zelda's open world. Everytime I play their games I marvel at the LOD techniques that are used in the Xenoblade series. I certainly wont say that either of the games run at a modern standard, but the fact that they run at a relatively playable state on $4 2012 used kindle tablet level hardware with how beautiful the environments are is impressive. For a small scale studio, I think the main challenge is finding resources and packages that will allow you to create a performant game while you spend your time with the more important task of actually make a fun open world game.

devzozo
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I love how you encourage us to go even further in our games <3

raphaelguitarx
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You can add the game called Gedonia to the list - it is a pretty huge ope-world CRPG made by solo dev

DarkstalkerFly
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You can do almost anything in Unity.
Exceptions I can think of is something like Factorio (it is much better optimized than Dyson Sphere Program, probably because of not using C#) and some real-time fluids, grass and voxels simulations. Also I was very impressed how GTA V can be run on xbox360 with 512 RAM, not sure if it is possible to recreate in Unity.

Knuckles
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When he says 'you', he doesn't really mean 'you', the solo game dev. I have no doubt that a large professional team could make something like Zelda:TotK in Unity... but it would probably be a decades-long full time project for a solo dev!

owdoogames
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Can YOU make ...

There's something to notice about Genshin Impact. They do not just "use" the engine. Mihoyo is a 2000 people company, they got a sourcecode license and worked closely with Unity for months and hired experts in the field specifically to tackle the challenges. Genshin runs on a hybrid deferred+forward renderer, so no URP/HDRP/SRP, a completly custom pipeline with lots of custom effects. There are a few talks in chinese about how the game was made and even just reading messed up machinetranslated subtitles, it is impressive. Like the real time shadows is a voxel-shadow-lod-system and many things more.

So the "can you?" and "can you if you have the money to hire a dozen experienced engine-dev experts" are two different questions.

sealsharp
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Love the video! I am waiting for DOTS to fully release, and am hoping to make a game with hundreds (if not thousands) of units! It would be cool to see you making a video about creating hundreds of units with clean code

coolgorilla
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I really enjoyed the "point by point comparison, and then explain how it's done" format. Nice work!

map-reduce
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While I’m aware you can make just about anything in unity including this, 2 things stump me with how they solved it:

1. The building itself. Just how it works with every part and there’s so many that you can stick to ANYTHING. Like you suggested in your other video, maybe a combination of different raycasts but the fact it can be on just about ANY point of any piece is insane. But im sure there’s limits if you look deep but it just fascinates me.

2. The recall. Maybe it’s replaying an animation or something? But the fact you can climb on something while it’s recalling or you can recall your creations and it doesn’t glitch or collide incorrectly is great.

Something that seems a bit more straightforward is the fusing though, where they likely have premade weapon combinations or some sort of Prefix-Suffix system or something to fill in. Like Weapon base, and this can and can’t fuse, and what are the objects that can fuse. But the fact you can also fuse the building parts like fans and rockets is also crazy.

I’m sure going deep into it you can find the solutions, but they’re really unique this time around compared to what you usually see in games I think.

Gredran
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tl;dr Yes, yes you can. Genshin was made in Unity. It's probably the closest thing you'll find to a complete BotW/TotK like game in Unity. The limiting factor is the developer, not the engine.

Can you? Well, all you need to know is that Genshin Impact was made with Unity. Literally question answered. Why? Because Genshin Impact is probably the closest "Breath of the Wild" styled game out there that's also made in Unity (putting aside the fact that it became a huge meme that GI was a BotW clone with the hyper-toon stylized graphics and very similar stamina mechanics).

But yeah, if a game like Genshin can be made in Unity, so can a game like Breath of the Wild, or in this case, Tears of the Kingdom since it runs the same underlying engine as BotW.

The only deciding factor in making a game like this is really developer ability and creativity. I thought BotW was a "prototype" due to how empty the open world felt and how repetitive everything was... and because the "dungeons" were trash. What people don't quite understand is that open world games are creatively much more difficult to make, on top of much more difficult to optimize.

Games like this do look really simple visually and people say, "Oh, I could design this open world, I'm going to make my own open world game" only to spend a month figuring out how to design some damn cliffs and where to put a stupid river. Then spend another month trying to figure out if the player is going to be able to use any of your designs to break the game, get outside the environment, fall into cracks, etc. Oh, and then another month figuring out how to fill in all that empty space, or make it interesting for gameplay or narrative. The list goes on.

Shadowsphere
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another excellent example is Sons of forest, I fr thought it was made using Unreal engine I was shocked to see its build in unity, they did a great job

Ez-_-.
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The exact topic I wanted to see! Great!
And I just read about Unity 2022 LTS and they are including a build-in water system!

Jha-s-kitchen
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Awesome video. I'm enrolled in your courses. I love all the info.

michaelwhaley
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Genshin Impact is customized engine code though, just like Ori. Would be amazing if those games could be pulled off in the standard Unity engine.

SnakeEngine
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As far as I know, Genshin impact was made using a modified version of unity. I'm not entirely sure what that means, but I would love to see a video explaining how massive open-world games like Genshin Impact are made!

Mekhel
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0:10 I unironically wanted the video to end there, Saw the fake out a mile away, Now I really want a youtuber to really just do that :)))
nice video btw

falricthesleeping
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The answer is yes. I have made a prototype using Invector as a base that has climbing and flying and building as functionalities.

netwar
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I've been searching for a video that breaks down some of the effects of TOTK. Like the flowing lines used for fast travel, or the shaders used on a lot of surfaces. Notable examples being. 1. Zoras domain, the surface it seems to have depth within, how does that even work? 2. Light roots. Not only is the activation animation interesting. The big glowy part also seems to have a center thing.
There are many many more.

Cyberfoxxy