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madmole

Fun Pimps Staff
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Everything posted by madmole

  1. Not yet. That would require some kind of concept of what is inside and what is out. Hard to do in a fully destroyable game. Goggles occupy the entire head slot. You are always wrong bro.
  2. Not happening for A20. Vehicle mods are but the whole vehicle crit system has to wait because Faatal is swamped with other features. We have flashlights and gun lights and helmet lights. Do we really need more lights? No, lockpicking is shippable as is. Sure a minigame might be better but we're a small team and we can do more quest types or redo features that are shippable already. That is already done.
  3. I do believe we will support tinting and it will be better then ever, i.e. using a tint mask. I doubt we will support cosmetic swapping, but we might. It hasn't been discussed and there is so much to do it feels like a can we will kick down the road at the moment.
  4. No the armor will provide standalone perks and not interact with other objects, other than itself for a full set bonus. I don't think so, but we might add alternate versions of specific sets at a store you can buy. Like if you found a miner outfit and purchased miner outfit variant, you could set the skin to the variant. I believe Rust does this too. I'm not saying we won't but it kind of doesn't make sense and in PVP might be misleading as to what you are up against seeing a soft ball cap on a guy actually wearing a steel helmet.
  5. We're looking at spring which always leads to more like summer. We'll see though, we're making good progress.
  6. Right now he gets a bonus with all ranged weapons and knives, but that could change for balance reasons. Hopefully. Pipe shotgun will replace the blunderbuss. Ammo will be in POIs and scale in quantity, so no need for super primitive ammo. They are incredible, but we needed to save some content for future streams.
  7. I imagine we'll make a new ghillie suit for the sniper since its pretty easy to model. Unless that became a mod override thing. We intend to make an outfit for about every major play style, or at least 1 per attribute but maybe two. He's a badass in a duster, cowboy hat, boots, etc.
  8. Did you miss the stream? I mentioned we hired Unity to help optimize and coach us on best practices. We have full source code too so if anything they did is holding us back we can change it.
  9. The generator for these won't be the same kind that you can hook power up to, so no you can't hijack free power. You can enjoy the existing lighting the POI has just like now though, but you can't tap into the power. Nope otherwise the outside will be too dark and the inside will be too bright. This is the only way to have semi decent lighting indoors and outdoors with a dynamic world you can fully destroy. You won't find a legendary full set until 500 hours into a game so I don't think it's going to be that big of a deal that compel people to change outfits all the time. The non legendary bonuses are good at blue but not OP.
  10. Now that you clarified, I can answer. The lights you turn on by fixing the generator will stay on, but if you are expecting some kind of sim where settlers move in that is not this game. Everyone knows the game is starved for resources and farm animals, simulation stuff like settlers moving in would eat our lunch and we'd be back to 8 zombie hordes or even less to accommodate fluff that doesn't actually do anything once you walk down the road, but continues to bog down CPU. I'm all for immersion but most of the time these requests are not wise roadmap additions. Remember the POI needs to be reused by the next player. Yes of course. I'm pretty sure we will support dyes. There are way less slots but no clipping, and no ugly. It will be less customizable, but look AA at a minimum instead of 95 indy quality. The perks and full set bonuses will make up for any lost fluff. Characters and animations are the biggest thing holding us back from becoming a massive success. You can mix and match pieces as you want, and there is a badass ranger outfit that looks like what you are doing there, but 100x cooler.
  11. The game is exactly as we described it on the kickstarter 7 years ago, but your interpretation of what those features might look like and play like is different than ours. Magical food? Dude food is magic IRL. You can cure diseases with the proper food, coffee gives you buffs in real life, etc. Ours is gamey so it makes sense to players. What is candy is really drugs, or drugs packaged in candy bags. Future drugs, set in a future game. It isn't that hard to believe. UMA will be gone and no UMA code will work. If you want to add new zombies you model and texture them just like we do.
