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Subnautica 2 Publisher Says It Fired Cofounders To Avoid Another Kerbal Space Program 2 Debacle
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Vintage Story player?
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> Survival games benefit more than most genres from iteration Subnautica is as much of a survival game as Minecraft is. The only 'survival' happens in the first 5-10 minutes of the game and never again.It's not a survival game unless you get mauled by wolves in the first 10 minutes. VS players represent.
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KSA is dead in the water, though. Blowing up Jeb is fun for the whole family, including Jeb. Blowing up kittens is _not_ fun, in any way, shape, or form, unless you're a deranged psychopath. No one will play such a game.
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Don't care, show me good gameplay and good reviews, then I'll consider buying it. Why are games nowadays 99% careful wording, business decisions and clout, and 1% game?
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I have to imagine that Subnautica is a difficult act to follow because underwater assets are weird. There's a lot of models and AI for first person shooters, but first person swimmers?
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I know kitten space agency is being developed. I'm not sure how much of the original KSP team is involved with it. I suspect they are carefully skirting copyright laws on that front.
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KSA is dead in the water, though. Blowing up Jeb is fun for the whole family, including Jeb. Blowing up kittens is _not_ fun, in any way, shape, or form, unless you're a deranged psychopath. No one will play such a game.https://en.m.wikipedia.org/wiki/Exploding_Kittens
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KSA is dead in the water, though. Blowing up Jeb is fun for the whole family, including Jeb. Blowing up kittens is _not_ fun, in any way, shape, or form, unless you're a deranged psychopath. No one will play such a game.People hate MMOs because the first missions are killing pigs.
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No, I'm not. Almost all the coverage of this mentions the founders intentions to spread the bonus around at least in passing. https://www.gamedeveloper.com/business/report-subnautica-2-is-delayed-potentially-costing-devs-a-250m-bonus-payout is one example.Your article doesn't seem to mention it but I did find one that did. They aren't "splitting" it. They said they would give *some* money to the employees not eligible for the bonus. It might be like a 50 dollar gift card for all we know. The 25 million is still going towards the employees as well, the official one in the contract. I'm not sure what difference that makes towards what I'm saying? We dont know if the game is half baked or not. The courts can decide, but at least, we get a game with more content.
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I believe them as far as I can throw them tbh. These guys also bought [Last Epoch](https://www.icy-veins.com/last-epoch/news/last-epoch-devs-bought-by-krafton-fans-fear-another-subnautica-2/) so they better watch themselves before they get a 2nd game's community mad at them.
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That'd be a funny mechanic for forgiving mistakes
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Your article doesn't seem to mention it but I did find one that did. They aren't "splitting" it. They said they would give *some* money to the employees not eligible for the bonus. It might be like a 50 dollar gift card for all we know. The 25 million is still going towards the employees as well, the official one in the contract. I'm not sure what difference that makes towards what I'm saying? We dont know if the game is half baked or not. The courts can decide, but at least, we get a game with more content.You're the one that focused on the money
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I'll wait and see. It's quite weird , any top game today gets close to 100 copy's within a few months of a hit yet subnautica wasn't copied even 1 time not even shoddy. It's weird I just want more subnautica like games. Under sea crafting survival with some mystery.
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i think the comment was more on how they started designing the game with terraformning as a central conceit and a randomly-generated voxel world, then scrapped all that when it was too late to pull it out of the game. so the world is still procedural and fully destructible, but the random seed is static and there is nothing left in the game that damages terrain.I think placing base foundations still flattens nearby terrain? But yeah, the devs admitted that the destructible terrain was a huge mistake that caused massive pop-in and performance losses, even now after they dialed it down to nearly zero. They couldn't just remove voxel terrain entirely because the world is a mishmash of voxel and classic geometry. The voxel destruction/deformation only applied to the sand and soil on the ocean floor, which let players dig several feet before hitting solid terrain. Most other terrain features are static props. They'd have had to redo nearly the entire terrain to remake it as a traditional polygonal mesh, so instead they simply removed the player's dig prompt and the terraformer item. I think there's even a console command to re-enable everything? There was at some point during Early Access, at least. I don't recall them ever saying anything about randomly generated worlds though. It's been bespoke since the very first alpha, though a lot of first-time players thought it was procgen due to the random spawn locations.
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I've had my eye on Vintage Story for a long time. Have you ever played UnReal World? That game has the [most detailed](https://unrealworld.fandom.com/wiki/Acquiring_Food) and [brutally realistic](https://unrealworld.fandom.com/wiki/Surviving_your_first_winter) survival mechanics I've ever seen. I'm wondering how VS ranks in comparison.
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> Survival games benefit more than most genres from iteration Subnautica is as much of a survival game as Minecraft is. The only 'survival' happens in the first 5-10 minutes of the game and never again.Yeah, "survival" is about as watered down a term as "roguelike", especially when it's "survival-crafting" (a meaningless distinction - crafting mechanics were popularized by survival games in the first place). I play and enjoy both casual and hardcore survival games, though I have to shut my brain off not to get annoyed at some of the former. There's a recent trend in the genre where _eating food_ isn't even required for survival, it just gives temporary stat bonuses. At least Subnautica has proper hunger mechanics, even if you're set for life on both within the first hour. I can count the games that get the survival gameplay loop right on one hand. Hardcore survival is a sadly neglected niche.
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I think placing base foundations still flattens nearby terrain? But yeah, the devs admitted that the destructible terrain was a huge mistake that caused massive pop-in and performance losses, even now after they dialed it down to nearly zero. They couldn't just remove voxel terrain entirely because the world is a mishmash of voxel and classic geometry. The voxel destruction/deformation only applied to the sand and soil on the ocean floor, which let players dig several feet before hitting solid terrain. Most other terrain features are static props. They'd have had to redo nearly the entire terrain to remake it as a traditional polygonal mesh, so instead they simply removed the player's dig prompt and the terraformer item. I think there's even a console command to re-enable everything? There was at some point during Early Access, at least. I don't recall them ever saying anything about randomly generated worlds though. It's been bespoke since the very first alpha, though a lot of first-time players thought it was procgen due to the random spawn locations.when i first tried it, the plan which they had just scrapped was to have the biomes and general features be static but the details be procedural. so the skin of each part of the map was changeable. this was after the seamoth but long before the cyclops, when all the upgrade parts were untextured safes and all the biomes had not been added yet. there was one corner of the map that was just flat. at that point they still had terraforming stuff. in fact that's how i first explored the big hollow trunk in the plate coral forest biome: i blew the top off. i don't remember if i went there right after the update that added the biome or had to wait for a month, because at some point in the development you couldn't even look at that part of the map without fps dropping down to fractions. i think they forgot to use instancing so each model used its own drawcall, and there are thousands of them in that area.