PC Alpha 21 Dev Diary

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Do zombies take damage from the fire?

Edit: Also, would I be right in thinking this works off the same mechanic you introduced to make the unlockable doors work?

 
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This looks great! It's so reassuring to see the devs putting in more of these extra gameplay elements that will add variety to the world. It's stuff like this that makes a product seem more "finished".

Of course, seeing this makes me wonder (i.e. dream) if this mechanic can eventually be used in player-designed bases. I've always wanted to have a fire trap in the game. But if experience tells me anything, this kind of stuff won't be player-craftable. Oh well, still looks awesome!

 
Those fire traps might have me reconsider my no POI base policy.  I could forego that policy to rework a POI that included fire in the design if it hurts the zombies (please say it does).

 
I guess he likes the UI layout of the crafting skills menu. Adds in some functionality we haven't had before in regards to progression/unlocks. 

I'm sure it will get tweaked a little here and there before we release, but it's working pretty good for now.
Exactly this :)

 


My thoughts on this may not be original, but to add to the voices:

  • The designer in me instantly wants to know what happens if I destroy the pipeline between the valve and the fire. I look forward to finding the answer... and I appreciate how in any other game the answer would be, "What? You can't just break the pipe anywhere you want. It's just a game, don't expect so much."
  • It feels off that closing the valve, so that something making noise makes less noise, wakes up the zombies. It would help plausibility if, instead of a tiny pfft sound, there was a more jarring sound, like an exaggerated metallic shudder of the valve shutting.
  • If you have the art budget to do that... could you please revisit the flamethrower trap concept? :flame: Nothing fancy, just a big open flame like this that consumes gas when turned on. Dungeon crawling is great, but crafters & builders want to enjoy fire hazards, too!
 
Regarding the UI, it's the bit in red i've included on this edited screenshot madmole posted earlier.

new ui edited.jpg

I'm working off the assumption that the crafting section may be using a different UI controller to perks.

If we could use THAT bit in perks (just from a modding standpoint, not expecting TFP to use it), that would honestly be amazing. Like, the grid up top to show what items get unlocked, then the name/perk description/etc like it currently is, for example. :)

Also, build 69... nice ;)

 
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My thoughts on this may not be original, but to add to the voices:

  • The designer in me instantly wants to know what happens if I destroy the pipeline between the valve and the fire. I look forward to finding the answer... and I appreciate how in any other game the answer would be, "What? You can't just break the pipe anywhere you want. It's just a game, don't expect so much."
  • It feels off that closing the valve, so that something making noise makes less noise, wakes up the zombies. It would help plausibility if, instead of a tiny pfft sound, there was a more jarring sound, like an exaggerated metallic shudder of the valve shutting.
  • If you have the art budget to do that... could you please revisit the flamethrower trap concept? :flame: Nothing fancy, just a big open flame like this that consumes gas when turned on. Dungeon crawling is great, but crafters & builders want to enjoy fire hazards, too!
My guess it will work the same. I dont think the pipes are actually doing anything other than the actual valve block. I think its similar tech to the door buttons we have in A20. So the valve is just a toggle that in the editor its programmed to deactivate the trap. 

 
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