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fantasiac · 3 months ago
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re-reblogging bc I still have more to tell lol
Once again marvelling at the absolute infectious power of Sonic the Hedgehog, as a character and a series. So many of us got the bug from just... watching one playthrouh, seeing him in a crossover game, or parody and spoof dubbing. It doesn't matter.
Because once he gets you, he gets you. Here for life. A brain main stay. Commandeers your obsessive tendencies. Many such cases.
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emperor-uncarnate · 5 years ago
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My Top 20 Favorite Video Games
(Listed in the order in which I played them)
Pokémon Red Version - Along with my matching red Game Boy Pocket, this was the first video game I owned that was purely mine and not handed down from an older kid. I still go back and replay this every couple of years on that very same Game Boy Pocket or on the 3DS Virtual Console. I know there’s FireRed and a whole series of more modern Pokémon games at my disposal but the original Red Version easily gets the most nostalgia points. Sometimes that’s what it’s all about, no? Banjo-Kazooie - Similarly, the N64 became my first home console that wasn’t a hand-me-down and it came equipped with both bear and bird (complete with “screaming about it on Christmas morning”). After going back and replaying this almost twenty years later I gained new appreciation for how goofy and colorful it is. Treasure Trove Cove is so fucking catchy. Sonic Adventure 2 Battle - From its kickin’ soundtrack to its satisfying controls to its random-ass virtual pet simulator this game has it all. Multiplayer was always pretty exciting too, I remember many an afternoon trying to one-up a friend during a grind race. No 3D Sonic game compares to this if you ask me, although Sonic Heroes and Sonic Unleashed come sort of close in their own ways. What I wouldn’t give for a proper Sonic Adventure 3... Marvel vs. Capcom 2: New Age of Heroes - I remember playing this at my local arcade in my youth before eventually getting a port of it for the Xbox 360. The look of its 2D sprites are phenomenal and - if it will help you understand why I love this game - I’m singing “I Wanna Take You For a Ride” to myself as I type this. Metroid: Zero Mission - This was the first Metroid game I ever actually beat, and it was the game that made me fall in love with the series. I love Metroid Fusion and Metroid: Samus Returns as well but I like Zero Mission’s visual style the most. I was so thrown for a loop when Samus lost her Power Suit towards the end of the game but it only made getting it back that much sweeter.  Metroid Prime 2: Echoes - I started playing this one in 2004 but didn’t officially beat it until way later in 2017. For a while I had a pattern I’d go through every few years of “start playing, enjoy it for a while, get lost, and start over for some reason.” Took me thirteen years to get serious about it but it earned its place as my favorite of the 3D Metroid games. I felt so fulfilled once it was complete, like I was achieving a childhood dream. Kingdom Hearts II - I don’t think I would’ve gotten into this game if not for my friend’s suggestion but I couldn’t thank him enough for it. This is another one of those games you only vaguely understand when you’re a kid only to realize how complex and intuitively designed it is in your adulthood. After the long wait, Kingdom Hearts III proved to be pretty satisfying but I just have too much history with its predecessor for it not to win a spot on this list. Jak 3 - Though my interest in this series burned fast and bright, this game still sticks out to me as one of the best I’ve ever experienced. I played the third installment before Jak and Daxter or Jak 2 but that’s fine because it’s the best goddamn one. Driving around in the desert, swapping out gun modules, and taking flight on some janky wings made of light were definitely the highlights for me. World of Warcraft: Cataclysm - I got into this game during the latter period of Wrath of the Lich King but I didn’t feel like an official WoW player until this fiery, grim expansion. It was the first real online game I’d ever played (if you don’t count Neopets and Adventure Quest) that I started as a Night Elf Warrior in a PVP server and ended as a Worgen Hunter in a non-PVP server. Because fuck the Horde, that’s why. The Elder Scrolls V: Skyrim - I got Skyrim on a whim because I literally couldn’t think of anything else I wanted for Christmas in 2011. There was no hype for me, I knew nothing ‘bout no Dragonborns, but I thought “heck it” and dove in