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Alpha 18 Dev Diary!!


madmole

Alpha 18 Dev Diary!!  

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  1. 1. Alpha 18 Dev Diary!!

    • A18 Stable is Out!
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Can anyone please tell me why I found a hubcap land mine in the middle of the snow biome in a small pond? Anyone? This thing almost killed me just now.

 

https://imgur.com/7aIVGBP

 

Yeah, there have been hubcaps in the rivers for quite a while. It's a real pants-soiler when you dip your head under and find yourself over one.

Haven't triggered one yet, so don't know if they're armed or just hubcaps.

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TFW you spend 700 dukes on 2 air conditioners at the trader, each, then get home to wrench them and only one drops a radiator!(why I bought them).

 

As a small tweak to the next update could you make them always drop one, like the radiators do? That's a lot to spend for nothin, and radiators are a hot commodity these days. I get excited when I get a quest at a POI with radiators just so I can double tap them, ha. I spent all day yesterday going to every house in Diersvill purely on a radiator sweep. Brass is the new gold.

 

Are you sure it wasn't an Amazon Trader? (Did you see my Amazon $1300 to $400 video card post?) ; - )

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Can anyone please tell me why I found a hubcap land mine in the middle of the snow biome in a small pond? Anyone? This thing almost killed me just now.

 

https://imgur.com/7aIVGBP

 

 

Are u sure it's a mine? Somethimes they just don't 'function' as a mine and u can destroy them

Can u please step on it to check it for us please? :D:p

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Day 1. As stated before, Adventurer difficulty, 90 minute days, 3 day blood moon frequency, 7 day blood moon count. Spawning on the edge of the snow biome caused no issues with mountain lions, but there were a few lumberjacks to contend with. I managed to kill 2 deer and a buck before reaching the green biome, where I found the trader (bordering the snow biome and the forest biome) without even finishing the starter quests. The green space ahead is nice and flat, with a town less than 700 meters away from the trader. I settled in between the trader and the town, near a Dump N' Lump Coal Mine POI that I found, which provides a pre-built mineshaft. As I'm building my house in the dead of night, I just got dysentery, which is less than ideal, but thankfully I found a couple meat stews and a Sham Chowder early on. When the morning bell chimes, I'll check the trader for quests, and if he has no decent ones within a respectable distance, then I'll solely explore the town on day 2. I fear a day 3 or 4 blood moon horde.

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For the texture right at and in the water. Maybe a brighter sand or gravel texture would look nicer than this muddy dark texture.

 

The shorelines of lakes always look like sewage pools. With some nice sand or gravel texture, it would look more inviting. Also when looking into the water.

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Just started a new world. Adventurer difficulty to start off with, 12 enemy blood moon count, 90 minute days. 3 day blood moon frequency, 10 day blood moon range. This should be... interesting. :)

 

(Really wishing there was a blood moon frequency of 5, but oh well. *Wink wink, nudge nudge, Fun Pimps?*)

 

Edit: Spawned in the snow biome. Oh boy...

 

Yeah snow biome is no joke but I refuse to yield. Still on my first playthrough. Day 17. Electric upgrades are up, only thing missing now are a few engines for my generator. Time to go car scavenging. Hopefully I find a few before the day 21 horde....😅

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On my new RWG map, There is like nearly dried up lake beds in the desert. Or at least that is what it looks like, only 1 block deep water in the middle and then some separated splotches of water. Looks kinda funny though with the way water is, I wonder if that is intentional

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It cannot be done at a quality level we would be happy with. We're probably going to make new radiated zombies for later game that aren't glowing sea dudes so that will add more variety. The problem is everything is too bright. If you look at this image no single zombie stands out. We need to cake every zombie with dirt and blood and desaturate their clothing.

 

https://img.cinemablend.com/cb/3/1/6/6/2/e/31662ef39527aae5b38e226ae539444a958912a80e569c2adfb5163729c31e97.jpg

 

When we remaster zombies we could add extra pieces to the model that can be disabled when building the prefab to make someone look a bit different. Hair, missing limb, etc.

 

I think having a (small) random variation on zombies height could help a bit, and having their walktype randomized would be great for variation.

 

(Played a A15mod where all zombies could have any walktype (even crawling), and that really spiced it up not being able to immidately discern what was coming from the walktype)

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yeah, its in the desert. they dont grow any bigger here or just a bug?

 

Can't say definitively for A18 but pretty sure it was intended for A16 & A17.

 

Can't swear to it but I think back in maybe A14 or A15 if you placed Forest soil down in a desert biome then planted Pine/Oak tree it would grow to 1200... but I may be thinking of the grasslands?

Either way I'm almost certain that trick didn't work in A16 or A17.

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I think having a (small) random variation on zombies height could help a bit, and having their walktype randomized would be great for variation.

 

(Played a A15mod where all zombies could have any walktype (even crawling), and that really spiced it up not being able to immidately discern what was coming from the walktype)

 

Really want this myself. Randomised animation for all types of zombies. It would shake up the variety so easily.

 

Surely that be easy to implement. (Was also a mod once)

 

Wouldn’t affect game in a bad way at all would it. ? Go on TFP.

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Really want this myself. Randomised animation for all types of zombies. It would shake up the variety so easily.

 

Surely that be easy to implement. (Was also a mod once)

 

Wouldn’t affect game in a bad way at all would it. ? Go on TFP.

 

I had a suggestion a while back for randomized stats too. So base speed of 1 for instance but each zombie could spawn +/- 25% of that for more randomness

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I don't understand you, I mean the weapons degrade now to a point you can't use them until repaired. This is just a little random element.

 

Anyways it's not a cross I'd die on, just thought it was a neat idea.

 

Gun jamming sounds like a great idea if implemented correctly. Imagine the adrenaline rush one would get if they are backed in to a corner of a room with only 1 way to get in and out and you have 5 zombies running in at you and then boom, weapon jamms. ahhhhh I can feel the rush just thinking about it. Brings me back to my military days :)

 

Go play Call of Duty, Battlefield, or Doom with random gun jamming. Go play Forza Motorsports or Grid with random engine stalling. Go play Super Mario Bros (1985) or Mega Man (1987) where the jump button is randomly disabled for 5 seconds. Then come back and tell me how "fun" and "exciting" it is to have the entire outcome of your playing determined by chance rather than skill. That's poor game design. That's a slot machine where there's a chance for it to punch you in the face.

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I would actually control the wearables stats only with mods. This way players can choose the look they like, and are not restricted by specific clothing. (like everyone used to wear a mining helmet)

 

When looting, the wearables could just happen to have specific mods per type already included.

But the attire can be adjusted as the player wants it to look like, without missing out on stats.

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Really want this myself. Randomised animation for all types of zombies. It would shake up the variety so easily.

 

Surely that be easy to implement. (Was also a mod once)

 

Wouldn’t affect game in a bad way at all would it. ? Go on TFP.

 

Not just once, mods still have it, surely Gnamod does (with all stats randomized).

 

But yeah it is not to hard to do and a lot of variation can be added using XML alone, but I have gotten distinct feeling that they really do not want this for their game, they want the zombies to be predictable and recognizable. Spider Arlene could never be a thing in the vanilla game it seems.

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