PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
  • <img alt=":)" data-src="" src="___base_url___/applications/core/interface/js/spacer.png" />

    Votes: 1 33.3%

  • Total voters
    3
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I would like to see a Valley Girl Z with a Pocket Purse that holds an ankle biter,
After you kill her the Ankle Biter breaks free from the purse & comes after your ankles,



I call it the,



Paris Hilton Z...
Dude, apart from the joke, the essence of this idea is pretty cool.

Killing a zombie boss that spawns (drops from him) a couple of little zombies. Maybe when the highly radiated areas are in, they could do a mutated (something) that haves that ability.

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The new icons are looking damn fine

 
You couldn't use editor tools at runtime and generating terrain within the editor is the short road to bug-city and a system freeze, although you could pregenerate a splatmap to use and the conversion _should_ be relatively simple. If you're pregenerating a map then there are several free unity extensions out there that do a far better job and some can even generate splatmaps at runtime.
The unity terrain tools have always been the most basic of systems and the recent additions don't add a hell of a lot of depth and functionality.

Most certainly possible but there are far better options available.
Sure, its not for runtime editing of the actual ingame voxel terrain, but would be rather used to outline the world in a first step (creating the large-scale features), and then use another editor to adjust it, place POIs etc.

Not sure how they edit their Navezgane map. If thats a special ingame mode (editing terrain-voxels ingame and then writing it back to a hightmap) or just a multi-step process using a classic terrain editor as described.

 
&lt;snipped for space&gt;
Nave is a hand-crafted splatmap whereas RWG is a runtime generated splatmap as far as I know.

An image is created and the voxel terrain built from that.

It shouldn't be too hard to get real-world terrain data and have a voxel representation of your own city.

 
Dude, apart from the joke, the essence of this idea is pretty cool.
Killing a zombie boss that spawns (drops from him) a couple of little zombies. Maybe when the highly radiated areas are in, they could do a mutated (something) that haves that ability.

- - - Updated - - -

The new icons are looking damn fine
Not a joke, like you said, it would be cool, a small horde of Paris Hilton Z's dropping a bunch of ankle biters, I would run...

 
...wonders if gronk knows Damocles wrote a rwg creator...
If I did my reply would have had far larger words in :-)

It does have me curious whether the unity terrain tools have a runtime api yet. Might be useful for detailing without having to have yet another layer of algorithms. This is of course assuming the built-in unity terrain system isn't still a big steaming pile of slow.

 
For dev inspiration, please check out Deep Rock Galactic. Its game mechanics have some similarities to 7 days but what’s most impressive is the entire game evolves around mining procedural caves while surviving swarms of enemies. Just that limited scope gameplay is fun as hell. Proof of concept that mining resources can be made fun and challenging.

 
huZ2SrB.png


 
There's been talk of making the wasteland harder and more rewarding.

Have steps already been taken in this direction?

I'm only at gamestage 34 yet I'm making my way back through the wasteland at night after a quest and I've ran into 2 cops, 2 wights, a zombie bear, multiple ferals, dogs, etc. It's a flippin' nightmare and I don't remember the wasteland nights ever being so treacherous so early on.

Exhilarating. Titillating. But ultimately pee-inducing and unexpected.

 
Whoa! Never mind that the road is winding. More importantly, it cuts into the terrain by a significant, but not unreasonable degree, in order to keep the grade reasonable.

That's huge!

No more of this!

https://steamcommunity.com/sharedfiles/filedetails/?id=1087136015

Or this!

https://steamcommunity.com/sharedfiles/filedetails/?id=1087138175

Or... I'll stop now :p

Now what I'd also like to see, is the ability to specify positions and rotations for small POIs relative to the road. Then we could have RWG rules to add things like...

  • a street sign in the ground, x blocks away from the centerline, rotated (to the nearest 45°) so that approaching traffic could see it.
  • a street light oriented to cover the road
  • a short section of drainage ditch, guard rail, or fence parallel to the road
  • a barricade of spikes or sandbags, perpendicular to the road, as if set up by those tricky bandits
  • cars oriented as though they were actually driven along these roads


There are quite a few blocks and small POIs like this already in the game, that are in Navezgane and the odd POI or two. If they can do RWG bridges like we saw back in January, I'm hopeful we might finally be able to see all these street signs etc. in random worlds, too.

 
////The new icons are looking damn fine
Please, please, describe why you like these icons.

What you see when you look at them? What aesthetic touch they cause?

Other than high resolution, i can't see any advantage over the old ones.

Or the mere fact that they are new and have high resolution - automatically makes them attractive?

...I really want to understand why people like them.

somebody help me understand this...

I will be grateful to anyone who somehow can explain what the aesthetics of these icons.

PS: new car - I like it...

The road also looks good in the screenshot, but you can find screenshots more better, even from the previous Alphas. Let's see it in action.

 
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Any chance we can see booby traps like putting explosives in a mailbox? some sort of timer/warning or a perk that would let you see it and disarm - (Vietnam Vet Perk)

 
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