![]() They began multiplying like crazy and it was a bit of a mad dash, to try and repair all the holes as we were taking on a lot of water, while also fighting off these nightmarish things. Some weird deep-sea creature attached itself to our hull and lots of things began infesting the ship through holes. There has been a lot of amusing moments, like the one picture above. In my last game, we seemed to have a bit of an infestation…Īpart from the overall roughness of the interface and no kind of tutorial, I do see a diamond in the rough here. It's little nuisances like that, which make it annoying. So as soon as someone pops a message in the chat, if you don't see it before it vanishes they have to tell you again. Considering the game is all about communication, it doesn't seem that you can even see the history of what everyone's saying. For We Need To Go Deeper, it just ends up as a frustrating mess. You either play online or across LAN with people or bots and figure it all out for yourself there.įor some games, that can work. For one, it tells you practically nothing. It could end up becoming a lot of fun, but to get there it's going to need quite a lot of work. Accept Cookies & Show Direct LinkĪfter trying it out for a while now, I can honestly say I get the idea behind it. I really oughta hit those guys up and chat with em sometime.YouTube videos require cookies, you must accept their cookies to view. Making friends with the devs however, is a marvelous idea. I'll probably play it for fun sometime, but we're gonna keep going down our own path since we clearly have differing priorities. That's not to say we probably won't cross mechanical paths (I'm sure we have in several ways already) but to avoid drawing further comparisons I'd rather not go out of our way to play their game with the intent to steal their stuff. While we share similarities, its clear to me their goal is much more horror-based and simulationist (thus their priorities on letting you engage with the submarine and all of its systems inside and out) as opposed to our goals of driving that spirit of accessibility, adventure and humor (thus our priorities on exterior cave exploration, simplified mechanics and goofy-looking monsters and assets). More importantly though, we're not trying to be Barotrauma (didn't even know it existed until recently) and they're not trying to be WNTGD. ![]() Our game is animation driven which of course comes with its own set of advantages/disadvantages. Post "X" in the comments if I'm wrongĪll good, thanks for looking out for forum rules but I can see the relevancy here, so we'll allow it.Īnyway, we were made aware of Barotrauma shortly after release thanks to some of their game's hardcore fanbase, and indeed the game looks pretty dang rad! They are clearly a very physics and systems driven game, thus the very IK naturalistic movement of their characters which allow them to do a lot more without worrying too much about custom animation. If one engine can do something, it is possible, that another engine can do it as well. PPSS: Please don't shred this comment to bits, by saying "Both games use different engines". Make friends, with the devs, of Barotrauma. Try to borrow some elements from Barotrauma. Copy em, make an eerie DLC for this game. They know how to have characters swimming outside of the sub! Contact em, copy the ways, of having characters swimming outside. Be a copycat (add some of your ideas too). I'm also, trying to give Nick some ideas, inspired from this game. ![]() Not enough enemy's, too complicated, no caves, sub design is awful, etc.īut, all I'm trying to do, is shed some light on that game. Now, the cons, are almost everything else. Thirdly, it features getting outta the sub. Now, even a game like this, has it's own flaws. If you haven't heard of this game yet, go get it.
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