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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They do not yet have a main/base game ? What do you think are you playing now ?//////
it will still be altered and it is unknown what result awaits us at the output. It's not a game yet.

The rest of what you wrote - i can not understand how this is due to what I wrote.

Perhaps you answer too quickly for me:)

 
Snakes, as much I hate them, can swim. Is it too much to make them swim in game as a water threat (for A19 or 20)?
Any work on water related features is too much work, until the water itself is redone as it would most likely be throw away work.

 
Now on-topic, are there any more trader improvements coming? Like right now in-game there is the trader NPC and then are the rentable vending machines that be rented in the trader settlement. Are there any improvements that will come to incentive the player to use those rentable vending machines more? The only thing the in-game journal has about those vending machines is that a player can put things in it to sell and "NPC" will occasionally buy from it. Personally, for me the improvements I would like to see for that mechanic are:

- Putting in more information in the journal as to what the "NPC" prefer to buy and how often they would buy from it

- Being able to rent vending machines at all the traders instead of being locked to that one vending machine
No plans to vending machines right now.

 
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Is that considered to be a bug or a feature, by the way? Because it always seems wrong to me when you're wearing a matching set of armour that looks good and then when you put a coat on top suddenly your chest armour becomes invisible and it no longer matches.
It would be great if you could put a coat on over your amour and the amour underneath didn't disappear.
It was done to solve clipping issues. A guy in a coat looks like a guy in a coat, not a guy wearing armor under his coat.

 
Any work on water related features is too much work, until the water itself is redone as it would most likely be throw away work.
Until... not if... does that mean a water overhaul is still an option?

 
Zombie AI

Hi Faatal. Loving your work so far and really enjoy reading about the updates you are doing (regardless of whether I understand them or not).

I just wanted to comment and ask: currently the 'grid' the zombies follow to get to you (using A* pathfinding, if I'm not mistaken?) is very obvious as quite often the zombies don't hone directly in on you, but in a path heading towards the side of you and then turn. The grid doesn't seem to change, either, as I've noticed most zombies doing the same thing. Am I right that it's simply orientated North/South?

The grid has to be drawn each time the pathfinding calculation starts, right? So is there any relatively simple way to rotate the grid so it is aligned parallel to you and the zombie? This should normally reduce the amount of squares within the calculation as well, so I'd think it would be more CPU efficient to do it this way.

And if multiple zombies, instead of calculating a grid for each of them, if there is a group of zombies they can follow the same grid or the grid align somewhere between them.

Better still, if the event is happening outside and the grid does a quick scan for objects, most of the time there would be only about 10 or so. So does the grid even need to be calculated in those situations? Just make a path either directly to you or, if the zombie does happen to be the other side of an object, the direct line can be one voxel to either side and then straight to you.

Sounds pretty cheap on calculations to me, but I'm definitely no expert.

Any merit to my train of thought?

 
Quantum computers are on their way, just saying :)
I keep reminding myself this.

What TFP is making with 7Days is, in my opinion, where many games will be in the future. The ability to change the whole world space or have dynamic events leave evidence in the game space. An RTS with full, dynamic environment modification sounds awesome.

Aside from VR/AR, I don't think we will see major changes in games until quantum computing is consumer friendly.

7 Days to die 4: Quantum Feral Edition

 
When a game dev stops going by their gut feelings on what is fun, they're lost. They might make a game that's fun for someone, but it isn't them!
And guess how committed a person is, that's doing something that's sucks? So as much as I would like 7D2D to be everything I want, I need to accept the major things and change what XML allows.
Agreed. My point wasn't for madmole to stop doing what he thinks is best, or for him to start doing what others think is good. It was simply that he should really think of the way he words things before sending his posts.

