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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What, kite the zombies to a fall off point and then jump off and watch them smash?
It would actually be nice if zombies did that again if the player is far below. Since the damage for falling is capped (for zombies), it would not unbalance the game

Gotcha, can deal just miss going to those biomes. That santa hat is the only reason I got to experience most of the winter POIs, which are awesome. Maybe as a supplement you guys can throw something like that in there again so we can mitigate the mess a bit. That or I'll just snap a bit some late game and cheat myself in whatever it takes to get that damn snowflake/sun off my screen and pretend it never happened.
Or just live with it. The orange warning does (AFAIK) just increase your water/food use, if you have enough of that you can ignore it mostly

 
Aw, I kinda liked that... the atmosphere stuff was weird, true, but the ground dithering really made it look good.
Biomes have no control over ground textures any more, the splat maps do.

 
What Prisma said. It's kind of like Madmole was talking about, you have a few options for workflow.
Let RWG create the DTM (height map), either via the game or through NitroGen (an RWG tool made by Damocles) and then "stamp it" with terrain features like say, the Andes Mountains, or

We use stamps now (images) for all the RWG so I'm sure when we go gold or release tools people can add their own stamps and do lots of cool stuff.

 
It would actually be nice if zombies did that again if the player is far below. Since the damage for falling is capped (for zombies), it would not unbalance the game



Or just live with it. The orange warning does (AFAIK) just increase your water/food use, if you have enough of that you can ignore it mostly
I see them fall out of 2 story buildings coming to get me.

 
Aw, I kinda liked that... the atmosphere stuff was weird, true, but the ground dithering really made it look good.
I agree and I also know nobody (not even the devs) would like to leave it like that at the end. But the actual truth is that content for this alpha is locked and there are still someone's mother to be fixed or something like that lol. Eventually, when weather gets love, those transitions will be nice and sweet ,IMO.

 
I agree and I also know nobody (not even the devs) would like to leave it like that at the end. But the actual truth is that content for this alpha is locked and there are still someone's mother to be fixed or something like that lol. Eventually, when weather gets love, those transitions will be nice and sweet ,IMO.
As far as I know biome dithering isn't possible any more. Something to do with the use of splatmaps if memory serves.

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There's no inherent danger in securing an air drop. How about a 10% chance that when you open a crate a pack of dogs jumps out? :)
What kind of sadist fills every tenth emergency drop crate with zombie dogs? :-)

 
Biomes have no control over ground textures any more, the splat maps do.
And the splat maps control the biomes, or has that changed in a18? They are one in the same in 17... Interesting... Now you got me curious. :)

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As far as I know biome dithering isn't possible any more. Something to do with the use of splatmaps if memory serves.
We just dither the line between biomes on the splat. Result is the same.

 
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Generally speaking its better than Nav in some ways IMO. But we could do a lot better than nav NOW but it would be a lot of work. Like a possible workflow moving forward would probably be to generate a map with RWG, then hand embellish it with the terrain tools to make a new static map. Its closer to perfect than ever, but probably will uncover some nasty stuff like we always do.
I'm glad to hear that now RWG is better. Could you please show us some screenshots of RWG maps :) ?

 
This is designed for raiding, you toss a few on there and run. Remote shooting doesn't work in tight quarters and remote detonating requires a bunch of new code and hand model after you deploy and too much headache. KISS wins every time.
Keep It simple Stupid - KISS

Or

Keep It Short and Simple - KISS

In case anyone was wondering what that meant. :)

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RWG has nice firm borders now between biomes.
Are you going back to using dithering along the borders?

 
Biomes have no control over ground textures any more, the splat maps do.
Hmm so how does that work exactly. Sounds very much like you went a totally different direction than all alpha's before where the terrain layers are determined by the biome there. Does this mean there is a new splat map to give the terrain a texture or does the color of the biomes splat paint x layers of that gound on top of whatever actual biome may be there? Sounds either awfully convoluted or I am not seeing the whole picture. I hope this does not mean you guys killed of custom biomes in the process?

 
We just dither the line between biomes on the splat. Result is the same.
I kind of figured that would work, I wasn't sure if the splats were 1px per metre or lower resolution with a smoothing algorithm to improve generation speed.

Makes me curious why terrain dithering is out, pretty much everyone thought it was an improvement over a hard line.

 
Go on. How does the infection work?
You get infected and an infection icon shows with a count down. When it reaches zero it transitions to a naster infection with an orange icon. If untreated, progresses to red icon version with again another count down. When it reaches zero you die.

If you take medicine, the icon changes to a treated icon, with again, a count down timer. If medicine runs out before healed, it goes back to the nasty icon. Honey gives +1 healing, herbal anti's +2 and antibiotics +3. The nastiness per second is .75 on stage 1, so honey is usually enough to get rid of it, but not enough to cope with the more advanced stages. Medicine types stack though so if you want maximum healing take all 3.

No instant cure, but stage 1 has no ill effects. You have 1 game hour before stage 2.

I like it because all medicine is useful, you know exactly how much time you have, and some basic honey is enough early game.

Oh and certain zeds will subtract your healing on impacts that transmit further infection, so the number might move a bit if you get in a nasty fight and offset how much medicine you need to get cured.

We'll change the dysentery and broken legs to be like this as well, a timer counting down how long you have before the broken leg heals, and how long before dysentery gets worse or heals (depending if you are getting sicker or on medicine)

 
There's no inherent danger in securing an air drop. How about a 10% chance that when you open a crate a pack of dogs jumps out? :)
All we need to do is spawn a wandering horde to that point when players get close.

 
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