PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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If items are now going to have buffs... Is food spoiling a real thing in the making or is it too early to ask? Barring the stacking issue and stuff I mean.

 
Kinyajuu & Gazz, thanks for answering a lot of our questions. I have one if you'd be so kind. Can mods use random ranges of values in their parameters?

If so, I envision using them as a back door to modding individual variation among zombies. E.g., each zombie can spawn with a different amount of hit points, a slightly different movement speed, and maybe... hopefully a different appearance, building on the 'camo paint mod' idea.

 
So, reading all the updated (debatable) improvements on post 1, it's not mentioning AI improvements anywhere. Don't get me wrong, I'm loving most of what I'm seeing, however considering AI was touted as THE reason to upgrade to A17, is it still happening? Or just like most politicians primary promises, has it been dumped?

 
So, reading all the updated (debatable) improvements on post 1, it's not mentioning AI improvements anywhere. Don't get me wrong, I'm loving most of what I'm seeing, however considering AI was touted as THE reason to upgrade to A17, is it still happening? Or just like most politicians primary promises, has it been dumped?
This. This is what I've been trying to find out over the past few months. Given that A16 came out ~4 months ago, if AI improvements were going to be implemented in A17, one would assume one would have heard about this by now.

 
This. This is what I've been trying to find out over the past few months. Given that A16 came out ~4 months ago, if AI improvements were going to be implemented in A17, one would assume one would have heard about this by now.
Since pimps anounce and show stuff that is viewable to public, I think they with answer when they have something to show.

But an early answer is always welcome.

 
If items are now going to have buffs... Is food spoiling a real thing in the making or is it too early to ask? Barring the stacking issue and stuff I mean.
I hope food spoilage never happens to be honest. It'd ruin the game for me. If it does happen I hope there is an option in modded options to turn it off. Just like weather survival needs to be in there as a on/off thing because to me it adds nothing to the game other than pointless inventory tetris.

 
Since pimps anounce and show stuff that is viewable to public, I think they with answer when they have something to show. But an early answer is always welcome.
Its going to take a while before they have anything to show as they are porting it to a new version of unity and that takes time. Besides how smart do you people assume zombies are? About the only thing I could see them doing to fix the current AI is make the AI smart enough to bust blocks in a stair formation to get to you on a higher floor, which includes taking out supports if they can find no other way up to you. However this doesn't fix the underground base protection, maybe make crawlers and dogs able to dig down only on horde night? It'd make sense for those 2 types to be able to dig with them being so low to the ground.

 
speaking of zombies being dumb.... i seen a few zombie games on steam where they actually boasted having dumb zombies that merely wonder around randomly unless they see hear or smell lunch.

i mean really ... think about it... see a zombie, throw a rock to him and he/she will circle it forever until you kill it or get away. seems ok to me. :) and you all thought it was a bug. <rolls eyes around in innocence>

 
Its going to take a while before they have anything to show as they are porting it to a new version of unity and that takes time. Besides how smart do you people assume zombies are? About the only thing I could see them doing to fix the current AI is make the AI smart enough to bust blocks in a stair formation to get to you on a higher floor, which includes taking out supports if they can find no other way up to you. However this doesn't fix the underground base protection, maybe make crawlers and dogs able to dig down only on horde night? It'd make sense for those 2 types to be able to dig with them being so low to the ground.
AI is not only for the zeds.

 
True regarding the Unity port.

In regards to zombie intelligence, I suppose there are a few things that need to happen, depending on the zombie lore. If zombies are completely braindead and just animated flesh with one desire = eat human flesh, then at the very least, the need to be able to pile up (swam each other) to get you if you are on a ledge directly above them or dig in droves to your underground base.

However, if we consider them somewhat like animals with a basic instinct and a slight version of a brain (at least a brain-step), then even the dumbest animals can find alternative routes around obstacles or change their body shape (bend or crawl) to get under or over a block. With a human just infected, maybe he/she still has some engineering smarts about him/her and can get the general sensible use of basic tools (club) or that if I fell this tree, that perch will fall.

But it's not just about zombie lore, but mainly about the entertainment of the game.

 
speaking of zombies being dumb.... i seen a few zombie games on steam where they actually boasted having dumb zombies that merely wonder around randomly unless they see hear or smell lunch.
i mean really ... think about it... see a zombie, throw a rock to him and he/she will circle it forever until you kill it or get away. seems ok to me. :) and you all thought it was a bug. <rolls eyes around in innocence>
Lol. Hmmm...yep, you sold me. Where's the game? It's now going to become my favourite game. And TFP's think they're smart for increasing AI on z'd. Pfttttth! What do they know?

 
Oh WoW, Guys really really nice work. All the very Best Love all you Pimps, Hoping to get a response from the mole one day = )

 
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Can mods use random ranges of values in their parameters?If so, I envision using them as a back door to modding individual variation among zombies. E.g., each zombie can spawn with a different amount of hit points, a slightly different movement speed
Generating a random float/int is supported (but still noted as broken on my list =) so pretty much anything can be set to any random value. If it doesnt work directly then you can put the value on a variable and use that.

