Jump to content

User:JerryJingle/sandbox/Subnautica

From Wikipedia, the free encyclopedia

Subnautica (Sandbox Port)

[edit]
Subnautica
Developer(s)Unknown Worlds Entertainment
Director(s)Charlie Cleveland
Designer(s)
  • Charlie Cleveland
  • Team[1]
Programmer(s)
  • Charlie Cleveland
  • Steve An
  • Max McGuire
  • Dushan Leska
  • Jonas Grohmann
  • Vyacheslav Sedovich
  • Scott Thunelius
  • Andreas Urwalek
  • Igor Popof[1]
Artist(s)
  • Cory Strader
  • Brian Cummings
  • Scott MacDonald
  • Brandt Wojak[1]
Composer(s)Simon Chylinski[2]
EngineUnity
Platform(s)
ReleaseMicrosoft Windows, OS X
  • WW: TBA
Xbox One
  • WW: TBA
Genre(s)Adventure, survival, open world, underwater
Mode(s)Single-player

Subnautica is an open world survival game in development by Unknown Worlds Entertainment. Subnautica allows the player to explore an aquatic alien planet by scuba diving and traveling in submersibles, while collecting resources and food to survive.[3][4] It was released on Steam Early Access on December 16, 2014,[5] and is currently in development for Xbox One.[6] Full V1.0 release is planned for January 2017.[7]

Gameplay

[edit]

The player controls in first-person view the lone survivor of a crashed ship on an aquatic planet. The main objective of the player is to explore the open world environment and survive the dangers of the planet. Subnautica allows the player to collect resources, construct tools, bases, and submersibles, and interact with the planet's wildlife.[8] Players must keep themselves adequately hydrated and fed, and must also maintain their oxygen supply while traversing underwater (Survival Mode). The game includes a day and night cycle. The game also includes other three modes: the Freedom mode, in which only hunger and thirst are disabled, Hardcore mode, which is the same as Survival, except if the player dies, the player will no longer be able to respawn and Creative mode, in which the hunger, thirst, health, and oxygen features are disabled, all vanilla crafting blueprints are acquired, all vanilla items and base parts are buildable at no cost, bases/vehicles have infinite energy, and tools have infinite power or durability. The game is mainly set underwater, but there are two fully explorable islands.

Plot

[edit]

The game takes place in the late 22nd century, where humanity begins to colonize planets around space. During colonization, various vessels were sent to the said planets, each one with a specific mission. One of the vessels, the Aurora, was sent to the ocean planet 4546B on a terraforming mission. However, during Its descent, It was struck by an energy pulse from an unknown origin that critically damaged the hull, making it crash-land onto the planet's ocean floor. During the crash-landing sequence, several lifepods were launched. One of the lifepods contained the player character, and was the only to survive the crash. During the lifepods' descent onto the water surface, a panel and a fire extinguisher came out of place and started flying around the lifepod's interior. The panel managed to strike the player's head, rendering the player unconscious for 3 hours, who then wakes up only to see a huge fire inside the lifepod. The player rushes to pick up the fire extinguisher and puts the flames out. They then continue to boot their PDA in Emergency Mode, before the player is given full control.

Aurora

[edit]

Several in-game days after starting a new game, the Aurora explodes due to instability on one of the drive cores and opens several passages inside the ship. The player can then access the Aurora while wearing a radiation suit to explore the insides of the ruined ship. Near the front of the ship are two ways to enter the Aurora.

Laboratory

[edit]

One of the two front entrances leads to the Laboratory. In the Laboratory, there are two doors and a Data Coil. These coils are rumored to contain all the data you obtain from Data Downloads. The doors are locked by a code and, if the player uses Debug Console commands, they can explore inside to find 3 variations of Lab Equipment which can be picked up and used as decorations, 2 Supply Crates containing Disinfected Water, an Abandoned PDA, and a Data Terminal. The terminal will tell the player that their PDA has been uncorrupted. The PDA contains the code "6483" to be used on the doors to get into the lab normally.

