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Developer Discussions: Alpha 17

Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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Hopefully the quest system allows for quest trees that can also directly alter the game for good or ill for the player. NPC and factions should (hopefully) make the quest system amazing.

 

Doable.

 

...now, mix that idea with a world you can build from scratch, pois you can place with specificity, and dialogues...

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Zombie bears seem to be buggy. They kept running backward and doing this rubber-banding dance. Also, they kept glitching up the metal shelves in stores. Fortunately, I had just found a rifle.

 

I had one spawn when I was at a gun store and few minutes after killing it another one spawned. A little overkill for a level 14 character???

 

POIs seem to be overpopulated by zombies. And the owesome loot they're guarding (as MM said) is not there. I mean, I found the boxes but nothig worth the zombie ifested, landmine trapped regular house. Maybe I'm low level and no looting perks but then there shouldn't be so many sombies also. I was like level 5 when I explored this POI. There was like more than 20 zombies in there.

 

All big entities will have problems in a 1m block world with pathing based on that size. They just don't fit, so we either make them smaller or they try to wiggle through or they decimate blocks. Not trying means easily kiting and killing them. Needs more work.

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All big entities will have problems in a 1m block world with pathing based on that size. They just don't fit, so we either make them smaller or they try to wiggle through or they decimate blocks. Not trying means easily kiting and killing them. Needs more work.

 

The 4 leggeds are all janky, but a vast improvement so I've Faith.

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To quote the great Shawn Spencer, "I've heard it both ways."

 

You have NOT heard it both ways, Guppy!

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and about loot i like it this way but i would like zombies to give different experience depending on how hard they go down

 

They do give different amounts, but I think it needs more variation. Ferals (runners) should be higher, since much more dangerous.

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Zombies have loot and it is AMAZING loot. Yeah, it only drops a bag for every 30(I pulled this number out of thin air. I haven't actually counted.) or so zombies I kill but the loot I get from that bag is better than I got from killing 500 zombies in A16.

 

Loot percent is 2% for normals and 3% for ferals/radiated.

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Why? The guy only has so much money. If you showed up at my house trying to sell me 20 guns, I don't have infinite money to buy them all.

It would be good to have progressive system. Like selling one gun gives you good fortune, but selling same type of gun over and over again or selling big number at once will drop cost signigicantly.

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Loot percent is 2% for normals and 3% for ferals/radiated.

 

Are we getting a fix for the invincible soldiers in the next beta build? Thats the only thing thats preventing my group from starting a server right now. Since we'll be discovering those in the first bigger structure we'll loot.

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I said I'd bring it up at the next round table meeting, no promises. I see how rumors turn into facts now.

 

Maybe a clan system? If a clan has a lot of players the claim area is bigger.

Edited by manos2864 (see edit history)

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A Zombie ran away then up stairs then attacked the floor to drop on me. It still got to me but it was odd.

 

Pathing through the huge amount of block types we have is not simple. The grid scanner has to be able to do that in realtime around every player as blocks change, so to be fast, it has a limited precision. There are also some partial blocks that we need to tag differently, since they bump into those trying to go through them.

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two words for you.... experimental unstable............

 

LOL. I think even if we named the version "horrible buggy mess that will destroy your computer and kill you", people would still jump in and expect everything to be perfect.

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POI SPAWNING

 

 

I get there are sleepers in POI's but having seven of them suddenly spawn in ang charge you in a bathroom is a bit much. I had cleared much of the house.

 

 

Can't run over them to get out either.

 

 

Then having zombies spawn silently next to you is no fun either.

 

Is your computer the server? If not, what ping do you have and how many people are on the server?

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LOL. I think even if we named the version "horrible buggy mess that will destroy your computer and kill you", people would still jump in and expect everything to be perfect.

 

Well my GPU and CPU are running continuously at 90 degrees+ so maybe you should have called it that :D

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LOL. I think even if we named the version "horrible buggy mess that will destroy your computer and kill you", people would still jump in and expect everything to be perfect.

 

I mean, the known issues list for b199 clearly states "you will die".

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Hey I've got a question. What are those pigs? They spawn randomly on buildings... Sometimes they dissapear and they spawn again in random place in the same building... They are always in 2-3 groups. They don't attack unless you attack them first. They are ugly and annoying. Screenshot below.

 

18670254497119396177.jpg

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Hey I've got a question. What are those pigs? They spawn randomly on buildings... Sometimes they dissapear and they spawn again in random place in the same building... They are always in 2-3 groups. They don't attack unless you attack them first. They are ugly and annoying. Screenshot below.

 

18670254497119396177.jpg

 

you see dead things..

 

 

Maybe a bug with the invisible animals maybe. or its a very confused pig lol doesnt know if it a ghost or alive lol

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@faatal

 

So, are the zombies supposed to be able to hit you after you launch them with the sledgehammer? A few times I've power attacked them, launched them, they went straight up a good 3-4m, and while in ragdoll, attacked and hit me before they even hit the ground. I'm playing SP, so not on a server, so no lag and not stuttering. If it's a bug, I'll go report it, but I know they are supposed to be able to attack while on the ground, just didn't know if that also translated to while ragdolled through the air.

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So the new AI path finding code is from here https://assetstore.unity.com/packages/tools/ai/a-pathfinding-project-pro-87744 and only costs about 50 USD.

 

So the strategy is buy as much from the Unity store and throw it onto Steam these days?

 

I'm pretty sure it is the #1 pathfinding solution on the Unity store and I have actually used it on other games.

 

The short answer for buying code off the store and it just works in your game is HAHAHAHAHAHAHAHAHAHAHAHA.

 

The long answer is if you need a complex pathing solution, get ready to write a lot of code.

 

Our code:

AstarManager 957 lines.

AstarVoxelGrid 1695 lines.

ASPPathFinder 278 lines.

ASPPathFinderThread 100 lines.

ASPPathNavigate 399 lines.

 

Then there are the 12 mods I've made to the A* code. In total, hundreds if not thousands of hours of work getting that running in our dynamically changing voxel world.

 

Next you will be telling us, you just bought a game engine and threw in onto steam?

Maybe we should toss Visual Studio and just use notepad to write machine code in hex?

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The 4 leggeds are all janky, but a vast improvement so I've Faith.

 

Their main problem is the long colliders that are usually more than 1m. When turning they hit walls, but if we shortened them, head and butts would go through walls, players and vehicles. Real animals would twist and turn, but these are rigid bodies.

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Their main problem is the long colliders that are usually more than 1m. When turning they hit walls, but if we shortened them, head and butts would go through walls, players and vehicles. Real animals would twist and turn, but these are rigid bodies.

 

Yeh we were able to nail the 5 zbears because they insisited on going between a lamppost and a corner of the gas station, getting stuck and unable to swipe... I'm guessing you'd need a separate pathing system for them to be "right"?

 

If so, is that in the cards?

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