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Not enough realism
Can't let those corpses go to waste eh?
Neat premise, would play. :)
Did I just see an aerial duel with quad chainsaws?
Looking really cool, I want to try the new release
Sounds really cool, tracking
Will I need the original Brutal Doom v19 to make this compilation work?
I hope they'll have some form of standardized guidelines on how to developed content for the game, along with tutorials/documentation to support it, otherwise the quality of entered content may not be...
...may not be good.
What if it ate infantry to repair itself?
The tip of the tentacle opens up as a huge mouth with thousands of little teeth in a circle inside, ripping apart any poor sacrifice being fed to the tentacle.
Really loving that FPS cam thing in the lower left corner. Thats just really cool.
I think the plane is way too close to the camera. A zoomed in view like that doesn't convey the freedom and high speed of flight for a jet fighter simulator.
Even looking at the screenshots feels claustrophobic. Zoom out man.
nope nope nope
Is it just one planet or can you travel through space to other planets?
Hot damn, modding as a feature is possible for Unity games?
This is awesome. :D
Extremely neat game, would love to see a sequel.
Dat sexy narration. Got me really pumped for this game.
...although... I'm actually not into civ/rts games, but for anyone who is, this is certainly a delicious treat.
Sweet mother of mercy.
A Gun Hazard, Metal Warriors and Cybernator-like game? OH YES.
Looking at that brown sword, I thought of a baseball bat.
If at all possible, please add a baseball bat. I want to bash skulls of animals with it.
...and knock grenades or items far away by hitting them with the baseball bat.
"Subnautica will combine elements of role playing, sandbox, exploration and cinematic games to create a unique experience..."
I hope this doesn't mean QTEs, linear storytelling or more focus on vanity and looks than on gameplay.
The best way I see to make a game not getting killed by progression, is have the game focus and encourage on moment-to-moment gameplay.
This can be made by having the interactions in the game feel satisfying in themselves, like piloting a ship, shooting stuff, being creative with ship designs, watching stuff blow up, etc.
An infinite war against huge space monsters and alien armies could provide the overarching theme that gives meaning to the players, meanwhile individual invasions by these forces could be considered as a campaign, with a beginning and an end. These campaigns could be randomly generated using the pool of enemy designs you can keep adding to the database infinitely.
I would urge against scarcity of resources and competitive gameplay, but encourage more collaborative behaviour between players, to incentivize in getting them to work together to fight the huge alien monster threat and strive towards sustainability in their homes by constructing infrastructure and production to generate resources for ship construction and expansion.
The aliens would have a clear goal to attack, being the player made space stations and other facilities.
Meanwhile, a system like this hints towards an abundance of resources and this is intended and eliminates the need for people to fight each other. The real difficulty in the game comes from complexity and fleet management against the overwhelming alien monsters. The larger the ship, the more tricky it is to construct, maintain and fly it.
Meanwhile more players participating in a battle means more risk for friendly fire, making the game stay interesting infinitely without needing to resort to artificial solutions for trying to prevent the game from becoming meaningless once a player reaches a level of abundance in resources, aka the top of a progression.
Adventures of the demented space survivor! :D
Now this is emergent gameplay at its finest! Really looking forward to this game, both as a survival experience and getting into hilarious situations like the gifs showed here.
By the way, do you think extra animation on the door and similar objects is necessary?
I wouldn't mind if it didn't, since not bothering on it would save you time, allowing you to focus on adding more content, instead of settings up such high standards for individual objects, making new additions to the game more time consuming.
Thank you Santa Claws! Merry Brutalmass! :D
Open-world multiplayer sandbox... is it cooperational or competitive multiplayer you're aiming for?
Whats the ultimate gameplay supposed to be like? Is there some sort of progression involved, if so, then what does happen when one reaches the so called "top" of this system?
This is a very interesting game and definitely something I'm looking forward to play, but whats the point in the end game? Just see how far you can travel before getting blown up and then having to start all over again from scratch?
Aside from that, I hope the mechanics you talked in the video will also be explained in the game to the same level of detail and depth as you did in this video, to make sure people don't get frustrated when they have no idea how a certain mechanic works, leaving their gameplay to purely to wild guesswork.
Btw, will it possible to mod the game and add new content to it?
Bah, a game with casual, dumbed down, non redefinable controls designed for a controller, than the more flexible and precise keyboard and mouse.
Can you go to space, like travel to different planets?