PC Alpha 20 Dev Diary

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Question:
Will we ever see Roadblock Prefabs?

Like (Overrun) Military Camp that was improvised after apocalypse, or Car Crash. Or Traffic Jam with abondened Cars.
Something like that.

That scene in TWD were Rick at the start finds that crashed Helicopter, for Reference, is stuck in my brain ever since.

 
To the entire Staff.

I dont say it for the first time, i wont say it for the last time:
Thank you. Thanks for 4068 Hours of Joy, Thrill, Anger and Fear (of Big Momma breaking through the ceiling of my Base)

I had low expectations on A20 for some reason, but what i saw in the youtube recording of the Stream today left me in awe of whats to come.

Power Generator Quest, Biome Progression, Lootprogression, Quest Menu and your Intention to make someday Decoration available for Players too... If i were a Dog i would wag my tail... nevermind im wagging something else.

Another thing im really excited for is the Outfit System.

And for that i got a question.

Will we be able to alter their appearance, either by tinting, or Transmog?

For example in the current system we are able to let Steel Helmets appear like Cowboy Hats. It would give the Player more freedom and not be "forced" to look exactly like the Set he is using.

 
Since there will be more loot containers that will be locked and require lockpicking to get into them, will there be or have you thought about adding a lockpicking minigame with progressively harder locks to pick depending on the loot container?

 
Super excited for the new updates coming our way! I think these next updates (A20 and forward) will really be a benchmark in what the devs are trying to go for in the "final" version of this game. I put final in parentheses because the best games never are completed they need updates and what not. I said it when I started playing about a year ago and before that on console this game has the potential to be one of the best zombie survival games of our time.  

Super excited for the new updates coming our way! I think these next updates (A20 and forward) will really be a benchmark in what the devs are trying to go for in the "final" version of this game. I put final in parentheses because the best games never are completed they need updates and what not. I said it when I started playing about a year ago and before that on console this game has the potential to be one of the best zombie survival games of our time.  

 
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Make sure to allow dyeing vehicles when you get to vehicle mods, it's really hard to tell who's bycicle is who's sometimes. That and I would loooove a purple bike.

 
Question:
Did/do you consider a "Engineer" Outfit set?

Handy for Basebuilders.

Faster Block-place rate, higher Jump height ( yes i know, there is a perk too for it) less Costs when repairing Blocks and such things.

 
Nope otherwise the outside will be too dark and the inside will be too bright. This is the only way to have semi decent lighting indoors and outdoors with a dynamic world you can fully destroy.
Ok, I see.

Then, is there any way to make the inside of a building that is darker also appear darker form outside? (...so it wouldn't change when stepping in)

 
Read the A20 roadmap and I'm very impressed. As always, he game is getting more awesome with each alpha.

But the clothes changes are not very clear to me. Are we still gonna have armor besides clothes? Or only chest piece? Also all the listed outfits were combined of helmet+outfit+gloves+boots, except for the nerd outfit, that didn't have a helmet but had goggles. Can we equip the nerd goggles with let's say the complete lumberjack outfit? Or the goggles go to the helmet slot? Or is it an early stage prototype and it is too early to ask these kind of questions?

 
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I have quite a few take aways from the stream, but this is bar-none my biggest one. You guys clearly want to have some kind of class system. Why not just stop beating around the @%$#ing bush and implement one and leave the gear out of it. You would have so much more freedom with it and much less stupid "LeT mE pUt On My CoRn PiCkInG hAt."

ETA: Also, 10 (I think that's the right number) equipment slots down to 4 is a travesty. What a loss. I used to argue with the guys in the older alphas who said that removing complexity was becoming a problem.

I was wrong.

 
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They are replacing all the gear slots with a new 4 slot system so the days of wearing cloths under armor are gone. As a result the outfits they shown and the many others not shown yet will be all your character will be wearing. So if you want the complete set bonus for a outfit your going to have to deal with all the down sides of wearing it. Such as being forced to deal with freezing or over heating or radiation or light vs heavy armor for getting the perks that you want. As a result adding way more importance to the armor mods  that help in dealing with all that.
@madmole My only question about the New Outfits system is about "Nettle and thread" what will that serve? 