Main Section

[edit]

Should the player instead take the "main" entrance, they will be greeted by Cave Crawlers, fire, dripping molten steel, and Supply Crates containing various items. After making their way across the rubble, they will find a Fire Extinguisher, which is vital for exploring the Aurora. If the player continues to enter the door into the Aurora's inside, they will be greeted by a T-shaped corridor. To the left of the door is a sign saying "Airlocks". Going down the hallway, the player will encounter the previously-mentioned intersection. To their left is a sign reading "Cargo Bay 3", which is blocked by Cargo Crates and a desk, movable with a Propulsion Cannon. To the right of the intersection is a sign reading "Administration" and the door is blocked by fire which can be put out with a Fire Extinguisher. If the player chooses to enter the Administration room, they will encounter a P.R.A.W.N. Suit on Land poster, a Data Terminal, and an Abandoned PDA titled "Essential Life Things". The Data Terminal can be downloaded to your PDA for the entry "Alterra launches the Aurora", which documents information about the Aurora and Alterra. The Abandoned PDA contains the code for the Cargo Bay 3, "1454". In the middle of the intersection is yet another Abandoned PDA, talking about a Drone. Next to this is a Propulsion Cannon Fragment, which can be scanned with a Scanner to obtain the blueprint for the Propulsion Cannon, which is very important for exploring the Aurora. If they were to return to their Lifepod or base and use a Fabricator with the necessary materials will allow them to craft the Propulsion Cannon. They can now use it to move the crates blocking the way to the Cargo Bay to the left of the intersection. They will come across a code door, identical to the one in the Laboratory. Should the player enter the code obtained from Administration, the door will unlock and they can continue into the Aurora. In the Cargo Bay 3 they will encounter more Supply Crates, and the entrance into most of the underwater part of the ship. Should they jump into it and swim down, they can then turn left to encounter an X-corridor. To their right is a sign pointing at a locked door, reading "Seamoth Bay". Next to this door is a panel that can be repaired with a Welder to unlock the door. Inside are two pieces of a broken Seamoth, both of which can be scanned to unlock it. To the left of the corridor is a sign reading "Drive Room". Following this path takes them to the corresponding room. In the Drive Room, walkways can be found, though some are underwater and/or heavily damaged. The player can also find Containment Breaches, which can be repaired with a Welder. Repairing all the containment breaches will cause the radiation to dissipate over the course of 3 days. In this room, the player can also find a Cyclops Power Efficiency Module and a Data Terminal containing the Aurora Blackbox Data, which will give the player a signal leading to the Precursor Gun on the Mountain Island. Through the corridor straight forward at the intersection leads to a locker room, containing more Supply Crates and 2 Abandoned PDAs. One PDA is titled "Sweet Offer" and the other is titled "Aurora Auxiliary Mission". The first PDA mentioned contains a code to one of the two Living Quarters. The second mentioned states the Aurora's secondary mission to save the survivors from the Degasi. This Locker Room also links to the P.R.A.W.N. Bay.

P.R.A.W.N. Bay

[edit]

The P.R.A.W.N. Bay is a massive room. It contains 3 floating P.R.A.W.N. Suits being held on the roof, over a body of water. It also contains 3 other P.R.A.W.N. suits, on land and within reach, but on fire. The player can scan them with a Scanner, to unlock the P.R.A.W.N Suit Blueprint, allowing it to be created from a Mobile Vehicle Bay. This room has 3 upgrade pedestals, but have no upgrades in them that can be taken. This room also has stairs, blocked off by rubble on one side, and blocked off by movable Cargo Crates and Desks on the other. There are also signs pointing up these stairs, reading "Living Quarters". Should the player make it up these stairs, they can pass through a door to enter the Living Quarters.

Living Quarters

[edit]

The Living Quarters is likely the most unfinished part of the Aurora. It contains 2 rooms filled with Narrow Beds which can be scanned and lockers, which have various items inside. You can also find Abandoned PDA's inside these lockers, though they lack codes. Further into the Living Quarters, you will come across two code doors leading into personal living quarters. One of these two doors is unlockable with the code "1869", obtained from the "Sweet Offer" PDA. Inside, you will find a room containing a scannable bed, an Abandoned PDA, a hat, and an Arcade Gorge Toy. The other locked door has no code set, but if the player uses Debug Commands, they can freecam inside the door to find another Abandoned PDA (which has no entry set), a Data Terminal (which has no entry set), a Starship Souvenir, and an Aurora Poster.

