Behold! This is what I'm lobbying for in our team. The border abyss.
As you can see the idea already gained some traction. Also as you can see I am a wizard when it comes to MS Paint. Coder art is best. I'm humble too.
Someone suggested doing procedural generated terrain outside the world boundaries. That's a pretty neat idea too and I would certainly love to do that. However it feels a bit wasteful to spend time programming something that is not supposed to be in the scope of the game in the first place. If we are very successful we might add it as a bonus. Infinite content to explore for you.
It would be really nice if the drop off was more gradual - so you don't get 90 degree cliffs but it still exceeds your dive limit. It wouldn't have to be detailed either (could be less detailed than the dunes biome).... kind of a deep water biome with a muddy bottom or something.
The 90 degree cliffs are just a little too perfectly straight.
Although a proceedural generation biome would be pretty awesome in Subnautica 2.0 (even if it couldn't hold a candle to the hand craft terrain in the main playing area!)
Why not have "invisible walls" where your suit AI urges you to stay within evacuation of the Aurora? Could even make the player character when voiced make a quip that they can't just leave their only possible way of getting off the planet.
My take on it anyway.
Why not have "invisible walls" where your suit AI urges you to stay within evacuation of the Aurora? Could even make the player character when voiced make a quip that they can't just leave their only possible way of getting off the planet.
My take on it anyway.
CDProjekt did something like that in their Witcher 3. When you get to the edge of the map, Geralt says: "better check my map" and you get a humorous, written notification that "you have reached the end of the world". It is a good idea, but it does feel a bit forced, and certainly breaks immersion for the more demanding players.
Personally, I think procedurally generated terrain would be an ideal solution, even if it looked somewhat bare compared to the beautifully detailed gameplay area. Add just one, randomly spawned unique item to find somewhere there, and you will have players happily spending hours to locate and find it once they are done with their main objectives...
yomamaOn the freewayJoin Date: 2016-04-17Member: 215861Members
I believe I remember a trello card where they said they were going to spawn big nasty monsters to establish the boundaries. Dunno if this is still the plan... be funny if you went too far and found words underwater that spelled out "you have been eaten by a grue"
why not use the lost river skull creature? easily big enough to eat the cyclops. have it make a crazy loud roar that gets louder as it gets closer, either have it as a one hit kill or make it do serious damage but spread out enough so you could get turned back around and get out of there. not to mention weve already seen the creature dead and it still terrified most of us.
Behold! This is what I'm lobbying for in our team. The border abyss.
As you can see the idea already gained some traction. Also as you can see I am a wizard when it comes to MS Paint. Coder art is best. I'm humble too.
Someone suggested doing procedural generated terrain outside the world boundaries. That's a pretty neat idea too and I would certainly love to do that. However it feels a bit wasteful to spend time programming something that is not supposed to be in the scope of the game in the first place. If we are very successful we might add it as a bonus. Infinite content to explore for you.
Comments
It would be really nice if the drop off was more gradual - so you don't get 90 degree cliffs but it still exceeds your dive limit. It wouldn't have to be detailed either (could be less detailed than the dunes biome).... kind of a deep water biome with a muddy bottom or something.
The 90 degree cliffs are just a little too perfectly straight.
Although a proceedural generation biome would be pretty awesome in Subnautica 2.0 (even if it couldn't hold a candle to the hand craft terrain in the main playing area!)
My take on it anyway.
CDProjekt did something like that in their Witcher 3. When you get to the edge of the map, Geralt says: "better check my map" and you get a humorous, written notification that "you have reached the end of the world". It is a good idea, but it does feel a bit forced, and certainly breaks immersion for the more demanding players.
Personally, I think procedurally generated terrain would be an ideal solution, even if it looked somewhat bare compared to the beautifully detailed gameplay area. Add just one, randomly spawned unique item to find somewhere there, and you will have players happily spending hours to locate and find it once they are done with their main objectives...
This isn't the first time either. This threads been resurrected at least 3 times now.
I kinda like this idea...
I've always wanted to do this.
Make that four.