PC Alpha 21 Dev Diary

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Jokes aside, we are getting closer and closer every day.  Hopefully there will be an announcement very soon. 😎

Just this past week, I finished up overhauling several of the ranger station POIs to our current standards.  One was even upgraded from Tier 1 to Tier 3.  You guys will be amazed how much more believable POIs look like with all of the new art assets and shapes. 

From a gameplay stand point, there are several new things that shake things up.  The new door art / tech. alone is awesome given the variety we have now (types and damage states)  AND the fact players can shoot / melee through them.  I was playtesting a POI yesterday and got surrounded by several zeds in one encounter.  After knocking down the closet one to me, I then hopped over a pallet of cattle feed and ducked out through a wooden door (closing it behind me).  While I was catching my breath, the zeds started piling up on the door breaking it down bit by bit until I could see their dead faces growling at me through a hole that they made.  I quickly start stabbing them in the face injuring / killing just enough before the door completely collapsed in order to finish off the rest of them.  Thank you door! 

 
Jokes aside, we are getting closer and closer every day.  Hopefully there will be an announcement very soon. 😎

Just this past week, I finished up overhauling several of the ranger station POIs to our current standards.  One was even upgraded from Tier 1 to Tier 3.  You guys will be amazed how much more believable POIs look like with all of the new art assets and shapes. 

From a gameplay stand point, there are several new things that shake things up.  The new door art / tech. alone is awesome given the variety we have now (types and damage states)  AND the fact players can shoot / melee through them.  I was playtesting a POI yesterday and got surrounded by several zeds in one encounter.  After knocking down the closet one to me, I then hopped over a pallet of cattle feed and ducked out through a wooden door (closing it behind me).  While I was catching my breath, the zeds started piling up on the door breaking it down bit by bit until I could see their dead faces growling at me through a hole that they made.  I quickly start stabbing them in the face injuring / killing just enough before the door completely collapsed in order to finish off the rest of them.  Thank you door! 
You need to make an achievement "Thank you Mr.Door!" for killing 10/25/100 zombies through the door 😄

 
I wish someone at the Pimps would sneak in an easter egg where an actual cocaine bear spawns and goes into the pop n pills and starts eating all the meds. That would kick ass in a super funny way. We'd just be a bystander watching the whole thing, he wouldn't attack us because of his cravings. But as soon as all the pills are gone, be somewhere else!!  😂

 
Any chance we can get treadmills in A22? 

FpR2F4kaEAAE9Xk


 
Only if they MUST do things in the order and the way they've done it in the past. But nobody tells them what they have to do so they can choose to change things up any time they want.


I mean... I can choose to smash my head off a wall but I probably won't make that choise.   Honestly, do you really think there is a realistic chance they are releasing the update without the streams first? LOL

 
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I mean... I can choose to smash my head off a wall but I probably won't make that choise.   Honestly, do you really think there is a realistic chance they are releasing the update without the streams first? LOL
Yep, especially when they have strongly implied very recently that they will have dev streams before releasing A21.

 
I mean... I can choose to smash my head off a wall but I probably won't make that choise.   Honestly, do you really think there is a realistic chance they are releasing the update without the streams first? LOL


The question is how many dev streams and how far apart. 3 months between first dev stream and release was the maximum I assume. Did anyone check what the minimum was?

 


By the time A21 releases I'm guessing it'll be the longest gap between alphas there's ever been, even if it isn't there quite yet currently

It'll probably hit 10 years in early access before we ever get bandits

The last time their social media has posted anything directly A21 related that wasn't to do with Twitch was September

The last time the Dev Diary was updated was mid-December

It sucks to be a fan of the game who frequents the forums looking for news/updates, but the Twitch and Steam stats for the game haven't really dropped off and, like it or not, that's who the game is made for, not for the regulars on here. From their perspective I'd imagine there's no need for them to be dropping news when the game is doing just fine without it
the feedback was written in 2018

To whom degraded alpha 20 and HD models, to whom the peak of the development of the game, alpha 16.

Up to alpha 16, the game developed without a mass player, based on the ideas of a hardcore game with complex crafting and a horde (quote from the description of the game in steam "Experience real hardcore survival mechanics".).

On the 17th alpha, there was a reversal of the trend. They took a course for mass production and HD models.

In 17-19 alpha, simplified the crafting of weapons, transport, the size of the maneuverable world was reduced by 7 times, removed the degradation of weapons, tools, removed tillage, removed more than 50 items and blocks, simplified the crafting of many items, removed loot, loot from zombies.
The sounds of the game have changed a lot, smoothed out. There are no sharp, unexpected sounds that could keep the player in suspense. Ambient sounds have changed.
Motion Capture has been changed, now it's much easier to get into zombies. Previously, a zombie could stun with a blow after your next miss, due to the complex movement of zombies.

In Alpha 19, everything is quite simple, everything is structured. 6 levels of item quality, 3 shooting galleries. Without degradation.
There are stages of the game, unexpected, random events do not happen in the world. The world is empty, no one will disturb you. There will be no random zombies. Instead, there is a heatmap system, zombies will appear if there are working blocks (stoves, bonfires, chemical stations or when the drill is working). It's very simple, take a drill, press the lmb with a 100% guarantee that zombies will come to you.

