PC Alpha 21 Dev Diary

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Years ago, I asked @madmole about the possibility of a flamethrower turret... it was the alpha when they first introduced turrets, I think.

I don't understand what the problem is with adding that type of turret to the game. It would be great!

The ammo could be the gas tanks we use for vehicles, and the burning effect would be so cool to watch during a Blood Moon night!  :flame: :mad2:
There's been one in the asset files since A16. It's just not rigged up. ;)

So I HOPE it will be a reality one day.

 
RCboy34 said:
Flamethrowers!!!


Would likely need to be magic fantasy flame throwers as the real thing only carried enough fuel for 10 seconds of use.

Mind you, those 10 seconds would be pretty nifty.

-Arch Necromancer Morloc

 
Been playing off and on constantly since A7.  I wanted to say a thanks to the team at TFP for the thousands of hours of joy you have brought myself, and my friends/family/community!

I am a little worried about the magazine concept so I wanted to ask a few questions......

So, I remember RNG hell of one of the early teen alphas (12?) where you HAD to find a forge blueprint.  Like, surviving until day 3 without a forge was difficult.  There was a very very difficult "survive" play cycle, and then a very obvious thrive play cycle after, and the forge blueprint was complete and total RNG.  

The reason this was actual RNG hell was because it was gating your capacity to make basic food/water.  Some of that was cleaned up with tin can's for boiling water before a pot, and charred meat as something you could do.  

So... for the questions!  My family typically plays as a 4-5 unit.  Typically each person picks an attribute to play with primarily, then branches slightly as we get further into the game.  This gives us each a feeling of specialization.  My concerns are around "RNG duplication" in a multiple player environment.  6 copies of a magazine no one needs anymore where we have 1 we just can't find that's gating our capacity to get to something we NEED.

I was thinking a trade-in system?  3-1?  I have 3 magazines I don't need, so you give me 1 I don't have?  

I'm not sure if this has application, because I noticed there were levels to each skill, and I can think of a few ways to "tier" things to make it work out right.... but i'm just trying to think through what has been issues in the past and different ways to avoid similar issues with new systems.

I hope everyone is having a fantastic day, and I look forward to any information you might can provide on the "skill" system specifically, as well as any systems that might can be used to help players playing alone that need all skills, as well as players who are playing in a large group and want to "feel specialized"!

 
Gotcha! The forge is one of the early workstations so it doesn't take very many magazines to unlock it. I think most teams will easily have it the first day or two if they funnel every Forge Ahead mag they find to one person.

A single player should have it in any case within the first week.
In the question of armor, will there be any changes in damage calculation, damage rate and status or will it be just new HD models of the armor on the A21? Thank you.

 
In the question of armor, will there be any changes in damage calculation, damage rate and status or will it be just new HD models of the armor on the A21? Thank you.


As of now the changes to armor are just visual. How the properties might change depends on the new outfit feature which has not yet been implemented. I'm not sure where it will end up.

 
Some Development highlights from the last few days from a quick glance at the workflow log:

* Work on player animations

* Several new shapes added to the shape menu

* Updates to Trader Joel compound

* Work on Bandit AI and animations

* Improvements to various POIs

* Work on one of the new Quest types

* Lots of bug fixing

 
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Some Development highlights from the last few days from a quick glance at the workflow log:

* Work on player animations

* Several new shapes added to the shape menu

* Updates to Trader Joel compound

* Work on Bandit AI and animations

* Improvements to various POIs

* Work on one of the new Quest types

* Lots of bug fixing
Clear bandit POI is still clear, right?

Can you confirm that by "quests" you meant singular, original and different standalone quests that add to the actual pool of quests or are we talking about other types of Clear,Fetch, Restore Power, Buried, or any combination in between? (Like how a "clear bandits and retrieve satchel" would be a basic new quest that is actually not new, as we are getting the same quest with different entities).

 
Clear bandit POI is still clear, right?

Can you confirm that by "quests" you meant singular, original and different standalone quests that add to the actual pool of quests or are we talking about other types of Clear,Fetch, Restore Power, Buried, or any combination in between? (Like how a "clear bandits and retrieve satchel" would be a basic new quest that is actually not new, as we are getting the same quest with different entities).


