PC Alpha 21 Dev Diary

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@faatal, I invoke thee. Lately, I've seen an experimental  version being tossed around internally. Does that mean that content lock has finally been achieved for all teams?
We make builds almost every weekday evening. Our internal and external testers play those every day. They are no different than what we would release to the public. It is just a matter of, are the features working the way we want and the nasty bugs fixed for release to the public?

Content lock has not happened as there are things we are adding that are still in progress. We don't really do a 100% content lock anyway. Something could be added a month or week before experimental if it fit in with our plans.

 
We make builds almost every weekday evening. Our internal and external testers play those every day. They are no different than what we would release to the public. It is just a matter of, are the features working the way we want and the nasty bugs fixed for release to the public?

Content lock has not happened as there are things we are adding that are still in progress. We don't really do a 100% content lock anyway. Something could be added a month or week before experimental if it fit in with our plans.
It's cool to see you guys having so much freedom and flexibility in your pipeline. Sure, it has its flaws, but it adapts to almost any unexpected drawback and keeps a steady pace of development.

It doesn't bother me that we are getting a21 later, on the contrary. But a screenshot every once in a while (per week for example), wouldn't hurt a single bit. I'm beggining to believe that you guys think we are asking you for 'Ticpicks'.

 
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We have a few big vehicle changes coming in A21. Killing the weaker zombies and animals or smashing through weaker blocks in one hit is now possible, but your vehicle will take significant damage and each repair kit will only restore a portion of the vehicle health. The higher health a vehicle has, the more kits you would need.

I enjoy working on particle effects and just today made the blood splatter and got it hooked into the hit velocity, so it flies around. Satisfying seeing blood on the street or wall after you nailed a zombie. Is a variation of the corpse eating blood splatter effect I added several months ago to make that look more like they are actually tearing into the corpse. Zombies be hungry.

Added: Vehicles are repaired a fixed amount by repair kits and each level of Grease Monkey adds 10% (of max vehicle health)

Changed: Increased vehicle block, terrain and entity damage given and received by various amounts

Changed: Greatly increased vehicle block damage and self damage

Changed: Improved vehicle block collision damage calculations

Changed: Increased bicycle, gryo and 4x4 health

Added: Vehicle sparks on bigger self damage hits

Added: Vehicle blood splatter when doing high damage collisions with entities

 
We have a few big vehicle changes coming in A21. Killing the weaker zombies and animals or smashing through weaker blocks in one hit is now possible, but your vehicle will take significant damage and each repair kit will only restore a portion of the vehicle health. The higher health a vehicle has, the more kits you would need.

I enjoy working on particle effects and just today made the blood splatter and got it hooked into the hit velocity, so it flies around. Satisfying seeing blood on the street or wall after you nailed a zombie. Is a variation of the corpse eating blood splatter effect I added several months ago to make that look more like they are actually tearing into the corpse. Zombies be hungry.

Added: Vehicles are repaired a fixed amount by repair kits and each level of Grease Monkey adds 10% (of max vehicle health)

Changed: Increased vehicle block, terrain and entity damage given and received by various amounts

Changed: Greatly increased vehicle block damage and self damage

Changed: Improved vehicle block collision damage calculations

Changed: Increased bicycle, gryo and 4x4 health

Added: Vehicle sparks on bigger self damage hits

Added: Vehicle blood splatter when doing high damage collisions with entities
Wait…where was the puzzle…?

 
smashing through weaker blocks in one hit is now possible, but your vehicle will take significant damage
Are there any damage changes for existing blocks that already gets destroyed via vehicle in a20? For example driving a 4x4 through wasteland it would be inevitable that you'd run over cinder blocks if you go off-road, does that mean the vehicle will take more damage in a21 running over that same block? 

 
Are there any damage changes for existing blocks that already gets destroyed via vehicle in a20? For example driving a 4x4 through wasteland it would be inevitable that you'd run over cinder blocks if you go off-road, does that mean the vehicle will take more damage in a21 running over that same block? 


