NazoSuch Is Life in The ZoneJoin Date: 2010-12-16Member: 75720Members, Reinforced - Silver, Reinforced - Shadow, WC 2013 - Gold
edited November 2013
If only development had waited a bit, this engine could have been an option (would have been interesting to see if UWE could work with a new engine like this)
Looking foward to seeing Subnautica 2 running on this in the distant future :P
– A isometric ship view option where i can see all my rooms and have my crew do stuff (if theres a crew) like in Faster than Light but more omgfdschg graphics
- If game has water game needs pirates. Period.
- Watersandworms will attract dune-cultists, dont go too far guys
- Please dont make me kill too much stuff, im there for the fascination-part
- Dont you dare to let an onoswhale hunt my ass
- Let me build my stuff but dont get minecraft on me please
- When you combine all the fascinating attributes that water has in all its various states you should be able to create a new dimension just sayin
I wanna see Kharaa creatures when they were not assimilated by the Bacterium, since lore/art direction stated that many of them resembled underwater creatures.
I wanna see Kharaa creatures when they were not assimilated by the Bacterium, since lore/art direction stated that many of them resembled underwater creatures.
I think the "lore" or art-book said the Kharaa Structures were influnced by underwater fauna/plants ect
The Kharaa creatures were inspired/mutated land animals
what about a co-op mode where you need all the crew to do his job in order to operate the submarine.
something (not really)similar in concept to Gun Of Icarus.
what about a co-op mode where you need all the crew to do his job in order to operate the submarine.
something (not really)similar in concept to Gun Of Icarus.
I would like harvesters boats that you can upgrade.
For example:
-go faster (so faster resource income, and maybe faster then some enemies)
-go deeper (so new places to harvest)
-defense weapons like ink cloud (harvester loss is expensive)
I like that they're trying to make a game that is different. At least according to the other page, it's supposed to be something that doesn't exist yet which is cool. I love new game mechanics and creative gameplay. That is really the strength of the indy developer. I hope they don't disappoint.
I can't really figure out what the game is supposed to be other than an underwater mine craft.
I think an underwater, randomly generated, survival game would be cool. Stuff breaking, taking on water, filling up with water. People going crazy like in The Abyss.
An overarching storyline to which the primary gameplay is tied. Nothing makes a game more immersive than a good plot. Just because its a sandbox that allows you to do what you want doesn't mean that there can't be some external motivation besides "upgrading my sub".
I wanna see Kharaa creatures when they were not assimilated by the Bacterium, since lore/art direction stated that many of them resembled underwater creatures.
I think the "lore" or art-book said the Kharaa Structures were influnced by underwater fauna/plants ect
The Kharaa creatures were inspired/mutated land animals
What, Oni aren't excellent swimmers?
No, but it would really be a waste if the game isn't set in the same universe as NS2... Hints here and there at least. It would go a long way to make the game less generic.
I wanna see Kharaa creatures when they were not assimilated by the Bacterium, since lore/art direction stated that many of them resembled underwater creatures.
I think the "lore" or art-book said the Kharaa Structures were influnced by underwater fauna/plants ect
The Kharaa creatures were inspired/mutated land animals
No, but it would really be a waste if the game isn't set in the same universe as NS2... Hints here and there at least. It would go a long way to make the game less generic.
I want to see the environment interact with itself, It should look and feel like a living world that doesn't revolve around the player(s). For example, a large creature may chose to chase after smaller fish within the area, while the smaller fish are smart enough to use plants for cover if they're not shoaling.
Edit - Also, I know that multiplayer co-op is being considered, but I'd love to see that move from consideration to an absolute fairly quickly. Exploring with friends, to me, adds so much to sandbox experiences and I'm sure I'm not the only one who feels that way.
Exploring with friends, to me, adds so much to sandbox experiences and I'm sure I'm not the only one who feels that way.
+1 on this.
I tried Borderlands (1) solo and and thought "Dammit, money wasted". Because Borderlands world is absolutely dull, all the NPCs are static and such. But. A friend of mine invited to play together, and it was a whole different story.
Even if a game is absolutely terrible, if you are playing with your friend, you can laugh at this and that and have a great time. Damn, you don't even need a game to have good time with your friend. So yeah, Coop makes every game better.
Wow, a game like this has so much potential. Excuse me for going on a rant Thanks for the invitation to share ideas!
Underwater building and exploration to me screams "colonize a procedurally generated water planet!"
Begin the game just after landing with a floating platform that contains primitive facilities to build the very first beginings of your colony. Give it a landing platform if you want trade in your game. Your colony may be floating or be attached to the ocean floor. Build your colony by attaching parts to each other. (Labs, factories, living space, entertainment center, the usual)
The colony doesn't require to be in one piece. Building a second base much deeper in the water should be an option.
With this come a group of colonists who live in your colony, livening it up and doing the various chores. You can take some with you on explorations or let them do simpler work like transporting materials or harvesting known resources..
Exploration can be done with diving gear, suits and submarines. (Submarines are a kind of suits aren't they? why make distinctions?)
But not just tech, give the player advanced surgery and allow him to shape his own body to be able to breathe under water and go deeper down. (Initially a human, then a merman, then an octopus, if the player so wishes because subs and suits can do that trick too)
Science is a resource required to be harvested from the ocean. One plant teaches you to go deeper, another fish to go faster. A worm helps you to avoid certain depth sicknesses. After an initial sighting of an animal or plant your advisors give an idea of the scientific benefit capturing and researching an animal might give. That way exploration is a must, varied by hunting expeditions, and the player can get into trouble by entering dangerous areas (Going too deep, entering a hot zone near a lava spout, first encounter with a blue flash)
The ocean floor goes from shallow to hot ice depths. (Under extreme pressure water turns into a solid) Different depths give different resources to harvest. Mostly plants at top level, the ability to mine minerals deeper down. Lava spouts regurgitate various resources as well as heat. In the deepest depths you have blue flashes, nuclear explosions coming from the core of the planet which bubble upwards for kilometers before the radioactive material cools sufficiently and then sinks back down. Dangerous, but also extremely worthwhile to harvest. And an excuse for super exotic life forms.
