Friday Subnautica dev blog - Subnautica
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Friday Subnautica dev blog - Subnautica
New dev blog We’ve been inspired by the Rust Friday devblogs, and thought we’d try doing them ourselves. Not sure if they will be worthwhile, but we’re hoping to keep...
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Tools right?
Also, if the world will be hand-crafted, will there only ever be one version (that is, same world on every playthrough)?
Is it be possible to have the hand-crafted areas be randomly pieced together (the transition areas could be an issue) or several official hand-crafted maps (you would chose the "random" layout, then make the transition areas pretty)?
This game looks like it will be visually stunning, but I wonder what replay value there will be without some variation in playthroughs (beyond player choices). For instance, one of my favorite games is Might and Magic VII, but the problem I have playing it is that the world is static. All the best secrets aren't secrets after one playthrough, all of the interesting twists don't exist, etc.
Judging by the "experiencial" nature of the game, I am not sure right now which mechanics they are creating to help bring players back for a second play through.
I am not sure what the gameplay is though... so hard to comment.
Ideally they would create a gameplay loop that is ultra satisfying much like the original doom for example, where clearing a room and enemy encounters are always satisfying.... even if the room is the same as one you played before.
I do like the idea of a handcrafted environment because it means that the gameplay is considered more in its construction.... yet I have no idea what the base gameplay is at all yet, so hard to really comment once again.
After all this time and reading / viewing as much as I could on this game, I am still unsure what the player does and what the "gameplay" is. It would be nice to have a blog post detailing that at a point!
Yep - they are underneath this map. There is a lot of subterranean areas, that map is just the top level.
Agreed. We plan to address this by making your choices permanently affect the world as much as possible. This is a long-term goal, but we hope to do this by making creatures go extinct (if you kill them), allowing you to dig into the terrain, and generally making choices that can't be undone. So while the map largely starts out the same every time, we hope that different playthroughs will have different properties. That's easier said than done though.
You have no Idea how big the smile on my face was after reading your post
Isn't it a little bit to make people sensitive about "green stuff / save the planet" ?
As stated by Squeal_like_a_pig (SLAP..? oh my... ) we don't know much about the game. But permanent worlds suffer this kind of issues.
On multi player :
As it is a game they will always be people that just gonna ruin the fun of others.
On Single player :
The "role" will be played most of the time only once. Granted, it depends on the player style, but not many have replayed Oblivion and such (Skyrim etc). As the player put in it many hours and knowing the quest will be the exact same thing, it feels like doing the same thing again -> why bother.
Even with a procedural goal/quest/difficulty system the backbone will be the same.
Name a game, at some point keeping player interested is impossible. Quests are completed, huge piles of money earned / stolen are now in safes, in my castle, and the world is peaceful again.
There lies the dev challenge. Keeping the player (rookies as old timers) glued as long as possible.
Still no mention of the sea onos.