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Alpha 21 Dev Diary


Roland

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As someone who just started on PC suffered on ps4 for years, someone who’s bought the game twice because they love it, to read what’s coming in the next alpha I’m a bit disappointed. The experience, lvl, perks, magazine system being tooled again seems like spinning your wheels in the mud, the game is already supper grindy this just sounding like more time swing a weak stone axe boourns to that. The alpha that console currently sits at is a terrible version, the alpha just before that one was an actual decent version and played pretty well, next alpha comes out and pretty much breaks the game and then we have what we had with the courts and console players are boned, if you had just left it how it was it would have been fine. Short version is with the amount of time and effort put into this one game you could have split it up made multiple games and made a ton of money but if you’re gung-ho on this one game; content, story’s, NPC’s, better vehicles, stuff to sink your teeth into not another relearning the mechanics patch. I don’t mean to be captain bring down but I’m digging a massive hole right now in my world and to do that with stone shovel would make me question my life choices.(give me excavator please lol)

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After Bandits are in and working I hope we get friendly NPC's.

 

Just a small idea I had

  • I know that coding even a few NPC's into the wild would take a while and the code would probably be a nightmare so my suggestion would work like an old school RPG
  • A new trader Mission Style called Rescue
  • Each mission sees you rescue a particular NPC, these could be timed events, buried events, restore power events.
  • Once you successfully rescue the NPC they become active in that particular Trader
  • As you successfully complete a mission the Traders building adjusts accordingly OR the NPC appears in a new room of the trader and are static like the existing traders.
  • These NPS could then offer different services
    • Main Trader acts as it does now offering missions and selling and buying
    • First NPC is Medical: By rescuing this NPC He/She sells your medical items at a discounted rate but can also heal you for a price.
    • Second NPC is a Builder: By rescuing this NPC He/She sells you building items at a discounted rate but can also build you items for a price.
    • Third NPC is a Marine: By rescuing this NPC He/She sells you weapon/ammo/armour at a discounted rate but can also be hired to protect you. (in this case as the NPC's are static this Marine protects you by offering the Marine buff that lowers damage and lowers energy usage for a period of time with a cool down)
    • Fourth NPC is a Hunter: By rescuing this NPC He/She sells you Food and Drinks at a discounted rate but can also hunt for a price (again being the NPCs are static you pay the Hunter and after a time period you come back to collect what he has hunted, the reward being random depending on money given)
    • Fifth NPC is Zombie: By capturing this NPC He/She is used for research (research being a random chance draw to receive stat buff items and medical curing items)
  • All NPCs are static like current traders and if you do not successfully rescue/capture the NPC once the mission is accepted you will not get another chance to compete that mission and the NPC is lost forever, adding to the risk vs reward.
  • This will only require a rework on the current traders bases to start with 6 rooms for each trader + NPC.
  • Each Trader could offer all 5 NPCs, some could offer less.
  • Could work in tandem with Bandits, using the rescue mission.
  • If you successfully rescue everyone for that trader all Trader + NPCs get an additional discount buff making things cheaper + more effective.
  • Could even have a Escort Mission where an NPC follows you to a particular location but if they die, you lose.
Edited by AaronG85 (see edit history)
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23 hours ago, AaronG85 said:

After Bandits are in and working I hope we get friendly NPC's.

 

