PC Alpha 20 Dev Diary

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By the way, I already wrote about Challenge Quests, but no one noticed this in the abyss of controversy about melee weapons. Are there plans to do something with them? They are now in an absolutely miserable state. They are worth neither time nor attention. Go to a random point and kill several zombies, get 400 ducks for this 😂 Is it possible to make some kind of bonus for completing all types of challenges?

bachgaman said:
11. Challenge Quests - you spent time developing note assignments, but I don't understand what they are for? For completing them, you get about the same experience as for killing one zombie, 350 dukes are not worth this time absolutely. Perhaps it is worth at least making the reward dependent on the gamestage, this would be enough for the motivation to chase rabbits with a nail gun.

Perhaps it is worth using the mechanics of the quest chain and then the reward will depend not on the stage of the game, but on the number of completed challenges, thus some players can diversify the routine cleaning of factories and hospitals


And a similar question regarding Treasure Maps. Maybe Treasure Hunter should be given a chance to find a treasure map in the loot. Maybe add tiers for treasure, etc...

 
Today's work. New tech that should stop loot containers from floating by attaching them to what is below. We had that happening in the new sewers, so needed a fix.

LootGndAlign.png

 
Today's work. New tech that should stop loot containers from floating by attaching them to what is below. We had that happening in the new sewers, so needed a fix.

View attachment 20058
What gun is that? and also 

WE ARE GETTING SEWERS!!!!!!!!

Maybe if there are sewers people wont miss caves from previous alphas as much anymore....😁
Im going to become a Sewer Person!

ALSO WHAT GUN IS THAT!!!!!!!!!!!

 
@devs

Do you have any plans on a zombie randomizer? There was a mod some time ago for this.

You allready mentioned a clothsystem to give them random clothing and attachments but allready in this state of the game you couldt randomize walk- and attackanimations and probaly put some tinted or slightly modified version of every zed to the randompool.

Have you ever seen the fat police zombie with the spiderzombie runanimation? It looks awesome, like a fat gorilla running torwards you! Had this some alphas ago on my server selfmade. Normal walk animation but when triggered he runs like a gorilla.

Do you have something like that on the plan?

 
@devs

Do you have any plans on a zombie randomizer? There was a mod some time ago for this.

You allready mentioned a clothsystem to give them random clothing and attachments but allready in this state of the game you couldt randomize walk- and attackanimations and probaly put some tinted or slightly modified version of every zed to the randompool.

Have you ever seen the fat police zombie with the spiderzombie runanimation? It looks awesome, like a fat gorilla running torwards you! Had this some alphas ago on my server selfmade. Normal walk animation but when triggered he runs like a gorilla.

Do you have something like that on the plan?
This can't work on this engine so unfortunatly can't work good. I asked about it few times ago. So maybe on their next game

 
Hey @faatal, since it looks like you're around, I was wondering if it's possible to elaborate on the ability to place "mini POI" prefabs inside of larger POIs. (Sorry I don't know the terminology.)

Are these prefabs treated as separate "POIs?" As an example, imagine a very large shopping mall POI. The individual shops inside them could be randomized, and designers could specify that one of them be a trader. The trader could offer quests to individual shops inside the shopping mall.

My guess is that they can't, and that they'll work more like the existing block placeholders - you can define a list of prefabs to choose from, but that's it. (I'm guessing that because block placeholders are already implemented, and that the new system is expanding upon that.)

Still, that's just a guess, so I'd like to make sure.

I recognize that this is all a WIP, and nobody has even guaranteed that this will be ready for A20. So I will assume any information is preliminary. But I'm still curious. :)  

EDIT: I'm also not demanding anything one way or the other. Either way it's a great idea and will add a lot to the game.

 
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Hey @faatal, since it looks like you're around, I was wondering if it's possible to elaborate on the ability to place "mini POI" prefabs inside of larger POIs. (Sorry I don't know the terminology.)

Are these prefabs treated as separate "POIs?" As an example, imagine a very large shopping mall POI. The individual shops inside them could be randomized, and designers could specify that one of them be a trader. The trader could offer quests to individual shops inside the shopping mall.

My guess is that they can't, and that they'll work more like the existing block placeholders - you can define a list of prefabs to choose from, but that's it. (I'm guessing that because block placeholders are already implemented, and that the new system is expanding upon that.)

Still, that's just a guess, so I'd like to make sure.

I recognize that this is all a WIP, and nobody has even guaranteed that this will be ready for A20. So I will assume any information is preliminary. But I'm still curious. :)  
can work more military base on airport because it will be easier to put on ground that on inside of building

 
Hey @faatal, since it looks like you're around, I was wondering if it's possible to elaborate on the ability to place "mini POI" prefabs inside of larger POIs. (Sorry I don't know the terminology.)

Are these prefabs treated as separate "POIs?" As an example, imagine a very large shopping mall POI. The individual shops inside them could be randomized, and designers could specify that one of them be a trader. The trader could offer quests to individual shops inside the shopping mall.

My guess is that they can't, and that they'll work more like the existing block placeholders - you can define a list of prefabs to choose from, but that's it. (I'm guessing that because block placeholders are already implemented, and that the new system is expanding upon that.)

Still, that's just a guess, so I'd like to make sure.

I recognize that this is all a WIP, and nobody has even guaranteed that this will be ready for A20. So I will assume any information is preliminary. But I'm still curious.
I don't know. It probably just picks one from choices or none and replaces the blocks in the area.

@devs

Do you have any plans on a zombie randomizer? There was a mod some time ago for this.

You allready mentioned a clothsystem to give them random clothing and attachments but allready in this state of the game you couldt randomize walk- and attackanimations and probaly put some tinted or slightly modified version of every zed to the randompool.

Have you ever seen the fat police zombie with the spiderzombie runanimation? It looks awesome, like a fat gorilla running torwards you! Had this some alphas ago on my server selfmade. Normal walk animation but when triggered he runs like a gorilla.

Do you have something like that on the plan?
Not likely. Clothing would not change like you think. That is all one mesh and full textures. What might change is accessories being hidden, like a hat. provided the artists split them into separate objects.

 
Considering quests for traders,

can we get an option to preselect what tier we want to do,

and then get (1-5?) suggestions for that tier?

So we would have more choices whether to do a long/hard quest,

or just a shorter one that might even be en route to a direction I want to go anyway,

or just fitting better into the schedule 'til next hordenight.

 
I don't know. It probably just picks one from choices or none and replaces the blocks in the area.

Not likely. Clothing would not change like you think. That is all one mesh and full textures. What might change is accessories being hidden, like a hat. provided the artists split them into separate objects.
So it is possible in current situation to add for example - some zombies can respawn with backpack?

 
Like he said - these assets have to be part of the model to begin with.

Case in point: The attachments on a new gun like the auto shotgun are all part of the model. As a result they always fit exactly and are only toggled on/off as needed.

 
Like he said - these assets have to be part of the model to begin with.

Case in point: The attachments on a new gun like the auto shotgun are all part of the model. As a result they always fit exactly and are only toggled on/off as needed.


There are quite a few mods that don't alter the appearance of gear. Foregrips, retracting stocks, drum mags for guns like the AK (if I'm not mistaken), different grips for tools, etc. Will visual variety when adding different attachments to your gear be expanded upon in the future?

 
Like he said - these assets have to be part of the model to begin with.

Case in point: The attachments on a new gun like the auto shotgun are all part of the model. As a result they always fit exactly and are only toggled on/off as needed.
Okay but it is to possible to be 2 "this same thing" on model like 3 types of mags and turn on only actually used and turn off rest of them being in this same place?

 
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