Here's the third update on the demo! Added working doors as well as doors that need specific keys, also added a sprite for the zombie (just used a stock image and used the program JuiceFX to make it wiggle)!
I finally finished my Subnautica 2D adaptation project! Here's an excerpt from my adaptation document where I reflect on the project: I’m happy with the result of this adaptation. As was inevitable, Subnautica had its own unique set of challenges compared to Resident Evil – notably dealing with my idea for the layout of the world, as well as dealing with the fact that the original Subnautica has a freely-controllable first-person perspective. This has a knock-on effect on the world and level design, as well as how certain mechanics work, as the player can’t aim and interact with objects in the same way. However, the 2D perspective meant I had more control over what the players can and can’t see, and it was useful not having to design a world in which the player can look at from every angle as this would have been time consuming; instead, I could focus on implementing gameplay and mechanics etc. As I mentioned earlier, Barry Purves’ talk inspired me to go with making the game a side...
Here's the full playthrough of my Skyrim 2D demo, should give a good impression of how the game would play! Since the last update I've mainly added finishing touches such as music and sound effects, working magicka usage, NPC text, and some more VFX, specifically for absorbing the Dragon's soul! Very happy with how this one turned out as well!
Finally finished my final adaptation, Skyrim 2D! Here's an excerpt from my adaptation document where I reflect on the project: Overall, I’m super happy with Skyrim 2D, which is good as before starting the project, the scale of the original game was quite intimidating! I actually started the demo before the document this time, as I was keen on setting up the HD-2D visuals with the depth of field effects. This ended up being a good move, as it let me know that it was possible (there weren’t difficulties like with Subnautica 2D’s ill-fated cylindrical world) and that it looked great and worked the way I wanted it to work! I had an interesting realization while working on this project. While I want to make it clear that my previous adaptation, Subnautica 2D, ended up being a successful project which I’m proud of, I found myself being a lot more enthusiastic about both Skyrim 2D and Resident Evil 2D while working on them. For both Skyrim 2D and Resi 2D I had a clear and distinct vision...
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