anyway. After originally playing it on Xbox 360 and replaying it more recently on PS4 (with a slew of mods) I can say with confidence this game continues to blow me away. I always seem to find something new even though I feel like I know it like the back of my hand. I did get involved in The Elder Scrolls Online later on but Skyrim is still where it’s at. Soul Calibur V - I was first introduced to the tale of souls and swords (eternally retold, of course) through Soul Calibur II and only because you could play as Link on the Gamecube version. Fast-forward to 2012 and I was still on board with its story and cast of characters but its character creation was really what kept me hooked. Soul Calibur VI turned out to be a little disappointing but I definitely got the most out of its fifth installment and I’m guilty of having played for hours and hours on end. Final Fantasy XIV: Heavensward - What began as a free trial because I was bored turned into a years-long interest in yet another MMO. While the base game was okay it really picked up speed with Heavensward and I was hooked from that point onwards. After a certain point I caught myself not skipping cutscenes and discovered - oh hey - the story’s actually really good. Star Wars Battlefront - I loved this game when it came out on PS4 and used it often to get my insatiable Star Wars fix. Aerial combat was my downright favorite part of the game and I loved smoking some TIE Fighters in an X-Wing or in the Millennium Falcon. Its sequel Star Wars Battlefront II could’ve made this list but EA was being a real dirtbag about it and now I find it hard to look back on happy memories of it the same way. The 2015 game is thankfully unsullied by those sour elements, however, so I’d say its gotta be my favorite Star Wars game ever. Overwatch - This game came to me at a time when I only wanted to play games that had character creation. I was hesitant to get to know all the characters and lore but I’m overjoyed I did since they’re so rich in personality and fun details. Once I got the hang of characters like McCree, Soldier, Reinhardt, and Widowmaker I was absolutely sold and I still play it two years later. Sonic Mania - The delightful trailer for this game got me all riled up but I wouldn’t know just how great it was until I was playing it myself. I don’t think I could ever truly enjoy my previous favorite 2D Sonic games (Sonic the Hedgehog 2, Sonic 3 & Knuckles, and Sonic CD) ever again because this game just feels better than all of them combined.  The Legend of Zelda: Breath of the Wild - I didn’t really grow up with the Legend of Zelda, only ever playing A Link to the Past and Twilight Princess, but I immediately knew I was going to enjoy this open world take on the series. Just the sheer freedom of what you could do and where you could go was enough to reel me in and its aesthetic still amazes me with how great of a mood it generates. Final Fantasy VII - I still remember going into a GameStop when I was in high school and naively attempting to buy a used copy of this game for the PS1. It was an “epic fail,” as I would’ve said at the time. But over a decade later I downloaded it on the PS4 and went to town, getting my full FF7 experience at long last and loving every minute of it. Very stoked for the remake; it’s probably my most anticipated game right now. Marvel’s Spider-Man - What a surefire hit this was. From the moment the first gameplay footage was out I knew this was going to be the must-have web-swinging, wall-crawling good time. I love that there are so many ways to play the same character and everyone can really embody their own version of Peter Parker. I’m also from New York City so seeing a digital rendition of Manhattan was a real treat (even though they changed uptown a lot and my old apartment doesn’t exist in the game). Super Smash Bros. Ultimate - Nine of the other nineteen entries in this list feature a character who’s playable in this latest Smash game. I get that people like Melee for reasons and whatever but how can you not like SSBU, the game that has it all? I’m still riding the high of Banjo and Kazooie entering the fray and I absolutely cannot wait to see where things go from here. Never had more fun playing local multiplayer in my life. Red Dead Redemption II - Never cared for Grand Theft Auto and the first Red Dead Redemption was fun but damn, there’s nothing quite like its sequel. I’m still working my way through the story just because I’ve spent so much time out in the wide open world, taking my time and seeing the sights. I might be a city boy but I have a deep appreciation for the American West and if this game ain’t just the prettiest damn thing I ever did see... hoo-WEE! Top shelf.
