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 in particular), and I wanted it to have an HD-2D aesthetic. Here are a few reference images:

Screenshot from Link's Awakening (Switch)

Screenshot from Octopath Traveler

Screenshot from Dragon Quest III HD-2D Remake

And here's a quick excerpt from the adaptation document:

"The HD-2D aesthetic seems to mainly be defined by its use of 2D sprites for characters and creatures in a world built from 3D assets. I'm using this aesthetic for Skyrim 2D as it's a super modern and beautiful way of revitalising classic gameplay styles, 2D RPGs in particular. In addition to the 2D sprites in 3D environments, HD-2D games often have dramatic lighting, as well as a camera effect for a shallow depth of field. Link's Awakening on the Switch also happens to have this camera effect. Very small objects in the real world, such as insects and raindrops on leaves, often appear in images with shallow depth of field as it's necessary for the camera to focus on such tiny things. Applying this to games makes the whole thing look like miniature dioramas, which works for Skyrim 2D as it is reminiscent of tabletop RPGs. 

Link’s Awakening, and other 2D Zelda games, were also the main point of inspiration for me choosing the top-down format. This style is great for dungeon crawling as it allows for layouts more akin to real-world spaces which can help when it comes to designing them as we’re more familiar with the view – this also carries over to external locations."

I also managed to start work on the proof of concept demo - here's a quick look:




That's all for Skyrim 2D for now, just a teaser really. After a short break from Subnautica, I was ready to return to the project. As the underwater effect was much more necessary, I decided to scrap the fish-eye too. My tutors and I agreed this was the right step, as it would allow me to make progress elsewhere, and the proof of concept was already looking good.

That's all for now - I'll post a full playthrough of Subnautica 2D shortly, since I actually completed it before making this blog post. Crazy plot twist, I know. See you in the next one!

Comments

Popular posts from this blog

Subnautica 2D - Complete!

Skyrim 2D - Full Demo

Skyrim 2D - Complete!