Other than tantalizing you with the existence of two new quests, I need to wait to add any details or experiences of my own until a developer decides to spill the beans. I will say that they are distinct and not just variations of existing quests although they do involve mixing it up with zombies so in that regard they are similar to what we have. Speculate away and I'll poke Prime to see if after the weekend he'll come on and dish a bit or perhaps do a tell-all in his next stream. I'll bet he'll like that and then we can update the thread here and talk more about it. :)

 
I'd like to add that level design is still chugging away adding new POIs in addition to updating existing ones.

Personally, I am currently working on a new POI that is related to one of the new deco vehicles that was added recently....😁
Sweet! A police station you say? I'll just love it like a baby of my own, whatever POI it is.

Other than tantalizing you with the existence of two new quests, I need to wait to add any details or experiences of my own until a developer decides to spill the beans. I will say that they are distinct and not just variations of existing quests although they do involve mixing it up with zombies so in that regard they are similar to what we have. Speculate away and I'll poke Prime to see if after the weekend he'll come on and dish a bit or perhaps do a tell-all in his next stream. I'll bet he'll like that and then we can update the thread here and talk more about it. :)
Great news! Honestly, quests are never enough in this game, and they add pretty much the whole experience  when looking for the thrill and exploration of a procedural unpredictable adventure with your family members. Sure, there is building and looting, but nothing beats surviving danger as a means of bonding and having fun.

 
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Some Development highlights from the last few days from a quick glance at the workflow log:

* Work on player animations

* Several new shapes added to the shape menu

* Updates to Trader Joel compound

* Work on Bandit AI and animations

* Improvements to various POIs

* Work on one of the new Quest types

* Lots of bug fixing


Please tell me the shapes are huge curved blocks so I can finally make this tunnel...

HL4dqhK.jpg


 
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I'd like to add that level design is still chugging away adding new POIs in addition to updating existing ones.

Personally, I am currently working on a new POI that is related to one of the new deco vehicles that was added recently....😁
COUGHS * AIRPORT POI * COUGHS

 
* Improvements to various POIs


I'd like to add that level design is still chugging away adding new POIs in addition to updating existing ones.

Personally, I am currently working on a new POI that is related to one of the new deco vehicles that was added recently....😁
Maybe this mean that there will good skeleton prop inside few POI's? You know just sitting skeleton on chair in newsstand....

please-please-please.gif


 
Other than tantalizing you with the existence of two new quests, I need to wait to add any details or experiences of my own until a developer decides to spill the beans. I will say that they are distinct and not just variations of existing quests although they do involve mixing it up with zombies so in that regard they are similar to what we have. Speculate away and I'll poke Prime to see if after the weekend he'll come on and dish a bit or perhaps do a tell-all in his next stream. I'll bet he'll like that and then we can update the thread here and talk more about it. :)


For some WILD speculation that I don't think would likely be the case but is fun all the same...

First guess is, now that (hopefully) all the zombies are rigged with the new decapitation system, you've made zombie heads an item you can pick up off the ground and you have to bring say 10 zombie heads to the trader

And for the second one, I'll guess something like Secure Trader so when you complete a mission tier you have to go to the new trader location, clear out zombies and then retrieve a bunch of supplies to fix the place up before that trader becomes available to you

 
My guess is, since it's Prime working on it, an extension or variation of the treasure hunt quests or buried supply quests.  :nerd:

 
Speculate away and I'll poke Prime to see if after the weekend he'll come on and dish a bit or perhaps do a tell-all in his next stream. I'll bet he'll like that and then we can update the thread here and talk more about it. :)
I speculate that one of the quests is about teaching trader Rekt how to be friendly and respectful to customers. On reflection, however, I come to the conclusion that this quest always fails. 😁
 

 
For sure. Another quest could be a procedural task in which you have to invite a random trader to dinner. 

It could be Jen.... or... , mmm one of the others.

 
meganoth said:
Well, there are still some burning questions nobody answered. We need fireproof solutions, otherwise there will be lots of players flaming TFP for this.
All i need its a Heavy junk turret cuz i like to uses mine like a Hobo rifle

For sure. Another quest could be a procedural task in which you have to invite a random trader to dinner. 

It could be Jen.... or... , mmm one of the others.
Trader Jimmy, i miss him
 

Maybe this mean that there will good skeleton prop inside few POI's? You know just sitting skeleton on chair in newsstand....

Omg your still at that lmao

 

 
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