Can the Dragon dip down into the lava like the lava lizard!?!
i don't think so, but it can go through terrain... so yes?
So does the Reaper Leviathan. That's not a feature, but a side-effect of how Terrain is loaded. The monsters spawn at a distance greater than the terrain collision is loaded, resulting in them being able to clip through it when they shouldn't.
With the removal of deformable terrain though, hopefully they can address that since it's certainly not intended behavior xD
Can the Dragon dip down into the lava like the lava lizard!?!
i don't think so, but it can go through terrain... so yes?
So does the Reaper Leviathan. That's not a feature, but a side-effect of how Terrain is loaded. The monsters spawn at a distance greater than the terrain collision is loaded, resulting in them being able to clip through it when they shouldn't.
With the removal of deformable terrain though, hopefully they can address that since it's certainly not intended behavior xD
Nah, their butt chins are just so horrific that the ground moves out of the way to avoid being touched by them.
Can the Dragon dip down into the lava like the lava lizard!?!
i don't think so, but it can go through terrain... so yes?
So does the Reaper Leviathan. That's not a feature, but a side-effect of how Terrain is loaded. The monsters spawn at a distance greater than the terrain collision is loaded, resulting in them being able to clip through it when they shouldn't.
With the removal of deformable terrain though, hopefully they can address that since it's certainly not intended behavior xD
Nah, their butt chins are just so horrific that the ground moves out of the way to avoid being touched by them.
Ha! i knew it! thats a much more plausible explanation than the terrain loading bull****!
hey has anyone noticed that the tree looks like it's infected, but barely showing any signs of the cysts (look on the upper branches)? could it be the source of the disease?
In response to Enderguy's Post, the info from the Card he posted (for those with bad vision):
It also sounds like Sea Dragons don't attack players very often. This seems largely due to the fact that there are other creatures nearby that they attack instead. As you know, it's really important for the game not to "care" about the player. This is both an aesthetic choice and a practical one: any creature behaviours that are hard-coded against the player are fundamentally non-interactive. There is no way for a player to interact with a creature if they target them directly. We tried this in the past and so we know it doesn't work.
So how can we make the Sea Dragons attack the player more without special-casing it? Ie, without having the Sea Dragon look for the player and attack them? How else can we make Sea Dragons more interesting in general? Here are some ideas:
* When he "flaps" his fins, he could create currents that cause nearby rigidbodies to move. We have the WorldForces component that does this very well, which is what we use for the Aurora explosion and this seems like a great place to use it more. So as he's swimming around, fish, loot, vehicles and the player are all being affected.
* Reduce or remove other nearby "shark" creatures that he is attacking. This is simple and straightforward and requires no programming.
* A more complex solution could involve the Sea Dragon attacking the nearest shark, and tuning the fin-currents so that they pull the player in towards him. This would only work if the player had the least inertia/mass compared to other sharks around him, so players would get pulled in more than the others, then becoming the nearest target.
* Add “Press a key to begin” after loading screen is done, before cinematic plays (new game only).
* Add visual feedback to high-level crafting categories. One level for “nothing can be crafted in here”, one for “something can be crafted here” and another for “something new can be crafted here”. For something new, use this same highlight on the recipe itself. This “new” highlight on the recipe goes away after you mouse-over it. The “new” highlight on the top level category goes away when all the new highlights below go away.
* Be able to drag items from inventory to the action bar to set a hotkey (PC only)
* It still feels odd closing the Fabricator with ESC and the PDA with Tab
* Replace “left mouse button”, “right mouse button” with icons (Max started this).
* I'm at 70% thirst. Should I drink this +20 water? Or would I be wasting most of it? What's my total?
* Address ESC to leave camera mode
Big tasks
* The UI art is inconsistent
* The ESC menu, Fabricator, PDA, and HUD feel like they are from 4 different games.
* Add funny, helpful, narrative or informative text instead of developer speak to loading screen. Look at some other loading screens to find a great one.
* I'm at 70% thirst. Should I drink this +20 water? Or would I be wasting most of it? What's my total?
I may be a cranky codger tonight, but please show me someone that needs help with this and I'll smack them upside the head with a kindergarten level arithmetic textbook.
* I'm at 70% thirst. Should I drink this +20 water? Or would I be wasting most of it? What's my total?
I may be a cranky codger tonight, but please show me someone that needs help with this and I'll smack them upside the head with a kindergarten level arithmetic textbook.
Not really sure what that card was meant to be implying. Maybe some people might be assuming "what if it's not 100 max thirst? What if it's 300? This flat 20 might not do much..." ?
Plus side, they now play animations and keep better shape. Downside, I feel like the rig needs revision and a better set of anims get produced for these creatures.
There's a lot going on. No new arts or fancy images today, but if you look among the cards there's a few tasty tidbits...
Also, I don't know anything about an 829MB Update; must have been new graphics or textures; could have been anything. The work and effort UWE are putting into this game is tremendous!
Guess not. That´s clearly not the bonesfield, the skull is too tiny. Thats the ghost tree chamber. Still Looks awesome though.
WHAAT? There's more than just one skull?
Is that so hard to believe? Look at the concept art. Several are featuring skeletons this way or another (even though none are featured in the ghost tree chamber).