Too make new outfits?, to make Upgrades? just something iv been thinking about!

 
I have a very dumb question, was it ever considered with the new zombie types to possibly enable an option to have both old and new zombie types in the world at the same time? I ask this as far as variety goes, the updated textures are awesome not gonna lie, this was just an odd question that popped into my head.

 
Hi,

may i ask your audio guy in your developer team if you plan to insert spatialized audio / sound to Alpha 20 or a later version?

Ok it is only a thing when you play with headphones but it should be an option to activate. It will create much better immersion because

you know exactly where to look if you hear a noise. Above / under , left or right, behind or in front of you - you can say where they are (zombies, animals), ... with closed eyes.

I installed Unity just to play with that and it is very easy. I tried:

Unity´s spatializer,

Resonance Audio,

Oculus Spatializer Plugin

Steam Audio Spatializer.

You don´t need soundreflections or ambisonics or things like that, just the spatializer.

And then to make it "perfekt" bind the footsteps to the foots, the "Grrrrrrrr" to the head, the "swooshes and "swings" to the arm or hand

and the "gibs" or hits to the collision coordinates - done. 😀

And a second thing i recognized is that u use "Linear Rolloff" instead of "Logarithmic Rolloff" in most of

your "3D Sound Settings" for the creature sounds.

That cause the unnatural sense of distance to the sound source.

Please use "Logarithmic Rolloff" wether you go spatialized or not.

How do you as community and as developer think about these?

Regards

Yoghira

 
Some tips that I was thinking, Retexturing the Skin Uma of the players because they look like texture from games of the year 2000, Being able to use weapons on top of the vehicles, Option of the Zombie AI that focus only on windows and doors would make the game more realistic maybe more fps will be gained.

 
I'm excited to see random gen improvements, biome progression, and revisiting loot progression on the list. These three issues are huge for replayability. Hopefully they make a pass on the melee weapon balance (clubs seem way better than anything else) and the skill trees (strength has most of the good stuff) as well.

I really hope that the new random gen will get rid of the "forest in the middle" maps we have in A19 and bring back more randomness. Some sliders would be amazing, like if you wanted to generate a world with mostly snow or desert, or maybe city sizes and density.

 
@madmole , a few quick questions:

1- Are you guys working on legendary tools and weapons as well for a20 ?

2- Is the animal rework in the works or planned on the shorter term ?

3- The breakable door system that you guys showed is awesome. Will it be applied to other surfaces, like those thin walls in some POIs?

4- On the same subject : Have you guys thought about cheap/fast cloth simulation for curtains/dimmers on the windows instead of the current blocky ones?  

 
1) Rechargeable batteries and AA (and other aaaaaa...) batteries for infinite working flashlights, head flashlights, weapon flashlights, car lights (headlights), reflex sights, night vision goggles and etc? (not as RepairTools, but like an extra slot)

2) Aluminum, manganese, magnesium, zinc, copper, chromium?

3) Several materials for one block/item? (Material2, Material3.. Weight2, Weight3..?)

4) Normal cartridge magazines instead of modGunMagazineExtender and modGunDrumMagazineExtender?

5Is something like this planned? Clean scopes, even with a lot of blur...

6) Dyes that apply camo texture (desert, forest, winter)? Will it be possible to paint vehicles?

 
Make sure to allow dyeing vehicles when you get to vehicle mods, it's really hard to tell who's bycicle is who's sometimes. That and I would loooove a purple bike.
A new tinting shader is already done and all vehicles now have a tint mask, which allows the dye color in the cosmetic slot to tint specific areas of the vehicles.

Ok, I see.

Then, is there any way to make the inside of a building that is darker also appear darker form outside? (...so it wouldn't change when stepping in)
There was old code the put lighting into blocks, but did not work very well and added overhead, so was disabled.

Maybe someday we can find a better way.

 
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