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No Man's Sky - Waypoint | Switch version out now


TehStu
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I thought the exact same thing - it didn't really put across the scale of a planet, seeing different layers of clouds, seeing continents resolve into tangible landscapes, etc, although that may be a fairly unreasonable request. The transitions from space to surface reminded me of Starglider 2, weirdly.

They look like different games aiming at different things, but Elite: Dangerous has really raised the bar for space exploration. It'll be interesting to see how the planetary landings from E:D compare to No Man's Sky, assuming they ever get released.

If anything you think it'd be more technically challenging to transition so quickly. I wonder if things were tweaked to make the E3 video move at a quick pace? Otherwise I can't understand they'd have such thin atmospheres. Are all the planets really small?

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If anything you think it'd be more technically challenging to transition so quickly. I wonder if things were tweaked to make the E3 video move at a quick pace? Otherwise I can't understand they'd have such thin atmospheres. Are all the planets really small?

This is a pure guess, but I would have thought that the planetary stuff and the space stuff are basically completely separate simulations, so the transition is the shift between the two. Having it shift seamlessly, so that you see the planet come towards you, see the outlines of continents appear and weather systems resolve, and have the space stuff consistent with the planet stuff - I would guess that's a lot harder than just merging the two as you see in the demo.

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Come on guys, do you really want like a 6-minute ascent from surface to low orbit altitude? It looks like they're trying to keep the transitions from surface to space nice and brisk, so as long as there's enough atmosphere for dogfighting in should the need arise I personally don't mind. It looks like a decent compromise to me to keep the gameplay quite immediate. And as K says, it looks like there has to be a transition somewhere.

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I am so excited for this. You can be exploring the depths of the sea, observing the fish AI... then get out, hop into your spaceship, break the atmosphere and be in the vastness of space... just in time to see your enemies come out of hyperdrive/space/warp to engage in battle with them. No loading, seamless transitions.

Next gen! And it came from an indie 4 man team!

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This looks amazing. Working in the same office with the sound designer, so he's pretty stoked with the overwhelmingly positive response.

Buy him a beer. Two even. I'll pay, just send me the details.

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This is a pure guess, but I would have thought that the planetary stuff and the space stuff are basically completely separate simulations, so the transition is the shift between the two. Having it shift seamlessly, so that you see the planet come towards you, see the outlines of continents appear and weather systems resolve, and have the space stuff consistent with the planet stuff - I would guess that's a lot harder than just merging the two as you see in the demo.

Maybe, but you can see the mothership in orbit before the ship leaves the planet, which he then flies towards and is clearly really there in 3D, and also details on the second planet (such as a massive floating rock) that is revealed to be a solid object that he flies past. So if there is some kind of transition to a different simulation type hidden by clouds, it's extremely well handled.

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Looks so lovely. It should be pointed out that all those colours are available to every other game developer as well.

Ste, as a game developer can you explain the witchcraft on display?

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It looks like the game of those Terran Trade Authority books that gentlemen of a certain vintage will get all misty eyed over.

Fabulous.

Gameplay wise I hope that the focus stays on exploration and creature discovery, we don't want to be blowing those beautiful dinos to bits.

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Ste, as a game developer can you explain the witchcraft on display?

I dunno. It has the look of a project being made by talented people who've been given some money AND been left alone to make the game they want to make, rather than the game marketing want to sell. Always a winning formula, but something that very rarely gets to happen.

(There are loads of talented devs out there, and often lots of money, but it's very rare that the money comes without marketing-dictated game design.)

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I'm not going to set out arbitrary limits - I don't care what the game play is (including, GASP, combat) as long as it's compelling.

I just hope that it is. It has an arresting style clearly, a great sense of freedom and bags of potential. The game play is still largely a mystery at this point.

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You can see one of the massive motherships from the opening planets surface, so the transition between planet and space is not absolute.

There also seems to be a HUD display for gun shooting (right) and space craft lazer shooting (left).

Those black crystal blocks must be an homage to 2001. Wouldn't be suprised if this was about triggering all the black crystals in the glaxay left by some ancient alien civilisation. Searching each planet for signs of old civilisations etc. Possibly evolving in abilities with each crystal triggered.

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