Lifepods

[edit]

There are 17 known Lifepods that were launched from the Aurora, 8 of which can be found and explored. Each Lifepod contains an Abandoned PDA that adds onto the story, and some also contain fragments. Most signals leading to these lifepods can be obtained from a Communications Relay, though one of them (Lifepod 12) is obtained from the Data Terminal "Lifepod Tracking Data" inside the Aurora. Besides story and the occasional Fragment, these lifepods are purely cosmetic.

Degasi

[edit]

The Degasi was a Mongolian Mining Vessel that crashed on Planet 4546B a decade prior to the Aurora. It cannot be found on the planet, however, you can find Abandoned PDAs in Abandoned Bases found around the map. One can be found in the Jelly Shroom Caves. Two other bases can be found on the Floater Islands, and one can be found in the Deep Grand Reef. The 3 survivors from the Degasi were Paat Torgal, Baat Torgal, and Margaret, a mercenary hired by Paat Torgal. No sign of them can be found, besides the Abandoned PDA's and Bases.

The player can scan and obtain the blueprints for the Multipurpose Room, the Spotlight, the Observatory, the Outdoor Growbed, and the Indoor Growbed from these bases.

Precursors

[edit]

The Precursors are unknown entities that started civilization on Planet 4546B before anyone had discovered it. They are highly advanced and have 4 bases placed throughout the game; the Precursor G.U.N. on the Mountain Island which shot down the Aurora and Degasi, the Precursor Secondary Research Facility found in the Lost River, the Precursor Thermal Reactor in the Lava Castle inside the Inactive Lava Zone, and the Precursor Primary Research Facility found next to the entrance of the Sea Emperor Facility. These bases are under constant development, especially the unimplemented Primary Research Facility. They have also created the entity known as a Warper, and a lethal virus named Carar which was accidentally released to the planet when a Sea Dragon Leviathan infected with it broke free from one of the facilities.

G.U.N.

[edit]

The Precursor G.U.N. is what shot down every ship within orbit of 4546B. The player can find 1 Precursor Data Terminal, which your PDA attempts to translate, resulting in a partial translation, and also find a Precursor Data Slab, which is very similar to a PDA. This Data Slab will tell you that no ship can enter or exit orbit of Planet 4546B without proper clearance. This means to escape the planet, the Player must cure themself of the virus Carar.

There is also a lower part of the G.U.N., but is blocked off by a solid, electric-like door which the player can not pass through. Using the Debug Console, the player can find that there's nothing important beyond it, nonetheless.

Secondary Research Facility

[edit]

The Precursor Secondary Research Facility has 3 floors, but is a relatively small building. On each floor is a door similar to the one found in the lower part of the Precursor G.U.N., except they aren't solid and are slightly transparent. They seem to act as hatches, except the player pass through them rather than have to click. They do not function every time and are very buggy. On the other side of each of these doors are Data Slabs containing information about the virus Carar.

Thermal Reactor

[edit]

Inside the Lava Castle, located in the Inactive Lava Zone, is another Precursor Base. This one, however, is just one room with nothing inside it except buggy lighting. It will likely be worked on in the future.

Primary Research Facility

[edit]

This base has not been implemented into the game yet, meaning the player can not explore it yet. However, we do a little part of what it will look like from an image on the game's trello page, and that it is focused on researching the virus Carar and the Sea Emperor. It may also contain the rumored Teleporter room.

It will be located next to the Sea Emperor Facility, which is a common testing area for developers as noted from the floating Wasabi 1 Diver (or size reference) and the non-functional Precursor Data Slab.

Carar

[edit]

Carar is a virus mentioned throughout the game, specifically by the Precursor Data. In the Precursor Secondary Research Facility, the player will be told by a Precursor Data Terminal that they are infected with this virus. The data slabs in this base will also reveal more about the virus. Carar is revealed to have been confirmed to kill 143 billion creatures on 4546B. The virus was contained at a time, but was then unleashed when a Sea Dragon Leviathan broke free from the Secondary Research Facility and got into the ecosystem. It then spread like wildfire and devastated the planet's life.

To attempt to contain the virus Carar, the precursors created the entity known as the Warper. The Warper will attack any infected creatures with it's claws to attempt to kill it to avoid the virus from spreading. It can also up portals to teleport, thus came the name Warper. It will also attack the Player once their virus level has passed a certain point.

Creatures infected with Carar will have glowing cysts on them. They can also spread the virus, especially in Alien Containment, though it is purely cosmetic and does not affect gameplay. The virus can be cured with Enzyme Clouds produced by the Sea Emperor and it's young.