Man, I feel stupid. I've double-checked all the Lost river concept art, and I still only distinguish just one skeleton. I can see bones in these three pics:
But I always thought they were all part of the same giant skeleton. What am I missing?
Aaaaaaaaaah man I wish I could be playing Subnautica right now, but the laptop that could run it had its cooling fan break down and I won't be getting ti back from repairs for another week ;v;
Man, I feel stupid. I've double-checked all the Lost river concept art, and I still only distinguish just one skeleton. I can see bones in these three pics:
But I always thought they were all part of the same giant skeleton. What am I missing?
Well, in the newest patch the bonesfield got updated. And yes, the giant skull was turned upwards.
Comments
So does the Reaper Leviathan. That's not a feature, but a side-effect of how Terrain is loaded. The monsters spawn at a distance greater than the terrain collision is loaded, resulting in them being able to clip through it when they shouldn't.
With the removal of deformable terrain though, hopefully they can address that since it's certainly not intended behavior xD
Nah, their butt chins are just so horrific that the ground moves out of the way to avoid being touched by them.
Ha! i knew it! thats a much more plausible explanation than the terrain loading bull****!
Prison Lava Chamber and Lava Castle Spires Cards have been archived.
In response to Enderguy's Post, the info from the Card he posted (for those with bad vision):
It also sounds like Sea Dragons don't attack players very often. This seems largely due to the fact that there are other creatures nearby that they attack instead. As you know, it's really important for the game not to "care" about the player. This is both an aesthetic choice and a practical one: any creature behaviours that are hard-coded against the player are fundamentally non-interactive. There is no way for a player to interact with a creature if they target them directly. We tried this in the past and so we know it doesn't work.
So how can we make the Sea Dragons attack the player more without special-casing it? Ie, without having the Sea Dragon look for the player and attack them? How else can we make Sea Dragons more interesting in general? Here are some ideas:
* When he "flaps" his fins, he could create currents that cause nearby rigidbodies to move. We have the WorldForces component that does this very well, which is what we use for the Aurora explosion and this seems like a great place to use it more. So as he's swimming around, fish, loot, vehicles and the player are all being affected.
* Reduce or remove other nearby "shark" creatures that he is attacking. This is simple and straightforward and requires no programming.
* A more complex solution could involve the Sea Dragon attacking the nearest shark, and tuning the fin-currents so that they pull the player in towards him. This would only work if the player had the least inertia/mass compared to other sharks around him, so players would get pulled in more than the others, then becoming the nearest target.
Wow!
Small tasks
* Add “Press a key to begin” after loading screen is done, before cinematic plays (new game only).
* Add visual feedback to high-level crafting categories. One level for “nothing can be crafted in here”, one for “something can be crafted here” and another for “something new can be crafted here”. For something new, use this same highlight on the recipe itself. This “new” highlight on the recipe goes away after you mouse-over it. The “new” highlight on the top level category goes away when all the new highlights below go away.
* Be able to drag items from inventory to the action bar to set a hotkey (PC only)
* It still feels odd closing the Fabricator with ESC and the PDA with Tab
* Replace “left mouse button”, “right mouse button” with icons (Max started this).
* I'm at 70% thirst. Should I drink this +20 water? Or would I be wasting most of it? What's my total?
* Address ESC to leave camera mode
Big tasks
* The UI art is inconsistent
* The ESC menu, Fabricator, PDA, and HUD feel like they are from 4 different games.
* Add funny, helpful, narrative or informative text instead of developer speak to loading screen. Look at some other loading screens to find a great one.
I may be a cranky codger tonight, but please show me someone that needs help with this and I'll smack them upside the head with a kindergarten level arithmetic textbook.
Not really sure what that card was meant to be implying. Maybe some people might be assuming "what if it's not 100 max thirst? What if it's 300? This flat 20 might not do much..." ?
Coranth, waiting for you
https://trello.com/c/XJ3CZkAa/5862-barebones-first-playable-story-spoilers; so much work on this!
https://trello.com/c/BFV64A85/5861-new-trail-manager-setup
https://trello.com/c/qO3yhUug/5916-jelly-ray-phys-joints; Added phys joints and updated prefab. Still some uglies related to skin weights, so doing a pass on tentacle weights.
Plus side, they now play animations and keep better shape. Downside, I feel like the rig needs revision and a better set of anims get produced for these creatures.
https://trello.com/c/FumPDMxK/5919-jelly-ray-rework-rig
https://trello.com/c/tJ13bKLl/5918-add-ency-entries-for-kyonite-ion-crystal-and-spine-eel
https://trello.com/c/U3fLke0b/5917-precursor-gun-story-pass
https://trello.com/c/Vxw6xSh3/5886-fix-worldtiles-check
There's a lot going on. No new arts or fancy images today, but if you look among the cards there's a few tasty tidbits...
Also, I don't know anything about an 829MB Update; must have been new graphics or textures; could have been anything. The work and effort UWE are putting into this game is tremendous!
Oh, they flipped the skull back upwards?
WHAAT? There's more than just one skull?
Is that so hard to believe? Look at the concept art. Several are featuring skeletons this way or another (even though none are featured in the ghost tree chamber).
But I always thought they were all part of the same giant skeleton. What am I missing?
Well, in the newest patch the bonesfield got updated. And yes, the giant skull was turned upwards.
I'm gonna build mine in the mouth of the skull!