coldsnap
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Why not just ditch the idea of power lines and just pretend they sunk into the sand.
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I thought it would be fun if the Cyclops had functional displays, like a 2D or 3D map, depth meter displaying the actual depth below keel, maybe a display showing a downwards-facing camera (similar to how rear-view mirrors are done in racing games) …
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I'd still like to see functional displays on the Cyclops. Displaying actual depth below keel, for instance, would help prevent running it aground.
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Just noticed there's a note on the Roadmap Trello board that says "Fix creature teeter-totter, getting stuck on random things". Unfortunately, it's in the very last development phase.
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Stumbled across this old thread. Lots of awesome stuff here, unfortunately many of the links seem dead. Is there another place where we can find all this fantastic concept art?
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I find days/nights a little too short, but that's ok. I don't like how fast the skybox is spinning though, I'd prefer it if they decoupled the sky rotation from the day/night cycle. Watching that moon spinning around makes me dizzy! in [Suggestion] Day / Night improvements Comment by coldsnap January 2016
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The Cyclops feels like a mobile base, maybe it could have some "ops room" features, like a map.
Also, I would love it if the cockpit displays were functional, displaying actual depth, sub stats and a seaglide-style map.
Having actual ins… -
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Completely agree about the stalker. If there was only one creature begging for procedural animation/mesh deformation, this would be it. -
Depth seems like the most natural way to gate things?
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I'm just going to leave this here: ;-)
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Is there any concept art of bases, btw? Would be interesting to see what their original vision was.
Edit: Dug through the concept art, very nice! In the actual game though, I feel everything often seems a bit too clean.
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This! I'd love it if my base slowly accumulated corals, plants, small fish and general wear and tear. For me, the game is about exploring and looking, so I wouldn't mind if they went completely all-in with detail. I like to take it… -
Vr is still temporarily disabled, see other threads for more info.
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This means less alt-tabbing to browse the wiki. Good work
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After following a pack of gasopods for some time I remembered this video, did a search and found this old thread. The gasopods look fantastic as long as they are allowed to stay on course, but when colliding with each other or the ground they move i…
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I've completely missed TrinusVR, looks interesting! Does the head tracking really work? -
I don't have any problems with resources running out, but my sea is starting to look a little barren. I'd love to see even more flora.
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According to dev comments elsewhere it's been temporarily disabled due to a bug in Unity. It will be back.
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I'd rather see more detailing done on the existing map tbh. Been playing for a few hours and haven't nearly seen half of it.