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I remade Hollow Knight as a 3D Game!

Mar 18, 2024
I have a theory, but I think it's a little underrated. People who can recreate great

game

s can become great developers, just as art students can improve themselves by studying past master's degrees. I think the same concept can be applied to

game

development. I want to put that theory into practice. test I will put all my game development knowledge together to create some of my favorite games that have inspired me to go down this path of game development and I hope to be better than I was, so what game am I going to make? This is

hollow

.
i remade hollow knight as a 3d game
Knight, you may have heard of, was a game developed by the Indie Studio team. Cherry for me was a game that introduced me to the metroidvania genre with a story about a quiet little night exploring the bleak world of Hellenist. You can really feel the hard work and Care Dev, but with its excellent environmental storytelling and well designed boss fights, even after the game was successful they released some of the best DLC of all time and you could tell they really wanted to make the best game they could fight the boss against. What I wanted to do is the Mantis swords between making the character, the environment and the boss.
i remade hollow knight as a 3d game

More Interesting Facts About,

i remade hollow knight as a 3d game...

I knew that if I actually finished it I would come out as a much better developer, so I started by mutilating the character. It took me a few days, but I was pretty happy. With the result of the model when you play Hollow Knight, you will notice that the character moves in a 2D perspective from left to right, since mine was in 3D. I thought it was a very good opportunity to do the movement in direction, these are the animations. and poses I made for the controller to improve it. I added a particle system for the board and dust particles for walking and jumping and after programming the controller this is what it looks like and that is the controller so now I was ready to start working on the environment.
i remade hollow knight as a 3d game
Compared to the last video, this environment was going to be a lot more challenging, but there were a few tricks to make things easier. I started by locking the playable area. I made a list of the repeated details in the environment. and followed them in Blender with modular models and shaders for the peaks. There were hundreds I needed to make around the arena, so I ended up painting them in krita and projecting them as individual 3D cards to populate the scene. I ended up molding everything. the foreground and background elements, this is what all the individual props look like and this is what everything looks like in the environment and after putting the character in a game and moving around I really felt like everything was falling into place and now that there was finished with the environment I was ready to start working on a bus, making Manta's swords was going to be a big challenge, it was my favorite boss fight in the game, especially the DLC version where you could fight all three at a time time and that was the version I wanted to make, so I started making the model, although there were three bosses, they were all pretty identical in design, so I ended up using the same model for all three and with them I was able to start working on a mechanic of battle.
i remade hollow knight as a 3d game
I started by making a small animation for the player's attack. I made a Niagara system for the slashing effect, but when you hit the enemy, a small particle explosion occurs for feedback, so I made a small particle explosion system, so now when you hit. the boss you will get a little camera shake and the particles will go in the direction you hit him from. I also had to work on healing and taking damage and in order to do that I had to start working on the UI. I made a soul vessel that went up when you hit your enemy these are the Sprite animations for healing and damage in our UI.
I managed to get the healing to work and getting hit would give you the same cracked screen effect you would get in the original game. but if you get hit too much then you lose and now that I was done with the base I was finally able to start focusing on a boss battle, the fight was split into two phases, you would start off fighting just one of them, it was cool. introduction, but the fun really begins in a second phase where you can fight all of them at once. I had to do three different attacks, the first was a diving attack that went to the player's location, the second launches a projectile at the player and the third was the lunge attack that goes into the night.
It may seem easy enough to dodge, but the real complexity of the fight comes from the choreography. By timing all of these attacks in a sequence, I managed to tie the combat together in a harmonious way. Honestly, I really wish it hadn't taken me six months to post this video when I started this game. I really wanted to respect and preserve the feel of this original game and I hope I did quite well. At work, it was becoming very difficult to make changes afterwards because anything I tried to change would end up needing to spend hours to fix and, due to my inexperience, any improvements I tried to make would just end up breaking. and I was actually starting to get pretty scared that I wouldn't be able to finish this project, so yeah, without further ado, here's the game, thank you so much for watching up to this point, thank you foreigner, thank you.

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