PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
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    Votes: 1 33.3%

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Keep in mind, rage % chance when damaged is based on game difficulty. The rage speed they increase to is based on their current move speed. A walker would never rage to nightmare speed. Not yet anyway.
A question for you, Faatal. Will the climbing wall behaviour make it back at some point?

I remember Bioshock 2 with It's wall-jumping-hanging crazy guys, and 7dtd awesomeness could definitely benefit from that but in a dynamic way. It just appears to me that some new edge animations would need to exist for that to happen among a bit of code work. Will it, though?

 
Maybe you can move some contacts to "speed up" mine
Ok let me try!

* Ahum *

Oi, Roland! Nice algebraic equations you have there.. It would be a.. shame.. If something happened to them! Maybe you can give my friend here an appropriate nickname?

- - - Updated - - -

I’m no INT guy, but I do have an amazing tool.
What color is that tool? Grey? Brown?

 
@faatal
do you think that one day there will be zombies with different "AI"

Like a zombie borrowing in sand , dirt etc and rise out of the ground

some that dough and weave

able to go from 2 to 4 legs

ETC????
There might be additional variety, but bandits are probably going to suck up a lot of the remaining AI development time.

 
That’s good because a dozen pages of “Dumbing down the game by removing the football helmet” rage is not what I want to see happen right now. Lol.
It's okay, you can give us a topic if you don't want this one :p

 
For the AI in open terrain: if they are in a group (lets say more than 3 around):I think it would make sense for some of them randomly not walking towards the target-player, but rather to a random location 10 meters around the players position.

Then switch to attack the player.

This random change would make a larger group surround the player, and attack from different angles, not just cueing up in a line for the player to backtrack and pick out the front-zombie.
Zombies already do obstacle avoidance and that includes walking around a zombie in their way. Animals also do circling behavior when another ally animal is close to them and blocking them. In reality you don't stand there and let them group up on you, so I don't see it much in actual game play.

 
Currently zombies of the same type have same speed and thus walk in groups (when wondering horde) and it doesn't look very good. A group of cheerleaders, then a group of nurses etc. When I was playing some mod it had their walk types randomized and so zombies in a horde were spread more even. Not to mention that variety was very welcome.
Randomized base speeds is on my todo list or in my brain somewhere. May do it someday. Walk types. Meh. What I said before.

 
I struggle for ammo if I screw around too much, the balance is awesome IMO. You will juggle your time between looting, scavenging cars for gas, mining, and traveling a ♥♥♥♥ load. Traders are typically a 15 minute DRIVE away from each other, so making the rounds every 3 days to see the new inventory eats a ton of your time, but now that you are collecting 112 books and hundreds of schematics... you literally can't NOT go. You just have to look to see what he has for sale.
Love how it sounds. And that the hordes are no joke anymore. You guys...,we are all ready is all I am gonna say !

*Cracking knuckles*

 
Stacking rage with each portion of damage taken? With a diminishing chance each time damage is taken?
Don't see how that complexity makes it better. Don't want it predictable. Bam! It happens. Look out.

 
A question for you, Faatal. Will the climbing wall behaviour make it back at some point?I remember Bioshock 2 with It's wall-jumping-hanging crazy guys, and 7dtd awesomeness could definitely benefit from that but in a dynamic way. It just appears to me that some new edge animations would need to exist for that to happen among a bit of code work. Will it, though?
Not likely. That is time better spent on bandits.

 
But, only if:
1. They don't publicize it.

2. It's for a really limited number of uses...

BTW - You and Adam the Wasterer got some kind of Master/Grasshopper thing going?
Nope. Just grass. And judging by the sound, a LOT ;)

Cheers

 
You can still wreck your fov however the 17 folks did it :)
Please, please never remove the option to set it back to 90, firstpersonview games must have that else I can't play them, 60 works for 3rd persongames, but in a first person view, it just makes it unplayable for me :(

(with that said. could we have a way to save the setting between restarts again? :3 , there's probably dozens of us, dozens!)

 
Please, please never remove the option to set it back to 90, firstpersonview games must have that else I can't play them, 60 works for 3rd persongames, but in a first person view, it just makes it unplayable for me :(
(with that said. could we have a way to save the setting between restarts again? :3 , there's probably dozens of us, dozens!)
There is allready a way. Just set the value of your preference in the registry (on windows, for linux there is probab some ini file somewhere).

HKEY_CURRENT_USER\Software\The Fun Pimps\7 Days To Die -&gt; OptionsFieldOfView_hxxxxxxxxxx

Set it to 5a for FOV 90.

Cheers

-edit- aaah that old trick is probab not gonna work. I see they changed the prop name. to OptionsFieldOfViewNew (and explicitly set to non-persistent). My bad.

 
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There is allready a way. Just set the value of your preference in the registry (on windows, for linux there is probab some ini file somewhere).
HKEY_CURRENT_USER\Software\The Fun Pimps\7 Days To Die -&gt; OptionsFieldOfView_hxxxxxxxxxx

Set it to 5a for FOV 90.

Cheers

-edit- aaah that old trick is probab not gonna work. I see they changed the prop name. to OptionsFieldOfViewNew (and explicitly set to non-persistent). My bad.
Unfortunately this does not work...or at least it didn't for me when I tried it. If the Fun Pimps allow it - once the update is released I can create a simple FOV mod for different FOV's and release it here. That will make some people who play SP happy I'd suspect :)

 
You keep leaving the word "valid" off. He said "valid feeback" which he defined as people playing it. Given that I still DO want nightmare to be faster than player sprinting, it is still worthwhile playing with their speed at nearly the same as player speed. There might not be anything casual about escaping zombies at that speed since they don't have any stamina concerns. He wants to hear from players who have played with it to see if they are still very casually escaping or not.
Reacting to his changelog report without actually playing it is not the valid feedback he is looking for and since he is the dev and has made the request we really should strive to deliver the feedback that has been requested. I haven't tried it yet and I also haven't tried increasing the values in xml to see if I can make them go faster even if it makes them look wonky and glidey now that the cap is gone. I'll give both a go and after Monday you can too and then revisit this topic.

Actually zombies will rage from any damage and on nightmare level they will be raging most of the time as the percent chance of rage goes up with each tier of difficulty. So there are times when they run at you and you did not engage them in combat. Also, and again, with zombies near the player speed I can't confidently say that escapes will still be casual. Possible--yes but not casual.
The Zombies also don't have a stamina burn right? so even a slower zombie could catch you if you low on stamina right? sounds fun.

 
Something I spent the past 5 hours working on when I was bored. *Shrugs*

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