In 19-20A there are/ will be, green zombies, drones, fantastic turrets, colorful HD models. A variety of vehicles that can be crafted and put in your pocket.

p.s
It's a pity that the game took a commercial (casual, arcade, in a beautiful wrapper) direction, as it usually happens. Could become a cult.
The game has lost its atmosphere. The idea of the game was, zombie apocalypse + complex crafting.
The game is more casual from version to version, we are waiting for a new indie game built on clean, bright ideas. Here you can put a cross.

 
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the feedback was written in 2018

To whom degraded alpha 20 and HD models, to whom the peak of the development of the game, alpha 16.

Up to alpha 16, the game developed without a mass player, based on the ideas of a hardcore game with complex crafting and a horde (quote from the description of the game in steam "Experience real hardcore survival mechanics".).

On the 17th alpha, there was a reversal of the trend. They took a course for mass production and HD models.

In 17-19 alpha, simplified the crafting of weapons, transport, the size of the maneuverable world was reduced by 7 times, removed the degradation of weapons, tools, removed tillage, removed more than 50 items and blocks, simplified the crafting of many items, removed loot, loot from zombies.
The sounds of the game have changed a lot, smoothed out. There are no sharp, unexpected sounds that could keep the player in suspense. Ambient sounds have changed.
Motion Capture has been changed, now it's much easier to get into zombies. Previously, a zombie could stun with a blow after your next miss, due to the complex movement of zombies.

In Alpha 19, everything is quite simple, everything is structured. 6 levels of item quality, 3 shooting galleries. Without degradation.
There are stages of the game, unexpected, random events do not happen in the world. The world is empty, no one will disturb you. There will be no random zombies. Instead, there is a heatmap system, zombies will appear if there are working blocks (stoves, bonfires, chemical stations or when the drill is working). It's very simple, take a drill, press the lmb with a 100% guarantee that zombies will come to you.

In 19-20A there are/ will be, green zombies, drones, fantastic turrets, colorful HD models. A variety of vehicles that can be crafted and put in your pocket.

p.s
It's a pity that the game took a commercial (casual, arcade, in a beautiful wrapper) direction, as it usually happens. Could become a cult.
The game has lost its atmosphere. The idea of the game was, zombie apocalypse + complex crafting.
The game is more casual from version to version, we are waiting for a new indie game built on clean, bright ideas. Here you can put a cross.
I agree about that. They change from complexed and hard game  into mods base. Meat smell was sign that game will be easier project zomboid in 3d but we get simpler dayz 

 
Приветствую разработчиков, ребята. Скажите, пожалуйста, планируете ли вы добавить больше оружия в игру? Мне бы очень хотелось увидеть метательные ножи. И планируете ли вы добавить военный боевой нож? Ну, если честно, признаюсь, что мне нравятся все модели оружия, для охотничьего ножа эта модель практически ничего не стоит. Он какой-то маленький, извращенный и совершенно уродливый. Я большой поклонник ножей и очень хотел бы увидеть совершенно новое оружие. Спасибо

 
the feedback was written in 2018

To whom degraded alpha 20 and HD models, to whom the peak of the development of the game, alpha 16.

Up to alpha 16, the game developed without a mass player, based on the ideas of a hardcore game with complex crafting and a horde (quote from the description of the game in steam "Experience real hardcore survival mechanics".).

On the 17th alpha, there was a reversal of the trend. They took a course for mass production and HD models.

In 17-19 alpha, simplified the crafting of weapons, transport, the size of the maneuverable world was reduced by 7 times, removed the degradation of weapons, tools, removed tillage, removed more than 50 items and blocks, simplified the crafting of many items, removed loot, loot from zombies.
The sounds of the game have changed a lot, smoothed out. There are no sharp, unexpected sounds that could keep the player in suspense. Ambient sounds have changed.
Motion Capture has been changed, now it's much easier to get into zombies. Previously, a zombie could stun with a blow after your next miss, due to the complex movement of zombies.

In Alpha 19, everything is quite simple, everything is structured. 6 levels of item quality, 3 shooting galleries. Without degradation.
There are stages of the game, unexpected, random events do not happen in the world. The world is empty, no one will disturb you. There will be no random zombies. Instead, there is a heatmap system, zombies will appear if there are working blocks (stoves, bonfires, chemical stations or when the drill is working). It's very simple, take a drill, press the lmb with a 100% guarantee that zombies will come to you.

In 19-20A there are/ will be, green zombies, drones, fantastic turrets, colorful HD models. A variety of vehicles that can be crafted and put in your pocket.

p.s
It's a pity that the game took a commercial (casual, arcade, in a beautiful wrapper) direction, as it usually happens. Could become a cult.
The game has lost its atmosphere. The idea of the game was, zombie apocalypse + complex crafting.
The game is more casual from version to version, we are waiting for a new indie game built on clean, bright ideas. Here you can put a cross.


Thankfully the game is designed by the developers to be moddable so a greater audience of players can enjoy it for many more hours after the vanilla experience is over. 😀

 
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