PC A20 Developer Diary Discussions

OKAY guys. Shark , water poi etc are connected with water. For first the most important question. Can unity support a water in "terraria" style? like realistic moves, lakes can be "connected" with something like : if you blow up a dam water could flood some area. If yes - water animals , poi can have a some sense. If not well this ideas can't work good

 
I'm not saying it's a bad idea in any way. I'm not sure if they will have the impact your comment suggests though. A wandering sleeper is just the same as a wandering outside (non sleeper) zombie isn't it? So it'll just be like the doors have been left open and they've come wandering into the house.
Exactly. If you can't see why that's a good change, then I don't know what to tell you. Everyone complained when they reduced wild zed counts and went to sleepers. This seems like about the best compromise.

 
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So I'm looting this town in a new world I started to test out the new experimental build, climbed an antenna POI, and holy @%$#, I can see my house from here! (top left)

Not to mention, I've been running between 40-60 this whole time so far, even in the mine surrounded by torches and shiny things. Never had this kind of performance in this game (playing since 2013), even before I started running it in 4k. This is on a 2080, which is also noticeably cooler to the touch running the game now. I'm not joking about that last part, if I touched the IO on my card before this update running the game with the same settings for 15+ mins, it would be painful to hold my finger to it for more than a moment. Now, it only gets moderately warm even after playing for hours.

The devs really knocked it out of the park with A19.5, and I can't wait to see what other improvements are coming in A20. Speaking of which, are there any more performance changes in the pipe that the devs are willing to talk about?

 
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So I'm looting this town in a new world I started to test out the new experimental build, climbed an antenna POI, and holy @%$#, I can see my house from here! (top left)

Not to mention, I've been running between 40-60 this whole time so far, even in the mine surrounded by torches. Never had this kind of performance in this game (playing since 2013), even before I started running it in 4k. This is on a 2080, which is also noticeably cooler to the touch running the game now. I'm not joking about that last part, if I touched the IO on my card before this update running the game with the same settings for 15+ mins, it would be painful to hold my finger there for more than a moment. Now, it only gets moderately warm even after playing for hours.

The devs really knocked it out of the park with A19.5, and I can't wait to see what other improvements are coming in A20. Speaking of which, are there any more performance changes in the pipe that the devs are willing to talk about?
my PC would go BOOM!

also here have a nightmare :D
 

New Project (4).png

 
Good call. Let me see.

Oh, look! It's apparently the most asked question, too!  Aaand... there we have our answer: 73.6 %.

View attachment 19949


Well, of course, we will believe in the title of an ad-crowded yellow press site without reading the article, and not information from the Twitch ad cabinet.

After all, advertisers cannot verify this and sue. In addition, any genius (like you) understands that it is beneficial for twitch to underestimate the average age of its audience, because the less years the more money (higher purchasing power) (irony). Consequently, advertisers will pay more money to advertise for 16 year old millionaires.

Although why all these reflections. After all, on some yellow site they wrote that 73.54353% of statistics were faked ...

 
Adam the Waster said:
Yeah i had to find a few people who did it and wanted to share but..... 



Why is their a Shark model! the base game is set in Arizona. AKA a place with no ocean! a Gator would make sense but why is the shark not being uses?

jaws theme!

 
Fun fact: Ravenhearst added a shark back in... alpha 17, I think. Vicious beast. Unfortunately, it was perfectly fine with leaving the water to chase players, which got it the nick "land shark". Sadly, it didn't make the cut for the public release... But we sharknado aficionados remain hopeful!

faatal said:
There are actually multiple types of collision. The collision that would be disabled is the character controller collision checks. If something entered/changed the volume then collision mode would change. We do know how to make this stuff work and if it didn't, I'd have 5 testers telling me in 1.2 seconds. ;)
These pesky testers, wrecking up perfectly good concepts with irrelevant considerations such as common sense and gameplay mechanics!

 
On the feral sense thing, I'm sad that it is just about how easily zombies detect you. When I first heard of it on dev stream I thought it was about how zombies approach the player. This sophisticated path finding being used has reduced the diversity of effective bases a lot, and it is a bit absurd -- not even google maps is that good!

The now-abandoned idea of player's making a "trail" would have been my favorite pathing solution, and my second favorite would be path to player through line of sight. I don't like how zombies will see you and then move away from you because they know how to path to you to avoid obstacles.

 
Fun fact: Ravenhearst added a shark back in... alpha 17, I think. Vicious beast. Unfortunately, it was perfectly fine with leaving the water to chase players, which got it the nick "land shark". Sadly, it didn't make the cut for the public release... But we sharknado aficionados remain hopeful!

These pesky testers, wrecking up perfectly good concepts with irrelevant considerations such as common sense and gameplay mechanics!
i don't really play with mods so i can't say 

but that would be funny AF

 
4sheetzngeegles said:
Faatal

"That is not as simple as it sounds. Is that a hill or a staircase or a bunch of blocks placed like a stair case or a combination of all of it. Should the AI beat the side of the hill because you are 5m up it? No. It would not make sense. So you have to looks at all those blocks, which is slow and try to figure out what the 3d cube of blocks around and between the zombie and you mean. Tons of edge cases for nonsensical behavior. "

This is a question brought about by your answer to the above question.

Basically it's a multiple behavior scenario.

The simplified version, I copied all of the zombie profiles multiple times
changed the name by a numeric at the end of the name. Each one I varied the parameters
of awareness "sight hearing", approach speed, and the volume of their voice like suppressed
magnum vs un-suppressed magnum, then added them to the spawns. They all use same models but
I never knew the reaction they would have. This included sleepers.

All blocks in the game can be categorized into groups or hierarchy. simplest "station created,
player placed, terrain, even prefab pois have a combination of those." Player placed can be
absorbed by station created.  

Instead of adding a weight or calculation. Can they be given a binary designation of I and O.
If that zombie is spawned, and follows the basic pathing to a specific x,y perimeter and z is
not equal. then any "I" block is destroyed, as they move more "I" blocks are within sphere to
be destroyed.

Call it the "Foreman Zombie" heat is generated at an expedited rate by this type of zombie's
activities, bringing next level zombies such as wights, cops, demolishers. These zombies favor
non line of sight, so it would draw a player from safety to get rid of them before the rest come.
The crew drawn by this zombie would be cloned models, but follow the same logic as the Foreman.
Destroy area.

Would this add a lot of overhead.
Well a random behaviour is good  : some zombie prefere jump over things, some of them will try to go around and some "feral" will destroy everything to get to you

 
Not necessarily, while randomness makes fighting out in the world more interesting it makes base building and trap setting a lot harder. This is where the tower defense elements and survival fps elements can clash if not dealt with carefully.

 
Not necessarily, while randomness makes fighting out in the world more interesting it makes base building and trap setting a lot harder. This is where the tower defense elements and survival fps elements can clash if not dealt with carefully.
Yep, just make in logical. The biggest problem i see is water. Zombies can into water? it can look stupid. They can't? player will use this too offten ehh

 
Yep, just make in logical. The biggest problem i see is water. Zombies can into water? it can look stupid. They can't? player will use this too offten ehh
Yeah, you can’t build around Every insane “meta” strategy the players come up with, the best you can do is make the optimal strategy a marginal improvement over just playing however.

i say this as a World of Warcraft veteran.

 
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