Just a small idea I had

  • I know that coding even a few NPC's into the wild would take a while and the code would probably be a nightmare so my suggestion would work like an old school RPG
  • A new trader Mission Style called Rescue
  • Each mission sees you rescue a particular NPC, these could be timed events, buried events, restore power events.
  • Once you successfully rescue the NPC they become active in that particular Trader
  • As you successfully complete a mission the Traders building adjusts accordingly OR the NPC appears in a new room of the trader and are static like the existing traders.
  • These NPS could then offer different services
    • Main Trader acts as it does now offering missions and selling and buying
    • First NPC is Medical: By rescuing this NPC He/She sells your medical items at a discounted rate but can also heal you for a price.
    • Second NPC is a Builder: By rescuing this NPC He/She sells you building items at a discounted rate but can also build you items for a price.
    • Third NPC is a Marine: By rescuing this NPC He/She sells you weapon/ammo/armour at a discounted rate but can also be hired to protect you. (in this case as the NPC's are static this Marine protects you by offering the Marine buff that lowers damage and lowers energy usage for a period of time with a cool down)
    • Fourth NPC is a Hunter: By rescuing this NPC He/She sells you Food and Drinks at a discounted rate but can also hunt for a price (again being the NPCs are static you pay the Hunter and after a time period you come back to collect what he has hunted, the reward being random depending on money given)
    • Fifth NPC is Zombie: By capturing this NPC He/She is used for research (research being a random chance draw to receive stat buff items and medical curing items)
  • All NPCs are static like current traders and if you do not successfully rescue/capture the NPC once the mission is accepted you will not get another chance to compete that mission and the NPC is lost forever, adding to the risk vs reward.
  • This will only require a rework on the current traders bases to start with 6 rooms for each trader + NPC.
  • Each Trader could offer all 5 NPCs, some could offer less.
  • Could work in tandem with Bandits, using the rescue mission.
  • If you successfully rescue everyone for that trader all Trader + NPCs get an additional discount buff making things cheaper + more effective.
  • Could even have a Escort Mission where an NPC follows you to a particular location but if they die, you lose.

I would like to see more of a variety of missions. If they are still building the dynamic event system some of these could be random events too.

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1 hour ago, daterxies said:

Earlier this year on twitter it was posted bandits coming to A21 but i don't see it on this features list?


nothing goes on the list this time until it has been confirmed implemented by a developer. The list is a feature confirmation list instead of a feature road map. They are working on bandits and making progress and bandits are still planned for A21. But they haven’t been officially revealed as implemented and functioning in game. 

 

1 hour ago, bachgaman said:

hello everyone, when is streamer weekend?😀

 

Welcome back Bach. We don’t yet have dates for the dev streams let alone the streamer weekend. Hopefully coming soon. October 7th is Twitch Con and TFP is participating and planning to show new A21 Twitch integration gameplay which means there may be other stuff revealed at that time as well. Could be that the dev streams will follow soon after that event and then the streamer weekend and experimental release. We should know more after October 7-9. 

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Hey faatal. You gave us a "bug count" before alpha 20 dropped.

 

Is it too early to start this kind of countdown or can we get a hint of how many major/minor bugs you guys are working on for A21?

 

Thanks for everything Fun Pimps team. Can't wait to dive back into some zombie slaying....& possibly some bandit slaying 😁

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39 minutes ago, Laz Man said:

I don't think the bug counter has started yet.  On a related note, programming fixed a POI bug that was ruining the experience of several of my brand new POIs that will "blow" your socks off....😂

There are just... so many possibilities.

 

Desk fan factory

Balloon shop

Bubblegum plant

Pinwheel party supply store

Soup cooler training camp

Dandelion spore facility

Nintendo cartridge restoration institution

 

Laz stepping up his game!

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48 minutes ago, Laz Man said:

I don't think the bug counter has started yet.  On a related note, programming fixed a POI bug that was ruining the experience of several of my brand new POIs that will "blow" your socks off....😂

BUT what if they are not wearing socks?

:)

 

also the bug data hasnt been started.. a21 is still in infancy... so much to do and so little time to do it.. :)

 

 

Edited by unholyjoe (see edit history)
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10 hours ago, gizmomelb said:

hi - game mechanics aside, I was wondering if / when TFP were going to update the engine to a newer version of UNITY and hopefully it will be a version which supports FSR upscaling? This would help a lot of players as it would improve fps. Thank you.

 

TFP updates the Unity version once in a while.FSR requires HDRP, which is not planned to be supported.

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14 hours ago, Outlaw_187 said:

Hey faatal. You gave us a "bug count" before alpha 20 dropped.

 

Is it too early to start this kind of countdown or can we get a hint of how many major/minor bugs you guys are working on for A21?

 

Thanks for everything Fun Pimps team. Can't wait to dive back into some zombie slaying....& possibly some bandit slaying 😁


But that only happened after the end of the developer streams when we were waiting for the release. 
So you have to wait for starting the streams first :)

 

 

Edited by Shemasheko (see edit history)
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