Latest Developer Posts
This is getting very off-topic. We did work on a female model and did a lot of work on it. However, as we realized the sheer amount of work needing to be redone to properly ensure proper representation of the different proportions of the model, we had to put it on the backburner. While the female will not be in for 1.0 - we still have the model and the work done so far. Hopefully in the future, we can return to it. We understand to some it will be disappointing but we hope you still enjoy the game.
Hugh Cameraman San Francisco, CA
Bump to open comment thread. Full post text reproduced below: They say good things come to those who wait. I don’t know who they are, but they have clearly never had to wait this long for a Subnautica Xbox One update. We know it, you know it: It’s taking too long, and we are way overdue to push an update. They also say that good things come in threes. That, we can agree with. It now looks like Xbox One will receive a three-in-one update. Subnautica on Steam is building up to an update right now: We may merge that work into Xbox One. Silent Running, Voice of the Deep, and “the third update” would roll into your Xbox’s all at once. As usual, we can’t guarantee anything, or pick any dates, but we are trying to keep you abreast of the latest developments. We understand it must be immensely frustrating waiting for us to update on Xbox One, and we hope that some news will make the wait a little more bearable. What is stopping you updating right now? After fixing a horrible, horrible bug, Subnautica started running on our development Xbox’s again. In fixing that bug, we made big changes to the game under-the-hood. Those changes have slowed the game down. And the last thing Subnautica needs right now is to run slower. We can’t release until we make headway on performance. There’s no point in giving you fancy Voice of the Deep features if the game runs like a slideshow: That already happens enough as it is. Why not stop content updates and focus on performance? Subnautica comes in two flavours: Steam, and Xbox One. Both are “built” from the same source: That is, the same collection of code, textures, models, and animations. For various reasons, Steam is ploughing ahead with updates. We are shielded from our performance problems on Steam because some players have high-performance PCs. This means we can push through with the difficult task of finishing the game and adding all features. Xbox must stay in sync with or behind Steam: If we stop Xbox, and do performance work specifically for Xbox, then the two will fall out of sync. Any work done on Steam to finalise features will likely become incompatible with the now separate Xbox source. That would be a catastrophic poo-show of tangled code, broken features, chugging frame-rates, and developers that hate their job. So, the two stay in sync. But eventually, Steam will have to face its performance daemons, just as Xbox does now. We can’t run from the need to make this game run better. As features are finalised and the game’s story is concluded, we will be able to focus attention on performance. That attention will benefit Xbox just as it does Steam. We are sorry Nothing we can say will make this better. We just need to put our heads down, and get the work done. We are sorry you are still waiting. It brings us no joy to know we’re so behind with updates. We won’t stop until Xbox is receiving updates, running better, and you’re back to having fun exploring the Subnautica ocean. – Hugh
Coranth wrote: » https://trello.com/c/EgmDp8iY/6491-clean-up-craft-tree Devs: "Hey, I know, let's turn the Beacon - you know, that super-important tool that lets players mark and find things - into fragments so players can't craft it right away!" #stillcan'tfindthebaseibuilt The thing is, players DON'T craft beacons right away, nor do they need to. They have many bigger concerns to be thinking about then spending resources on Beacons. So, the beacon sits in their crafting menu, among all the other much more important things they need to be crafting first, and can be forgotten about at the point where they are wandering far enough away from their lifepod to need to rely more on beacons. Having it as a blueprint that gets unlocked actually calls more attention to it. You get the nice blueprint unlock notification, and the player thinks, cool, I got some new tech, and they check it out, and ideally it would be at a point in the game where they are more likely to be able to craft and use one. We'll make sure there are enough fragments in shallow enough areas that they won't be too hard for players to find early on.
Rainstorm wrote: » The devs said very clearly in the Multiplayer thread that doing something like this (adding multiplayer) was so much work that it would be basically like rebuilding the game from scratch. How is it that you're able to achieve all this then? ...... correct me if im wrong but you're alone, right? You dont even have a dev group working on this yet you're doing amazingly well. Huge kudos to you sir Getting basic 'multiplayer' working is pretty easy. It's when it comes down to checking on each machine where a fish is, how fast it's going. Which player's machine is in charge. Base bits, contents, serialization. Animation states & syncing across multiple machines or players, fish, enemies, projectiles, objects. Quite a big list. In other words, the basics of moving something around is easy. The last hard parts are very hard. And it's that which will take a long time (but also make the game worthwhile). If all you want is a seamoth racing mod, that should be do-able. If you actually want the full Subnautica experience in co-op, that's going to be very hard.
vrbas wrote: » Everything is set to high. My card is a GTX 760 and I get smooth 40-60fps with a SSD. The only drops are when loading new areas and generating distant LOD. This might be the problem. High settings requires a 4GB+ GPU, yours is 2GB. You likely need to run the game at low or recommended settings to reduce the texture memory load on your system.