Subnautica trouble + Skyrim 2D begins
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 ...