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isitepic · 6 years ago
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Is It Epic? Sonic Mania (Plus) Review
Sonic Mania is a pretty special game, from it’s creation story to the end product we see before us today. During the days of the Dreamcast and the days following after, there would be several attempts to recapture Sonic’s glory days on the Genesis. Though none of them quite matched the quality of those games, for many, Sonic’s handheld adventures such as the Sonic Advance trilogy would be Sonic’s only 2D games for several years.
But that’s just for official Sonic games, meanwhile, there was a steady, lively community for Sonic mods and fangames, yet again trying to recapture that Sonic 16-bit magic. While many fell flat on their face, some of them actually came quite close. Enter Christian Whitehead and Simon Thomley.
Christian Whitehead, also known as the Taxman, had coded his own engine, dubbed the Retro Engine, and showed it off at SAGE of 2009. This engine would of course, be used for his pitched remake of Sonic CD. Whereas games like Sonic 1 and Sonic 2 were available on iOS at the time, they ran on rather crummy emulators. This was different. This was a complete remake from the ground up.
Enter Simon Thomley, aka Stealth, who worked on several well known Sonic fangame projects like Sonic MegaMix, and possibly most famously his own version of Sonic the Hedgehog on Gameboy Advance Hardware. Being friends with Christian, he provided his own advice on the Sonic CD remake before joining him on the remakes of Sonic 1 and Sonic 2.
After a failed pitch for a Sonic 3 and Knuckles remake, the two would not be deturred. Enter Sonic Discovery, after a lengthy meeting with Takashi Iizuka, Sonic Mania was born. After it’s reveal at San Diego Comic Con 2016, people were excited, and I was right along with them.
After a frustrating delay for the PC version and dealing with the fallout of Denuvo, many people, including myself, were completely enamored with the game. But that was a year ago, and a lot can change in a year. I’ve certainly changed a lot in the course of a year.
With the new Sonic Mania Plus DLC that was released in July of this year, the game has changed quite a bit and the hype has died down significantly. With this in mind, I figured now is as good of a time as any to sit down and really analyze Sonic Mania, especially with the new 1.4 update.
The plot of Sonic Mania is unfortunately a lot of wasted potential. After discovering a mysterious power source on Angel Island that teleports whoever it is you’re playing as to Green Hill Zone, it transforms the surrounding EggRobos into the new Hard Boiled Heavies. Through one big adventure, The Heavy King faces off with the Egg Reverie and Super Sonic. After defeating them both, a portal opens up and Sonic is sucked in, kicking off the events of Sonic Forces.
In essence, the story only exists to advertise Sonic Forces and that ends up working against it. The original story saw Dr. Robotnik falling into a deep depression after the events of Sonic 3, with the Hard Boiled Heavies taking over, but that was scrapped for reasons I’m not entirely sure of.
But story was never the drawing point of Classic Sonic the Hedgehog. While games like Sonic CD or Sonic 3 had something of a narrative, it was never the heavy focus of the game. What really sold Sonic was his gameplay, and luckily, Sonic Mania excels in that regard. What made Sonic work in the original Genesis games were his physics and level design.
The key to good Sonic level design is fluidity, keeping Sonic moving is as important and his speed itself. Take Sonic 1 for example, all the best levels in that game are filled with slopes and loop de loops that Sonic can roll around and pick up so much speed that he can outrun the screen itself. Sonic Mania keeps such design mentalities in mind, as even in more rigid levels such as Titanic Monarch, skilled players can speedrun it as easily as something like Green Hill Zone.
What’s also important is Sonic’s physics, and by extension, his momentum. This is where Sonic Mania succeeds and something like Sonic 4 fails miserably. How Sonic reacts to the terrain below him is cruical, because if he doesn’t react properly, then the game won’t function right.