 
Agreed. My point wasn't for madmole to stop doing what he thinks is best, or for him to start doing what others think is good. It was simply that he should really think of the way he words things before sending his posts.
Sometimes the best remarks/answers are not filtered so you then know how someone feels or thinks

 
I really hope this game isn't made any easier than what it currently is at its default setting. if some new players find this game difficult they can adjust the settings so the game is easier. also this game isn't so complex that you need to be a genius to figure out what items are needed for something. please stop trying to get TFP to dumb down this game any further.
This game isn't dark souls difficult or even satisfactory complex. If a new player can't figure out that iron goes into a forge or how to craft items in a game then it's the players fault. This hand holding and babying of new players is why most games these days are a joke.
What are you talking about, specifically? What changes are being added or proposed for A18 that you object to on these grounds?

In general, things that weren’t designed to be difficult shouldn’t be difficult. When they are, it usually points to a poor interface. A zombie that regenerates health is designed to be difficult. Figuring out how to trigger an action that’s not well documented isn’t.

 
Regarding map copying, we can already share waypoints and there are coordinates provided. All the info necessary to point them to a poi, the rest is just a picture. Unless they also added the ability to post maps on walls, the copying feels a little empty to me. Don't quote this as some feature begging from me though. That feels like a mod thing.
I’ll be very surprised if someone is able to pull off map copying in a mod. It wouldn’t be like, say, adding a new vehicle, where you’re rinsing and repeating an existing feature.

 
Hi Faatal. Loving your work so far and really enjoy reading about the updates you are doing (regardless of whether I understand them or not).
I just wanted to comment and ask: currently the 'grid' the zombies follow to get to you (using A* pathfinding, if I'm not mistaken?) is very obvious as quite often the zombies don't hone directly in on you, but in a path heading towards the side of you and then turn. The grid doesn't seem to change, either, as I've noticed most zombies doing the same thing. Am I right that it's simply orientated North/South?

The grid has to be drawn each time the pathfinding calculation starts, right? So is there any relatively simple way to rotate the grid so it is aligned parallel to you and the zombie? This should normally reduce the amount of squares within the calculation as well, so I'd think it would be more CPU efficient to do it this way.

And if multiple zombies, instead of calculating a grid for each of them, if there is a group of zombies they can follow the same grid or the grid align somewhere between them.

Better still, if the event is happening outside and the grid does a quick scan for objects, most of the time there would be only about 10 or so. So does the grid even need to be calculated in those situations? Just make a path either directly to you or, if the zombie does happen to be the other side of an object, the direct line can be one voxel to either side and then straight to you.

Sounds pretty cheap on calculations to me, but I'm definitely no expert.

Any merit to my train of thought?
All zombies use the same grid. It isn’t reconstructed every time an entity uses it. A* is a greedy algorithm, so when there’s e.g. just one tree in the way, it will indeed efficiently path straight to you, sidestep the tree, and go on its way.

I don’t really notice them dancing from one voxel to the next; they just seem to mosey off course for a split second at times, which doesn’t look out of place for zombies in my opinion. You wouldn’t really want them trying to path between two voxels, anyway. Then they’d reach a point where they think they have to go through one block on a wall, but because they’re offset they actually have to go through the adjacent block, too. So what they compute to be the path of least resistance may not actually be.

 
Hi, Some superficial questions (Sorry if this has been already asked) :

- Regarding the weather effect, rain drop + snow cover effect were very nice. Any chance of re-add ?

- Resource harvest (wood, stone, ...) and cost will be changed again like wood in alpha 16 ?

- Any chance to have dead zombie ragdolls lootable for bones, nitrate (or something else) like animal gore on roads ?

Thx.
The goal is to get to a point where we can use shader graph so artists can make shaders that are compatible with all platforms and no bugs. If its something that can be done with that, then I'd be ok with it.

I don't think harvest has changed much from 17.

No plans for zombie harvest. Its one thing to find some gore you can harvest (good find) vs endless zombie harvesting making nitrate and bones either obsolete or such a minute drop that its a chore to harvest.

 
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