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Alpha 19 Dev Diary


madmole

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I think as a person who dies 5 times in the first 2 days on a new play through 18.3 I would suggest tutorial of bandages..

 

Semper Fi

 

 

I read your request for a tutorial on bandages. I figured it out finally in

A17. First since there is no visual representation of the player you have to

think in abstract. If a Gump shaped like a player body was used it would be

a clearer representation. Then you could use a spritemap to indicate levels of

body damage. This explanation is for the present bar .

The three colors are red, black, grey.

 

Red: Is a player health. Think body or blood, and Healed skin which is closed.

 

Black: Black is a progressive wound, ranging from a cut, to a gash, to a gaping

wound. IRL: if a rabid dog just severely attacked you, then you would be bleeding

and bruised. Ask yourself a question. Would simply eating some food, normally heal

you? Or does your body need physical repair also?

 

Grey or "physical anatomy" to the rescue. You have to close and seal the wounds.

Ask yourself will a bandaid close a spurting wound completely? So then you add the

First aid bandage which has secondary healing properties. The pills are like an

adrenaline shot to the muscle.

 

Hope this helps.

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@Madmole - a few questions since there is a thread on steam about it.

 

1. Farming - since crops are basically immortal and permanent 1 seed = infinite food over time and means survival (food/water) becomes pointless once you get the farm going. You will have a farm that is so large that it is impossible to ever have to worry about food again.

2. Vehicles - Hop on a vehicle and completely negate horde

 

I know these are not priority's, but wondering if there are any official thoughts or plans on these with the future.

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@Madmole - a few questions since there is a thread on steam about it.

 

1. Farming - since crops are basically immortal and permanent 1 seed = infinite food over time and means survival (food/water) becomes pointless once you get the farm going. You will have a farm that is so large that it is impossible to ever have to worry about food again.

2. Vehicles - Hop on a vehicle and completely negate horde

 

I know these are not priority's, but wondering if there are any official thoughts or plans on these with the future.

 

i think it would be cool if your in a car the zeds would go SUPER Speed and try to latch on the car to slow it down and destroy it (spider zombies would be the most deadly for cars) and for gyros Vultures would attack it.

 

 

and for farming i think if you want to grow a large amount of crops you can with just dirt. but for a price, Due to the ground being contaminated by radiation and god knows what, crops will grow slower and can even die. if you use the plots you get none of the effects but for a cost of space and size.

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i think it would be cool if your in a car the zeds would go SUPER Speed and try to latch on the car to slow it down and destroy it (spider zombies would be the most deadly for cars) and for gyros Vultures would attack it.

 

 

and for farming i think if you want to grow a large amount of crops you can with just dirt. but for a price, Due to the ground being contaminated by radiation and god knows what, crops will grow slower and can even die. if you use the plots you get none of the effects but for a cost of space and size.

 

Well I know some mods disable all vehicles aside from bicycle on horde night. Although with A19 and the ability for vehicles to break down more readily it might be much more of a challenge

 

Honestly my thought with crops is there needs to be some sort of way to prevent infinite food generation. Whether its thru animals that attack the crops, zombies, diseased soil etc. It takes a trivial amount of time to set up a farm and then its infinite food

Edited by Brian9824 (see edit history)
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Some quest ideas for future updates:

 

1) Kill 5-10 random zombies during the night.

Overall it would be interesting to add some bonuses for completing quests during the night (more experience + additional item)

 

2) Defend a POI.

When you activate the quest, a horde + 1 screamer would spawn. Higher tiers of quest would spawn more zombies. (optional): there could be a short time interval (countdown) before the spawn, so you can fortify the POI, place junk turrets, etc.

 

3) Demolish a POI / Clear the infestation.

Marked POI has become an infestation which needs to be cleared:

Option 1) There is a zombie count modifier x3 in the POI which means you have to defeat more zombies that the default count - influenced by your game stage

Option 2) You have to demolish at least 75% of the POI blocks (by explosives or other means) to clear the infestation.

 

* If not cleared Tier 1 infestation with spawn a small horde or a screamer near your base. If infestation tier 4 or 5 is not cleared in some time interval it would spawn a blood moon horde. This would add certain time pressure to the quest. Or extra challenge if you want it.

 

4) Defend a Trader

When the trader gives you the quest, there is a countdown when the horde will attack the trader (due to a trader's continuos activity and heatmap). When the horde spawns, the indestructible blocks turn destructible and zombies can damage the trader's base. When the horde attack is over, the blocks turn back to be indestructible but the trader will not be open until the base is fully repaired. This would take some time (a couple of days) and/or you could speed up the repairs if you give trader some building materials (stone, iron, forged iron, etc.)

If you didn't help to defend the base (accept the quest) it would take some default damage with every attack and would be destroyed after a couple of attacks. No more trader and trading post.

 

5) Salvage a military truck

The trader gives you a quest to salvage a military truck and to bring back a specific truck part. When activating the quest, fallen soldier zombies appear.

6) Find/create a full set of armor

A trader would like to get a whole set of armor (Army, Hazmat, Steel, etc.) You deliver it, you receive a high-level item.

7) Delivering packages from traders.

Take a package from one trader to another.

 

8) Weaken the roaming horde

The trader informs you about the big approaching horde. When you activate the quest, you have to kill at least 20 zombies from a horde to complete the quest.

