PC Alpha 19 Dev Diary

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I believe you mentioned one time in the past that it might be more unlikely to acquire guns within the first 20 player levels or so. Is this still the plan going forward or has this idea been scrapped? (Disclaimer: I don't mind either way really.)
We're still working on the design that says what drops when. Either way I'd like to see a loot modifier that makes it easier or pushes it out even further from default, so if you wanted it to be level 40 before a gun spawned that might be possible. Not sure how doable that is but it would be sweet.

 
Can we PLEASE get a cartographers desk added to be able to share maps in multiplayer?
Here is how I see this working:

Specs

1. It is SIMPLE to build. maybe like 10 wood, 5 stone, and 5 paper. Something like that.

2. It is 1 block wide, 1 block deep, and 1 or 2 blocks high.

3. Hit Points would be similar to doors.

Single Player:

1. When you visit the cartographers desk, your current revealed map is added to the desk along with any marks you have set.

2. On death, you lose your map! You still have your compass to take you back to your backpack, but your map is GONE!

3. To retrieve your map, you visit the cartographers desk and your map is back and so are your marks!

Multi-Player:

1. When when any player visits the cartographers desk, your current revealed map is added to the desk along with any marks you have set.

2. On death, you lose your map! You still have your compass to take you back to your backpack, but your map is GONE!

3. To retrieve your map, you visit the cartographers desk and your map is back and so are your marks!

4. All players in your party\allies revealed map and marks are copied in to the cartographers desk, and you can copy the info from the cartographers desk to your map.

PVP:

1. If the cartographers desk it destroyed, the map and marks are also destroyed. So protect it or you can lose your map and marks when you die!

2. Cartographers desk can be upgraded to withstand more damage just like wood blocks. So wood, wood reinforced, metal, concrete, steel.

I feel that some way to share maps is needed. This idea makes it valuable for single player and for PVP as well!

Thoughts?
You can already share locations with friends. Its already too easy in MP.

 
Nope. Regular zombies, same size regardless of Bloodmoon settings. At least that's how it was in my last long game. They always stayed the same. Wolves and zbears/zdogs sometimes.
Maybe I'm thinking of screamer summons, those are definitely game staged.

 
I've never been against it, Rick was but after I redesigned ISS making the need more obvious and made a mockup of unobtrusive food water bars he finally conceded.
As someone that is ever so slightly interested in UI design... care to show the mockups..? pretty please? :D

 
If we get fog, will we get a rebalance for the almost useless flashlight?
That would be cool; being able to hold a flashlight in one hand to penetrate some of the fog, and a one-handed gun/melee weapon in the other. Either this, or the weapon flashlight mod could achieve the same effect, if possible through coding.

 
International Space Station, obviously ^^
Saw it for the 1st time streaking through the sky at night in Hawaii. It is amazing what the stars/skies look like when you don't live in a big city.

 
Maybe I'm thinking of screamer summons, those are definitely game staged.
Just looked at the gamestage.xml and wandering hordes do appear game staged. Not sure how robust they are but there are 50 different configurations.

Code:
<spawner name="WanderingHorde"> <!-- These will wrap around at 50. -->
<!-- Will probably have to undo that later. Rev 19924 /19944 -->
<gamestage stage="01"><spawn group="wanderingHordeStageGS1"		num="05" maxAlive="30" duration="09"/></gamestage>
<gamestage stage="02"><spawn group="wanderingHordeStageGS2"		num="10" maxAlive="30" duration="09"/></gamestage>

...

<gamestage stage="49"><spawn group="FwanderingHordeStageGS64"	num="08" maxAlive="30" duration="09"/></gamestage>
<gamestage stage="50"><spawn group="ZombieBearsGroup"			num="02" maxAlive="30" duration="09"/></gamestage>
</spawner>
 
Saw it for the 1st time streaking through the sky at night in Hawaii. It is amazing what the stars/skies look like when you don't live in a big city.
It's also sad that you could see the night sky roughly 30% clearer in any geographical location of the world (cities aside) just over a century ago. Ahhh progress...

 
Just looked at the gamestage.xml and wandering hordes do appear game staged. Not sure how robust they are but there are 50 different configurations.

