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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Same shapes new menu for selecting the shape. No more crafting 30 wedges, 30 wedge tips, 4 wedge tip corners, etc etc etc. You craft a stack of flagstone blocks, and decide what shape it will be from a menu. Access it by tapping R or holding R and selecting the shape menu. Shift R selects the shape and closes the menu instantly.
Sounds good i like it

 
It's a design choice to not show animations for loading 8 slugs. Unless they change their minds it will remain a 2-slug reload animation into the future regardless of whom they hire. But maybe it will be an improved 2-slug reload animation. :)

Its a limitation, we'll get to it someday.
Or just play the 2-slug reload animation four times .... ;)

 
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Same shapes new menu for selecting the shape. No more crafting 30 wedges, 30 wedge tips, 4 wedge tip corners, etc etc etc. You craft a stack of flagstone blocks, and decide what shape it will be from a menu. Access it by tapping R or holding R and selecting the shape menu. Shift R selects the shape and closes the menu instantly.
Awesome! Can't wait to make cool stuff more efficiently.

 
Nice to hear the shape menu made it in for A18, one feature I have long waited for. Curious to how it works under the hood though, does a shape still need to exist as an xml block entry to be selectable, or has it access to a list of possible shapes?

 
Same shapes new menu for selecting the shape. No more crafting 30 wedges, 30 wedge tips, 4 wedge tip corners, etc etc etc. You craft a stack of flagstone blocks, and decide what shape it will be from a menu. Access it by tapping R or holding R and selecting the shape menu. Shift R selects the shape and closes the menu instantly.
Much love to whoever got that put in. Will be such a time and sanity saver.

 
We might be able to only show blood on damaged spikes.
That would be great! You did it before, and putting visual feedback first is important. Besides which, I didn't think a big field of uniformly bloody spikes looked better anyway.

 
Nice to hear the shape menu made it in for A18, one feature I have long waited for. Curious to how it works under the hood though, does a shape still need to exist as an xml block entry to be selectable, or has it access to a list of possible shapes?
It has to have a block definition in xml, and then add that block to a list.

 
What is wrong with it?
I don't think anything is wrong with it, and I don't know what improvement toores was thinking, but I would much appreciate a way to reverse the rotation options, especially in advanced. With some items having 45 degrees now, it can be a long cycle to get to the rotation you accidentally skipped over. Perhaps by holding down shift or ctrl while cycling through?

 
I don't think anything is wrong with it, and I don't know what improvement toores was thinking, but I would much appreciate a way to reverse the rotation options, especially in advanced. With some items having 45 degrees now, it can be a long cycle to get to the rotation you accidentally skipped over. Perhaps by holding down shift or ctrl while cycling through?
Yeah that is a pain.

 
I don't think anything is wrong with it, and I don't know what improvement toores was thinking, but I would much appreciate a way to reverse the rotation options, especially in advanced. With some items having 45 degrees now, it can be a long cycle to get to the rotation you accidentally skipped over. Perhaps by holding down shift or ctrl while cycling through?
I think that is what he is referring to, rotation is somewhat clunky atm. I know I would appreciate a reverse quite a bit.

Another +1 with the bloodless spikes too. No gain made when it was removed but we did lose some visual feedback as another poster pointed out. Really looking forward to building with a shape menu rather than running back and fourth making 20 different shapes.

- - - Updated - - -

When you reacquaint with electricity, would you consider making things like blade traps and electric fence poles draw more power when they’re actively engaging zombies? I don’t feel you can achieve a good balance if it has to draw the same amount of power whether it's running free all night or chewing through zombies all night.
(Yes, I know they kinda sorta take some damage from zombies, but that doesn't seem consistent.)
Pressure plates? Motion sensors? They do use a lot more power when engaging zeds if you have their controls set up properly.

 
I don't think anything is wrong with it, and I don't know what improvement toores was thinking, but I would much appreciate a way to reverse the rotation options, especially in advanced. With some items having 45 degrees now, it can be a long cycle to get to the rotation you accidentally skipped over. Perhaps by holding down shift or ctrl while cycling through?
That would be nice to have. I've accidentally passed the rotation I wanted on a few occasions.

 
(Yep... still lurking...)
You know what? I didn't even realize it until I just read this. I never really liked fake buildings, even more than invisible barriers, especially in games that reward (make) you explore for better things or especially collectibles. In 7D2D not only do you not run into that (although the edge of the map is still seeing improvement every so often) you have all kinds of choices in how you want to do!

Madmole - thank you so much for the feedback on the forums. The interview video was great as well. (Thanks to 'Shawn' also...)
No problem.

 
If the new pathing is having problems because it's a half solid half door block then maybe, at least temporarily, maybe make a jail door that works like a regular door. Those do exist, doesn't need to slide. I just miss having a strong door I can shoot through, I used jail doors more than any other when building in A16. I miss them.
That or "just" fix the pathing issue, @Faatal ! (I can only imagine what the actual problem is, assume it stems from it not acting like other doors. In which case I still do not know how difficult a solution would be.)
It was looked at and discussed. Fixes were attempted. Some model/anim changes. It ended up worse and was neutered to the current state. Maybe we can do something better some day.

 
@madmole or faatal

How hard would it be to implement something like this for a "drug/status" effect? This is achieved using Nvidia Freestyle in case you're wondering.

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Big Version: https://ibb.co/album/c7LkYv

 
Yeah that is a pain.
Actually it is waay better than it was at some point. Now, worst case scenario we don't need to rotate more than... say, 8 times?

I remember those days when there was no radial/advanced placement for blocks and THAT was Hell.

Also, I've been wanting that shape menu for ages, and for me and my family and friends (and dog, and squirrel, and evil bedbugs) it is a HUGE improvement. I knew you would pull off something like this. It's always MOAR and MOAR until feature freeze.

On a side note, any plans on hiring writers and lore fillers in the a20 future? I love the ideas and general framework of the future of the game for the quests , but I feel like with the current Crew -based on what I saw in game- the game will exceed in gameplay but lack in lore depth,dialogue complexity and grammatical cohesion.

I do believe this team has what is needed for a ton of new ideas and quest complexity, just not the amount of AAA dialogue and lore and variety needed to surpass, say, Fallout 3 (65.000 lines of dialogue and a total of 59 non boring events/quests and it feels short!). The core concern is, as always, that I do not know for certain what the team plans for the future, but I sure know a lot of us would LOVE that amount of content and be finally hooked deep inside a solo play like never before.

Any information on the subject, even if "maybe" would be appreciated.

As always, a pleasure.

 
I think this is the highest I've seen for the reviews of this game. https://store.steampowered.com/app/251570/
If A18 is as good as the Pimps are touting then I can see an "overwhelmingly positive" rating.

Also, I swear zombies don't climb ladders anymore, like at all.
A week ago it was mixed, then suddenly tons of positive reviews? Looks like someone is using bots to spam positive reviews to me.

 
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