Destructoid Takes a Dive - Subnautica
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Destructoid Takes a Dive - Subnautica
Hamza from Destructoid stopped by the Unknown Worlds office recently to talk to Charlie about Subnautica’s development. Are there enough hyperlinks in that sentence for you? No? Good – Because here’s the important one: Destructoid Gameplay Interview Charlie and Hamza touch on lots of different gameplay topics and details that we haven’t discussed publicly before! Enjoy! And be sure to leave your comments and thoughts at the bottom of the article: We are reading them with interest!…
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It definately sounds like an appealing concept & approach and since NS2 has shown me what awesome stuff UWE can do I'm now really looking forward to this game.
You know of any procedurally generated 3D games that aren't stylized like Minecraft, or a series of connected rectangular tiles? Tiled games, IMHO, are most successful when the game is mostly focused on the systems rather than exploring vast, interesting spaces. Cuz the actual spaces end up quite boring and non-organic. Diablo is not a game about its environments - it's about the random loot drops. Most tiled games are also pretty 2D-feeling, if not completely 2D, which would be a shame for us given you have total movement freedom underwater.
I was thinking that maybe there's a middle ground between the two, where areas are designed by artists in concept art, but then programmers work with a variety of tools to try to construct areas similar to those. For instance, one of the concept pieces shows a castle-like structure made of lava tubes. You could randomly choose castle spots, then randomly choose tube locations, then construct blobbly randomly-curved cylinders coming out of the castle bulge for the tubes.
You'd have to move away from defining the world as a level surface of some global random function. The world would be generated in a much more hierarchical deliberate way. It's a lot more like modelling it directly than most world generators. It's like placing trees, except you place the trees, then place the branches, then place the leaves, and have a generator for each. You'd have to start by thinking of the things you want in the world and then write generators for each one. You could still have the final curve be a level surface of a function to ease blending, but the function would be a lot more complicated.
This might be too much work per scene to tweak it to get it right, but seems like you could get better results.
Yeah you could probably do it, but the two concerns were 1) computation time on the user's end (collision checks for props could be really expensive), and 2) R&D time during production. I can easily see this sort of algorithm development being a full time job, especially given all the different environments we have, and we don't have that many programmers. We do have 3 level designers though