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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Rock solid ;)
Of course! I'm also very much in shape..

A circle is a shape too..

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We needs the evidence. Something a little more... concrete. ;)
/jk. I had to make a rock pun of some description. :p
Hehe.. I like the way you think! But no.. I won't be sending out body pics. Maybe SnowDog still has them somewhere.

 
I find it a bit odd that this is always assumed and generalized on Modders. Why do you think modders do not at all need to worry about things like balance, performance, quality standards or design constraints. Hell modders are generally more constrained because they have to work within a given design space and do not have access to the source code.
I am not sure why modders should not be able to talk about design and balance with the game's developers simply because they have not build the game or are on the development team of it. Modders, especially the more hardcore ones, have a very good understanding of the game's mechanics, systems and moving pieces and how it all works together.

But modders do not have any authority over the game or any design decisions made for it, but they can probably provide more worthwhile suggestions and insights that an average player probably can. I think modders would make very good sparring partners for the game developers, since modders may have already tried to implement a feature before and thus know it's pitfalls and the game's limitations on it.

But it seems to always cause some dedain towards the modder for giving feedback and referring to his work on the subject.
Biggest problem is, is that TFP are always miles ahead in development. Not only technical progress but also roadmap descisions. With your suggestion it would mean modders would have to be on the same level of access to those things as the devs are. Which would only be possible if they would be devs of the game themselves. You cant advise on things you have tried to implement on an always n-x version behind. Just impossible. I thinks theres where the sometimes harsch cut-offs come from when modders (or mainly users of their mods) keep nagging about things they have done and want to see in vanilla game while the game code has advanced next level allready and descisions have been made regarding gamedesign visions.

Cheers

 
Adaptive terrain filler? I do like the sound of that. Linked volumes sounds interesting as well, I can't wait to check it out. I will have to update my prefab tutorial series on our YT channel with A18 changes. You said the terrain filler is barely used, was it an undocumented feature or is it new as of A18?
It's new, just not widely used.

Cooked that up with the lead programmer. My test case was a POI plopped into Navezgane in the most hamfisted way possible, halfway into a mountain.

All air blocks inside it were the new terrainfiller so the "natural terrain" flowed around and through the POI, filling all spaces, resulting in a half-buried POI.

The obvious use case are bridges where you can adapt to a riverbed that can be at just about any angle without leaving a square cut or gap. But that's only the tip of the dirt pile.

A18 is all about polish and making features work better and smoother. There are tons of new features but most of them are small scale individually.

 
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LOL...the problem then is again, no desk space on a couch. (And half the time, our cat overlords are sitting on a lap.)
We also find couch play with a home theater and huge tv a lot more relaxing and fun than sitting at a desktop. Half the time the wife is usually half watching while she does her homework for her degree.

There are good reasons to use a m/kb, but also just as good reasons to use a controller.
I was almost sure you would bring up more reasons to use the controllers. I just wanted to say that the remote range is a solvable one.

By the way, I play sometimes on the tv too and I have the luck to own an armchair with flat armrests. So I put the mouse on the armrest, keyboard on my knees and it actually works great. Not a solution for everyone, even though you can even buy or build small tables that allow the use of keyboard/mouse on a couch, for example this: https://www.nerdytec.com/de/mixxxer.php?products_id=32

 
On topic, I decided after my first horde night to spend my points primarily in intellect and try that build. The scrap turret is amazing fun. It only targets hostiles so you can be in its firing arc and whacking zeds while the turret is firing at them. It's like having a partner with you-- a partner that the zeds ignore btw always only targeting you which you can use to great and fun advantage. And no matter who gets the killing shot between you and the turret you always get the xp for the kill. Love it and I'm not even perked into them yet. Can't wait until I can have more than one active at once and set up crossfires and mini kill corridors within POI's I'm exploring.
I cant wait to see what creative uses will do with those. Sounds like a great gameplay addition from everything I've seen and heard about so far. How difficult is it to make/find ammo for it?

 
Lol!
What can I say.. I like to live dangerously.

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Come on guys.. Let's not fight, a couple of days before the release of A18.. Plenty of that to be done after release I think.

Group-hug, anyone? With clothes on, obviously.
No kidding, everyone needs to save their anger for all the deaths playing A18. I fully expect there to be at least a few people who complain their old playstyle doesnt work and the game is now dead to them...lol

 
I've been working on a project for over 8 years now, I definitely know how that is.
I started with a simple page pulling out work orders for technicians as a proof of concept, now I am the sole developer managing a complex system that handles payroll, accounting, project management, reports/charting, safety checks, inventory, human resources, etc.. essentially the central nexus of the company I work for. I *jump* at breaking ground of any small new project, because I am awful sick of looking at old code to fix new problems.

I often dreamt of being a game designer, because how could you be sick of making an entertainment-generator? I can imagine even a game (which is all just code in the background anyway), can wear someone down when you are looking at it for years on end.

All in all I love coding, and I gotta support my family so I stick to it. I will just get my game-design itch moderately scratched by making more POI's when A18 drops lol.
Ah a fellow prefabber. Keep the art alive. *fist pump* 👍

 
No kidding, everyone needs to save their anger for all the deaths playing A18. I fully expect there to be at least a few people who complain their old playstyle doesnt work and the game is now dead to them...lol
Sad but true

 
I find it a bit odd that this is always assumed and generalized on Modders. Why do you think modders do not at all need to worry about things like balance, performance, quality standards or design constraints. Hell modders are generally more constrained because they have to work within a given design space and do not have access to the source code.
I am not sure why modders should not be able to talk about design and balance with the game's developers simply because they have not build the game or are on the development team of it. Modders, especially the more hardcore ones, have a very good understanding of the game's mechanics, systems and moving pieces and how it all works together.

But modders do not have any authority over the game or any design decisions made for it, but they can probably provide more worthwhile suggestions and insights that an average player probably can. I think modders would make very good sparring partners for the game developers, since modders may have already tried to implement a feature before and thus know it's pitfalls and the game's limitations on it.

But it seems to always cause some dedain towards the modder for giving feedback and referring to his work on the subject.
If I had to guess it's because some modders have strong opinions which leads to the arguing.

 
No kidding, everyone needs to save their anger for all the deaths playing A18. I fully expect there to be at least a few people who complain their old playstyle doesnt work and the game is now dead to them...lol
I for one look forward to a glorious A18 death(s) and hope my old playstyle doesn't work. It always is fun coming up with new plans.

 
I for one look forward to a glorious A18 death(s) and hope my old playstyle doesn't work. It always is fun coming up with new plans.
I myself haven't legitimately died since A15 (outside of ridiculous server lag and cheap shots from 10 blocks away). I look forward to the challenge. ;)

 
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