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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!

Semester 2 - Complete!

Semester 2 is now done! All my blog posts that were posted after the 7th of January 2022 are intended to be included in the semester 2 submission, including this one. So are the WIP posts, like last time. This semester went decently - completing the Resident Evil adaptation as well as the playable demo was satisfying and received positive reactions, which was encouraging. It also left me feeling as though I had a better grasp in how to approach my subsequent adaptations, and creating the demo helped a lot as it allowed me to see whether my ideas actually worked. Subnautica 2D started out well, but I ended up being held up at several occasions due to needing to focus on my essay, as well as struggling to get UE4 to work exactly how I wanted, specifically with getting scrolling round a cylinder working well. Being an important aspect I put a decent amount of time into trying to get it to work, but as of yet haven't got it working. I'm thinking that I might be able to fake it to g...

WIP: Subnautica 2D Adaptation Document

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Finished Document: Semester 2 Learning Agreement

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Finished Document: Resident Evil 2D Adaptation Document

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Subnautica 2D - Progress and Issues

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 Here's an early update video of my Subnautica 2D project. As of right now I've set up the swimming animation, added the water and made some adjustments to the camera. I've also added a camera zoom feature where eventually you'll be able to make your field of vision larger at the cost of light and added feelings of being a small fish in a very large alien pond. That's the idea anyway! I've also started work on the adaptation document, but it's just in notes form right now. I ended up being a little held up by my semester 2 essay but I'm back to focussing on this project now! My main issue right now with my playable proof of concept is that I wanted to have the player sidescrolling around the sides of what would essentially be a large cylinder. I would have attached the player to a spline, and had that spline go all around the outside of the ocean in a circle. Subnautica is set in the crater of a volcano, so I wanted to give the effect of moving all aroun...