Code:
<spawner name="WanderingHorde"> <!-- These will wrap around at 50. -->
<!-- Will probably have to undo that later. Rev 19924 /19944 -->
<gamestage stage="01"><spawn group="wanderingHordeStageGS1"		num="05" maxAlive="30" duration="09"/></gamestage>
<gamestage stage="02"><spawn group="wanderingHordeStageGS2"		num="10" maxAlive="30" duration="09"/></gamestage>

...

<gamestage stage="49"><spawn group="FwanderingHordeStageGS64"	num="08" maxAlive="30" duration="09"/></gamestage>
<gamestage stage="50"><spawn group="ZombieBearsGroup"			num="02" maxAlive="30" duration="09"/></gamestage>
</spawner>
But in my opinion it is not balanced well. For GS1 you get group 1, for GS2 group 2, etc. up to GS50, but at GS51 you get group 1 and here we go again. There are different groups with varying difficulty, so you can accidentally get a WH of higher difficulty on a lower level/early game.

If you could hold a flashlight in your second hand, it would be cool, but many of the weapons are two handed. Also, those that are not, switch to use both hands while in focus (i imagine here aiming with the pistol like police officers do while aiming).

 
It can be increased with a C# patch too. I increased it from 50 to 5000 and it works fine (I know I'd pretty much never need that many GS for wandering horde, but would rather have too many than not enough)

 
Just looked at the gamestage.xml and wandering hordes do appear game staged. Not sure how robust they are but there are 50 different configurations.

Code:
<spawner name="WanderingHorde"> <!-- These will wrap around at 50. -->
<!-- Will probably have to undo that later. Rev 19924 /19944 -->
<gamestage stage="01"><spawn group="wanderingHordeStageGS1"		num="05" maxAlive="30" duration="09"/></gamestage>
<gamestage stage="02"><spawn group="wanderingHordeStageGS2"		num="10" maxAlive="30" duration="09"/></gamestage>

...

<gamestage stage="49"><spawn group="FwanderingHordeStageGS64"	num="08" maxAlive="30" duration="09"/></gamestage>
<gamestage stage="50"><spawn group="ZombieBearsGroup"			num="02" maxAlive="30" duration="09"/></gamestage>
</spawner>
I guess gamestage would be too generic a word. I mean there are never any feral and irradiated variants. They also never increase in number past a point when they become a slight nuisance.

Side note: Would be cool if once in a while they acted like a bloodmoon horde and gps to you for a certain amount of time. I feel they are too predictable and easily negated sometimes.

 
I've never been against it, Rick was but after I redesigned ISS making the need more obvious and made a mockup of unobtrusive food water bars he finally conceded.
Nice!

That kind of complexity I like!

And food+water bars I also like.

Btw, you can always add options to turn off all the UI elements when getiting close to gold, so ppl will get the experience they like.

 
Change much??? Beautiful!

2.gif


 
I guess gamestage would be too generic a word. I mean there are never any feral and irradiated variants. They also never increase in number past a point when they become a slight nuisance.
Side note: Would be cool if once in a while they acted like a bloodmoon horde and gps to you for a certain amount of time. I feel they are too predictable and easily negated sometimes.
Aaaand... I'm against that. If they smell, see or hear you then fine, but i don't want to suddenly have an angry mob GPS towards me through even the most impossible maze of a POI i'm in or when i'm very deep underground. If you want to tell me all Zs are simply drawn to warm bodies then you shouldn't be able to fool them and stealth your way around them as you're close, not to mention a WH that's a fair distance from you.

Otherwise you get a mechanic like in GTFO, where enemies are mostly "in sleep mode", but if you fully wake one up everyone around charges at you. Otherwise, you can stealthily kill most of them.

 
Integrated Survival System, f.e. the health and stamina system. Its getting changed so your not constantly bandaging micro damage to max health, but rather will receive more significant hits that have a debuff attached to them, and require a specific treatment.
Ahoy!

thats sounds pretty nice

is that coming in a19 or later

 
I've never been against it, Rick was but after I redesigned ISS making the need more obvious and made a mockup of unobtrusive food water bars he finally conceded.
Show it to us so we can criticize it to oblivion? :p

 
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