 

9) Rebuild a specific POI

You have to rebuild/repair a specific industrial POI for a trader. This can include repairing a certain mechanical block with a certain amount of materials and intellect perk or building / placing some special blocks at designated spots at the POI.

 

10) Cook / find a special meal for a trader

Hobo/Meat/Vegetable stew etc.

 

When NPCs will be introduced

 

1) Find/produce a set of weapons

Bring a set of weapons to a settlement (example 2 bows, 2 pistols, spear, a shotgun, etc). This leads to an upgraded settlement that would provide some regulars provisions for you (food, ammo, etc). 1st settlement level up could also be a set of materials to strengthen the defenses.

 

2) Escort / defend a group of survivors traveling from one location to another.

Escort the group and fight several waves of attacking zombies.

 

3) Find a missing NPC survivor in a specific POI

4) Attack a bandit convoy/camp

 

5) Scout a specific region/town.

A trader sends you to scout for other people in the region. You have to drive to a specific spot and find settlement / POI with people (bandits or neutrals) living there.

 

 

 

That a realy nice quest list , if they can add the 1/3 of this list it could be really good way to keep the game entertaining at the end game realy appreciate this idea hope TFP will look at it

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Hot bandits? New mutated things (is it a zombie or what?) for late game stages instead of simple green glowing reskins. I'm kind of thinking the radiated are not even zombies, but humans that survived and mutated. Their flesh is so disgusting even a zombie won't eat it so they walk among the dead. Perhaps they are no longer human, noone knows but they seem to be more intelligent as they wield crude melee weapons and are very hard to kill.

 

give it to me!

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Well I know some mods disable all vehicles aside from bicycle on horde night. Although with A19 and the ability for vehicles to break down more readily it might be much more of a challenge

 

Honestly my thought with crops is there needs to be some sort of way to prevent infinite food generation. Whether its thru animals that attack the crops, zombies, diseased soil etc. It takes a trivial amount of time to set up a farm and then its infinite food

 

To me - I honestly think both food and infection are cool / more flavor mechanics than anything. Both are trivial after the very beginning of the game. I like it this way as hell they are not the focus in my games, I like to quest/build/explore/etc not spend all my time trying to eat.

 

Food - Making farming harder just makes that piece of the game no fun or turns it into more of a farming simulator than survival. In solo I have looted/bought more than enough food to survive, which admittedly is a bit tougher in multiplayer games. This make farming more of a flavor/fun in my games than a necessity, so why make it tough, as it removes fun. If it was to get tougher somehow - I would rather see the tougher obtained/grown food buff the character, not be needed for survival.

 

Infection - Getting infected day 1, can make for some interesting gameplay. I have done nothing but search and only found enough honey to keep me alive and finally cured on day 3. It is intense gaming if you can’t find honey/antibiotics (I play dead is restart). However, by day 7, I typically have enough cures to make the mechanic a moot point. I would like to see this scale somehow with game level to keep it a mechanic that is useful - but as with food look at this as more of flavor.

 

- - - Updated - - -

 

I’d like my wife to bring home another woman but you cant always get what you want.

Haha - I was just saying I liked the suggestions he made.

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i think it would be cool if your in a car the zeds would go SUPER Speed and try to latch on the car to slow it down and destroy it (spider zombies would be the most deadly for cars) and for gyros Vultures would attack it.

 

Well I know some mods disable all vehicles aside from bicycle on horde night. Although with A19 and the ability for vehicles to break down more readily it might be much more of a challenge

 

We have some of that already. Vultures do aggressively attack vehicles and move faster in that case, but they would need to spawn specifically on BMs when you are in a vehicle.

 

We've talked about spawning fast zombies in front of you on BM, but that is a good amount of work to make them not horribly pop in or have stale paths if you are moving fast and ones behind need to despawn quickly, but not visibly, and they probably need better hitting against a fast vehicle. Not simple, so all that may not be the best use of our time, when a simpler solution would work.

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We have some of that already. Vultures do aggressively attack vehicles and move faster in that case, but they would need to spawn specifically on BMs when you are in a vehicle.

 

We've talked about spawning fast zombies in front of you on BM, but that is a good amount of work to make them not horribly pop in or have stale paths if you are moving fast and ones behind need to despawn quickly, but not visibly, and they probably need better hitting against a fast vehicle. Not simple, so all that may not be the best use of our time, when a simpler solution would work.

 

just a idea due to some people driving off during Blood moons Cuz thats not fun.

 

 

also hows the new zombie looks?

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We have some of that already. Vultures do aggressively attack vehicles and move faster in that case, but they would need to spawn specifically on BMs when you are in a vehicle.

 

We've talked about spawning fast zombies in front of you on BM, but that is a good amount of work to make them not horribly pop in or have stale paths if you are moving fast and ones behind need to despawn quickly, but not visibly, and they probably need better hitting against a fast vehicle. Not simple, so all that may not be the best use of our time, when a simpler solution would work.

 

Just add special flying vultures that can spit and target vehicles and when hit they stall out your vehicle. Make them only spawn on blood moons ;-)

 

Or add Demo vultures that dive bomb vehicles.......

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Just add special flying vultures that can spit and target vehicles and when hit they stall out your vehicle. Make them only spawn on blood moons ;-)

 

Or add Demo vultures that dive bomb vehicles.......

 

all i can imagine is some Very Fat vulture that just falls and blows up! just a fat bowling ball belly, with a neck and wings

Edited by Adam the Waster (see edit history)
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