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Alpha 20 Dev Diary


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3 minutes ago, faatal said:

Added Feral Sense option (None, Day, Night, All).
 

I'm still tweaking it, but I expect to be playing with it set to Night and actually being afraid of the dark.

 

Excellent work Faatal!

 

I can't wait to get my hands on this feature whenever A20 EXP hits. I personally edit my forest biome XML's to add wights, cops, and soldiers to nighttime spawning, so this shall prove to be... interesting.

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1 minute ago, MechanicalLens said:

 

Excellent work Faatal!

 

I can't wait to get my hands on this feature whenever A20 EXP hits. I personally edit my forest biome XML's to add wights, cops, and soldiers to nighttime spawning, so this shall prove to be... interesting.

but.... try playing it with GodMode off... its a whole new game then. i was amazed :)

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I know I'm beating a dead horse here, but I'm going to add one final point to the "brass predicament". What is one the most inconvenient tasks in 7D2D? That would be babysitting brass as it smelts into your forge. At least with candlesticks, trophies, and doorknobs they stack up to, what is it? 500? Brass radiators are the main culprit here. Having to place 10 in at a time (max stack size is 5) and wait for 10 minutes before you can deposit more into the input slots is a far less elegant method than any other smeltable item in the game. I'm no game developer, but I don't see how increasing their stack size to 25 or even 50 would affect much balance wise. The constructive consequence of this is that instead of being forced to hang around your base tending to your forge in between tasks (this all depends on your current situation) we could simply plonk in a large stack of the suckers and let them smelt while we perform other tasks. What do you think @madmole?

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Faatal:

This is a question regarding the Feral sense.

I am using prior alpha references, only as a reference.

 

In a prior alpha there was a visual screen indicator, the reactional eye.
There was also for a short period a LUT screen overlay.
Will there be an indicator as the feral sense is being active or inactive?

 

Potential thoughts along the lines of a tinted Lut, or using the music system;
the sound of a heartbeat. At a low volume it could be an auditory enhancement
consisting of whispers or chattering teeth or clicking claws.

 

References Infrasonic sound 18.98 - 19 HZ binaural beats, Friday the 13th movie
series, Aliens, resident evil, doom adrenal shot, TWD the whisperers.

 

Or is it intended to be an on\off parameter? My personal wish would be a temp
light level over-ride, combined with a black LUT overlay so no matter the \
brightness or gamma setting the closer you are to getting caught the darker and
less colored the screen.  Just don't use this theme or you'll cause
someone a heart attack.

 

https://youtu.be/9WcU_PrauOQ

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3 hours ago, 4sheetzngeegles said:

Faatal:

This is a question regarding the Feral sense.

I am using prior alpha references, only as a reference.

 

In a prior alpha there was a visual screen indicator, the reactional eye.

There is no indicator other than zombies coming to kill you like they do any other time you are detected. Dynamic music would react when they target you like it does now.

 

The system simply gives zombie hearing and seeing distances a big bonus (defined in xml), so they hear and see you more easily. The Feral Sense bonus is either on or off depending on if set to day, night or both.

Edited by faatal (see edit history)
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Ok I understand now, I was thinking it would be situational
Like horde night. Will they possibly have their own pulse
raising music, and will they detect you in a barrier and attack?

 

The reason I ask is because id like to attach a heat bloom to a
perimeter attack that draws other zombies if not dispatched quickly.

 

Thanks for the answer.

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2 hours ago, 4sheetzngeegles said:

Ok I understand now, I was thinking it would be situational
Like horde night. Will they possibly have their own pulse
raising music, and will they detect you in a barrier and attack?

What part of "he's not the music guy" did you not understand? :caked:

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4 hours ago, faatal said:

There is no indicator other than zombies coming to kill you like they do any other time you are detected. Dynamic music would react when they target you like it does now.