  12. Turrets are ranged weapons. Hold and shoot. That is just role playing. The actual mechanics of the quest are what matters. Our game isn't going to be a heavy RPG, it is how it is with expanded variety of quests we can get a lot of miles out of. As much as I'd like to do one off quests with flavor, special items, etc I don't think we have the manpower or the code ready to fly on something that ambitious, but completing 7 days would be a good step to get more ambitious on the next game when we have time and budget to tackle more immersive stuff. But since it is a MP game, and resources are tight, we can't just spawn NPC survivors at a POI doing chores just for immersion sake. Once you leave the area it might get reset for another player to do the same quest, so I don't think we can do what you are asking without compromising the experience for everyone in MP.
  13. No, that would be like getting the book set bonus for not actually collecting the whole series. You will have to wear the entire outfit to get the full set bonus. What repair quest? That isn't in the roadmap. It is never coming. Requires starting over completely and we're basically 95% done with weapons.
  14. I don't know what you mean, but you can wear anything you find.
  15. Everything is getting deleted and there will be new outfits you can find and craft. The lineup isn't complete so I cannot confirm what might resemble old content, but a lot of the nostalgic things are sticking around in some way or another. Like I mentioned the skull cap is now lumberjack cap.
  16. Well think if everything has quality, and there's at least 10 sets of outfits how long it might take to actually find a full set. There is a cowboy hat, but it is part of a specific outfit. The skull cap is the lumberjack hat. A lot of the stuff we have now will sort of be there in some fashion, but everything has meaning to it now instead of everything useless except for steel or military armor. There might be a fair amount of choice deciding what outfit best works for your build, or strong desire to collect a full legendary miner outfit.
  17. No we don't really look at mods, we have a huge list of stuff we want to do and don't need ideas nor care what 1% of the player base might be doing to their game. I hope that doesn't sound arrogant, but reflects the fact that we have a clear roadmap and list of features we need to focus on. A larger inventory is something we would like to see though. The distant POI tech is coming from a modder though. So if something brilliant comes up usually we hear about it even though we aren't looking for things if that makes sense. I did mention new AI like zeds crawling through 1 meter egress and windows, which will make horde nights a lot more challenging. Feral sense options. Game play is constantly evolving but will always be similar to A18. Progression is getting a complete rewrite from scratch. OMG LOL.
  18. The first step is to replace everything, and get new HD player outfits working, which also opens the door to bandit models. If everything is running good yet there may be room for additional basic zombies.
  19. I'm not working on balance so I'm not looking at that data.
  20. Welcome to the Alpha 20 Dev Diary. Here we will discuss upcoming features for Alpha 20. Official Release Date: Monday December 6, 2021 Alpha 20 Dev Stream Videos 1) Alpha 20 First Look with Prime and Madmole October 28th, 2020 2) Alpha 20 Developer Live Stream November 25th, 2020 3) Alpha 20 Developer Live Stream September 8, 2021 4) Alpha 20 Developer Live Stream September 15, 2021 5) Alpha 20 Developer Live Stream September 22, 2021 6) Alpha 20 Developer Live Stream September 29, 2021 7) Alpha 20 Developer Live Stream October 6, 2021 😎 Alpha 20 Developer Live Stream October 13, 2021 Alpha 20/21 Roadmap 1) Unity Update TFP will be working with Unity devs directly 2) Random Generation Update New stamp tech that will allow artist created features such as mountains, hills, rivers, etc. to be placed in biomes. There will be a stable of different land features for the game to choose from. Additional controls in the map generation interface to give players more options for terrain generation such sliders to determine mountainous vs flat (for example). Biome selectors and city selectors to allow users to control the density of these map features. 6k, 8k, and 10k map sizes implemented City tile system randomly places city buildings into tiles so that they are aligned well with each other and city streets. Multilayered for sewer systems below groundlevel buildings and the ability for ends of one tile to match up with those of an adjacent tile so that everything generates looking consistent and aligned. 3) Vehicle Mods Tinting mask will allow vehicles to have color details added to differentiate vehicle owners better Fuel Saver Off Road Headlights Super Charger Expanded Seat allows 1 passenger on Minibike and Motorcycle and 2 extra passengers for 4x4 Reserve Fuel Tank 4) Shape Menu and Building Update Shapes are shown as shaded drawings of blocks Blocks from the shape menu are placed as particle board blocks that function the same as frame blocks Simplified upgrade path: Frame/Particle Board -> Wood -> Stone -> Concrete -> Steel Blocks destroy to air. They do not downgrade. 