I hope so. Vehicles in A20 seem to be virtually indestructible. And while it's easy to ragdoll a zombie, they don't take hardly any damage either. If you've ever set out to kill a zombie with a vehicle, it takes forever. So I'm glad that's all getting another pass.

The interesting case for me is when it's not all or nothing: when the vehicle doesn't slam into a wall and stop, nor is every block in the path destroyed. Since the game can't easily simulate elastic collisions with blocks - e.g. truck hits a pile of bricks and the bricks go flying - I would focus on the slowdown from hitting blocks of different masses. It would be great if driving through different types of blocks slowed the vehicle down by greater or lesser amounts, as it goes through without necessarily destroying the block. Then the 4x4 for instance could be the best vehicle for driving off road on grass or sand, while the motorcycle can be king of the roads.

 
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Do we get XP for running down a zed?

Everybody needs to watch Death Race 2000 now... The original with Sylvester Stallone very early in his career playing a non-leading role.

 
We have a few big vehicle changes coming in A21. Killing the weaker zombies and animals or smashing through weaker blocks in one hit is now possible, but your vehicle will take significant damage and each repair kit will only restore a portion of the vehicle health. The higher health a vehicle has, the more kits you would need.

I enjoy working on particle effects and just today made the blood splatter and got it hooked into the hit velocity, so it flies around. Satisfying seeing blood on the street or wall after you nailed a zombie. Is a variation of the corpse eating blood splatter effect I added several months ago to make that look more like they are actually tearing into the corpse. Zombies be hungry.

Added: Vehicles are repaired a fixed amount by repair kits and each level of Grease Monkey adds 10% (of max vehicle health)

Changed: Increased vehicle block, terrain and entity damage given and received by various amounts

Changed: Greatly increased vehicle block damage and self damage

Changed: Improved vehicle block collision damage calculations

Changed: Increased bicycle, gryo and 4x4 health

Added: Vehicle sparks on bigger self damage hits

Added: Vehicle blood splatter when doing high damage collisions with entities
Sounds awesome! Do you think it's possible to extend this mechanics to shots in the future? So that the bloodstains remain on the walls for at least a few seconds?

 
We have a few big vehicle changes coming in A21. Killing the weaker zombies and animals or smashing through weaker blocks in one hit is now possible, but your vehicle will take significant damage and each repair kit will only restore a portion of the vehicle health. The higher health a vehicle has, the more kits you would need.

I enjoy working on particle effects and just today made the blood splatter and got it hooked into the hit velocity, so it flies around. Satisfying seeing blood on the street or wall after you nailed a zombie. Is a variation of the corpse eating blood splatter effect I added several months ago to make that look more like they are actually tearing into the corpse. Zombies be hungry.

Added: Vehicles are repaired a fixed amount by repair kits and each level of Grease Monkey adds 10% (of max vehicle health)

Changed: Increased vehicle block, terrain and entity damage given and received by various amounts

Changed: Greatly increased vehicle block damage and self damage

Changed: Improved vehicle block collision damage calculations

Changed: Increased bicycle, gryo and 4x4 health

Added: Vehicle sparks on bigger self damage hits

Added: Vehicle blood splatter when doing high damage collisions with entities
This is great news!  I love running zombies and animals over.  Bears are especially fun with a 4x4.  And seeing actual damage to the vehicle is good.  I only repaired a vehicle once in my first game just to see what was used for the repair.  One game I did have it down to under 25% and I would have to repair it if I were to continue playing that game, but I probably won't go back to that one.  So the change makes sense.

My one concern with the increased block damage is that I just ran into my solar panel by accident last night and it lost about 75% of it's health.  I would hate to have destroyed it and the cells in it just because I wasn't paying attention to my driving.  Now I have a fence around it, but I hope it either gets more health or doesn't get destroyed by hitting it once with the vehicles in A21.  I'm fine with it losing 75% health as long as it isn't destroyed on one hit.  Of course, now I know to be more careful, but that is a very expensive mistake if you lose one with all tier 6 cells in it.

 
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