i have an idea, how bout they just put in an entity that kills in one hit when they pass a certain point, but before they are killed they hear disturbing sounds all around them and it gets louder then the player dies.
or have the mysterious electromagnetic pulse take the player out.
Oh, that sounds like a invisible wall, hell no, plz
And what about to procedurally generate smth like simple biomes or just "underwater desert" (with simple decorations and caves) around the main map, beyond the borders of it? This will just add some advantages of procedural generation without any loss in quality for handmade main map.
2. Not that simple.
Maybe it shouldn't be simple. If only you don't want an invisible wall...
i have an idea, how bout they just put in an entity that kills in one hit when they pass a certain point, but before they are killed they hear disturbing sounds all around them and it gets louder then the player dies.
or have the mysterious electromagnetic pulse take the player out.
Oh, that sounds like a invisible wall, hell no, plz
And what about to procedurally generate smth like simple biomes or just "underwater desert" (with simple decorations and caves) around the main map, beyond the borders of it? This will just add some advantages of procedural generation without any loss in quality for handmade main map.
2. Not that simple.
Maybe it shouldn't be simple. If only you don't want an invisible wall...
(sorry for my bad english - I am from Germany ;-)
What if there isn't any hard barrier - but oceanic current that begins very "soft" at the beginning and gets stronger and stronger the further you go until the sub reaches zero velocity and will be pushed back?
It would be no hard wall but a very smooth limitation (perhaps over hundreds of meters where the current ascends continuously)
-very cold/hot/acidic/intoxicating water streams (you might also add plants, algae, plankton or bacteria for that which "corrupt" the water)
-in case that the lower worldlimit is made of rocks, you might use underground lavastreams
moultanoCreator of ns_shiva.Join Date: 2002-12-14Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
edited November 2015
I think the solution is Open Ocean. The area that the player is on is a plateau relative to the rest of the world. When you reach the edge of the plateau, the earth decends down much deeper, deeper than any life can live, and becomes a featureless generated plain. This open ocean is inhabited, but only by slow-moving plankton feeding leviathans. These can also be placed randomly (and rarely!)
On earth, most of the biodiversity of the oceans is in the relative shallows near the shore. This is where there's enough sunlight for photosynthesis. The open ocean has comparatively few things in it.
Soul_RiderMod BeanJoin Date: 2004-06-19Member: 29388Members, Constellation, Squad Five Blue
edited November 2015
Over a year old... lol
(Although will concede posts weren't exactly irrelevant)
---EDIT----
The reason necroing threads is frowned upon in general is that most of the earlier information is either, invalid or out of date. Then you get discussions launching on subjects that are no longer valid.
This topic was also on page 52 of the forums. It is considered etiquette to link to the original forum post, but make a new topic discussing it, especially when the topic is 52 pages and over a year old.
I like the idea of the area we are in being on a plateau. I would like to see a procedural area outside the map area so it is set about 2500-3000m down. I would also suggest that instead of the map being rendered as a single solid object (slowing most computers down), it should be split up so it is rendered as a maximum of 1500m x 1500m x1500m for each piece (by having the pieces touching it will still look like a single solid object but let the computers run faster).
Perhaps one solution to all the things people want in this game is, after the game is finished and released, allow the players to create MODs just like they do with Grand Theft Auto. You can bet the world would expand beyond your wildest dreams (as long as people aren't "overbuilding" one another).
Of course without some Director overseeing the MODs, you never know what you'll get. Some could be lame, while some are incredibly dangerous.
It's just a thought.
Or just have it switch to procedural generation outside the expected play area.
doubt it'll happen, sure it can be done but that's a LOT of coding but the devs take on the world and how it looks is more of the quality over quantity outlook.
In Morrowind there were just endless (or just very very big) sea in all direction from the island where the game took place. The world itself was not proceduraly generated.
In Gothic2 if you try to swim away from the playable area there was a short cut scene with the sea monster eating the character.
Comments
Oh, that sounds like a invisible wall, hell no, plz Maybe it shouldn't be simple. If only you don't want an invisible wall...
(sorry for my bad english - I am from Germany ;-)
What if there isn't any hard barrier - but oceanic current that begins very "soft" at the beginning and gets stronger and stronger the further you go until the sub reaches zero velocity and will be pushed back?
It would be no hard wall but a very smooth limitation (perhaps over hundreds of meters where the current ascends continuously)
What do you think about it (everybody here) ???
-in case that the lower worldlimit is made of rocks, you might use underground lavastreams
On earth, most of the biodiversity of the oceans is in the relative shallows near the shore. This is where there's enough sunlight for photosynthesis. The open ocean has comparatively few things in it.
Over a year old... lol
(Although will concede posts weren't exactly irrelevant)
---EDIT----
The reason necroing threads is frowned upon in general is that most of the earlier information is either, invalid or out of date. Then you get discussions launching on subjects that are no longer valid.
This topic was also on page 52 of the forums. It is considered etiquette to link to the original forum post, but make a new topic discussing it, especially when the topic is 52 pages and over a year old.
Of course without some Director overseeing the MODs, you never know what you'll get. Some could be lame, while some are incredibly dangerous.
It's just a thought.
doubt it'll happen, sure it can be done but that's a LOT of coding but the devs take on the world and how it looks is more of the quality over quantity outlook.
In Gothic2 if you try to swim away from the playable area there was a short cut scene with the sea monster eating the character.
I guess both should work for Subnautica