Sonic Mania is the first “Classic” Sonic game since 1994 to truly feel like it understood why the Genesis trilogy was so beloved, expanding on what people liked about them in every way. That’s not to say the game is without it’s flaws, however. Some of the bosses way overstay their welcome. Hydrocity Zone Act 2 in particular can really feel like a slog, being two full bosses back to back. Metal Sonic also can be a bit of a drag, but thankfully in the recent 1.4 update, it’s been updated to be slightly more forgiving, adding a checkpoint right before the final phase, which has also been updated quite significantly.
Some of the levels in general can also go on for a really, really long time, and that’s especially a bit of a problem when the save system saves only by Zone and not by Act. What’s especially strange about this is that the Sonic Advance trilogy, Sonic Rush games, and the Sonic 1, 2 and CD remakes all had this figured out, save by Act, and those levels are significantly smaller than those found in Sonic Mania. If I stop playing at Mirage Saloon Act 2, I shold, at the very least, be able to pick it back up again at Mirage Saloon Act 2.
While it’s nice to see the Elemental Shields get some more creative usage, they don’t really get enough of that creative usage. I mean, yeah setting fire to Oil Ocean Zone is pretty cool, and yeah, sticking to the ceilling in Flying Battery Zone is a pretty creative idea, but aside from setting fire to a bridge here or there in Green Hill Zone, that’s kind of it.
Sonic Mania also got paid DLC in the form of Sonic Mania Plus, adding two new characters, Mighty and Ray. It also adds some new Bonus Stages, new Special Stage layouts and a brand new Encore Mode, with new stage color palletes and slightly altered stage layouts. But that’s the operative word: slightly. Mighty is essentially the easy mode of this game, with a ground pound that can destroy certain objects and occasionally lead to different paths, and his shell protects him from certain dangers. Ray is essentially Super Mario World’s Cape Mario in the form of a Sonic the Hedgehog character, allowing him to glide over large distances.
The new level layouts don’t really lend themselves well to the new character’s abilities. By and large, aside from different entity placement, the levels are basically identical. The Special Stages have also seen a significant overhaul, with all new, much more difficult to find Warp Ring placement, the Special Stage design aesthetics going in reverse and being BRUTALLY unforgiving. One slip up, and at that point you may as well throw yourself off the track because you aren’t getting the Emerald.
The only reason I got all the Emeralds in my playthrough of Encore mode is, what I assume was a Debug feature left in the PC version by mistake that allowed you to instantly go up a speed level and the press of a button.
But as cool as it is to see these characters return after over 22 years of absence, and as fun as they are to play, these levels aren’t entirely built around these characters’ abilities. We have fewer Warp Rings and those are moved around quite substanstially, and we have a lot more harsh enemy placement, but that’s all, really.
To be completely honest, I am beyond the point of burnout with Sonic Mania. With over 100 hours on record, gathering all the footage for the video review and getting 100% clear on all files in Encore Mode, I am Mania’d out. I am taking a long, long break from Sonic games until Team Sonic Racing comes out.
Though I sound pretty negative in this review, don’t take that the wrong way; Sonic Mania is a gorgeous, beautiful game that serves as a love letter to fans of Classic Sonic. While not a perfect game, for the first time in many years, we finally have a worthy followup to Sonic’s adventures on the Genesis. If you fell in love with the potbellied hedgehog like I did, Sonic Mania serves as a beautiful reminder of why Sonic set the world on fire.
