PC Alpha 19 Dev Diary

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Hello faatal, just so you know... there's been people on the Steam forums saying that the current zombie AI is very easy to change, that it's just an A* (or something) algorithm that TFP bought on the Unity shop, so it would take minutes to fix something or chance something. Well, I've been following your work on zombie AI since when you started (A17 I think) so I put them back in their place telling them that if it was just a Unity asset flip then faatal must have wasted tons of hours doing nothing lol

People don't respect other people's work and just talk out of their arses, I'm telling you... :dejection:
By the same logic, Unity does all the work. You just press some buttons and out pops a game!

A ton of time and code was written to make that pathing system work in our voxel game. The entire grid scanner had to be customized to check voxels, adjacent voxels and tunnel up and down.

 
Let it go, even if you were 100% correct you wont get most people to accept they were wrong...especially on the internet lol...
Yeah, I guess you're right, but I can't stand people who present their opinion as facts when you know they're just baloneying.

 
By the same logic, Unity does all the work. You just press some buttons and out pops a game!

A ton of time and code was written to make that pathing system work in our voxel game. The entire grid scanner had to be customized to check voxels, adjacent voxels and tunnel up and down.
Thanks for the reply, it just confirms what I already knew by following your development over time... may I quote you on this? :typing:

 
@faatal
Hey man could you write some new code to allow the zombies to utilize side step and also flanking maneuvers during a group attack so if there is space to move around that they don't just come at you in a straight line like sheep to the slaughter.

Thanks
AI already does that. The move helper has obstacle avoidance code, which causes side stepping. You don't see it that much since you have to have front zombies stop while back zombie keep advancing, which would require you to stand there with a pack in your face. Also it is a limited cone in front of the zombie.

 
Thanks for the reply, it just confirms what I already knew by following your development over time... may I quote you on this? :typing:
Sure. You can quote anything I say in here.

 
That IS the whole point. If we were locked out of certain weapons unless we spent points or couldn't farm at all without spending points, or couldn't trade, scavenge, mine, or harvest at all without first spending points then I would be 100% with you. But we can do everything in the game at a fair level of success without spending a single point. RNG will give us more abilities without having to spend a single point. Points are frosting that help us be elite in some skills so it is perfectly fine that they are linked to specific attributes. Being linked to an attribute is simply the economy of the system. It is the cost. They could decouple some skills but then those skills would have to be made more expensive to progress so you would still end up spending the same amount of points or possibly more.

Ah....too much time indeed. That is the crux of the problem in 95% of these debates. You want to have elite level skills sooner. If that is the case then give yourself more skill points for completing the tutorial quest. Instead of 4 points take 10 points and voila, it won't take too much time to turn good at your own style.

Tough choices can be annoying. But, come on.... 2 attributes is all it takes to make you happy? That is doable. You can absolutely be strong in 2 attributes. It may take until day 30 or so but if you want it sooner than that then mod your game as I suggested. Take more skillpoints at the start to boost you along those two paths you want.

They could do that but as I said, they aren't going to keep those perks as 1-pointers if they do that. They will be more expensive. If they move them you won't be suddenly getting a discount on the cost of skillpoints and it could end up being more expensive in some cases than it is now. In A19 there has been a reduction of perk steps for several of the perks which means you can get to the max value at a cheaper cost. Remember it is all just an economy. The names of the attributes add flavor and help with roleplaying but in point of fact it all comes down to costs and they are going to make being excellent in several areas very expensive no matter how it might be re-organized.
Thanks for the answer, very fine words, but I still thinking the skill progression in this game is broken.

Economy is broken too...

But I will not talk more about that.

Cya.

 
This was a fun feature to do and took less than a day:

Added AI head tracking to movement or target positions.

7dtdLookAt.jpg

 
This was a fun feature to do and took less than a day:
Added AI head tracking to movement or target positions.

HEY! Coool Man!!! Thank You!

(Xtrakicking, where are You? we're having a celebration here! :) )

 
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This was a fun feature to do and took less than a day:
Added AI head tracking to movement or target positions.

Oh hell yah!!!!!! PLEASE get it back in!!!!! The creepy factor is over 9000!!! I miss it!

 
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