(If you encounter a blue flash you might want to flee upwards, but decompression sickness should be in the game)
Life forms and map should preferably be procedurally generated. So you never play the same game twice. One game a fish teaches you to go deeper, another game a floating colony of worms. Bioluminescence is one game learned from an octopus the next from a patch of bacteria living on a rock.
(Blue flashes, hot ice and surgically altering the body ideas come from the book Neptune's Brood where an android ends up hundreds of miles under the surface of a waterworld, check it out the book is awesome)
Comments
Looking foward to seeing Subnautica 2 running on this in the distant future :P
This could be interesting to implement.
http://www.superpositiongames.com/products/flowmap-generator/
- If game has water game needs pirates. Period.
- Watersandworms will attract dune-cultists, dont go too far guys
- Please dont make me kill too much stuff, im there for the fascination-part
- Dont you dare to let an onoswhale hunt my ass
- Let me build my stuff but dont get minecraft on me please
- When you combine all the fascinating attributes that water has in all its various states you should be able to create a new dimension just sayin
- ocolus rift
OH! I forgot:
- KAIJUS
-Water
Yeah that sounds about good to me
I think the "lore" or art-book said the Kharaa Structures were influnced by underwater fauna/plants ect
The Kharaa creatures were inspired/mutated land animals
something (not really)similar in concept to Gun Of Icarus.
...or big star citizen ships?
For example:
-go faster (so faster resource income, and maybe faster then some enemies)
-go deeper (so new places to harvest)
-defense weapons like ink cloud (harvester loss is expensive)
I can't really figure out what the game is supposed to be other than an underwater mine craft.
I think an underwater, randomly generated, survival game would be cool. Stuff breaking, taking on water, filling up with water. People going crazy like in The Abyss.
Like minecraft with the nether?
Underwater KSP? I imagine that would be more awesome.
Eastereggs!
No, but it would really be a waste if the game isn't set in the same universe as NS2... Hints here and there at least. It would go a long way to make the game less generic.
Edit - Also, I know that multiplayer co-op is being considered, but I'd love to see that move from consideration to an absolute fairly quickly. Exploring with friends, to me, adds so much to sandbox experiences and I'm sure I'm not the only one who feels that way.
This isn't sounds specifically, but might be interesting on behaviour to sounds:
Finally something that resembles what I've experienced!
Looking forward to underwater-thumpers and submarine engines with irregular propelling patterns
+1 on this.
I tried Borderlands (1) solo and and thought "Dammit, money wasted". Because Borderlands world is absolutely dull, all the NPCs are static and such. But. A friend of mine invited to play together, and it was a whole different story.
Even if a game is absolutely terrible, if you are playing with your friend, you can laugh at this and that and have a great time. Damn, you don't even need a game to have good time with your friend. So yeah, Coop makes every game better.
Underwater building and exploration to me screams "colonize a procedurally generated water planet!"
Begin the game just after landing with a floating platform that contains primitive facilities to build the very first beginings of your colony. Give it a landing platform if you want trade in your game. Your colony may be floating or be attached to the ocean floor. Build your colony by attaching parts to each other. (Labs, factories, living space, entertainment center, the usual)
The colony doesn't require to be in one piece. Building a second base much deeper in the water should be an option.
With this come a group of colonists who live in your colony, livening it up and doing the various chores. You can take some with you on explorations or let them do simpler work like transporting materials or harvesting known resources..
Exploration can be done with diving gear, suits and submarines. (Submarines are a kind of suits aren't they? why make distinctions?)
But not just tech, give the player advanced surgery and allow him to shape his own body to be able to breathe under water and go deeper down. (Initially a human, then a merman, then an octopus, if the player so wishes because subs and suits can do that trick too)
Science is a resource required to be harvested from the ocean. One plant teaches you to go deeper, another fish to go faster. A worm helps you to avoid certain depth sicknesses. After an initial sighting of an animal or plant your advisors give an idea of the scientific benefit capturing and researching an animal might give. That way exploration is a must, varied by hunting expeditions, and the player can get into trouble by entering dangerous areas (Going too deep, entering a hot zone near a lava spout, first encounter with a blue flash)
The ocean floor goes from shallow to hot ice depths. (Under extreme pressure water turns into a solid) Different depths give different resources to harvest. Mostly plants at top level, the ability to mine minerals deeper down. Lava spouts regurgitate various resources as well as heat. In the deepest depths you have blue flashes, nuclear explosions coming from the core of the planet which bubble upwards for kilometers before the radioactive material cools sufficiently and then sinks back down. Dangerous, but also extremely worthwhile to harvest. And an excuse for super exotic life forms.
(If you encounter a blue flash you might want to flee upwards, but decompression sickness should be in the game)
Life forms and map should preferably be procedurally generated. So you never play the same game twice. One game a fish teaches you to go deeper, another game a floating colony of worms. Bioluminescence is one game learned from an octopus the next from a patch of bacteria living on a rock.
(Blue flashes, hot ice and surgically altering the body ideas come from the book Neptune's Brood where an android ends up hundreds of miles under the surface of a waterworld, check it out the book is awesome)