SidchickenPlumbing the subnautican depthsJoin Date: 2016-02-16Member: 213125Members
I'm looking forward to all the damaged tech going in-game. Scanning busted stuff, instead of pristine generic boxes really ups the immersion level, and just makes so much more sense. Hopefully the fragments will be found in places that also make sense - maybe we'll have to visit the jellyshroom base or the planned 3rd Degasi base to find the thermal plant fragments, for example. Or go to the floating island to find solar panels.
New Card, Exo blueprint, extension fragments and gating; Someone needs to add computer data entries for the four new exo arm modules. We discussed this in Hipchat and the thought was not to make them fragments, as people are getting fatigued with that.
So someone needs to add these four new tech types and figure out a way players can unlock them. It should be mid to late game. I suggest at the Inactive Lava Zone or Precursor Base depth (attached).
Charlie Cleveland moved Use Lukas' awesome feedback tool to make sure we're focused on the right high-level features and quantities from To Do to Backlog 3 hours ago
Charlie Cleveland moved Prototype some beautiful and interesting creature behaviours from To Do to Backlog
Charlie Cleveland added/joined Remove "dig sand" to To Do 2 hours ago
Vyacheslav Sedovich moved prevent seamoth / exosuit specific upgrades to be installed in wrong vehicle type from To Do to Done
Vyacheslav Sedovich moved Exosuit should use 2 power cells from To Do to Done; this is in experimental already.
Vyacheslav Sedovich archived Make built-in lockers functional[/i] an hour ago; Already implemented. Archiving card.
I was just poking around in the Deep Grand Reef and I found a fragment down there called a "BaseWaterPark". Turns out it was the Large Aquarium / Alien Containment.
Well now. The source of infinite fish food is being relocated to a deep sea area. Interesting!
I also found a 'Bulkhead Fragment' in the Mountains Wreck. Cool to see these things being put into the game and the starting blueprints beginning to be thinned out. Can't wait to start hunting these when the locker models are replaced with damaged tech
I was just poking around in the Deep Grand Reef and I found a fragment down there called a "BaseWaterPark". Turns out it was the Large Aquarium / Alien Containment.
Well now. The source of infinite fish food is being relocated to a deep sea area. Interesting!
I also found a 'Bulkhead Fragment' in the Mountains Wreck. Cool to see these things being put into the game and the starting blueprints beginning to be thinned out. Can't wait to start hunting these when the locker models are replaced with damaged tech
Those fragments may well be replaced with 'broken' tech pieces!
I was just poking around in the Deep Grand Reef and I found a fragment down there called a "BaseWaterPark". Turns out it was the Large Aquarium / Alien Containment.
Well now. The source of infinite fish food is being relocated to a deep sea area. Interesting!
I also found a 'Bulkhead Fragment' in the Mountains Wreck. Cool to see these things being put into the game and the starting blueprints beginning to be thinned out. Can't wait to start hunting these when the locker models are replaced with damaged tech
Those fragments may well be replaced with 'broken' tech pieces!
I went to the Floater Island after this to scan a MultiPurpose Room aaand.... Couldn't. So I went to the Jellyshroom caves to try the base there, and guess what I found?
MP Room "Fragments" lying around. I imagine those will be replaced by damaged parts too. I thought you'd scan the rooms themelves from the abandoned bases, guess that isn't the case.
Just hoping there isn't any major fragments going into the mountain or dunes wrecks. I want to avoid Reaper Territory as much as possible!
That seems like wishful thinking to me. If there wasn't anything cool to find out there, no one would go out there. It stands to reason there will be something worth the risk in those biomes.
Andi completed color customization on exosuit 15 hours ago
Andi moved color customization for exosuit from Doing to Done 15 hours ago; awesome stuff, we all know we secretly want hot pink suits, yeah?.
Charlie Cleveland moved Remove "dig sand" from Doing to Done 15 hours ago; more optimization. I won't miss it
Exploded Life Pods; oh, jeez I hope one of these won't be ours... *gulp*
New Card: Cave and Loot Tasks has been added; though it's just been put there, that list looks pretty cool; more exciting stuff to eventually discover.
