Recreation of the 4 Sheikah Runes mechanics from Zelda Breath of the Wild using the Unreal Engine 4 (V4.25.3)
This project features :
- Four distinct Sheikah Runes (Remote Bombs, Cryonis, Stasis, Magnesis) working gameplay mechanics.
- Complete User Interface working like the full game for each rune.
- Basic melee combo system for interacting with stasis objects.
- A demo level in the form of a Shrine, where you can test the abilities in four rooms and collect orbs.
- Basic animations and VFX made by a programmer.
Link can carry and drop objects
Those interactions are common for several objects. For now, Link can :
- Carry objects
- Drop objects
- Launch objects
The animation blueprint uses IK on both hands based on two sockets found in the object carried.
Link can make bombs explode remotely
With the Remote Bombs rune, Link can create two bombs (one rounded and one squared). The bombs react like a carryable object, Link can drop and throw the bomb and then make it explode.
Link can create ice pillar on water surfaces
With the Cryonis rune, Link can create and destroy pillars on water surfaces. The system handles pillars created horizontally (from a cascade).
Link can hit froze objects to create momentum
With the Stasis rune, Link can freeze objects in time, allowing him to create momentum by hitting them. He can then release them, making the momentum accumulated launch the object with great force in the air.
Link can carry any magnetic object
With the Magnetic rune, Link can carry big magnetic objects. He can pull or push the objects.
The project includes a working and faithful user interface, with several widgets, all animated.
Link can quickly select a rune via a carousel
I designed the UI to be all event-driven by severals event dispatchers to isolate each system.
Preview of the room for the Cryonis rune
For testing purposes, a little Demo Shrine is included in the project. The player must face challenges to collect one orb for each rune, showing that the mechanics are working correctly.
- Add sound effects to the demo (I need to find audio resources online with the sounds from the game).
- Add Post-process effects for each rune that show a grid and make the screen tinted by the colour of the rune.
- Fix some bugs and tweak VFX 🐛
- Animation System - Advanced Locomotion System V4
- Hammer and Snowflake Icon by Freepik
- Sword animations from mixamo
- Particle Pack by Kenney
- Arrow model from Mix and Jam
- Ice material by Dean Ashford
- Rounded cube from Acceloroto
- Additional UI elements from Paul "Superfondue" Rey
- Grid materials from SuperGrid
- All assets from Zelda Breath of the Wild are used for educational purposes only and are property of Nintendo (please don't strike me...)