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 know rwg is being worked on. But wondering rwg should have its own tab in the in game menu with lot's of options.
- Like hills true false.

- Mountains true false.

- Amount of deco 5% 10% 25% etc.

- Flat world true false or can be percentage. So we people who like pois to actually spawn and big pois to actually spawn can with a complete flat world.

- Big cities true false

- small cities true false

- amount of biomes 4/5/6/7/8 etc

- weather events none mild medium lots storming

- mother nature events - cyclone /flooding/monsoonal/avalanches etc

- water types lakes/rivers/oceans etc
I love this idea, but i doubt it could be implemented in a decent time frame. This also reminds me of Banished. Their world gen was horrid but when you did make choices atleast they worked out in the end and made a bad map a bit better to deal with.

 
Backpack? Will we can use various backpacks? Will inventory system perks and mods be changed in A18?
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Sorry no.

 
Things like inventory, forge UI, workbench UI... They look very old to me. Rust for example is a lot more pleasing to the eye in this regard
Nothing wrong with them. They match every other UI, I really can't see why they would need changed. This is the kind of stuff people are hating on us about, we need to add content, not redo old stuff that works just fine. The icons are blurry at some resolutions so I think its good to redo them.

 
are you going to fix the public servers issues? i tried a lot to connect to public servers, but only i get a "connecting to..." message stuck indefinately, or being sent to the main menu. just please, there are lots of players who cant enjoy mp cause of that bug.
i even tried removing steamNetworking as you suggest, but is always the same problem.
Looking into it. 17.2 bugs is where to talk about bugs though.

 
I think GS is part of the Narrative choices TFP made.
Instead of location challenge where you engage when you feel ready. It would be a "The player is in control" Narrative.

GS is a "the Apocalypse is coming for you" and many games chose this style.
Yes I was giving advice on a mod, but we're sticking to the current setup for the vanilla game.

 
I could live with GS remaining to calculate BM horde difficulties. But GS should not determine POI zombies IMO. Quest tier / overall "difficulty" of POI itself should. Tier 1 = all basic easy zombies, Tier 2 = basic zombies with one or two heavier (hawaiian, fat momma), Tier 3 = feral regular zombies, cops, wights, spiders, Tier 4 = irradiated regular zombies, feral everything else... Tier 5 = all irradiated
The poi determines how many zombies spawn, difficulty is determined by GS which is a better design. Otherwise level 1 players clear out a small shack no problem, go next door to the large mansion and get owned. I don't think that would be very well received and it would be hard to communicate why that house is 100x harder than the small house next door.

It would be like walking into super duper mart at level 3 and have 10 alpha deathclaws in there.

 
My question is this...
I'm going to completely destroy Navezgane and rebuild to fit my idea that I have... .. and my destroy I mean remove everything that doesn't fit my idea then rebuild it replace buildings blah blah blah.

Should I start now or wait until A18 hits or is A18 going to pretty compatible with A17? Again what I mean by that is, are there going to be a lot of changes to Navezgane from A17 to A18?
We don't support mods currently. You should wait until we're gold or be happy to mod with a high risk that it will get broken.

 
so what you're saying is 1024 would be a 1x2 area, essentially 2 blocks wide or 2 blocks high. 2048 would cover 2x2 area or 1x4.
512 covers 1 meter. 1024 covers a 2x2 meter space. a 2048 covers a 4x4 meter space. They are always power of two textures.

 
Forgive my laziness and not searching but is there is a goal time that you would like to see Gold released?

 
I can't/don't use mods, at least not until we're gold and done touching the game in any regard.
An idea would be to copy Binding of Isaac with their Booster Packs. They take the best mods from the community, polish them up and then release them into the vanilla game as a booster pack.

It works pretty well in action.

 
Nothing wrong with them. They match every other UI, I really can't see why they would need changed. This is the kind of stuff people are hating on us about, we need to add content, not redo old stuff that works just fine. The icons are blurry at some resolutions so I think its good to redo them.
Sorry for being brutally honest.

I just think that your UI looks a bit old compared to the slick UI rust has.. for example the blue and red for health and stamina are not very good imo, also some grays in the menus.. here, have a look at rust, I'm sure many would agree it is more pleasing:

pm7yna6nbl811.jpg


It looks just a lot better imo

 
looks the same to me as far as usability (just transparent and windows in different spots). oh... and i am one of those who is not one of the many.. :) i actually think the simpler it can get... the better.

 
i actually think the simpler it can get... the better.
True. I can`t imagine more complicated UI grid where you lose time to look around it instead pay attention to the ■■■■■■■ eating your left foot.

 
I can't/don't use mods, at least not until we're gold and done touching the game in any regard.
That's really too bad. There are a lot of good ones out there and you're missing out.

Also, from a business point of view, you could play a few, and if you enjoy what they added, you could consider adding their mechanics into vanilla. Or, if you see something and go "That would be great, if only they did this one thing..." then you can make sure modders actually can do that one thing (or can do it easier).

But, y'know, mostly the missing out part.

 
looks the same to me as far as usability (just transparent and windows in different spots). oh... and i am one of those who is not one of the many.. :) i actually think the simpler it can get... the better.
I don't think he's talking about usability or simplicity, though, he's talking about design. I agree with him that the 7 Days UI is very primitive. The icons (not the item icons, the tab icons and such) it uses are flat and unappealing, and the colour of the elements (the health bar, stamina bar, the boxes) feels like what it would look like if you created a website and gave the default CSS colour values "red", "blue" and "grey" instead of actually looking for a more eye-pleasing shade through hexadecimal, rgb or hue values.

Sure, it's usable, but it could definitely get much, much better design-wise. And the UI is a huge turn-off for many people when it comes to games, I believe, which is why I thought madmole was right when he was talking about focusing on making their game look closer to what a triple A game look like so they could hook new customers.

 
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&lt;snipped for space&gt;
For a very long time I thought the current UI was using neutral placeholder graphics while the real graphics were prepared.

It's as though someone set out to visually display the phrase "default template".

 
The UI (design elements) basically makes the game look cheaper than it is. Very programmer art like. A slicker design (as in the RUST example) will just make it look more polished.

Having a glance at the UI in a screenshot will make a player who does not know the game think its a small indy project from 3 people .. wich it isnt.

(The choice of fonts, balanced color palettes and transparent elements would go a long here already, without changing the general layout and usability)

The icons are ok, I never had a problem with most of them. Most importantly they clearly indicate when item is being represented.

 
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I think that if some people would just operate their mouse/controller without keeping their pinky finger in the air, the UI would probably appear to be just fine... =p

 
I think that if some people would just operate their mouse/controller without keeping their pinky finger in the air, the UI would probably appear to be just fine... =p
But Roland, if my pinky isn't in the air, it might hit the shift key, and then there goes all my stamina!!! :angel:

 
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