Hello All!
As you know, Submerged is the action oriented, Survival Horror game set in an underwater compound featuring random maps and several round based game modes.
Nadrew has been hard at work in making the core systems for our game. Here are some status updates in the form of videos!
This is the graphical version of the Random Map Generation, as you can see, each map/floor is COMPLETELY random and never the same.
Also, here is one of the many disasters available in the game, Submerged. (It's fire) Below you'll find disasters planned for submerged
Disasters
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Fire: Pretty self explanatory here, fires should have the ability to spread, and throughout multiple floors. Things can speedup/slow down the fire. Users can make gas trails to trap enemies, there could be a gas leak (both liquid and air gas) that blows up and sets everything on fire, fire extinguishers are a must (Some are full, some are halfway, some have a little bit, you get the picture!) , Fire sprinkler systems that may or may not work with then round starts.
Floods: The windows are nearly indestructible in the underwater compound. There would be cracks in the windows and the foundation. When a floor starts to flood, it will be displayed by having water displayed on different levels (fluid water would cause too much lag I suppose). The more flooded a level is, the more it slows down the people on the floor. If there is a broken wire around, the water would be able to electrocute people.
Rumble: Every now and then, the screen should rumble (as if in an earth quake), this would bring all players down to their knees. The rumble would be the building starting to weaken or collapse on itself. During a rumble, fires could break out, floods could be started, gas could be leaked, elevators could crash down and objects in the room could fly around potentially harm the user.
Oxygen: Oxygen could be stuck on low levels for a number of things, smoke, fires, etc. Simple, no oxygen, no life! Some floors could have dangerously low numbers of oxygen that slow the user down and periodically have them pass out!
Airborne Virus: Certain rooms/floors could have an airborne virus that restricts peoples vision/movement for the remainder of being on that floor (Wears off gradually when they do exit the area)
Keep posted for more updates on Submerged! Also if you have any disasters you would like to add in the game, feel free to give us your input!
Oct 18 2009, 10:31 am
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Are there varying levels of fire? That is, will the origin of the fire be more harmful because it's been burning longer / is hotter? Or for example, at 0:34 in the video, on the right side there's a little bit of fire that is somewhat separated from the main fire- is this less harmful?
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Out of curiosity, who's on the team working on the game? Also, is it going to be isometric, or top down?
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Airjoe: We haven't fully decided on how fire would work, just yet, but I imagine fire would hurt either way (burned by a candle anybody?)
Jeff: Right now, the current team is Sariat - Designer/Producer Nadrew- Lead Programmer We are still looking for a pixel artist. All positions on my team are paid. We do not have a team name just yet, but we are the first Professional (as in fully paid) BYOND team. Read two blogs down to get more info. Edit: It's going to be top down, 2D. |
Sariat wrote:
Airjoe: We haven't fully decided on how fire would work, just yet, but I imagine fire would hurt either way (burned by a candle anybody?) My point is that fire doesn't immediately take up a 1meter by 1meter (or whatever size) area immediately- it grows. And when it begins, you'd likely be able to "run between it" and sustain less damage. However, a fire that has been burning for (seconds, minutes, hours) is likely very hot and has consumed an entire area, which you would not be able to "run through". |
Ah, now I understand what you're saying.
Yeah different types of fire would have different types of damage and the way fire works right now is that it has a certain amount of fuel. As the fuel runs out, the less the damage as you can see the fire die out towards the end so you could possibly run through some of the fire. But, if you were trapped you would hope to wait it out or find some type of away to put out the fire or at least hold it off! |
The demo of fire I uploaded was just a quick example of how it spreads. It goes from taking up a single tile to sometimes taking up the entire floor of the map.
There will be sources of fuel, the example used a constant fuel value for demonstration purposes. Things like oxygen in the air and items in the room will act as fuel, there will also be things that can cause a violent reaction such as gas canisters or gas leaks. All items in the game will have values associated with them, these values will determine how long the item can burn before being totally ruined and how hot and how long fire will burn when fueled by it. The system is far from complete, it was actually more of a way of testing the event loop and game mode handlers I had just created. You should also note, the example is from world.view = 50, that's a 100x100 map there. |
This reminds me of the good days of SS13, when RP was secondary (and sometimes even tertiery) to the game mode at hand.
I would like to see a really hot fire start melting the room or at least start forming cracks in the hull and whatnot because of the temperature difference from inside to outside. |
Generally the walls and floor won't be too badly harmed by fire alone, however if the fire happens to hit some gas there's a chance the walls and windows may rupture causing a flood, which will of course, put the fire out.
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