Charlie Cleveland moved A pass on "middle" recipes from Doing to Done; notes: Adding exo recipe, polyanilline and fireproof aerogel -- Okay, what the hell are those? Polyanilline? Fireproof Aerogel? Lava Zone here. we. go!
"Precursor Keys Setup and Animation" is Done; I have no idea what these are. Keys to the ancient Precursor Bases? *hype intensifying*
Brian Cummings moved Jumping into water from Backlog to Done B65 Machine Update Date TBA
New Card added, Aurora Tasks; the following items are of particular interest:
Wires on welding panel for the new doors are not animated; so we're going to be using the Welder a lot more, it seems.
Back arrow on code screen only works when all 4 digits are entered in; and there's going to be somewhere where we'll need to enter a code to progress, possibly found in a PDA. Sweet!
Some work is happining with the Fabricator.
We'll be able to keep track of our ammunition in the Seamoth and Exosuit!
Vyacheslav Sedovich added World Temperature editing for LDs to To Do 18 minutes ago
35156 This is the build we're on now, no check-in log!
35155 fixed the left hand target for laser cutter or scottT
35154 /main/lost_river_hanging_plant fixes
35153 fixed the left hand target for laser cutter or scottT
35152 Cleanup.
35151 Exosuit quickslots and cooldowns hooked up. Exosuit torpedo arm properly implemented. Fixed player ejecting from seamoth / exosuit when another seamoth / exosuit is destroyed. Other fixes and improvements.
35150 Cleanup.
35146 'exclusive or' logic for handling button down and button held input events
35145 Changed ID tag for weldablepanel protocontract to not conflict with main
35144 Precursor_cube_01-03
35137 Added counting enumerator.
35136 Improved unit tests.
35134 Update to color mask for exosuit
35133 Fixed player ejecting from seamoth / exosuit when another seamoth / exosuit is destroyed. Fixed ExosuitTorpedoArm keeps playing shot animation (when holding the button) even after depleting ammunition.
35132 Fixes for various bugs with key codes, fire extinguisher, and doors
35131 New pickup sound hooks for Simon. Integrated ancient Fabricator and Workbench variable building time (needs some bugs fixed still); what the hell is this?
35130 Fixed hook.
35128 Removed debug code
35127 Fix in Handtarget for Workbench/Fabricator save/load
35126 Added child id to Workbench and Fabricator for save/load. Added profiling to CraftData in case string manip becomes a problem
35131 New pickup sound hooks for Simon. Integrated ancient Fabricator and Workbench variable building time (needs some bugs fixed still); what the hell is this?
So basically the programmers require new sounds to be inserted by him at certain points in the game.
The integration of a variable building time into both the ancient fabricator and workbench (both available to the player) might be as simple as; its old equipment. It works, but it has its own will after being rusty and neglected for so long. So it produces at slower and unpredictable rates.
35131 New pickup sound hooks for Simon. Integrated ancient Fabricator and Workbench variable building time (needs some bugs fixed still); what the hell is this?
So basically the programmers require new sounds to be inserted by him at certain points in the game.
The integration of a variable building time into both the ancient fabricator and workbench (both available to the player) might be as simple as; its old equipment. It works, but it has its own will after being rusty and neglected for so long. So it produces at slower and unpredictable rates.
I meant the "Ancient Fabricator and Workbench"; that! That's going to be cool!
Comments
"Exosuit animation fixes and additions" is Done; notes: Exosuit anims are wonky as hell. Fixing them
Work continues on the Cutefish Interactions
We have new ways to die...
... and finally, I think I'll just let this plant hang here...
We'll need to check these Reactors, they look pretty beaten up...
Elbows! Why is it always elbows!
This will be awesome; must test it!
Spaceship! There is going to be a spaceship!
~plus, the Tree Cove, with placeholder "brine pools".
