Subnautica Revealed - Subnautica

SystemSystem Join Date: 2013-01-29 Member: 182599Members, Super Administrators, Reinforced - Diamond

imageSubnautica Revealed - Subnautica

Subnautica is an underwater open world adventure game in development at Unknown Worlds, the creators of Natural Selection 2. Today, we are releasing the first pre-alpha in-game screenshots of this new game! These screenshots coincide with Subnautica being revealed and shown at PAX East 2014 – The first time Subnautica has ever been shown publicly and playable anywhere in the world. ‘Pre-Alpha’ is a way of saying ‘before this game is even vaguely ready to be properly considered a product that could be released.’ These screenshots are taken from a real playthrough of a real playable version of Subnautica, but they are very, very early. The game you see here has only been worked on for a few …

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  • HughHugh Cameraman San Francisco, CA Join Date: 2010-04-18 Member: 71444NS2 Developer, NS2 Playtester, Reinforced - Silver, Reinforced - Onos, WC 2013 - Shadow, Subnautica Developer, Pistachionauts
    Bump to open comment thread! (Someone train this forum robot to open its own threads...)
  • StormApanStormApan Join Date: 2007-06-17 Member: 61280Members, Constellation, Reinforced - Shadow, WC 2013 - Shadow
    I am a bit worried about all the gloss and shinyness, especially on the underwater scooter personal transport thing. But I am also confident that you will tweak this down further along the road =)
  • liamdaweliamdawe Join Date: 2009-09-27 Member: 68885Members, Reinforced - Supporter
    Just to be sure, it will be on Linux right?
  • MetroMetro Join Date: 2007-09-15 Member: 62316Members
    This looks brilliant!
  • MGS-3MGS-3 France Join Date: 2006-11-11 Member: 58540Members, NS2 Playtester, Reinforced - Supporter, Reinforced - Onos, Subnautica Playtester
  • littleevilwolflittleevilwolf Join Date: 2013-01-17 Member: 180231Members, Reinforced - Shadow
    ;o; it look so pretty all ready i can't wait to see it when it done!!!
  • b1.seb1.se Stockholm, Sweden Join Date: 2012-09-17 Member: 159734Members, Reinforced - Shadow, WC 2013 - Gold
    Wish u luck and hope you do better than the Star Citiziens twitch/PAX promo, oh god. Everything went wrong and the crowd was so rude/drunk. Still the helmet animation made up for it all.
  • MikosMikos Poland Join Date: 2013-11-10 Member: 189271Members
    I love it. So colorful and beautiful. I can't wait !
  • Dictator93Dictator93 Join Date: 2008-12-21 Member: 65833Members, Reinforced - Shadow
    Woh, looks so awesome!
  • MaLuSMaLuS Join Date: 2013-02-02 Member: 182769Members
    is it only artwork thats been done or has models been made already? if there are models yet to be made but planned i wonder if we could see the artwork for the models and maybe a few community member with modeling experience (i being one of them) could make some mock up models to submit and maybe save some time in production... who knows
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    MaLuS wrote: »
    is it only artwork thats been done or has models been made already? if there are models yet to be made but planned i wonder if we could see the artwork for the models and maybe a few community member with modeling experience (i being one of them) could make some mock up models to submit and maybe save some time in production... who knows

    You do realize there where screenshots of the actual (pre alpha prototype) game in the blogpost?

  • VenatosVenatos Join Date: 2012-03-31 Member: 149762Members, Reinforced - Shadow, WC 2013 - Gold
    looks quite beautiful i have to say, best of luck on the showfloor!
    i would welcome a gameplay video and/or the interior of the cyclops.
  • VonDoomVonDoom Knee deep in the latency Join Date: 2009-10-08 Member: 68989Members, Reinforced - Shadow
    Lookin good :) The visibility falloff and light rays looks very realistic.
  • MaLuSMaLuS Join Date: 2013-02-02 Member: 182769Members
    Asraniel wrote: »
    MaLuS wrote: »
    is it only artwork thats been done or has models been made already? if there are models yet to be made but planned i wonder if we could see the artwork for the models and maybe a few community member with modeling experience (i being one of them) could make some mock up models to submit and maybe save some time in production... who knows

    You do realize there where screenshots of the actual (pre alpha prototype) game in the blogpost?

    yes i do but perhaps i should have been more clear, i was thinking more of the sketches and various view points that the artists draw of the prospective models before they go into a backdrop image.

    the attached picture was something i put together just now, its an early concept but it would be nice to have some more pictures from the artists for reference.
    <img src="https://us.v-cdn.net/5019629/uploads/FileUpload/9f/390f79b77d74db84d4f9cd151bca37.jpg&quot; />
  • BroseidonBroseidon Join Date: 2011-07-18 Member: 110935Members
    Getting hyped real fast! I would love to see some stuff inside the submarine(cyclops) but more of everything is of course always welcomed.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    StormApan wrote: »
    I am a bit worried about all the gloss and shinyness, especially on the underwater scooter personal transport thing. But I am also confident that you will tweak this down further along the road =)
    Hmm. Well, that is the look we are going for with the human tech (though admittedly, the seaglide scooter thing was getting overly shiney and blown out in that one screenshot, so that will be tweaked). But yeah, in general the sub and equipment tech is sleek, clean, high tech and glossy. Contrasts nicely with the organic environments and also is a nice change of pace, in my opinion, from the typical industrial, grungy, battleworn look seen in most games these days.

