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<!DOCTYPE html>
<html lang="en">
<head>
<title>Alex Smith's Portfolio</title>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<link rel="stylesheet" href="https://www.w3schools.com/w3css/4/w3.css">
<link rel="stylesheet" type="text/css" href="css/style.css">
<link rel="stylesheet" href="https://use.typekit.net/sge4hna.css">
<link rel="stylesheet" href="https://cdnjs.cloudflare.com/ajax/libs/font-awesome/4.7.0/css/font-awesome.min.css">
<script src="./script.js"></script>
</head>
<body class="home">
<!-- Modal for displaying expanded image -->
<div id="imageModal" class="modal" onclick="closeModal()">
<span class="close">×</span>
<img class="modal-content" id="expandedImg">
</div>
<!-- Header -->
<div class="header">
<div id="myLinks">
<a href="/index.html" class="headerlinks">Home</a>
<a href="/media.html" class="headerlinks">Media</a>
<a href="/about.html" class="headerlinks">About</a>
</div>
<a href="javascript:void(0);" class="icon" onclick="myFunction()">
<i class="fa fa-bars"></i>
</a>
<a href="/files/AlexSmith_Resume.pdf" target="_blank" download="/files/AlexSmith_Resume.pdf" class="resume">RESUME</a>
</div>
<br><br><br><br>
<!-- Title -->
<div class="centertext">
<img class="game-title" src="/images/gametitles/Minecraft_Title.png" alt="MinecraftTitle">
</div>
<br>
<!-- Game Showcase -->
<div class="centertext">
<iframe style="width:48vw;height:27vw;border-radius:20px 20px 20px 20px;" src="https://www.youtube.com/embed/rPERgP6bsmo?si=vk58toM37L7YB78v" title="YouTube video player" frameborder="0"
allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture" allowfullscreen>
</iframe>
</div>
<div class="gametextmargin">
A full recreation of The Legend of Zelda Ocarina of Time made using Minecraft's engine.
<br><br>
<a class="gamesubtitle">Overview:</a><br>
<a style="color:rgb(86, 172, 52);">•</a> Recreating enemy and item mechanics that function the same as the original game.<br>
<a style="color:rgb(86, 172, 52);">•</a> Conceptualizing alternate functionality for gameplay without losing likeness.<br>
<a style="color:rgb(86, 172, 52);">•</a> Replicating accurate data such as damage, health, time, and money.<br>
<a style="color:rgb(86, 172, 52);">•</a> Balancing Ocarina of Time's likeness and Minecraft's atmosphere.<br>
<br><br>
<a class="gamesubtitle">Achievements:</a><br>
<a style="color:rgb(86, 172, 52);">•</a> Surpassed 23,000 downloads within the first year of release.<br>
<a style="color:rgb(86, 172, 52);">•</a> Established a Discord community with over 1,400 users.<br>
<br><br>
<a class="gameheading">Item Mechanics</a><br>
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 <a class="gamesubtitle">hookshot</a> uses raycasting to detect safe movement spaces. The
programming accounts for player collision, allowing traversal over walls and ceilings or stopping movement when obstructed. <a class="gamesubtitle">Bombchus</a>
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.
<br><br>
<div class="game-image-grid">
<div class="centertext">
<img class="game-media" src="/images/gamedetails/oot_hookshot.gif" alt="Hookshot" onclick="expandImage(this)">
</div>
<div class="centertext">
<img class="game-media" src="/images/gamedetails/oot_bombchu.gif" alt="Bombchus" onclick="expandImage(this)">
</div>
</div>
<br><br>
<a class="gameheading">Reimagining Gameplay</a><br>
Certain gameplay features were adapted to work with the Minecraft's engine. To adapt the <a class="gamesubtitle">rupee collection</a> 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 <a class="gamesubtitle">magic meter</a>. This was
achieved by ensuring summoned enemies do not drop experience and manually adjusting experience levels upon magic usage. Utilizing JSON files,
<a class="gamesubtitle">enemy loot</a> and container items were replicated, mimicking the original game's complex checks by assessing player health, magic
meter, and ammo scoreboards.
<br><br>
<div class="game-image-grid">
<div class="centertext">
<img class="game-media" src="/images/gamedetails/oot_rupees.jpg" alt="Rupees" onclick="expandImage(this)">
</div>
<div class="centertext">
<img class="game-media" src="/images/gamedetails/oot_magic.gif" alt="Magic" onclick="expandImage(this)">
</div>
<div class="centertext">
<img class="game-media" src="/images/gamedetails/oot_loot.jpg" alt="Loot" onclick="expandImage(this)">
</div>
</div>
<br>
<a class="gameheading">Enemies and Bosses</a><br>
Enemies were designed modularly to allow dynamic spawning across environments. Each one including the 10 bosses possess unique attack patterns and weaknesses to items.
<br><br>
<div class="game-image-grid">
<div class="centertext">
<img class="game-media" src="/images/gamedetails/oot_scrub.gif" alt="Scrub" onclick="expandImage(this)">
</div>
<div class="centertext">
<img class="game-media" src="/images/gamedetails/oot_beamos.gif" alt="Beamos" onclick="expandImage(this)">
</div>
<div class="centertext">
<img class="game-media" src="/images/gamedetails/oot_stalfos.gif" alt="Stalfos">
</div>
<div class="centertext">
<img class="game-media" src="/images/gamedetails/oot_ironknuckle.gif" alt="IronKnuckle">
</div>
</div>
<br><br>
<a class="gamesubtitle">Ganon:</a> The final boss with advanced animations; requires 20 hits to defeat, emphasizing strategic movement and item usage.
<div class="centertext">
<img class="game-media" src="/images/gamedetails/oot_ganon.gif" alt="Ganon">
</div>
<br><br>
<a class="gamesubtitle">Bongo Bongo:</a> A disorienting fight focusing on dodging and timing, requiring players to stun the hands to expose the main eye.
<div class="centertext">
<img class="game-media" src="/images/gamedetails/oot_bongobongo.gif" alt="BongoBongo">
</div>
<br><br>
<a class="gamesubtitle">Volvagia:</a> A serpent-like dragon employing multi-segment attacks, requiring players to pay attention to its fire and movement.
<div class="centertext">
<img class="game-media" src="/images/gamedetails/oot_volvagia.gif" alt="Volvagia">
</div>
<br><br>
<a class="gameheading">Challenges:</a><br>
<a class="gamesubtitle">•</a>Time-travel mechanics were addressed by utilizing shulker boxes and data-saving techniques to maintain inventory consistency.<br>
<a class="gamesubtitle">•</a> Ongoing updates to Minecraft's engine require regular revisions and adjustments to game mechanics to ensure stability and functionality.
</div>
<br>
<div class="downloadbutton centertext btn">
<a style="text-decoration:none;" href="https://www.minecraftmaps.com/40931-the-legend-of-zelda-ocarina-of-time-in-minecraft">
Download
</a>
</div>
<br>
<!-- Footer -->
<footer>
<footer-text class="float-left">
© 2024 By Alex Smith
</footer-text>
<footer-text class="float-right">
<a href="/media.html" class="footerlinks">
Back to Top
</a>
</footer-text>
</footer>
<!-- End page content -->
</body>
</html>