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jamesbyerj · 5 years ago
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Prime time with PrimeSonic
Today's guest in our Mod Author interview series is [url=https://www.nexusmods.com/users/1733280]PrimeSonic[/url] - creator of a number of super useful feature mods for [url=https://www.nexusmods.com/subnautica]Subnautica[/url] and [url=https://www.nexusmods.com/subnauticabelowzero]Subnautica: Below Zero[/url]. [b]We'll start as we always do. For those who don't know you, can you tell us a bit about yourself? [/b] Hi there. I'm PrimeSonic and I've been using this name on the internet since the very early 2000s, back when "Web 2.0" was still in its infancy. I've been a modder on Nexus for just over a year now, although I joined long ago as simply a gamer looking for mods. My day job is in business software, which isn't remotely as sexy as video games, but it pays well and still scratches that "problem-solving itch" more often than not. I've been working as a professional software developer for about ten years now and I took my first steps into computer programming almost ten years before that. I'm a PC hardware enthusiast and you could call me a gamer in that games have always been an will be an important part of my life. And since we're here to talk about my Subnautica mods, remember that all my mods are open source and publicly available on [url=https://github.com/PrimeSonic/PrimeSonicSubnauticaMods]GitHub[/url]. [b]Given your handle - PrimeSonic - you must be a fan of Sonic the Hedgehog. Which game would you say is the best in the franchise? [/b] The best Modern Sonic experience is still [url=https://store.steampowered.com/app/71340/Sonic_Generations_Collection/]Sonic Generations[/url] (Get it on PC for mods). The best Classic Sonic experience is still somewhere between [url=https://store.steampowered.com/app/584400/Sonic_Mania/]Mania[/url] or the [url=https://steamcommunity.com/sharedfiles/filedetails/?id=674578957]Sonic 3 & Knuckles Complete romhack[/url]. [b]How do you feel about the upcoming Sonic movie? [/b] As far as I'm concerned, it doesn't exist. [center][img]https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1565179483-1500290244.jpeg[/img] [img]https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1565180021-479003350.jpeg[/img][/center] [b]Could you tell us a little about your gaming history?  [/b] My earliest gaming happened on an NES at the babysitter's and whatever demos I could get on our 486 machine downloaded off AOL Kids. I've been a SEGA diehard since the early 90s but Nintendo has certainly had a special place in my heart too. To list off the consoles I've personally owned myself: Genesis, Game Gear, Gameboy Color, Dreamcast, DS, Gamecube, Wii, 3DS, Wii U, Switch. But no matter what the generation of console, I always had games on my PC.   My fond gaming memories are plentiful. I could probably play Sonic 3 & Knuckles in my sleep after all the time I devoted to it. Even after years of exploring the world of Arcanum, I still managed to keep on discovering new things, long after I thought I knew the game in and out. I remember eagerly jumping on Sonic Generations when it released, rushing to buy a new and better graphics card so I could actually play it. I did a couple of tours of WoW with good friends back in the day. In the future, I will get to fondly remember FF14 as the MMO I played side by side with my wife. [b]All of the mods you've shared with our community are from the Subnautica series. What was it about these games that inspired you to start modding them? [/b] It was one of those "right place, right time" things. One of my favourite YouTube gamers ([url=https://www.nexusmods.com/skyrim/videos/660]MegaGWolf[/url]) was doing a Subnautica series and I was really liking what I was seeing. Once the game came out of Early Access and I tried it for myself, I was absolutely hooked for weeks following. There were a respectable number of mods out at the time and used a fair number of them from the get-go. But it was the moment that I looked at some of the open-source mod code for myself that everything clicked. This was C#. I knew I could do this. Heck, I do stuff like this for a living. All at once I felt the rush of being able to apply my coding skills to something I was truly passionate about for the first time.   [b]Your newer mods include a suite of upgrades for the Cyclops Submarine. Could you talk us through some of them?[/b] Yeah. Once I saw how big [url=https://www.nexusmods.com/subnautica/mods/101]MoreCyclopsUpgrades[/url] was getting, and just how much code reuse there was, I knew it was time to break it up and let people pick and choose the parts they want. [url=https://www.nexusmods.com/subnautica/mods/273]CyclopsSolarUpgrades[/url] - It's finally its own mod again! This is somewhat of a spiritual successor to one of my earliest (and long deleted) mods: CyclopsSolarCharger. This mod adds an upgrade module for the Cyclops that works just like the Seamoth Solar Charger. Unlike the one on the Seamoth, you can add multiple copies of this upgrade module for added effect. Later on, it can be upgraded to a better version, just to give you something to work towards as you get into the later game.   [url=https://www.nexusmods.com/subnautica/mods/277]CyclopsBioReactor[/url] and [url=https://www.nexusmods.com/subnautica/mods/274]CyclopsNuclearUpgrades[/url] - I put these mods together as they were developed in collaboration with the guys of [url=https://www.nexusmods.com/subnautica/users/66012691]FCStudios[/url]. I don't have any 3D modelling skill or experience. Heck, I can barely make any 2D sprites as it is. But these guys made such awesome work on their own I just knew we would be able to bring our skills together to make something awesome. In both cases, the mods add a new type of reactor that you can build in the Cyclops: a smaller Bioreactor and a smaller Nuclear Reactor. Both will feed power into the Cyclops similar to how those reactors would work in a base. The extra cool thing is that these mods were designed to give players more late-game stuff to work towards. Each one of these mods also includes new upgrade modules that can be equipped to the Cyclops that will enhance all of the bio/nuclear reactors on board at once!   [url=https://www.nexusmods.com/subnautica/mods/276]CyclopsAutoZapper[/url] - The newest entry (and with updates to come in the future). This mod adds a new upgrade module that taps directly into a docked Seamoth's Electrical Defense System, overcharging it to fend off would-be aggressors. The cool thing is that it's completely automatic. If the Cyclops is under attack, it will engage. It's not really a mod I'd recommend for a player's first play-through, but for Subnautica veterans looking for a new tool to defend the Cyclops, this can make for a fun addition.   There's plenty more, so check out the Requirements tab and see just how many mods were improved, or entirely made possible, by [url=https://www.nexusmods.com/subnautica/mods/101]MoreCyclopsUpgrades[/url]. [center] [img]https://staticdelivery.nexusmods.com/images/News/14088_tile_1565186843.jpg[/img][/center] [b]If you had to say which one of your mods you are most proud of, which would it be and why? [/b] That honour probably had to go to [url=https://www.nexusmods.com/subnautica/mods/114]CustomCraft2[/url]. Not just because of how feature-rich it became over time or for how it opened up the door to many non-coders to make some of their own Subnautica Mods. No, the main reason I'm proud of it is because that was where I put my brain to the test and created my own C# serialization language from scratch, complete with its own parser. I rarely get the chance to write code that complex, so to see it come together and prove to myself just what I was capable of was sheer joy. I'm just amazed that I was able to wrap my head around the problem in the first place considering that I had never done anything quite like that before. [b]When you play Subnautica, which difficulty setting do you prefer? [/b][b]I've always played on Survival but never actually finished the story. [/b] You really should complete the story at least once. It really does bring everything to a close. As for me, I very much enjoyed my first play-through on Freedom mode, since I was new to the whole survival genre of games and I really didn't want to stress myself over it. But on my second play-through, I understood just how rewarding it can be to play in Survival mode. There was a real sense of progression between having to catch my every meal in the early game to having a replenishing stockpile of food ready to feast on at any given time. These days, when I actually play the game, I spend more time in Creative mode just enjoying the scenery or tinkering with a new base idea. [b]What are your top 3 essential Subnautica mods? [/b] There's so many to pick from and I use so many myself, but if I had to pick just three that all players of all play style preferences should have: [list] [*][url=https://www.nexusmods.com/subnautica/mods/24]EasyCraft[/url] - Makes crafting fun again by taking away the tedium. Once you've used EasyCraft, you won't want to go back. [*][url=https://www.nexusmods.com/subnautica/mods/12]SubnauticaMap[/url] - A well-balanced map feature that feels like a feature that could have been there all along. With the fog of war enabled, I feel it perfectly complements the game's exploration loop. [*][url=https://www.nexusmods.com/subnautica/mods/207]Radial Tabs[/url] - Fixes the crafting trees so you don't have to worry about having too many crafting nodes. With how many crafting related mods there are, this mod here will guarantee that you never have to worry about crafting icons going off-screen. [/list] [b]What tools do you use when creating mods for Subnautica? [/b] It's important to remember that Subnautica wasn't created with a modding framework. So all the mods you see are, more or less, forms of code injection. Mods are made by adding to or replacing the original game code with the mod's code at runtime.   