jdanilov

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jdanilov
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  • As a bonus point you get the seabed cleaned from all that junk unrealistic resources laying around.
  • Yeah. Totally agree with what was said.

    Current system of scavenging is just easy to implement but tedious and should be replaced by semi-automatic resources production.

    That should include everything including water, oxygen …
  • Luminescent pets that light the way. Scary pets that fend of monsters. Backtracking pet that will show you the way back to submarine if touched. Alerting pet that change color when danger is nearby. Thermomether pet that do the same but when tempera…
  • > Teaching the game to light different parts of the base in different situations seems kinda complex programming wise.

    Not really, it's easy if based on the distance to electricity source as mentioned. Simple graph search algorithm wi…
  • Thank you for the comment, @zetachron. It made me rethink the scope of potentially replayable concepts.

    First. The world exploration. It's hard to prop…
  • Disgusting. And I like it!
  • Yeah, one option is it might be slowly moving, using the water moving through it's body to sustain metabolism. Other option - sitting on a seabed using tidal waves for the same purpose or pumping the water with a huge heart. Third option it might us…
  • Can't agree more, man.
  • Like it! Lot's of extra work to get this to perfection though I guess. Some may damage a game perception such as ladders climbing done with fins on... I'd love to see how it's done actually )

    But some effects would be totally cool to see…
  • > I'm thinking maybe you have to find the source of the energy pulse prior to calling rescue, and find a way to make it stop, or else the rescue ship would crash just like the Aurora.
    Yeah, logically so. This should be done along the story …
  • I love the idea of a guarded landing pod dropped and drowned into an abyss somewhere more than my carrier-rocket / launching shaft idea. Player would need to venture deep there, fight off the monsters (play hide & seek in the caverns or trenches…
  • Here is an example of one of such goal:

    Build an Interstellar Signal Transmitter to call for rescue.

    IST is an enormous modular construction which consists of support, signal emitter, signal receiver and control unit mo…
  • > Most big budget games with overarching goals or final missions have no more than 15-20 hours of play time.
    Yeah, those titles shoot for the money. Subnautica on other hand is an open world sandbox / exploration game. 20-30h is it's limit …
  • Ship would be great to have indeed! Paired with a weather system which is quite boring now. We need storms, big waves, rain, fog and other weather conditions.

    Currently there is a huge lava cave that goes deep to ~800m. You can get there…