PC Alpha 19 Dev Diary

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Will this be one of the finishing moves that was mentioned in the original Kickstarter video? I remember one that was described was if your club broke you could shove your broken club shards into the zombie's face. Not to mention since you hired the guy who made the first person animations for Doom 2016, we could get actual glory kills lol.
I haven't seen that video in quite some time, and don't recall that. I was animating at the time I don't think I would commit to that. Glory kills could be nice, but we need to save some features for our next games, we can't keep adding stuff forever.

 
Other than the reduction of some minor perks from 5 to 3 ranks, any other changes coming to the perk system? Ideally, I would like more flexibility in using different weapons with different attributes.
Nope, the perks and attributes are done. We might add some more but the core is remaining as is. I see it as a new cool build not a limiting thing. Its more fun to start a new character with new strengths and weaknesses than just have anything you want right now.

 
Relieved to hear this. I was hoping to get stackable javelins in addition to melee-oriented spears, but I suppose this would help if we aren't getting those.


Been meaning to post a suggestion related to this; a chain/rope mod would be lovely. Could even add a legendary steel spear; a harpoon that came with the chain/rope mod integrated, but dealt less melee damage as a tradeoff.

I'm curious about "perk reduction" for non-combat perks; are you going to make the first rank of these start at 2 or 3 of an attribute? There are a lot of skills that are universally useful, and thus take away from the "single stat build" gameplay you seem to be going towards. I haven't posted about it because I still can't decide if I'd rather require a player to invest in a build, or if being a jack-of-all should compete with single-stat builds. Things like healing factor, iron gut, miner 69er, sexual tyrannosaurus, lucky looter, daring adventurer, etc.. are good for basically all characters. Agi's sorta the black sheep in that regard.
It was never intended to be a single stat build. I diversify into 3+ attributes every game, but always have one main focus. It will give players ability to get some side perks without breaking the bank, and add more 2-3 rank mini perks that are cool. Trying to have 5 meaningful ranks to every perk was a noble idea but we'll be able to do lots of cool stuff throwing that design out the window, like I did with the book perks.

To me scavenging has more opportunity, maybe a 2-3 tier science perk, etc.

 
I'm thinking of making glue and fuel from it, nothing edible since its genetically modified.
You can eat super corn, right?

Fuel is a good idea.

Any other mutated seeds/plants planned?

 
POIs will continue to be upgraded or added. I think we are done adding new world model art for now. We're focusing on bandit modeling, upgrading trader art and zombie art as a lower priority.
Right now the roadmap I'm involved looks like this:

Dec: New books, Perk reduction (making many 5 rank non combat perks 3 ranks)

New candy items for vending machines, which will reduce food some in vending. Candy boosts attributes and skills and is not food.

Jan: Vehicle mods and crit system for vehicles and players.

Feb: Legendary items.

March: Testing/Balance.

That is just me specifically, other people are working on stuff, like DMS, POIs, quest improvements, new quest types, etc.
You did a18 in 5 months (since a17.4) . So all of that sounds droolworthy despite being a tiny bit optimistic (because 18.x is still in the works) .

Are you guys planning a non-vehicle mod revamp/content pass for after or during the vehicle update?

 
I'm thinking of making glue and fuel from it, nothing edible since its genetically modified.
You eat it and turn into the Behemoth. Then it's like Pac-Man eating a power pellet. You get a few minutes to run around picking up and throwing zombies, ripping them apart, and biting their heads off.

Yeah, I know that doesn't suit the game... I just like imagining ridiculous things.

 
You did a18 in 5 months (since a17.4) . So all of that sounds droolworthy despite being a tiny bit optimistic (because 18.x is still in the works) .
Are you guys planning a non-vehicle mod revamp/content pass for after or during the vehicle update?
There was some overlap. 18 was being worked on while 17.3 and 17.4 were.

 
If we had some sort of exotic sensors to build into our turrets( auto turrets in particular) to be able to whitelist/blacklist different zombie types or have some sort of high cost Emp grenades to disable Demolisher's detonation triggers, (but at a price of disabling your own electronic devices in the blast radius.) That would be swell. :tickled_pink:

 
I'm thinking of making glue and fuel from it, nothing edible since its genetically modified.
That's a weird thing to say.

Supercorn itself is edible, and IRL lots of foodstuffs are genetically modified.

There's no reason you shouldn't be able to cook with it.

It might be annoying to program, but any food recipe that uses corn should be creatable with super-corn, (so we don't need to grow both, side-by-side) and the 'super' version should probably give more food.

That'd lead to stuff like 'super-cornmeal' 'supercorn-on-the-cob', 'superbread' and 'superstew'

That's what happens though, when you add an item to the game that's exactly the same as regular corn, but better.

Logically, it should be usable for anything that normal corn is usable for, and the results should be better.

It should make regular corn redundant.