Code:
<effect_group name="Critical Hits Alternative">
	<requirement name="RandomRoll" target="self" min_max="-1,@CriticalChance" operation="GTE" value="-0.2"/>
	<triggered_effect trigger="onSelfPrimaryAction" action="AddBuff" target="other" buff="kaboom">
	</triggered_effect>
</effect_group>
This would be a 20% base weapon proc, modified by a CriticalChance bonus from... skills and stuff?

"AddBuff" is only one action. Maybe you want the target blinded, ragdolling, make yourself jump 3x as high for a time. I dunno. Whatever?

Maybe radiated zombies do an AOE buff that increases the max HP of every other zombie around them and slowly heals them up to the new max. Or make them run faster. Or slower. Or make them emit puke sounds every 5 seconds. Because... reasons.

If it has a number to go with it then you can change it. That's the whole point. That's how this works.

Hit points or crouch speed are numbers.

Just recently I had moved the player base stats to entityclasses so the base stats are declared there instead of using some mysterious default value.

Makes it more readable when you can see the list of stats that "make" a player character.

So if you want to make a gummy bears item that gives you a jump buff on eating - yummy!

Not impressed....until the sledgehammer calls lightning, allows me to fly, can be thrown and automatically comes back to me at will.
Everyone knows that Mjِlnir actually does that but we're making a game, not a simulation, so sorry.

 
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Hi Guys, I just wanted open up discussion of Alpha 17. Sorry we have been tight lipped about it, but I wanted to try something different this time where we talk about finished or work in progress features rather than stuff we simply planned. This leads to less frustration because usually once something is started we finish it, where its easy to plan a bunch of stuff and have it slip through the cracks, which is disappointing for all of us.
I will say we're ramping up the team, we've hired two new senior programmers, a concept artist, an environment artist, a designer, and we have about 5 new full time world builders. I'll begin showing stuff on youtube real soon. I have two keyboards hooked up at the same time now so I can annoy people if I want, or use the quiet keyboard if I want :)

A17 News: Use these links to skip to the parts of the A17 thread where developers appear!

Wallpaper and Trader Bob Images

Trader Bob Compound Concept Art

First look at bicycle

First look at THE HOG

Concept Art Video

Bathtub and Modular Pallet art assets

Dungeon Prefab Video

Player Mocap and Vehicles Video

First look at new Stag

First look at school bus model

Zombie Ragdoll and more video

Madmole comments and answers questions

Madmole comments on newest video concerning Bosses and HP bars

Kinyajuu comments on A17 system overhauls

Kinyajuu comments on the A17 weapon mod system

Videos: Direct links to all of Madmole's A17 Videos!

Oh WoW, Guys really really nice work. All the very Best Love all you Pimps,

 


Hoping to get a response from the mole one day = ) I was a forum noob in our mining chat 1st ever comment xD


 
Coughs * VIDEO * Coughs
If I was madmole and recieved 23 pages of whiny complaints over a non finalized HP bar I,d make everyone wait a LONG time for another video. In fact as much as i love the vids I hope he takes his sweet time.

 
Not impressed....until the sledgehammer calls lightning, allows me to fly, can be thrown and automatically comes back to me at will.

So, reading all the updated (debatable) improvements on post 1, it's not mentioning AI improvements anywhere. Don't get me wrong, I'm loving most of what I'm seeing, however considering AI was touted as THE reason to upgrade to A17, is it still happening? Or just like most politicians primary promises, has it been dumped?

This. This is what I've been trying to find out over the past few months. Given that A16 came out ~4 months ago, if AI improvements were going to be implemented in A17, one would assume one would have heard about this by now.

Since pimps anounce and show stuff that is viewable to public, I think they with answer when they have something to show. But an early answer is always welcome.
Lol, if you been around since the start, seen the changes and whats been implemented then you know within your heart it Will be done, always. Updates are much faster these days = ) even if its months lol

- - - Updated - - -

If I was madmole and recieved 23 pages of whiny complaints over a non finalized HP bar I,d make everyone wait a LONG time for another video. In fact as much as i love the vids I hope he takes his sweet time.

Indeed!

 
speaking of zombies being dumb.... i seen a few zombie games on steam where they actually boasted having dumb zombies that merely wonder around randomly unless they see hear or smell lunch.
i mean really ... think about it... see a zombie, throw a rock to him and he/she will circle it forever until you kill it or get away. seems ok to me. :) and you all thought it was a bug. <rolls eyes around in innocence>
Seeing that you mentioned this, I noticed the original feral doesn't beat the fat-cop up anymore when hes puked on = (

Fun Pimps keep up with classic gems, Please bring this one back.

 
This. This is what I've been trying to find out over the past few months. Given that A16 came out ~4 months ago, if AI improvements were going to be implemented in A17, one would assume one would have heard about this by now.
A month ago you would have said: "Given that A16 came out ~3 months ago, if a new buff system was going to be implemented in A17, one would assume one would have heard about this by now"

But nice try getting some information out of them :smile-new:

Not impressed....until the sledgehammer calls lightning, allows me to fly, can be thrown and automatically comes back to me at will.
Mod the crossbow to look like a hammer, mod the reload animation to show nothing and mod *bolts* to look like a hammer. in A17 you can add a ragdoll effect. So assign an impulse to yourself whenever you press right mouse button and you can fly as well. That's 2/3rd of Mjِlnir

 
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