  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    Tell me about your fog! :)
  • Dictator93Dictator93 Join Date: 2008-12-21 Member: 65833Members, Reinforced - Shadow
    One thing I would suggest early on would be NOT to rely on FXAA as an AA solution. What it does to art and texture quality is quite sad.
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    moultano wrote: »
    Tell me about your fog! :)

    Max would be your guy for that. He helped us out with the PAX sprint, implementing the water surface and fog stuff, and a few other goodies like a rim shader effect.
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
    b1.se wrote: »
    Wish u luck and hope you do better than the Star Citiziens twitch/PAX promo, oh god. Everything went wrong and the crowd was so rude/drunk. Still the helmet animation made up for it all.

    I avoided that by only watching a compilation of the ingame scenes :D
    (Another game that looks great, btw.)


    About subnautica, can we rewatch the PAX demonstration somewhere?
    StormApan wrote: »
    I am a bit worried about all the gloss and shinyness, especially on the underwater scooter personal transport thing. But I am also confident that you will tweak this down further along the road =)
    Hmm. Well, that is the look we are going for with the human tech (though admittedly, the seaglide scooter thing was getting overly shiney and blown out in that one screenshot, so that will be tweaked). But yeah, in general the sub and equipment tech is sleek, clean, high tech and glossy. Contrasts nicely with the organic environments and also is a nice change of pace, in my opinion, from the typical industrial, grungy, battleworn look seen in most games these days.
    human tech

    There's other?
  • NarfwakNarfwak Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
    The amount of progress that was made on the game for PAX in the last few weeks has been absolutely insane. If it's indication of anything it's that there's a lot more coming and that quite a lot will change by the time it's public.
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    moultano wrote: »
    Tell me about your fog! :)
    It's simply exponential fog with different extinction coefficients per channel. It also includes an exponential falloff of the inscattering as the depth increases and a shift in the color as the viewing angle approaches the light direction (after http://www.iquilezles.org/www/articles/fog/fog.htm). I implemented the method you posted on the forums (thanks!), however I found that aesthetically it was similar to the exponential fog model, but was less intuitive to control and more expensive.
  • moultanomoultano Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
    Max wrote: »
    moultano wrote: »
    Tell me about your fog! :)
    It's simply exponential fog with different extinction coefficients per channel. It also includes an exponential falloff of the inscattering as the depth increases and a shift in the color as the viewing angle approaches the light direction (after http://www.iquilezles.org/www/articles/fog/fog.htm). I implemented the method you posted on the forums (thanks!), however I found that aesthetically it was similar to the exponential fog model, but was less intuitive to control and more expensive.
    Awesome. :) The one nit-pick I had from the screenshots is that the magenta should be getting closer to black before it fades to the asymptotic color. I think that's the only significant difference between the quasi-physical model and what you are doing.

  • HalsyHalsy Terra Firma Join Date: 2014-04-14 Member: 195391Members
    Love underwater games so this makes me happah!
  • Squeal_Like_A_PigSqueal_Like_A_Pig Janitor Join Date: 2002-01-25 Member: 66Members, Super Administrators, NS1 Playtester, NS2 Developer, Reinforced - Supporter, WC 2013 - Silver, Subnautica Developer
    moultano wrote: »
    Awesome. :) The one nit-pick I had from the screenshots is that the magenta should be getting closer to black before it fades to the asymptotic color. I think that's the only significant difference between the quasi-physical model and what you are doing.
    Yeah, that is partly an artistic decision as well. While that is the realistic approach, it has a pretty big impact on the visuals when anything using that color is going to black so quickly, especially in areas where that is the dominant color. It also can have gameplay implications, as well, if magenta colored creatures/objects lose their color at a relatively close viewing distance.

    So, yeah...we're going to have to go with the "not realistic because alien world" excuse :)
  • VetinariVetinari Join Date: 2013-07-23 Member: 186325Members, Squad Five Blue, Reinforced - Shadow, WC 2013 - Silver
  • SteveRockSteveRock Join Date: 2012-10-01 Member: 161215Members, NS2 Developer, Subnautica Developer
    moultano wrote: »
    Awesome. :) The one nit-pick I had from the screenshots is that the magenta should be getting closer to black before it fades to the asymptotic color. I think that's the only significant difference between the quasi-physical model and what you are doing.
    Yeah, that is partly an artistic decision as well. While that is the realistic approach, it has a pretty big impact on the visuals when anything using that color is going to black so quickly, especially in areas where that is the dominant color. It also can have gameplay implications, as well, if magenta colored creatures/objects lose their color at a relatively close viewing distance.

    So, yeah...we're going to have to go with the "not realistic because alien world" excuse :)

    "Excuse"? I wouldn't call it an excuse. I would call it one of the best reasons to make video games: So we can expand upon and mess with reality.
  • current1ycurrent1y Join Date: 2003-12-08 Member: 24150Members, NS2 Playtester, NS2 Map Tester, Reinforced - Shadow, Subnautica Playtester
    so 'nantes' has been replaced with "cuz alien" haha
  • LumpNLumpN Join Date: 2002-10-30 Member: 1725Members, Subnautica Developer
    current1y wrote: »
    so 'nantes' has been replaced with "cuz alien" haha

    Yeah nanites have been a bit of a stretch but what about Super Mario growing twice in size when consuming a mushroom? Some mechanics are best left unexplained.

    Huge kudos to UWE for bringing the visual quality up so much in so little time!
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