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madmole

Alpha 19 Dev Diary

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@madmole

 

will there be any changes to upgrading buildings in A19 or beyone or is it going to stay the same as it is now.

 

like wood < Stone < Concrete < steel. that kind of thing.

 

No changes, none in the future either other than possibly a radial menu to load the upgrade material you want so you don't accidentally upgrade concrete to steel with your last few ingots.

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No changes, none in the future either other than possibly a radial menu to load the upgrade material you want so you don't accidentally upgrade concrete to steel with your last few ingots.

 

i be ready to post :)

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No changes, none in the future either other than possibly a radial menu to load the upgrade material you want so you don't accidentally upgrade concrete to steel with your last few ingots.

 

Yes Please. Repairing Bloodmoon Base and accidantly upgrading that Concrete Block 5m away from any wall is kinda sucky^^

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You are welcome. When inspiration meets perspiration great things can happen.

 

What about when perspiration meets mastur... nevermind.

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No changes, none in the future either other than possibly a radial menu to load the upgrade material you want so you don't accidentally upgrade concrete to steel with your last few ingots.

 

Ignots? you been playing Raft?

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We do use A* but how the zombies use it and react to it doesn't fall out the sky with zero effort. Its possible we've modified it heavily too. People are stupid and think making games is easy. If it were easy everyone would be a millionaire.

 

I guess this guy knows it all apprently...

https://steamcommunity.com/app/251570/discussions/0/4698886342108140981/?tscn=1587672451

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We've replaced the clubs already in this alpha.

 

 

An Ogre walked into a club.

 

 

Ouch!

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Ignots? you been playing Raft?

 

To be fair,.the icons for forged iron and steel are ingots..?

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Hello faatal, just so you know... there's been people on the Steam forums saying that the current zombie AI is very easy to change, that it's just an A* (or something) algorithm that TFP bought on the Unity shop, so it would take minutes to fix something or chance something. Well, I've been following your work on zombie AI since when you started (A17 I think) so I put them back in their place telling them that if it was just a Unity asset flip then faatal must have wasted tons of hours doing nothing lol

 

People don't respect other people's work and just talk out of their arses, I'm telling you... :dejection:

 

By the same logic, Unity does all the work. You just press some buttons and out pops a game!

 

A ton of time and code was written to make that pathing system work in our voxel game. The entire grid scanner had to be customized to check voxels, adjacent voxels and tunnel up and down.

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Let it go, even if you were 100% correct you wont get most people to accept they were wrong...especially on the internet lol...

 

Yeah, I guess you're right, but I can't stand people who present their opinion as facts when you know they're just baloneying.

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By the same logic, Unity does all the work. You just press some buttons and out pops a game!

 

A ton of time and code was written to make that pathing system work in our voxel game. The entire grid scanner had to be customized to check voxels, adjacent voxels and tunnel up and down.

 

Thanks for the reply, it just confirms what I already knew by following your development over time... may I quote you on this? :typing:

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@faatal

 

Hey man could you write some new code to allow the zombies to utilize side step and also flanking maneuvers during a group attack so if there is space to move around that they don't just come at you in a straight line like sheep to the slaughter.

 

Thanks

 

AI already does that. The move helper has obstacle avoidance code, which causes side stepping. You don't see it that much since you have to have front zombies stop while back zombie keep advancing, which would require you to stand there with a pack in your face. Also it is a limited cone in front of the zombie.

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Thanks for the reply, it just confirms what I already knew by following your development over time... may I quote you on this? :typing:

 

Sure. You can quote anything I say in here.

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Some weapons will have multiple options at the same tier level, like the SMG and Deagle are both T3.

 

Sounds good.

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That IS the whole point. If we were locked out of certain weapons unless we spent points or couldn't farm at all without spending points, or couldn't trade, scavenge, mine, or harvest at all without first spending points then I would be 100% with you. But we can do everything in the game at a fair level of success without spending a single point. RNG will give us more abilities without having to spend a single point. Points are frosting that help us be elite in some skills so it is perfectly fine that they are linked to specific attributes. Being linked to an attribute is simply the economy of the system. It is the cost. They could decouple some skills but then those skills would have to be made more expensive to progress so you would still end up spending the same amount of points or possibly more.

 

 

 

Ah....too much time indeed. That is the crux of the problem in 95% of these debates. You want to have elite level skills sooner. If that is the case then give yourself more skill points for completing the tutorial quest. Instead of 4 points take 10 points and voila, it won't take too much time to turn good at your own style.

 

 

 

Tough choices can be annoying. But, come on.... 2 attributes is all it takes to make you happy? That is doable. You can absolutely be strong in 2 attributes. It may take until day 30 or so but if you want it sooner than that then mod your game as I suggested. Take more skillpoints at the start to boost you along those two paths you want.

 

 

 

They could do that but as I said, they aren't going to keep those perks as 1-pointers if they do that. They will be more expensive. If they move them you won't be suddenly getting a discount on the cost of skillpoints and it could end up being more expensive in some cases than it is now. In A19 there has been a reduction of perk steps for several of the perks which means you can get to the max value at a cheaper cost. Remember it is all just an economy. The names of the attributes add flavor and help with roleplaying but in point of fact it all comes down to costs and they are going to make being excellent in several areas very expensive no matter how it might be re-organized.

 

Thanks for the answer, very fine words, but I still thinking the skill progression in this game is broken.

Economy is broken too...

 

But I will not talk more about that.

 

Cya.

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This was a fun feature to do and took less than a day:

 

Added AI head tracking to movement or target positions.

 

7dtdLookAt.jpg.e027744170e66093fa90045a193321b4.jpg

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Some weapons will have multiple options at the same tier level, like the SMG and Deagle are both T3.

 

Now this is where the Fun Begins!

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[ATTACH=JSON]{"data-align":"none","data-size":"full","data-attachmentid":1729343}[/ATTACH]

 

people when they see someone cough.

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This was a fun feature to do and took less than a day:

 

Added AI head tracking to movement or target positions.

 

[ATTACH=JSON]{"data-align":"none","data-size":"full","data-attachmentid":1729343}[/ATTACH]

 

Nice.

 

Now if sleepers did that it'd be creepy as hell lol.

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Posted (edited)
This was a fun feature to do and took less than a day:

 

Added AI head tracking to movement or target positions.

 

[ATTACH=JSON]{"alt":"Click image for larger version Name:\t7dtdLookAt.jpg Views:\t5 Size:\t57.3 KB ID:\t1729343","data-align":"none","data-attachmentid":"1729343","data-size":"full"}[/ATTACH]

HEY! Coool Man!!! Thank You!

 

(Xtrakicking, where are You? we're having a celebration here! :) )

Edited by n2n1 (see edit history)

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This was a fun feature to do and took less than a day:

 

Added AI head tracking to movement or target positions.

 

[ATTACH=JSON]{"data-align":"none","data-size":"full","data-attachmentid":1729343}[/ATTACH]

 

Hurray! Thanks! This was such a nice little detail in previous alphas, I'm glad it's back. :)

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