Explosion improvement?
jeod
Stuck in Aperture Join Date: 2017-04-12 Member: 229591Members
The Aurora explosion... the wake up call for many beginners of Subnautica. It's the thing that tells you "Hey, we're not fooling around. This is survival. There is no waking up. You're on your own." For me, it just didn't seem... dramatic enough. My suggestion should be that when it explodes there's a bigger explosion/flash of light. I also think adding some sort of tidal wave (or just a biggish wave) that pushes your lifepod back would be cool as well. Please tell me how you think!
This is my first discussion, so...... I just hope it won't turn into a riot XD
This is my first discussion, so...... I just hope it won't turn into a riot XD
Comments
Always wondered what would happen if you got too close...
I still think it should look spectacular though...
Yeah forgot about that, a pre-rendered cut scene could open up visual sexiness
Otherwise, sure; given the explosion, a quarter- or half-second of whiteout would be reasonable, but by the time it fades, most of the explosion would be over and we missed it. Explosions are three things: fast, simple, and hard. They don't happen in slow motion, they don't have multiple visible phases (because they don't happen in slow motion), and a large blast is so disorienting that you won't see details anyway. Hollywood has lied to you and we now generally expect that lie rather than anything resembling accuracy. An explosion that feels real from a quarter-kilometer ship blowing its bow off should result in a blurred camera for a half-day of game time and no audio because you're temporarily deaf.
There's a bigger issue at hand here, though. Deep down (not a pun), would we rather:
A. The developers devote time, resources, and effort into up-gunning a 10-second one-time event, sinking work into something that largely doesn't matter to the game itself...
..or B. devoting that time and effort (and those resources) into adding content and improving existing elements that you deal with repeatedly?
Sadly, that's the reality of game development. Unless you're a multimillion dollar company that can just throw cash at everything, development is a pick-and-choose thing. What will give the most output for the input? Where will this degree of effort and investment have a larger effect? If we demand a bigger, "better" one-time event, we're going to be sacrificing something else.
Shoo!!
Don't forget, if you're a multi-million dollar company, chances are your leash is being held by an even bigger company that thinks any 'extra' money should be thrown at shareholders / corporate bottom line. Hurry up and ship it out so we can get working on the next cash cow already.
*cough* *cough* ...Bioware... *cough*
See the explosion, THEN hear the explosion.
I expect this should be very easy to fix.
Barely, I think. Speed of sound at sea level = 1,225.044 kph, which translates to 0.34029 kilometers per second... hmm, if you're at the 1KM mark, it will take 3 seconds to hit. So, yeah, I stand corrected, it's actually noticeable (unless I did my maths wrong, which is quite possible).
*5 minutes later*
> science science science nerdy nerdy nerdy math math etc<
Where did i go wrong?...
Well that's how you improve explosions...nerdy science math!
Well, unless you are The Chosen One of explosions...
If the code it in so the wave goes out in a semi-circle facing you (because almost no one would go to the other side in 20 minutes) and then make it so that the X (right?) velocity is negative when you hit the wave then it might work. To lighten the load, you and your lifepod will be the only entities to be affected. And as soon as the wave passes the lifepod it would dramatically decrease, so that the wave won't travel all across the map. As soon as it passes the kelp forest the wave will cease to exist at all. To make it look nice, instead of disappearing instantly, it would decrease in height after it passes the lifepod.
Please tell me how that sounds! It was just a random thought!