 

The system simply gives zombie hearing and seeing distances a big bonus (defined in xml), so they hear and see you more easily. The Feral Sense bonus is either on or off depending on if set to day, night or both.

One thing I wanted to ask, are weather particles indoors still a thing in a20? I get that you can hear raining if you approach the window, but plain raining through the ceiling at the same "sound distance" is a bit off putting.

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12 hours ago, 4sheetzngeegles said:

Ok I understand now, I was thinking it would be situational
Like horde night. Will they possibly have their own pulse
raising music, and will they detect you in a barrier and attack?

 

The reason I ask is because id like to attach a heat bloom to a
perimeter attack that draws other zombies if not dispatched quickly.

 

Thanks for the answer.

No special situations other than it being on or off. Like it is night, so those zeds can detect better. If they would hear you banging from 20m now they can at 50m or they would see you at 30m, but now 75m (made up numbers).

10 hours ago, Blake_ said:

One thing I wanted to ask, are weather particles indoors still a thing in a20? I get that you can hear raining if you approach the window, but plain raining through the ceiling at the same "sound distance" is a bit off putting.

Code dealing with what is indoors or out has not changed.

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57 minutes ago, faatal said:

Code dealing with what is indoors or out has not changed.

Oh. I hope you have the time to check it out someday in the far future. Not a huge task, but we (she, I ? ) shall be grateful. Right now temperature indoors has a range in which it "detects" that you are indoors, and so does sound. The main problem is that particles have the same range as those two, when they (the particles) should not have a range at all and just stop right when inside. I dare say that the code for "particle stops" is already there, though I suspect that it's not very... "moddable". 

Edited by Blake_ (see edit history)
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6 hours ago, ANDRES said:

Just try NOT to inflate it and stick to less frequent updates

 

  Reveal hidden contents

Essayez simplement de ne PAS le gonfler et de vous en tenir à des mises à jour moins fréquentes  

 

 

 

--------------------------------

Please post in english.

 

Actually, I'd love if they'd update it as soon as the pipe weapons are working, then another one when the biome/loot update is done and a final one when the RWG is tweaked (or whatever order they come in). To me, those 3 updates are game changing enough to warrant a patch by themselves. 

 

Right now, my single player playthrough is at a point where I'm pretty comfortable (day in the 40s) and haven't really felt the need/urge to play it or start over. My multiplayer is on pause due to my brother being away and unable to play the game right now.

 

Not sure I'll play again before A20.

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34 minutes ago, Treb said:

 

Actually, I'd love if they'd update it as soon as the pipe weapons are working, then another one when the biome/loot update is done and a final one when the RWG is tweaked (or whatever order they come in). To me, those 3 updates are game changing enough to warrant a patch by themselves. 

 

Right now, my single player playthrough is at a point where I'm pretty comfortable (day in the 40s) and haven't really felt the need/urge to play it or start over. My multiplayer is on pause due to my brother being away and unable to play the game right now.

 

Not sure I'll play again before A20.

 

Pipe weapon? game changing?  so for a few days early on I use a pipe pistol or whatever it is instead of a bow or blunderbluss?  whoop dee doo.

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32 minutes ago, SnowDog1942 said:

 

Pipe weapon? game changing?  so for a few days early on I use a pipe pistol or whatever it is instead of a bow or blunderbluss?  whoop dee doo.

 

Enable people going towards rifle and pistol to have an early weapon. Also removes the weird blunderbuss (will always have a place in my heart though for the 3+ blunderbuss strat) from the game.

 

To me it's significant and interesting. Early days are the most stressing days outside of blood moons. We can agree to disagree.

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Just now, Treb said:

 

Enable people going towards rifle and pistol to have an early weapon. Also removes the weird blunderbuss (will always have a place in my heart though for the 3+ blunderbuss strat) from the game.

 

To me it's significant and interesting. Early days are the most stressing days outside of blood moons. We can agree to disagree.

What if I disagree to disagree?

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