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Alpha 19 Dev Diary


madmole

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Nope. Regular zombies, same size regardless of Bloodmoon settings. At least that's how it was in my last long game. They always stayed the same. Wolves and zbears/zdogs sometimes.

 

Maybe I'm thinking of screamer summons, those are definitely game staged.

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I've never been against it, Rick was but after I redesigned ISS making the need more obvious and made a mockup of unobtrusive food water bars he finally conceded.

 

As someone that is ever so slightly interested in UI design... care to show the mockups..? pretty please? :D

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If we get fog, will we get a rebalance for the almost useless flashlight?

 

That would be cool; being able to hold a flashlight in one hand to penetrate some of the fog, and a one-handed gun/melee weapon in the other. Either this, or the weapon flashlight mod could achieve the same effect, if possible through coding.

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Maybe I'm thinking of screamer summons, those are definitely game staged.

 

Just looked at the gamestage.xml and wandering hordes do appear game staged. Not sure how robust they are but there are 50 different configurations.

 

<spawner name="WanderingHorde"> <!-- These will wrap around at 50. -->
<!-- Will probably have to undo that later. Rev 19924 /19944 -->
<gamestage stage="01"><spawn group="wanderingHordeStageGS1"		num="05" maxAlive="30" duration="09"/></gamestage>
<gamestage stage="02"><spawn group="wanderingHordeStageGS2"		num="10" maxAlive="30" duration="09"/></gamestage>

...

<gamestage stage="49"><spawn group="FwanderingHordeStageGS64"	num="08" maxAlive="30" duration="09"/></gamestage>
<gamestage stage="50"><spawn group="ZombieBearsGroup"			num="02" maxAlive="30" duration="09"/></gamestage>
</spawner>

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Saw it for the 1st time streaking through the sky at night in Hawaii. It is amazing what the stars/skies look like when you don't live in a big city.

 

It's also sad that you could see the night sky roughly 30% clearer in any geographical location of the world (cities aside) just over a century ago. Ahhh progress...

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Just looked at the gamestage.xml and wandering hordes do appear game staged. Not sure how robust they are but there are 50 different configurations.

 

<spawner name="WanderingHorde"> <!-- These will wrap around at 50. -->
<!-- Will probably have to undo that later. Rev 19924 /19944 -->
<gamestage stage="01"><spawn group="wanderingHordeStageGS1"		num="05" maxAlive="30" duration="09"/></gamestage>
<gamestage stage="02"><spawn group="wanderingHordeStageGS2"		num="10" maxAlive="30" duration="09"/></gamestage>

...

<gamestage stage="49"><spawn group="FwanderingHordeStageGS64"	num="08" maxAlive="30" duration="09"/></gamestage>
<gamestage stage="50"><spawn group="ZombieBearsGroup"			num="02" maxAlive="30" duration="09"/></gamestage>
</spawner>

 

But in my opinion it is not balanced well. For GS1 you get group 1, for GS2 group 2, etc. up to GS50, but at GS51 you get group 1 and here we go again. There are different groups with varying difficulty, so you can accidentally get a WH of higher difficulty on a lower level/early game.

 

If you could hold a flashlight in your second hand, it would be cool, but many of the weapons are two handed. Also, those that are not, switch to use both hands while in focus (i imagine here aiming with the pistol like police officers do while aiming).

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Just looked at the gamestage.xml and wandering hordes do appear game staged. Not sure how robust they are but there are 50 different configurations.

 

<spawner name="WanderingHorde"> <!-- These will wrap around at 50. -->
<!-- Will probably have to undo that later. Rev 19924 /19944 -->
<gamestage stage="01"><spawn group="wanderingHordeStageGS1"		num="05" maxAlive="30" duration="09"/></gamestage>
<gamestage stage="02"><spawn group="wanderingHordeStageGS2"		num="10" maxAlive="30" duration="09"/></gamestage>

...

<gamestage stage="49"><spawn group="FwanderingHordeStageGS64"	num="08" maxAlive="30" duration="09"/></gamestage>
<gamestage stage="50"><spawn group="ZombieBearsGroup"			num="02" maxAlive="30" duration="09"/></gamestage>
</spawner>

 

I guess gamestage would be too generic a word. I mean there are never any feral and irradiated variants. They also never increase in number past a point when they become a slight nuisance.

 

Side note: Would be cool if once in a while they acted like a bloodmoon horde and gps to you for a certain amount of time. I feel they are too predictable and easily negated sometimes.

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I've never been against it, Rick was but after I redesigned ISS making the need more obvious and made a mockup of unobtrusive food water bars he finally conceded.

 

Nice!

That kind of complexity I like!

And food+water bars I also like.

Btw, you can always add options to turn off all the UI elements when getiting close to gold, so ppl will get the experience they like.

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I guess gamestage would be too generic a word. I mean there are never any feral and irradiated variants. They also never increase in number past a point when they become a slight nuisance.

 

Side note: Would be cool if once in a while they acted like a bloodmoon horde and gps to you for a certain amount of time. I feel they are too predictable and easily negated sometimes.

 

Aaaand... I'm against that. If they smell, see or hear you then fine, but i don't want to suddenly have an angry mob GPS towards me through even the most impossible maze of a POI i'm in or when i'm very deep underground. If you want to tell me all Zs are simply drawn to warm bodies then you shouldn't be able to fool them and stealth your way around them as you're close, not to mention a WH that's a fair distance from you.

 

Otherwise you get a mechanic like in GTFO, where enemies are mostly "in sleep mode", but if you fully wake one up everyone around charges at you. Otherwise, you can stealthily kill most of them.

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Integrated Survival System, f.e. the health and stamina system. Its getting changed so your not constantly bandaging micro damage to max health, but rather will receive more significant hits that have a debuff attached to them, and require a specific treatment.

 

Ahoy!

 

 

thats sounds pretty nice

 

is that coming in a19 or later

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But in my opinion it is not balanced well. For GS1 you get group 1, for GS2 group 2, etc. up to GS50, but at GS51 you get group 1 and here we go again. There are different groups with varying difficulty, so you can accidentally get a WH of higher difficulty on a lower level/early game.

 

If you could hold a flashlight in your second hand, it would be cool, but many of the weapons are two handed. Also, those that are not, switch to use both hands while in focus (i imagine here aiming with the pistol like police officers do while aiming).

 

In the virtual reality The Walking Dead game (amazing by the way), you can hold your flashlight so that you can aim it and you left hand, but you can also hang it off of your chest when in combat.

 

Obviously the direction of a light becomes less useful when it's hanging off of your chest but it is a good effect.

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In the virtual reality The Walking Dead game (amazing by the way), you can hold your flashlight so that you can aim it and you left hand, but you can also hang it off of your chest when in combat.

 

Obviously the direction of a light becomes less useful when it's hanging off of your chest but it is a good effect.

 

Havent played that game yet.....but that game explains why people would die to walking zombies, I love it!!! Brb with funny video.

 

Edit: TGIF, have a great one!!!

 

[video=youtube_share;d6By1hGZY7o]

.

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