Subnautica Submarine Flooding Prototype - Subnautica
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Subnautica Submarine Flooding Prototype - Subnautica
Subnautica features submarines. What happens when you drive a submarine into a rock, or a large alien life form gets a little too friendly? Watch this video to find out:...
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As I mentioned in the other thread, you need to be able to block off leaking areas with BulkHeads, and pump water out of undamaged areas, kind of like controlling fires in FTL.
If one segment of your sub is flooded, are Warpers able to warp in ?
We'll probably do this eventually, it's just more complex for us since our rooms aren't all squares on a grid. So we'll need some manual shaping of the water volumes per logical room. I don't think actual fluid dynamics is gonna be very practical at our scale unfortunately.
Game development becomes much trickier when you're doing realistic looking stuff
Maybe you can still use "simple" blocked water under a foot below the surface, and limit fluid dynamics on the top. As long as you can manage the intersection plane to not look weird.
Players should see it plenty if there are creatures large enough to crack a hole
I don't think we'll be modeling this, since we're not making a sim. Most ppl would probably just see it as a bug or design inconsistency if for some reason it stopped flooding.
Dont think everyone owns a GTX 580 which that demo is running on
So... we can't take a breath in enclosed air bubbles or use a recently sunken sub as makeshift base of operations because there's still air?
Awww man.
Air bubbles would be cool though. Imagine lika an underwater cave that has air in it or maybe an underwater plant which keeps air bubbles under it's U-shaped leafs or something.
Remember this is alien-water so maybe it doesn't have the same density as our earth-water allowing for changes in what's realistic or not.
I don't know if that's necessary, but as someone who likes physics magically disappearing air will be counterintuitive.
But you always have to look at this from two sides: Such a feature may be too difficult to implement and thus not worth the time.
Anyways.. Is it using a particle system ? We don't see the sequence when the water should be dumped out of the SAS and fill the room slowly. Instead of a simple "level rising" (is it English?). A little difficult to explain.
It's still a prototype. I'm sure things will change until release.