Ending Sequence

[edit]

If the player is cured from Carar, they will be able to enter the Precursor G.U.N.'s control room to deactivate the G.U.N.. From there, they can create a floating platform from a Mobile Vehicle Bay, which will have a ladder and a built-in special fabricator. This fabricator will allow the player to build a rocket using raw materials and Precursor technology. After constructing all 3 parts of the rocket, the player can enter the Cockpit and blast off, escaping the planet, while making excited and happy sounds.

If the player does not deactivate the Precursor G.U.N. prior to blast off, the rocket will be shot down and your victory will be ruined until you make everything all over again. The developers may also make an Alternative Ending.

Development

[edit]

Subnautica was first announced by Unknown Worlds Entertainment on December 17, 2013,[3] with Charlie Cleveland as the game director and lead gameplay programmer, and Hugh Jeremy as the producer.[1]

The development team opted to use the Unity engine rather than Spark, the engine used for the company's previous game, Natural Selection 2. Subnautica producer Hugh Jeremy justified this decision because of the different demands that the game places on the engine, and "because [the team] does not include people working on Spark, it's not appropriate for Subnautica to use Spark. By using Unity for Subnautica, Spark can continue to develop in certain directions, while Subnautica develops in others. To use Spark for Subnautica would be to try and square peg a round hole."[9]

The development team also opted against the inclusion of lethal weapons in the game. Charlie Cleveland, the game's director, described Subnautica as "one vote towards a world with less guns," and had felt inspired by real life gun violence, including the Sandy Hook shooting, to encourage players to think about "non-violent and more creative solutions to solve our problems."[10]

Subnautica was released on Steam Early Access on December 16, 2014,[5] and is currently in "early access" development. It was released on Xbox One Preview (like Early Access) on May 17, 2016.[6]

Full V1.0 release is planned for January 2017.[7]

Reception

[edit]

Ian Birnbaum of PC Gamer described Subnautica as an "underwater Minecraft", remarking that "with an experienced developer at the helm and a limitless variety of the oceans to play with, it’s going to take a lot for Subnautica to go badly wrong. As the toolbox gets deeper and the shape of the end-game gets set, Subnautica will be a unique example of the ways survival can be tense, rewarding, and fun."[4] Marsh Davies of Rock, Paper, Shotgun praised the rewarding nature of exploring the world of Subnautica, but criticized the "arbitrariness" and lack of intuition in some of the in-game recipes.[11]

References

[edit]
  1. ^ a b c d Jeremy, Hugh (December 17, 2013). "The Crew of Subnautica". Unknown Worlds Entertainment. Retrieved April 9, 2016.
  2. ^ "About Unknown Worlds". Unknown Worlds Entertainment. Retrieved April 11, 2016.
  3. ^ a b Carlson, Patrick (December 17, 2013). "Natural Selection 2 developer Unknown Worlds announces ocean-based Subnautica". PC Gamer. Retrieved January 20, 2016.
  4. ^ a b Birnbaum, Ian (January 9, 2015). "Subnautica: Early impressions of Minecraft under the sea". PC Gamer. Retrieved January 20, 2016.
  5. ^ a b Matulef, Jeffrey (December 17, 2014). "Natural Selection 2 dev's Subnautica is out now on Steam Early Access". Eurogamer. Retrieved January 20, 2016.
  6. ^ a b Santangelo, Nick (December 23, 2015). "Subnautica is now in development for Xbox One". XBLA Fans. Retrieved March 20, 2016.
  7. ^ a b "Subnautica development roadmap". trello.com. Retrieved March 29, 2016.
  8. ^ Jeremy, Hugh (December 2013). "Subnautica: Descend into the Depths". Unknown Worlds Entertainment. Retrieved March 31, 2016.
  9. ^ Jeremy, Hugh (December 18, 2013). "Why is Subnautica using Unity, and not the Spark Engine?". Unknown Worlds Entertainment. Retrieved April 11, 2016.
  10. ^ MacLeod, Riley (April 4, 2016). "Subnautica Developer Explains Why He Won't Add Guns To The Game". Kotaku. Retrieved April 11, 2016.
  11. ^ Davies, Marsh (January 5, 2015). "Premature Evaluation: Subnautica". Rock, Paper, Shotgun. Retrieved March 31, 2016.
[edit]