PC A20 Developer Diary Discussions

They could always change the ingot drop to forged Iron instead of forged steel. :D  His work on them does look nice though.


Concrete shall give wood when destroyed. Stainless wood. Jen could be the only trader that sells it.

On a more serious note, I'm partial to the street lights exploding in a rain of yellow loot bags on hit. They could also give 5000 Xp when the player looks at them. 

This game needs depth and survival realism and good design and raves.

 
I love the new cookie icon. Now you can mock or praise or give sympathies or just hand over the product of your lovely sweet cooking at the very same time with a single tiny image ! Or not ! Your choice !

I'm sure Krakens eat cookies. Gimme so I can lure it :P.

 
So, what are you guys most excited for in A20?  For me its the new shape menu and building updates.  Can't wait to see what POIs TFPs build as well as what the community can make. 😀

4) Shape Menu and Building Update

  • Shapes are shown as shaded drawings of blocks
  • Blocks from the shape menu are placed as particle board blocks that function the same as frame blocks
  • Simplified upgrade path: Frame/Particle Board -> Wood -> Stone -> Concrete -> Steel
  • Blocks destroy to air. They do not downgrade.


Could be very cool if they decide to add an option to see stability colors view when building, like Valheim. Yes I know there is a dev menu for that.

 
Since the new armor sets are probably still a while from being finalized... it might be a good idea to move away from having any bonuses that strongly encourage the player to constantly swap armor. 

Like if the farming set stays the way it is, most people are going to swap to the farmer clothes any time they harvest their crops, then swap back. 

If the sets are more about alternate play styles, and focus more on damage, attack speed, or more out of the box mechanics, like parkour, it would probably be better received. 

If it is really worth it to swap armor, for certain tasks, then it will become the meta, no matter how you talk about self control, and people will complain about it... and you will probably get a small % of bad reviews about it. 

It is still a long way from happening, so I figured now is the time to put it out there. 

 
I think I would just add in something where the max benefit of an armor set is reached after wearing it for some amount of time. Something like +10% towards the max for every real-time hour. You could even have it wind down in the opposite direction after removal so that if you die and drop everything you don't automatically reset it to 0. Although, now that I think about it more... perhaps that would be better as another way to make a death penalty more of a penalty.

 
I think it is lovely making the min-maxers squirm....

The more opportunity cost choices there are, the better it is, imo. 
Honestly that kind of stuff is fine so long as it feels right to do. If its opening a menu to drag and drop several pieces it becomes annoying and tedious. If its too easy though there isnt an opportunity cost so it becomes automatic and kind of lame.

I remember in previous alphas carrying 2 jackets, a duster and a poncho for hot or cold climates, at the time i liked the idea but hated the gameplay, i felt smart for doing that but it wasnt fun to do. Not sure if its possible to make getting dressed fun, best idea i have is being able to create a collection that i can apply all with one click without having to navigate my bag to assign all of the pieces and then go backwards afterwards. Give it a 'cast time' so you cant do it in the middle of a fight or something.

The current interface is probably fine but i generally prefer to just do things inefficiently than to swap out gear between tasks. 

 
I think it is lovely making the min-maxers squirm....

The more opportunity cost choices there are, the better it is, imo. 
agree... i dont think the zeds are their biggest challenge anymore... it will be "they have to make decisions and get lost

in the numbers" :) and they didnt think the game was challenging enough..

 
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it might be a good idea to move away from having any bonuses that strongly encourage the player to constantly swap armor.


Why have a dozen different outfit choices if they are all bland enough and samey enough that it just doesn't really matter what you're wearing? Strong bonuses that influence different aspects of the game make the outfits exciting and unique. Sure...some will feel forced to have to swap outfits before they do anything because they can't bear to do something at less than the maximum possible ability and then they will complain about the constant outfit swapping. That can be mitigated by making the outfit swapping process fast and easy. I would rather see an abstracted instant change than see all the outfits be just differently skinned versions of the same basic advantages just so some people won't feel compelled to swap clothes.

 
Honestly that kind of stuff is fine so long as it feels right to do. If its opening a menu to drag and drop several pieces it becomes annoying and tedious. If its too easy though there isnt an opportunity cost so it becomes automatic and kind of lame.

I remember in previous alphas carrying 2 jackets, a duster and a poncho for hot or cold climates, at the time i liked the idea but hated the gameplay, i felt smart for doing that but it wasnt fun to do. Not sure if its possible to make getting dressed fun, best idea i have is being able to create a collection that i can apply all with one click without having to navigate my bag to assign all of the pieces and then go backwards afterwards. Give it a 'cast time' so you cant do it in the middle of a fight or something.

The current interface is probably fine but i generally prefer to just do things inefficiently than to swap out gear between tasks. 


I agree, that a non-tedious way to switch clothes is best. Have a wardrobe workstation for outfits. You open it and can create outfits by mixing and matching the four pieces you want together into an ensemble. Then you can instantly wear an ensemble or switch to a different ensemble. You can always swap clothes quickly and easily at your base using your wardrobe or (if you must) you can carry clothes with you to change tediously out in the field if you want to take advantage of a bonus.

 
faatal said:
Expose typically means take something that is there and give you access to it. To do what you describe sounds like adding features, which we don't plan on doing for blood moons. Once we go gold and improve mod support, then that could change.
Exposing is not worth it.  Ive gotten in trouble and yelled at multiple times. 

 
I agree, that a non-tedious way to switch clothes is best. Have a wardrobe workstation for outfits. You open it and can create outfits by mixing and matching the four pieces you want together into an ensemble. Then you can instantly wear an ensemble or switch to a different ensemble. You can always swap clothes quickly and easily at your base using your wardrobe or (if you must) you can carry clothes with you to change tediously out in the field if you want to take advantage of a bonus.
Sounds like a good start. Obviously its not a major issue but its always good to have important things feel good to do.

Are we only having 4 slots in the next alpha? will clothes and armor still be separate or are they combined?

 
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