PC Alpha 21 Dev Diary

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Obviously photshopped. The grenade disappears when it would normally hit the door. I call hax.

Gonna need you to show us more of this supposed "new tech" to convince me...
Well, better than mine last brain cell just before asleep, which just stared at the loops, waiting for an explosion. 

Gonna be so much fun with that kind of physics added. 

 
Looking forward to the many cries of outrage and firm belief that there's something wrong with the door mesh/opening because they lobbed a grenade and blew themself dead (or on fire). It's going to definetly be the fault of a dev and not the fact the player couldn't find the hole and get it in. 
i had already marked it on my event calendar for when a21 drops... so yeah, i fully expect it as well. :)

like people dropping a molotov thru the iron bars they are standing on... :)

 
@faatal, good day to you sir !  I have a couple of questions :

1- Any news about bandits? Specifically, do you know if they are in and working at some level?

2- What are you working on at the moment? 

3- Can you give us a cool a21 screenshot? It would ignite the hype train and give us something to talk about.

Thanks in advance!

 
Not been about for ages as like everyone else now highly expecting A21.

Without reading 84 pages prior, I just want to feel happy in knowing and hoping lots of time has been placed into the fine tuning of the games performance specially when zombies (the games main protagonist) are on the screen.

That's all, nothing more....

 
I don't know if that's something that might be revealed but I wonder how the team is split up regarding the development of the game. The new "LBL" system amongst other things seem very interesting but rather small features regarding amount of code involved. As a fellow developer I wonder how much work is being done on stuff that is not on the OP. Specifically bandits which are, I suppose, a nightmare (or dream) feature to tackle properly.

Looking forward to all of it, great game that only gets better !

 
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Not been about for ages as like everyone else now highly expecting A21.

Without reading 84 pages prior, I just want to feel happy in knowing and hoping lots of time has been placed into the fine tuning of the games performance specially when zombies (the games main protagonist) are on the screen.

That's all, nothing more....
As usual, the game will be properly optimized when all features are in the game and it is in the final stages of development. It would be worthless to optimize it now when more core changes will render the optimization pointless.

 
Outside of the stuff already mentioned by others (bandits, water etc) I'd love to see a bit of love given to making the world outside of the tiled towns/cities feel more real to match the level of detail we see in cities now.

Particularly the the transition between tiled sections and the RWG biomes is quite jarring (the difference in the roads is a good example) and, aside from the current wilderness POIs, the biome stuff outside of towns is very empty/repetitive.

Maybe some sort of sub-biomes are needed like sections of pine forest with less trees or something similar to the old plains for the desert and so on
Yeah. Would definitely be nice to have some subtle transition between biomes. Stepping 5 feet out of a sunny summer day immediately into a fridged, dark, windy waste is very jarring. Needs a slower and more subtle shift ti make the environmental shift seem more organic for sure 🙏

If the future water includes a somewhat sufficient flowing behavior,

I would love to see some kind of pump system introduced into the game.

I can imagine some nice use cases of this,

starting with just decorative handpump water fountains for my living base,

over water filled traps to emergency-flushaway zombie hordes, or water jet defense turrets,

til just idle sandbox fun in creative mode when I want to set a complete POI under water with a massive setup of high-power electric water turbines.
Fish. Fishies, Fishes, Le Fich. 🤘

 
I don't know what the average POI designer typically does for rooms, but they should already be able to include the wall inside the volume. Now volumes are not meant to include the full 1m wall thickness plus all of where you can stand beyond them (just a little) as we don't usually want you beating on walls and waking up the volume.
Why though? The inability to do that is literally my least favorite immersion breaking part of this game 🙃 "Yeah, Lemme just yehaw into this buildin full er sleepin Zambers"

Uh? Hell no. Slap the wall. Wake them up. Group them. Frag out. Survive. 🙄

At least give us an option toggle to turn that off 🤔

Don't get me wrong. I respect the hell out of the time people put into their POI development. But I can only deal with Zombies nonsensically standing on top of trusses or hiding in closets when they aren't even smart enough to open a door so many times before I want to headbutt my tv.

There's a reason some of us mod the sleepers out or at least minimize the volumes to wake them up quicker. 

I'd rather have an option to turn sleepers off completely and replace them with normal spawning zombies.

 
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