14 categories and over 1000 shapes 5) Dynamic Imposters Changes to the world and player built forts are represented in distant terrain 6) Terrain Improvements Better terrain blending Quality setting effects basemap distance and mesh density Basemap renders faster and terrain size is in smaller chunks for quicker updates 7) Feral Sense Game Option When turned on Zombies can sense the player from much farther away and stay focused on the optimal path to where the player is Stealth still works but zombie senses are heightened so stealth play is much more challenging Settings are: Off, Day, Night, All 8.) Biome Difficulty Snow and Desert will have gamestage boost creating tougher enemies and better loot Wasteland will have a greater gamestage boost creating even tougher enemies and even better loot 9) Weapons Pipe Rifle Pipe Pistol Pipe Baton Pipe Shotgun Pipe Machine Gun Pipe weapons craftable from backpack without need for schematic Lever Action Rifle Tier between Bolt and Sniper Many weapons reskinned to apocalyptic art style 10) Trader Progression Trader goods offered tweaked to better match gamestage progression Trader prices re-balanced Improvements made to quest progression. Lower tier quests will remain available Improvements to quest tier completion reward and trader to trader quest 11) Loot Progression and Gamestaging Improvements Biome gamestage modifiers added for loot and enemies 12) New POI's New Gas Station (shown to reveal Restore Power Quest Over 145 new POI's and many new props and environmental decorations New Tier 3, Tier 4, and Tier 5 locations Many legacy POIs updated 13) Dynamic Music and Ambient Audio Improvements More tracks and better segment mixing for wider variety New bloodmoon track 14) Environment Weather changes more often and has more variety Wind dynamically affects leaves and plants and wind will gust Improved textures for environment art Temporal Anti Aliasing option with a separate sharpening option New mesh generation, shaders and lighting for plants and grass and optimized colliders Bedrolls can be recolored during placement Fuse Boxes updated and made into triggers 15) Quest Improvements Digging Quest improvements Tier 3 Digging Quest added Tutorial Quest uses the beacons to point out nests and rocks 16) Restore Power Quest Lights go out when rally marker is activated Find the generators and repair them A block trigger system added with multiple triggers, like switches, and can be on a layer. Blocks, like doors, can respond to them by doing something such as opening or closing. 17) New Zombies/ Entities Trader Hugh Nurse Drone Screamer Fat Cop Burnt Zombie (cold, hot, flaming) Hoodie Dude Lumberjack Radiated Zombie with AOE acid bursts All legacy zombies have been converted to new HD standard All traders have been converted to new HD standard Bandit models have been started for A21 18) Twitch Integration Streamers and Audience can interact through the game Chat commands to help or harm streamer 19) AI and Sleeper Improvements Zombies can duck and crawl through areas that are less than 2-meters but more than 1-meter Zombies include 1-meter holes in their paths and can crawl through them - pushed to A21 Wandering Sleepers - pushed to A21 20) Character Overhaul - Pushed to A21 Replace UMA system with in-house custom system Thematic outfits will work like books. Wear the complete outfit and get a completion perk Current 10 armor/clothing slots reduced to 4 slots for outfits that will merge both clothing and armor values. No more clipping issues of wearing clothing under armor. Better balance on number of mod slots available to use with outfits. Outfits are another feature that will help build the foundation for the future implementation of bandits Alot of this has been started already by those who have finished work for A20 and have moved on to A21 work 21) Water Overhaul - Pushed to A21 Details Coming
  21. I'm pretty sure it does. Obviously you can't hit the armor cap in padded. I will tell you a little secret. Heavy armor is the best, if you get all the perks, install the advanced fittings to reduce maximum movement and stamina penalties, then wear an athletic jacket you will be just as fast as a naked, possibly faster. It takes some time and investment but you will have 85% damage reduction with the best armor and pretty much no movement penalty. At that armor rating who cares about being quiet? But if you insist on stealth yeah padded is great, leather is better but takes work and perks to get to the quiet level of padded. Another nice thing is purple padded spawns quite early in the game.
  22. It is impossible to update that version they won't allow broken saves. Best we can hope for is after we go gold on PC we can get it ported to the new consoles.
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