Gases (oooooo) But yeah. The mechanic I was thinking of is that, while liquid physics pour downwards, filling up spaces, gases pour upwards and fill spaces. The Gist of it it, There are different gases that (without proper gear) cause... interesting effects on the players lucky (or unlucky) enough to run across them. For example: A player (or mob) could run across a cave filled with.. let's say... Helium. Helium would effect players by causing them to jump higher and would make projectiles travel faster. Methane would be flammable and if a torch is placed in it the cave would burst into flame causing significant damage to the ones inside. Confusane (get it) would cause the StarBound equivalent of the "confused" debuff in terraria, reversing controls. Gases, however WOULD NOT float out of entire cave sytems (atmosphereic pressure or something). This could be done simply with a depth marker saying "stop gases here".This would make exploring certain cave systems difficult and would cause players think something like, "oh this cave is filled with danger, Ima go inside!"-once discovering it is filled with confusane they are completely destroyed by the monsters inside, though not before noticing some SHWEEEEET loot. They then think to mark the location for later exploration with the proper gear. This wouldn't be too difficult to implement but could cause some... interesting encouters. And the other part of my thread. Vacuums Both vacuums actaully, both the devoid of matter vacuum and the sucky vacuum. The Devoid of matter vacuum is just the space gases could flow into. The "sucky" vacuum is a low-medium tech tree tool used to syphon gases into a container.It would be hilarious to fill your friends house with confusane and watch as they are like "WTFBBQ". Oh, something i forgot to mention, Gases would also have a slight color filter on them. Like confusane could have a very slight purple filter while methane has a brown filter etc.. Leave feedback and criticism (constructive) in the comments BELOWIIV
that would involve giving gases different densities and hence for greater than air densities (like CO2) it would collect in valleys etc, but with lighter than air gases (like helium) there would have to be procedurally generated caves with closed ceilings
You didn't Even read the whole post "Gases, however WOULD NOT float out of entire cave sytems (atmosphereic pressure or something). This could be done simply with a depth marker saying "stop gases here"." Games don't have to be super realistic.
i did read the whole post, and i was saying that what i said would be better in my opinion these markers anyway, wouldn't that mean that there would be a solid line where air stops and other gas begins? and with the filters it would look even more odd and abrupt this isn't super realistic, its just simple fluid physics (which would be needed for other things too)
Carbon monoxide: When you are in a pocket of carbon monoxide, your air reserve empties slowly, like when you're in the water.