As for the tools to make this happen, I'll list the 2 most important ones. [url=https://github.com/0xd4d/dnSpy/]dnSpy[/url] - Because Subnautica is developed in Unity, and Unity is developed in .NET, the DLL files themselves actually contain a surprising amount of meta-data, rather than just being binary blobs. On that note, dnSpy is a crucially important piece of software because what it does is read all that byte code and metadata and reassemble something that looks very close to the original source code. Sure, it's not a perfect recreation in that you lose some of the syntactic sugar, but it's enough for modders to be able to peek into the game's original code and see what we can do with it.   [url=https://visualstudio.microsoft.com/]Visual Studio[/url] - Looking at the original game code isn't very useful if you can't also write your own and for writing C# code, Microsoft's own Visual Studio arguably sets the bar for what all development tools should offer. I've been using the various versions of Visual Studio in my professional work since the old 2010 edition. It's still a fantastic development environment and, best of all for young coders, it can be free! I may use an Enterprise version of Visual Studio at work, but at home, the Community edition offers everything I could need.   Beyond these tools, everything else is in software libraries that make some aspects of modding Subnautica easier, or just outright possible in the first place. [url=https://www.nexusmods.com/subnautica/mods/152]You can find more details on all this in oldark1's Modding Tutorial[/url].   [b]If a modder wanted to get started making their own Subnautica mods, what advice would you give them?[/b] Make sure you're comfortable working with C#, with object-oriented programming, and be ready to learn a few things about Unity along the way. I would also say that creating mods for Subnautica can arguably be harder than it was to write some parts of the game in the first place. Remember, we are injecting and replacing code here. There are no files to play around with. No text to tweak. The game doesn't officially support modding. The only modding framework that exists was created by the modding community. So be prepared to dive into some real challenges. You'll be faced with not just expressing your own ideas in your code but also with figuring out how to make them work around someone else's code. But if you're ready to do all that, there is quite literally no limit to what you could do. [center][img]https://staticdelivery.nexusmods.com/mods/2295/images/26/26-1565255441-1080745880.jpeg[/img][/center] [b]Have you ever thought about making mods for other games?[/b] At this point, I know I could dive into modding any Unity-based game. Knowing what I know now, a lot more games just became "mod supported" for me, whether they were intended to be or not.  But for right now, I still have Subnautica mods I want to create and others I want to improve. With the limited free time I have to do all that, it may be a while before I dive into modding for another game. It's certainly possible, but likely won't happen for a while. [b]As a Mod Author do you check out other Mod Authors to either compare or learn from?[/b] Absolutely and all the time. I wouldn't have started making any mods in the first place if it hadn't been for the modders who came before me. Their open-source code was an invaluable resource in getting me started. Even today, I'm always checking out what other modders are making. Maybe they've come up with a creative solution to a problem I never thought about or maybe they know Unity well enough to be able to do more with it. Heck, some of the best mods I'm attributed to came from direct collaboration with other modders who shared their skills. Some mods of mine, in part or in whole, simply wouldn't have been possible without the tips and insights I got from other modders in the community. [b]Are there any Mod Authors that you look up to or who inspire you? [/b] In the interest of time, I will pick one: The legendary [url=https://www.nexusmods.com/users/9322077]RandyKnapp[/url]. This was the guy whose works got me into modding in the first place and whose large collection of high-quality mods made me want to make more of them. [b]To wrap things up, is there anything else you'd like to say to the community?[/b] Never let anyone tell you that you're playing the game wrong. Whether you use one mod over another or none at all, whatever makes the game most enjoyable to you is how you should be playing it. [line] A big thank you to [url=https://www.nexusmods.com/users/1733280]PrimeSonic[/url] for taking the time to respond to our questions. As always, if there are any mod authors or mod projects you'd like to hear about, don't hesitate to send a message to [url=https://www.nexusmods.com/users/31179975]Pickysaurus[/url] and [url=https://www.nexusmods.com/users/64597]BigBizkit[/url]. Published first at Prime time with PrimeSonic
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