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Showing posts from July, 2022

Subnautica trouble + Skyrim 2D begins

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 In my previous post, you may have noticed that in the Subnautica update video, the playable level area was a straight horizontal plane as opposed to having the player scrolling around a large cylinder. This is because trying to make that idea a reality was being an absolute pain, and was getting in the way of progress. Due to this, I decided instead to try to set up a fish-eye lens effect, to give a similar impression as scrolling around a cylinder. Unfortunately, this was also a massive pain, as the necessary post-process effect was interfering with the underwater post-process effect.  After struggling quite a bit with these two issues, I was a little burnt out with Subnautica, but I still wanted to be productive. I decided to start putting together ideas for my third and final 2D adaptation... Skyrim. Sounds like a big task, I know - but I had some ideas I thought would work really well. I knew I wanted to take inspiration from top-down Zelda games (Link's Awakening Switch ...

Subnautica 2D Demo Update 2

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 Here's the second update video showing my progress of Subnautica 2D: There's a fair bit of progress in this update. First of all, I sculpted the landscape, creating the shallow starting area, a trench to the left, and an island to the right. I also implemented a working depth meter as well as working oxygen depletion. Additionally, I modelled assets for a small base, as well as a lifepod. When you enter both of these, the front half of the asset disappears allowing Ryley (the player character) to be seen inside. When you swim into the base, your oxygen gets refilled and stops depleting, and your movement mode gets changed to walking, as it's technically an inside area. That's all for this update. See you in the next one!