It took longer than it really should have but by 2050, humanity has finally colonized Mars. The leader of the effort is an entrepreneur named Jeff Murray. Rather than live on the surface of the Mars, People have made their homes deep underground. The city and all its supporting facilities are buried deep down, safe from the inhospitable climate of the surface. Dr. West migrated to Mars recently at the personal invitation of Jeff Murray. Dr. West has been working on important research which he had hoped might lead to a cure for the Alzheimer's Disease. In Subterrain you fill the shoes of Dr. West, the apparent lone survivor of the underground city of Mars. Do what you must to fight, survive, escape, or otherwise amongst limited resources and relentless enemies. Your worst enemy will be your own carelessness...

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Pressure while crafting and researching (Games : Subterrain : Forum : General discussion : Pressure while crafting and researching) Locked
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Dec 10 2014 Anchor

Idea from Darren Mcbain

Someone wrote: Just a thought, not sure how easy this would be to implement.but, when say at a crafting point, or some other interactable tool, like the BIO lab. would it be an idea to stop the player from dropping thirst and hunger, and attacks, but only if there are no enemies in area, just so you cant run to a bench mid fight and make more ammo etc.just an idea as it kind of feels pressured into hurrying with the crafting etc as you have to be wary of thirst hunger and enemies.


We understand that you may feel pressured while working with 3d printer and research. We wanted to have some pressure , otherwise we would have paused the game. It is also true that it will ruin some experience if you are allowed to use crafting as means of safe escape from combat. But we agree that balancing pressure is important. So Maybe a good idea is to slow down time passing while using crafting or research... :D

Dec 10 2014 Anchor

yeah good idea - also food and drink is too much - example after x hours after last food and drink its ideal

Dec 12 2014 Anchor

We are pushing to make whole need system a lot more inter linked to what player do and things that effects player. For example , running and using melee weapon will cause more thirst because of sweating , slight increase in body temperature etc.. first try will be released next week.

You can check out sneak preview on how UI looks as of current :

Dec 12 2014 Anchor

This looks much better :P

Dec 13 2014 Anchor

We are constantly thinking about how we can show the player the information in needs vs too much information.
We don't want to clutter screen into too much detailed information as it will lead to make player to "study" the UI. We want to make it as natural as possible, but given the game play sometimes it is hard to resist just layout everything to the player.

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