It'll mean having two versions of a lot of items, which will be annoying and will bloat the crafting list, but... well. That's kind of what you signed up for when you added it to the game.

 
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You can eat super corn, right?
Fuel is a good idea.

Any other mutated seeds/plants planned?
Most likely we will make it non edible since it will have a real use in the future.

 
You did a18 in 5 months (since a17.4) . So all of that sounds droolworthy despite being a tiny bit optimistic (because 18.x is still in the works) .
Are you guys planning a non-vehicle mod revamp/content pass for after or during the vehicle update?
What is a non-vehicle mod?

I was talking about what I'm working on the next few months, other guys are doing other stuff. Art is making traders gorgeous, and all the old weapons are getting a pass.

 
That's a weird thing to say.
Supercorn itself is edible, and IRL lots of foodstuffs are genetically modified.

There's no reason you shouldn't be able to cook with it.

It might be annoying to program, but any food recipe that uses corn should be creatable with super-corn, (so we don't need to grow both, side-by-side) and the 'super' version should probably give more food.

That'd lead to stuff like 'super-cornmeal' 'supercorn-on-the-cob', 'superbread' and 'superstew'

That's what happens though, when you add an item to the game that's exactly the same as regular corn, but better.

Logically, it should be usable for anything that normal corn is usable for, and the results should be better.

It should make regular corn redundant.

It'll mean having two versions of a lot of items, which will be annoying and will bloat the crafting list, but... well. That's kind of what you signed up for when you added it to the game.
No. That just muddies up the line. Why bother with super corn when I can just plant 5000 corn and get all the fuel and glue I need doing that? Since they did "stuff" to it, its not edible any more since its more like 80% ethanol component now and only 20% food. We don't want to add a bunch of new items/recipes either, that is just klunky. You want super corn recipes? Get super corn. You want regular edible corn, grow that. Having a better one is just a waste of data and takes away from end game goals. If you want more regular corn perk into living off the land. If you want to craft fuel/glue get super corn. Its simple and better than "I have it all". Choice is good.

 
@Madmole:

Something thatr has been bugging the heck out of me:

Can mod descriptions have a list of what items can be put into?

There are several scopes, and you have to load all the guns and the scope mods into your inventory because certain ones only can be used in certain weapons, BUT its a mystery which ones go where.

As far as I know no one has even posted a master list anywhere of all the mods and what they can go in.

There might be future vehicle mods that are specific to specific vehicles, and going forward that will make mods easier to use, and it would be a hint/pointer for new players what they should do with them.

 
@Madmole:Something thatr has been bugging the heck out of me:

Can mod descriptions have a list of what items can be put into?

There are several scopes, and you have to load all the guns and the scope mods into your inventory because certain ones only can be used in certain weapons, BUT its a mystery which ones go where.

As far as I know no one has even posted a master list anywhere of all the mods and what they can go in.

There might be future vehicle mods that are specific to specific vehicles, and going forward that will make mods easier to use, and it would be a hint/pointer for new players what they should do with them.
We're wanting to display an icon archetype of what weapon a mod goes in in those square boxes.

 
I'll be out of pocket for most of the week, so have fun guys. There should be some good amount of stuff to show when I get back.

 
I'll be out of pocket for most of the week, so have fun guys. There should be some good amount of stuff to show when I get back.
Wish you (and therefor us) lots of success with that :) But dont crunch and give yourself some breaks every now and then^^

 
No. That just muddies up the line. Why bother with super corn when I can just plant 5000 corn and get all the fuel and glue I need doing that? Since they did "stuff" to it, its not edible any more since its more like 80% ethanol component now and only 20% food. We don't want to add a bunch of new items/recipes either, that is just klunky. You want super corn recipes? Get super corn. You want regular edible corn, grow that. Having a better one is just a waste of data and takes away from end game goals. If you want more regular corn perk into living off the land. If you want to craft fuel/glue get super corn. Its simple and better than "I have it all". Choice is good.
I wasn't talking about letting the normal corn become glue or fuel though, just about letting super-corn do everything that normal corn does.

If the supercorn is meant to not be a foodstuff (eventually) then I'd change it's name and icon to be something else.

I'm not sure what kind of plants are good for biofuel, but having it be dissimilar to other (food) crops ingame would probably make it easier to distinguish and avoid confusion.

... A quick googling brought me to this which claims that sugarbeet yields almost twice as many gallons of ethanol/Biodiesel per acre planted as corn does.

'Supersugar/superbeet' doesn't sound quite as cool, unfortunately, but you could just name it 'ethanol crop' or 'mutated crop' or suchlike?

Claim that the folks at bob's boars and Carl's corn who mutated it were trying to... produce moonshine out of it? Or run their tractors on it.

Maybe Carl started with corn (because he was already working with corn, obviously) but eventually moved onto something more efficient?

Seriously though, i feel like having two types of corn that don't overlap or serve the same purpose at all is kind of... eh.

 
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