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Showing results for tags 'level design'.
I talked specifically about planet atmospheres (and skybox) in this post, as well as a similar post that my friend made focusing on the nebula found here. These detail issues that link into this particular issue, and are very important, however, I am not mentioning them in this post. Now why do I bring up these 3 posts? Well, they link very heavily into the topic at hand. Planet tech, and planet revamp. Starting with the game's progression and longevity itself, the current planets do not link very well (if at all) with the progression within the game. To put it succinctly, this section of text describes it perfectly: In this issue, the game's progression directly clashes with the way these planets were designed. Not to mention the longevity of the planets. On the regard of longevity, the simplest way to explain it would be the post about planet tech, their appearance, and their atmospheres, but also including their size. If you were to compare the Alioth system to the rest of the planets, you'd notice something highly disturbing. Alioth is double the radius of all other planets (and a lot of them are over double smaller), Sanctuary moon is also bigger than every planet excluding Alioth, and even Alioth's moons are the same size as Madis! 30km radius, 60km diameter. For an MMO of the scale that Dual Universe wants to have, planets this small is comparable to Space Engineers, a game designed for either small scale multiplayer, and singleplayer messing around. Many of the moons of the planets have been completely mined out of anything but tier 1's (pre-demeter), and planets such as Madis are extremely full of players, and we were only about a year into the public beta. To solve this major issue, I suggest the planets' sizes to be increased significantly. The moons themselves should be around as big as Sanctuary is currently (80km diameter), and all the planets should be of course much bigger, a maximum size in my opinion would be upwards of 600KM, but most likely closer to 400KM diameters. This is of course to increase the longevity of the planets and their habitation, and to make the sense of scale within the game much more apparent. Onto the tech itself, while I'm sure that the developers working on planet tech already have made major improvements to the planets, a sneak peak found in this video (over a year ago, now), it is highly apparent if you look closely at many of the planets that they were not made with intent of being permanent, let alone even looking pretty on the surface. Just look at Alioth, for example, it is quite clear that it is literally just an upscaled version of whatever it was when it was smaller like the rest of the planets, not even scaling the terrain's biomes and noise along with it to counteract this issue, which is an amateur mistake, especially for something as permanent as it seems to be currently. Not to mention, this post (can you tell the difference), which clearly shows that both Thades, and Sinnen uses the exact same planet generator, and if you look at Madis, also appears to use a very similar generator (but with different colors), of which shows just how lazy they were thrown together. Very little variety in terrain shapes. We move onto the other planets, Teoma seems to be one of the higher effort ones, having both grass, and trees, but once again is betrayed by the laziness of not even doing a height filter properly, and in that, Teoma literally had UNDERWATER TREES (pre-Demeter), which is honestly confusing and I don't know why they did not pick up on this. Additionally, although it looks very pretty, Teoma also has what seems to be a translation slider for its terrain compared to Alioth, and in that, they just translated all terrain filters for voxel types down by like 500 meters to a KM, and terrain up by about 100-250 meters, achieving a planet covered by mountains, and with no proper bodies of water (which to my current knowledge is by no means realistic). I could keep bashing each one of the planets and their features, but I think at this point you get the idea. These planets don't seem to be permanent, and seem to be amateur-ish at best. With how the process of a planet revamp would work, I must clear up a few major misnomers. Firstly, assuming it's not an actual wipe, all of your constructs will be turned into magic BP's (compactified constructs) and put into players' inventories. Of course, the items within the player's inventories will also remain, and thus no actual information except for the planets themselves will be altered, or lost. This of course does mean, however, that multi-core builds will be a pain to set up once again, however, I'm sure NQ is smart enough to find solutions to that issue as before. I hope that you enjoyed this post to some degree, and also are willing to undergo a planet revamp. I doubt it will be the easiest change, however, it is vital to the game's success, not only for the player base, but for the company, and continuation of the game's development as a whole.