SteveRock
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Hm yes we could certainly do something like that. I'll talk to the team about it.
One thing you can do now is look at the trello "Done" list - we typically move things to done when they're done, and we clear this list once a week.
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Btw what CPU/GPU are you playing on?
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Hehe thanks for posting this! Yeah in a later release we'll make this more clear that you can tweak these settings.
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the constructor is super buggy right now, so that will get fixed, but is it happening for other items as well?
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Heh iirc that's about all they tell you. The final version will likely be more intuitive.
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Hehe while it's possible in theory, the type of game we're making would be *extremely* difficult to scale down for phones and tablets. It'd take a ton of effort. -
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Yeah when you do procedural gen, there are trade offs between the look of the world and the complexity of it. The "tiles over plateaus" approach is exactly what we did for the PAX demo, but that results in a fairly limited variety … -
Yeah I think it's kind of unnecessary and useless to define any sort of labels here.
The important thing right now is that we will be taking your feedback very seriously on the build we release on Oct31 (and every day after that - yes, e… -
@trisdino No, even though 'alpha' is a vaguely defined term itself, I don't think SN is in "alpha" by any definition. From the main website:
"Subnautica is no… -
@trisdino Starting Oct 31st, we will begin addressing issues such as mouse inverting more aggressively if they make sense in our schedule.
I wouldn't say that… -
Invis walls is definitely the last thing we wanna do. Right now, you just hit huge cliffs. Wrap around is trickier to do, and may not be desirable for game play reasons. We're open to other ideas of course!
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NOTE: This is not a promise, only our current direction. You should not base your buying decisions on this.
Right now the *goal* is about 4km on a side and 2km deep. So there will be a top layer as well as some underground parts (such as huge … -
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I wouldn't count on it. Definitely do *not* buy now if that's important to you
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Hmm seems like something's not working. we're on it. @aceddue
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The Steam release will be unlocked in a week. Until then, the prototypes will become progressively available.
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Interesting. Why would someone use the anchor? -
I hope we will implement like 90% of this thread!!
the only thing that's technically tricky is the drone. if it's remote controlled by you, and you have to stay still while driving it, that's pretty doable. but if it's meant to fly aroun… -
I had the exact same question when I saw that :P it's not any thing major - it's just a way to get people special stuff if they buy special editions.
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California is going through a severe drought right now, so please do
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There are tons of other factors that affect GPU perf, and triangle count is only one. But these days it's not uncommon to push 3 million tris. But it totally depends on so many things..like how many of those triangles are not getting z-tested away? …
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Guys, don't assume anything you see on trello is permanent. Yes, it is what we are actually working on, but the nature of game development is tons of placeholders and things changing all the time.
So please don't spread any information u… -
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totally dig this idea! -
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err yeah those numbers don't make much sense :P I think hugh forgot a 0 in there. it should be somewhere in the ballpark of half to 1 million square meters. -
1000 meters mind you
so that's like 3000 feet -
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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. -
you're right, but we can basically turn the knob as much as we want. so 10 to 100x is definitely doable. The only limit is the chunk borders, where we can't simplify in order to avoid cracks to some extent.