Here's an attempt to recreate the Concept Art for the Tree Cove... XD
11/10 accuracy.
It is in game? If so, is the entrance by the grand reef or the lost river?
If you're talking about the Tree, then it's between one of the LR's entrance to the ILZ and the Bones Field.
Ok cool. So the Ghost Canyon is not in the Lost River? I assumed it was since it was that green hue. Where-abouts is the Ghost Canyon then?
Ghost Canyon is part of the LR, connecting DGR to the Bones Field.
I know; there's a launch platform. Damn, this game is going to be fantastic when it hits 1.0!
New Card, Exo blueprint, extension fragments and gating; Someone needs to add computer data entries for the four new exo arm modules. We discussed this in Hipchat and the thought was not to make them fragments, as people are getting fatigued with that.
So someone needs to add these four new tech types and figure out a way players can unlock them. It should be mid to late game. I suggest at the Inactive Lava Zone or Precursor Base depth (attached).
Charlie Cleveland moved Use Lukas' awesome feedback tool to make sure we're focused on the right high-level features and quantities from To Do to Backlog 3 hours ago
Charlie Cleveland moved Prototype some beautiful and interesting creature behaviours from To Do to Backlog
Charlie Cleveland added/joined Remove "dig sand" to To Do 2 hours ago
Vyacheslav Sedovich moved prevent seamoth / exosuit specific upgrades to be installed in wrong vehicle type from To Do to Done
Vyacheslav Sedovich moved Exosuit should use 2 power cells from To Do to Done; this is in experimental already.
Vyacheslav Sedovich archived Make built-in lockers functional[/i] an hour ago; Already implemented. Archiving card.
Well now. The source of infinite fish food is being relocated to a deep sea area. Interesting!
I also found a 'Bulkhead Fragment' in the Mountains Wreck. Cool to see these things being put into the game and the starting blueprints beginning to be thinned out. Can't wait to start hunting these when the locker models are replaced with damaged tech
Those fragments may well be replaced with 'broken' tech pieces!
I went to the Floater Island after this to scan a MultiPurpose Room aaand.... Couldn't. So I went to the Jellyshroom caves to try the base there, and guess what I found?
MP Room "Fragments" lying around. I imagine those will be replaced by damaged parts too. I thought you'd scan the rooms themelves from the abandoned bases, guess that isn't the case.
That seems like wishful thinking to me. If there wasn't anything cool to find out there, no one would go out there. It stands to reason there will be something worth the risk in those biomes.
Andi moved color customization for exosuit from Doing to Done 15 hours ago; awesome stuff, we all know we secretly want hot pink suits, yeah?.
Charlie Cleveland moved Remove "dig sand" from Doing to Done 15 hours ago; more optimization. I won't miss it
Exploded Life Pods; oh, jeez I hope one of these won't be ours... *gulp*
New Card: Cave and Loot Tasks has been added; though it's just been put there, that list looks pretty cool; more exciting stuff to eventually discover.
Charlie Cleveland moved A pass on "middle" recipes from Doing to Done; notes: Adding exo recipe, polyanilline and fireproof aerogel -- Okay, what the hell are those? Polyanilline? Fireproof Aerogel? Lava Zone here. we. go!
"Precursor Keys Setup and Animation" is Done; I have no idea what these are. Keys to the ancient Precursor Bases? *hype intensifying*
Brian Cummings moved Jumping into water from Backlog to Done B65 Machine Update Date TBA
Not keys to open doors I'm afraid. Keys are the final postures to which an animation works from the previous key.
https://docs.unity3d.com/Manual/animeditor-AnimationCurves.html
https://trello.com/c/AOPHU1Vm/5764-update-website-july-update
Ah, damn--but still good stuff!
35121 Hooked up updating prefab databases to changing prefab class ids.
35120 lost_river_hanging_plant fixes
35119 Deleted texture streaming data; probably old, unneeded data, methinks
35118 Removed obsolete Bioreactor and NuclearReactor prefabs. Removed obsolete mining assets; if we optimize it anymore she'll run in 640k Captain!
