PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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The comments about perks being temporarily unavailable when attributes get lowered made me think that a temporary (e.g. one game-day) debuff to all attributes might be a good death penalty.
It would be reasonably noob-friendly, since beginning characters won't have much to lose, so dying in the first day or two won't be too bad, but it would be a significant penalty to established characters who will lose higher level perks temporarily on death.
I like that and you could loose one point of attribute for each difficulty level.

So insane would be 5 points for one game day.

 
Yay new video! Also a surprise addition in the form of different kinds of ammo, or has it been discussed before? I saw jacketed hollow point 9mm and others.

It looks beautiful, and MM's comment about zombies attempting to rise up immediately after being knocked down is a welcome addition to distinguish dead and knocked zombies.

Too bad the UI (mouse) lag still looks pretty gnarly.

The encumberance system looks to be pretty well implemented. I like that it is tied to slots instead of raw weight.

 
Yes, it is similar, but I don't know why it was disabled/removed. Not a decision I was involved in.
Wouldn't the main difference be that sound triggers off an event, like hitting something, firing a gun, etc, which involve a trigger action, while smell would be continuous and need to be monitored constantly. Smell, to work correctly, would seem likely to use more game resources. Anyway, I saw Faatal answered this, so nm. :-)

 
Check out our new strength perks!

Thanks MM, That looks cool!!

One question, I saw the bladed weapon perk (Deep Cuts) also mentioned piercing weapons. I hope that means that the perk also affects arrows and their damage?

(Time stamp ~7:50 of the video)

 
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It looks beautiful, and MM's comment about zombies attempting to rise up immediately after being knocked down is a welcome addition to distinguish dead and knocked zombies.
Planning on getting those changes in next week.

 
Wouldn't the main difference be that sound triggers off an event, like hitting something, firing a gun, etc, which involve a trigger action, while smell would be continuous and need to be monitored constantly. Smell, to work correctly, would seem likely to use more game resources. Anyway, I saw Faatal answered this, so nm. :-)
You could just run it once a second. Distance checks are cheap.

 
Posted on Reddit, being sure to emphasize the estimate that it could potentially be out before the end of the year! :3

Also I totally missed the Changes and Fixes list update before about Vulkan being selectable in the menu, that's awesome! Although I hope if it ends up being better and just as stable that it'll be the default, if that's possible, but we'll see.

 
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I have a Question about the Perksystem.

In the Video MM posted today,

the bottom Perks under Construction went from 0/1 to 0/3 for every 2 Points he put into Strength... Is it because the Game only then counts your Level on how many Points you spent, or are different Perks prerequisit for other higher Level Perks?
Am I missing something? (Could be, just came home from Work)

Thank you so much for making this Game!

 
Just watched the new video. Gotta say, I love the new perk and class system. This brings up many possibilities and game styles to try out. I especially liked the fact that buffs can affect the attributes you buy, thus bringing the potential of having many more diseases that do much more than just drain your stamina/health.

 
Perks STAY DOWN and HEAVY METAL is dublicate they effects. So one of this perks is redundant. For clubs, sledgehammer and other weapons one skill is enough, isn't it?

 
I like the new encumbrance system, with the slots allowing to be used, but slowing the player down.

Good design here. I approve.

 
Just watched the new video. Gotta say, I love the new perk and class system. This brings up many possibilities and game styles to try out. I especially liked the fact that buffs can affect the attributes you buy, thus bringing the potential of having many more diseases that do much more than just drain your stamina/health.
Yeah it's awesome. I was going to nitpick on some of the number increases per level but realized balancing is probably still unfinished. Also, at the end of the day if something doesnt feel right, it should be easy to adjust via xml. :)

 
That last video didn't look very smooth and very playable. I expected them to be in better shape this far along. Quick question, when you kill a zombie I noticed the bag doesn't pop up right away to loot. Does this mean you have to keep hitting it until it goes "poof" then the bag will pop up? I really would love if the zombies stayed on the ground a little longer and you could loot each one. If they could optimize the game better they wouldn't have to make such silly compromises. I enjoined looting the bodies after defending my base and clearing out a building. Having a bunch of bags appear just doesn't seem right. imo

 
That last video didn't look very smooth and very playable. I expected them to be in better shape this far along. Quick question, when you kill a zombie I noticed the bag doesn't pop up right away to loot. Does this mean you have to keep hitting it until it goes "poof" then the bag will pop up? I really would love if the zombies stayed on the ground a little longer and you could loot each one. If they could optimize the game better they wouldn't have to make such silly compromises. I enjoined looting the bodies after defending my base and clearing out a building. Having a bunch of bags appear just doesn't seem right. imo
Didn't i read somewhere that zombies weren't going to be lootable anymore?

 
That last video didn't look very smooth and very playable. I expected them to be in better shape this far along. Quick question, when you kill a zombie I noticed the bag doesn't pop up right away to loot. Does this mean you have to keep hitting it until it goes "poof" then the bag will pop up? I really would love if the zombies stayed on the ground a little longer and you could loot each one. If they could optimize the game better they wouldn't have to make such silly compromises. I enjoined looting the bodies after defending my base and clearing out a building. Having a bunch of bags appear just doesn't seem right. imo
He’s probably playing in the editor. The testing builds are smoother. Zombie loot isn’t hooked up yet so it’s impossible to comment on it or show it at this time.

 
Didn't i read somewhere that zombies weren't going to be lootable anymore?
The bodies themselves are no longer lootable nor can you harvest bones and rotten flesh from them. We’ve been told that at some point there will be bags dropped by some zombies that will be loot for killing them. That isn’t implemented yet.

I will say that I don’t even think about zombie loot any more . I’m completely used to it and I still kill them and I still get encumbered by all the crap ton of loot I find and it is still fun.

 
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