PC Alpha 20 Dev Diary

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@TFP what percent would you say if the RNG map generation update is done (sort of remember it being mentioned it was taking awhile). I kinda just what a feel of weather A20 will be done in summer or after 
RWG code changes are maybe 75% done, but there is a lot of designer content being worked on that goes with those changes.

 
RWG code changes are maybe 75% done, but there is a lot of designer content being worked on that goes with those changes.
I expected RWG not to be fully finished in a20 because new POIs are constantly being added, so I guess it's a constant WIP until gold, isn't it?

BTW, I know this question might sound too sexy to handle, but have you engaged in one meter holes lately?

I mean, with all the art team in the frying pan, do you plan on tackle stuff like wandering sleepers and/or water in or during a20? I know you are always needed for shaders, AI, optimizations and the like, but I was quite impressed that you were talking about point 18 of the feature list like it was nothing when it actually takes some "hard workers" to get it done, as Jen would say.

 
Hello, @faatal, I wonder if you know something about the update/complication of biomes? For example, the wasteland will be filled with radiation, apparently, but what about the snow biome and the desert - will there be snowstorms and sandstorms, through which nothing can be seen?

 
I expected RWG not to be fully finished in a20 because new POIs are constantly being added, so I guess it's a constant WIP until gold, isn't it?

BTW, I know this question might sound too sexy to handle, but have you engaged in one meter holes lately?

I mean, with all the art team in the frying pan, do you plan on tackle stuff like wandering sleepers and/or water in or during a20? I know you are always needed for shaders, AI, optimizations and the like, but I was quite impressed that you were talking about point 18 of the feature list like it was nothing when it actually takes some "hard workers" to get it done, as Jen would say.
Yes.

No other changes for 1m are planned for A20 apart from bug fixes like AI often attacking while crawling. Wandering sleepers probably not A20. Water not A20. Mostly been fixing bugs, so they don't all get stacked up at the end of A20.

Hello, @faatal, I wonder if you know something about the update/complication of biomes? For example, the wasteland will be filled with radiation, apparently, but what about the snow biome and the desert - will there be snowstorms and sandstorms, through which nothing can be seen?
The weather simulation has been improved for A20. Weather changes more often, for shorter duration and with a more controlled randomness. Stronger fog can happen. Wind speed should change the now variable tree and grass movement, but that has not been done yet.

 
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Ooh, nice.  Ya'll using windzones, shader trickery or what?
There is a global wind zone that the speedtree shaders use. Grass used a constant shader value, but now a global shader variable. Weather will be changing the value now, once I get to it.

 
Yes.

No other changes for 1m are planned for A20 apart from bug fixes like AI often attacking while crawling. Wandering sleepers probably not A20. Water not A20. Mostly been fixing bugs, so they don't all get stacked up at the end of A20.

The weather simulation has been improved for A20. Weather changes more often, for shorter duration and with a more controlled randomness. Stronger fog can happen. Wind speed should change the now variable tree and grass movement, but that has not been done yet.
well good luck with weather , this sound so good ^^ niceeeee!!

 
There is a global jiggling function that the speedtree shaders use. Grass used a constant jiggling value, but now it uses a global jiggling variable. Weather will be changing the jiggling frequency now, once I get to it.
Fixed that for you .

It's nice to see a step away from the constant looped animations for vegetation , not many studios take the time to polish this aspect, let alone tie them to weather. I like it.

Do you intend to make vegetation movement fully flexible (kind of like "ragdoll" grass or a value-directional animation) to account for wind direction or just change animation speed (always the same animation and direction)  based on that variable ?

It would be cool to see grass and trees responding to wind by moving in a different general direction over the course of the day, not just the one looped one. It seems like a small-impact change, but it is actually very immersive.

Flags and other animated assets could potentially benefit from this kind of stuff too I guess.

 
I know we aren't supposed to talk about the "m" word on here but I gotta say I've been experimenting with them, war of the walkers, gna, etc...and I gotta say, I much prefer vanilla. 

It is cool the creativity put in them and the different ideas people have so respect there. But Fun Pimps, you guys & gals are the sh*t!!!

Keep up the great work. Looking forward to A20!

 
Fixed that for you .

It's nice to see a step away from the constant looped animations for vegetation , not many studios take the time to polish this aspect, let alone tie them to weather. I like it.

Do you intend to make vegetation movement fully flexible (kind of like "ragdoll" grass or a value-directional animation) to account for wind direction or just change animation speed (always the same animation and direction)  based on that variable ?

It would be cool to see grass and trees responding to wind by moving in a different general direction over the course of the day, not just the one looped one. It seems like a small-impact change, but it is actually very immersive.

Flags and other animated assets could potentially benefit from this kind of stuff too I guess.
Yesterday I got it mostly working. Still tweaking. The direction will be the same, it just varies in frequency and intensity.

The flag anim is just math in a shader and does not change. (someday?)

Dev stream? 🙏
Maybe in a month or two?

 
I don't know if this question has already been asked, but will A20 have any optimizations on zombie hordes? I've found that having large amounts of zombies causes them to stutter and stand afk while others are recalculating their paths which leads to some clunky horde nights. Me and my friends would really like to up the difficulty by having zombies everywhere but we are struggling.

 
Yesterday I got it mostly working. Still tweaking. The direction will be the same, it just varies in frequency and intensity.

The flag anim is just math in a shader and does not change. (someday?)

Maybe in a month or two?
@faatal I like what you said and seem to be doing about weather & grass. Sounds like it will be a nice touch.

Will it impact performance of the game doing weather & wind simulations or can unity handle it without much effort or is my amateur understanding of this sound dumb?

 
Hello, @madmole . What can you tell us about RWG in regards of rivers, waterfalls, "random landscape loot locations/ secret places" (I think those were said to be a thing?) and other stuff, like the general "feeling" of the generation as compared to A19? Gameplay tales also welcomed :P

 
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