35117 Deleted obsolete trees
35116 Compressed Exosuit illumination textures
35115 Removed obsolete rock assets (was still referenced by RandomBoulder which is also obsolete); nice!
35114 Rebuilt music; Wonder what this means? I can't wait to hear it.
35113 Updated shader on Fabricator and Workbench (removed outdated building shader)
35112 changed bone weights on low setting to 4; this is the build we have at the moment, as of right now.
35110 merged from branch
35109 Removed unneeded Marmoset SKY textures
35108 ExosuitTorpedoArm and ExosuitClawArm fixes and improvements
35107 Translation files update. Legacy database update.
35106 Removed old demo timer mechanism (brought in a huge texture); nice!
35105 Removed obsolete NewHUD scene; more optimization
35104 Improved accuracy of the RAM in the AssetStatsWindow
35101 Fixes for ExosuitTorpedoArmModule
35100 Merging in improvements to intro PDA texts; like this!
35099 IExosuitArm cooldown overrides
35097 lava larva WIP; nice!
35095 Translation files update. Legacy database update.
New Card added, Aurora Tasks; the following items are of particular interest:
Wires on welding panel for the new doors are not animated; so we're going to be using the Welder a lot more, it seems.
Back arrow on code screen only works when all 4 digits are entered in; and there's going to be somewhere where we'll need to enter a code to progress, possibly found in a PDA. Sweet!
Some work is happining with the Fabricator.
We'll be able to keep track of our ammunition in the Seamoth and Exosuit!
Vyacheslav Sedovich added World Temperature editing for LDs to To Do 18 minutes ago
35157 First iteration
35156 This is the build we're on now, no check-in log!
35155 fixed the left hand target for laser cutter or scottT
35154 /main/lost_river_hanging_plant fixes
35153 fixed the left hand target for laser cutter or scottT
35152 Cleanup.
35151 Exosuit quickslots and cooldowns hooked up. Exosuit torpedo arm properly implemented. Fixed player ejecting from seamoth / exosuit when another seamoth / exosuit is destroyed. Other fixes and improvements.
35150 Cleanup.
35146 'exclusive or' logic for handling button down and button held input events
35145 Changed ID tag for weldablepanel protocontract to not conflict with main
35144 Precursor_cube_01-03
35137 Added counting enumerator.
35136 Improved unit tests.
35134 Update to color mask for exosuit
35133 Fixed player ejecting from seamoth / exosuit when another seamoth / exosuit is destroyed. Fixed ExosuitTorpedoArm keeps playing shot animation (when holding the button) even after depleting ammunition.
35132 Fixes for various bugs with key codes, fire extinguisher, and doors
35131 New pickup sound hooks for Simon. Integrated ancient Fabricator and Workbench variable building time (needs some bugs fixed still); what the hell is this?
35130 Fixed hook.
35128 Removed debug code
35127 Fix in Handtarget for Workbench/Fabricator save/load
35126 Added child id to Workbench and Fabricator for save/load. Added profiling to CraftData in case string manip becomes a problem
35125 Deleted empty directory
35124 Translation files update. Legacy database update.
35123 More texture streaming deletions
35122 Nuked obsolete texture streaming system from orbit; it's the only way to be sure...
Simon is the Subnautica sound engineer I believe.
http://unknownworlds.com/subnautica/author/simon/
https://m.facebook.com/subnautica/photos/pb.720171391332327.-2207520000.1465293690./1217559288260199/?type=3
So basically the programmers require new sounds to be inserted by him at certain points in the game.
The integration of a variable building time into both the ancient fabricator and workbench (both available to the player) might be as simple as; its old equipment. It works, but it has its own will after being rusty and neglected for so long. So it produces at slower and unpredictable rates.
I meant the "Ancient Fabricator and Workbench"; that! That's going to be cool!
35180 2016-07-24 11:47:19 Tom Jubert Checking in biome goals PDA VO