Congratulations dude, there's a few people on my team that played it and loved it. I will pick it up for PS4 and play it during the holiday break!
Subnautica
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O yeah boi, now wheres my DLC!
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I recently ended up on UW website and the concept stuff/teaser page for below zero is fantastic.
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It's free on Epic Store for the next 2 weeks
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Permanently?
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Yup! If you grab it whilst it's free, it stays free forever.
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We got nominated for a BAFTA
Hippty Hoppity give us that original property. -
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Below zero is pretty good.
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Started last night, getting all the same great vibes from the first one. Really appreciate all the new enemies.
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Well that's a shame, was loving it until it stopped loading anything, wouldn't save and I lost 3 and a half hours of progress

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Patches coming out to fix that. Joys of developing for 100 different platforms.
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@dux I never played the game and haven’t really seen anything other than the trailers… I was wondering (started listening to a podcast with Charlie as a guest yday) how’s the level design for a game like this (cos I understand it’s a sandbox)… is it more like world building? Are you doing more scripting of missions? A mix of things?
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It's basically what the new UE5 level tools do. We have the whole world marked out on a 2d image graph which is then split up into 3d boxes which you can individually select or as a group and open them up to edit sections of the world. I was responsible for crafting biomes and their overall look while the leads oversaw the story/scripting sides of things.
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Blackdog if you are referring to the level design principles, basically 02 and heat act as gates. So you have access to certain areas and within those areas you will find upgrades that will allow you to access deeper or stay in the cold for longer. So basically the world is gated by the upgrades/resources in different areas. Its a really good mechanic. Wish more open world was like this.
Gothic 3 is still great in regards to that, enemy level gates you from areas. I really hate the modern trend of dynamic level scaling.
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Quote from Vilham
20 hours ago, Vilham said: Blackdog if you are referring to the level design principles, basically 02 and heat act as gates. So you have access to certain areas and within those areas you will find upgrades that will allow you to access deeper or stay in the cold for longer. So basically the world is gated by the upgrades/resources in different areas. Its a really good mechanic. Wish more open world was like this.
Gothic 3 is still great in regards to that, enemy level gates you from areas. I really hate the modern trend of dynamic level scaling.
Wow I can't believe there's someone mentioning Gothic ?
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Quote from Vilham
On 5/27/2021 at 2:46 PM, Vilham said: Gothic 3 is still great in regards to that, enemy level gates you from areas. I really hate the modern trend of dynamic level scaling.
Cheers guys, so basically it’s a metroidvania mechanic. Makes lot of sense here.
@Vilham I just wanted to ask you about the level scaling, I’m not sure what you mean, if I’ve played games that have it… I don’t think I’ve seen that description/naming before.
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Quote from blackdog
10 minutes ago, blackdog said: Cheers guys, so basically it’s a metroidvania mechanic. Makes lot of sense here.
@Vilham I just wanted to ask you about the level scaling, I’m not sure what you mean, if I’ve played games that have it… I don’t think I’ve seen that description/naming before.
Sorry, I'm referring to enemy level scaling. Where enemies just level to whatever level you are, meaning you don't really get gated from areas by enemies that are too hard. Personally really dislike it. I like my games to gate me from areas in natural ways that if I am good enough I can get past and find really overly powerful stuff for my level.
The nice thing about subnautica is that isnt not really metrovania as there is no key/ability gating its purely how long you can swim underwater for and the crush depth for vehicles. Technically you can go deeper, you just would need to be super prepared ie having an emergency bouy system to get you back up quicker or resources to quickly build a little base with power to make oxygen.
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