PC Alpha 20 Dev Diary

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Hello to TFP. I just saw the lumberjack on twitter. The model is fantastic, good detail on the overall body, very nice sculpting on the face, good proportions and excellent textures. The model is also well designed to be able to be integrated in all the biomes and the scary factor is high up there too.

BUT, the cap colour is bland, poor and not a colour you want to put on the head of a Zd like that. While both that material (very well achieved by the way) and shape are somehow believable, if you put the cap with the same colour as the beard and you stick it to the head like that, at even a normal distance it looks like the cap belongs to his hair, a very poor and crappy modelled hair at that.

So change the cap colour to a more distinctive one, either light brown or something like a conservative blue or red. It takes less than 10 minutes to do that.

The current model is therefore a 5/10 because that crappy colour choice that looks like an unfinished head sculpture from a distance of more than 5 meters, but it will definitely be a 8/10 with that single cap colour change.

The change of cap colour will also enhance the blood features on the head, which will catapult this model high into my favourite's ranking.

 
Lumber jack looks great but i agree with captain obvious that the hat should be a different color to the beard otherwise its easily mistaken for poorly modeled hair, particularly from the front where it looks a little like a comb over.

Will we get a bit more variety in the snow biome as far as zeds go? id like to see less lumberjacks and more of the various other zombies if only for variety. Dont get me wrong, i like the lumberjack and appreciate the threat he poses but seeing the same zombie over and over breaks immersion.

 
Regarding the loot and gamestage progression:

1. Will biomes detect and adjust loot tables accordingly?

2. Can we get a gray gamestage number beside our current gamestage that shows what it has been modified to while in said biome?

3. Will POIs hace realistic loot like not finding stone spears and stone axes in shotgun messiah or working stiff tool crates?

4. Will the canned "food piles" contain more than just water and be SLIGHTLY more realistic? Sightly as in increased food chance and more empty cans. (I just died of hunger because every container had nothing but water over the course of 4 POIs).

5. Can we get wood spikes buffed during the first 7 days since it is considered the "primitive" age? Then debuff them after the first 7 Days has been complete?

 
@faatal, And how much time is left until the release of A19.5 with optimizations? Or are these just plans for now?

 
Hello to TFP. I just saw the lumberjack on twitter. The model is fantastic, good detail on the overall body, very nice sculpting on the face, good proportions and excellent textures. The model is also well designed to be able to be integrated in all the biomes and the scary factor is high up there too.

BUT, the cap colour is bland, poor and not a colour you want to put on the head of a Zd like that. While both that material (very well achieved by the way) and shape are somehow believable, if you put the cap with the same colour as the beard and you stick it to the head like that, at even a normal distance it looks like the cap belongs to his hair, a very poor and crappy modelled hair at that.

So change the cap colour to a more distinctive one, either light brown or something like a conservative blue or red. It takes less than 10 minutes to do that.

The current model is therefore a 5/10 because that crappy colour choice that looks like an unfinished head sculpture from a distance of more than 5 meters, but it will definitely be a 8/10 with that single cap colour change.

The change of cap colour will also enhance the blood features on the head, which will catapult this model high into my favourite's ranking.
Just got word that the beanie color is going to be changed.

 
Water Overhaul!!!!!!!!!!!!!!!!!!!!!!!!!!!

lol. Failed searches for new information on it. Maybe its hiding somewhere in this omegathread. Boats. Fishes. Evil fishes. Fish burgers. Harpoon gun for zombies. Water Overhaul. There must be more info on that somewhere. 

 
are there plans to add a new zombie to the snow biome, to diverse from the lumberjack?


Will we get a bit more variety in the snow biome as far as zeds go? id like to see less lumberjacks and more of the various other zombies if only for variety. Dont get me wrong, i like the lumberjack and appreciate the threat he poses but seeing the same zombie over and over breaks immersion.


Just got word that the beanie color is going to be changed.


I can't help but point out that, in the time it would take to concept/model/texture/rig a new zombie type so that the snowy biome isn't all the same lumberjack, one could make dozens of complementary beanie colors, beard colors, shirt colors, pants colors, suspender colors, skin colors, etc.

 
Water Overhaul!!!!!!!!!!!!!!!!!!!!!!!!!!!

lol. Failed searches for new information on it. Maybe its hiding somewhere in this omegathread. Boats. Fishes. Evil fishes. Fish burgers. Harpoon gun for zombies. Water Overhaul. There must be more info on that somewhere. 
It is on the back burner. Optimizations basically got bumped to higher priority.

@faatal, And how much time is left until the release of A19.5 with optimizations? Or are these just plans for now?
Just plans. We may not do the Unity upgrade for A19, since there is more risk, but many of the optimizations can be moved over without updating Unity.

 
Traders already have specialized inventories, to a degree. Will they be getting the same treatment for their quest rewards? (Ex. Trader Jen would have a higher chance to award the player with meds.)

 
It's definitely a small thing, but it really bugs me. Are there any plans to make weapon models match the modifications you've given them? Like for example, right now putting an extended mag on an Ak doesn't change the model, but would this change in the future in a potential model overhaul? 

 
Well I can think of another reason now for simplifying the work stations...

So I am on like day 61 in my world with the settings pretty much maxed.  It took me forever to find 1 acid... I finally got 5 total on day 60. 

I go to make my chem station... after the horde I go and get it and am like "cool, now I can spam pipe bombs for fun."

My base is now at bedrock, and I did not really like how I placed my workbench, but did not feel like picking it up, so I decide I am going to just put the chem station above it and stick it to the wall. 

So I dig out a small spot for it to fit into the rock above my workbench.  Looks green, all good.  I place it.... it sits there for a moment then falls and breaks... LOL...

I remember they used to stick to walls and stuff, and it let me place it... I was raging so hard. 

Now I am almost on day 63 and I have 2 acid... it took so long to get 5 that I am probably just going to go back and forth to the traders and buy one.  I even have the book for better odds of finding acid, so I am not sure what is up, heh. 

 
Traders already have specialized inventories, to a degree. Will they be getting the same treatment for their quest rewards? (Ex. Trader Jen would have a higher chance to award the player with meds.)
i would like to see that. i always need more bath sal- I mean Zana- I MEAN Painkillers!

 

 
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