Game developer (art, code, tech-art), NZ 🇳🇿🎮 Trying to remake FFVII in Unity. Likes RPGs 🗡⚔🛡🔫🪃🏹 Ngāpuhi/Tainui/Tararā. ✍️✏️📝🖊

Joined July 2023
To my 10 followers: I've been going hard the past few years remaking FF7 in Unity. Coding all systems and reimplementing all formulae from scratch, but using asset-rips where possible for the art. It was always too early, but I'm ready to start sharing progress updates now.
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My wall is usually FF7 Unity Remake only. Now an exception. FF7:EC died. Here is a tool! View & export characters, monsters weapons, audio, video, scripts! And more! Just point it to your Steam Installation :) github.com/kerihobo/ecb-rele…
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Apparently I forgot to post about this. Fixed an issue where palettes were coming out incomplete, with black dots. See before/after.
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I am too busy lately. Progress has slowed but not stopped. I am only able to get a couple hours in a week at the moment, but for those wondering, I am currently working on the game's script-engine. It will possibly be a year before I can share anything!
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Fixed an issue regarding image/walkmesh alignment. 200+ out of the 700+ fields were affected, but now all 200+ align without issues.
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I literally just hit a button in Unity now and it sets up all 700+ scenes with camera, backgrounds, models, gateways, scripts ^^
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For FF7's fields, I initially ripped only 9 models to complete Bombing Mission. Later, I used Google Sheets as a database to generate a batch script that automated ripping all 383 models via a modding tool which I also spent time fixing/improving. Et voila, result is beautiful!
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Got palettes working within the textures, which means I can now use the original and authentic approach to textures in Unity as opposed to skipping to a final image, which is not only cheating but would mean certain effects in the game can't be applied.
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Original FF7 data importing to Unity. Essentially working but lots of loose ends to tidy up! Soon I can start moving all the interaction work I already completed into the new pipeline. #FF7 #FFVII #FF7Rebuilt #Unity
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This is..... not quite what I was going for... Cloud, you know there's a perfectly good grey box on the right there for ya???????
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Instead of building field scenes manually I'm going to import the original game data. This'll mean 700+ scenes done instantly, instead of the 20hrs it takes me to build 1 from scratch. Creating this system will take awhile, so I've been quiet lately and will continue to be!
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Wrap-around effect so that the world now loops when you fly off the edge of the map.
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Zolom is in! Stays in his swamp-terrain, bounces from boundaries, moves in curves, hunts Cloud relentlessly >:D #FF7 #FFVII #FF7Rebuilt #Unity
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Earlier WIP vids from when I was working out the movement and rebound code :)
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A less exciting but necessary update. Map overlays with vehicle/chocobo/character markers and triangle FoV scope! I also made it really easy to add custom vehicles that assume their own marker in future. No reason ^^; #FF7 #FFVII #Unity #FF7Rebuilt
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My latest World Map work! youtu.be/jexoCQDNfSk - Character/vehicle/camera controls - Triangle-info system for terrain behaviour - World-bend shader - Sky/camera transitions - Particle effects (water, dust, footprints) - Sinking in swamps, forests, rivers #FF7 #FFVII #Unity
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Pretty much done with Highwind controls. I've got a few tweaks to make but everything's there. I'm fairly proud of my camera-work. The shadow and the sea-spray gave me a bit fair challenge as did the Highwind's bizarre drifting controls. #FF7 #FFVII #Unity #FF7 #FF7Rebuilt
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Added the upgraded Highwind boosters
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Got the region/terrain/chocobo data in to Unity and behaving itself. Next I need to setup the filters to make use it so Cloud can't walk on mountains anymore. Once that's working I can jump into vehicles >:D
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Andddddd it's FF7 Potato Mode
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Finally managed to get all the World assets ripped! Took a little more blood, sweat and crying-fits before they were usable in Unity. Now to move on to fun stuff like using vehichles & Chocobos :D #FFVII #FF7 #FF7Rebuilt #Unity
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