PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
It looks like the game stage formula is:gameStage = playerLevel + playerLevel * (daysSurvived * daysAliveDifficultyBonus + gameDifficultyMultiplier )

So I see daysSurvived in that formula, being used as a multiplier. It would seem that staying alive does drive your gamestage up if I'm reading this formula properly. Maybe our resident math teacher can help us out.
It would drive it up but the degree of how much it affected it is entirely controlled by daysAliveDifficultyBonus. If that number is very low, then daysSurvived has very little impact. If it is very high, then the rest of the formula has almost no impact and it is the main driving force.

Also, what is daysSurvived? The number of days since the game started? It looks like it takes the total day count(i.e. the one displayed at the top of the screen) and multiplies that by some number based on when you last died. If that is correct interpretation, then day count is the controlling factor and days since last death is used to lower its effect. Anyone ever said how daysAliveDifficultyBonus is determined? It reads like that is going to be a float with bounds (0..1) and is used to temper the effects of daysSurvived.

 
It would drive it up but the degree of how much it affected it is entirely controlled by daysAliveDifficultyBonus. If that number is very low, then daysSurvived has very little impact. If it is very high, then the rest of the formula has almost no impact and it is the main driving force.
Also, what is daysSurvived? The number of days since the game started? It looks like it takes the total day count(i.e. the one displayed at the top of the screen) and multiplies that by some number based on when you last died. If that is correct interpretation, then day count is the controlling factor and days since last death is used to lower its effect. Anyone ever said how daysAliveDifficultyBonus is determined? It reads like that is going to be a float with bounds (0..1) and is used to temper the effects of daysSurvived.
Ok, I see what you're saying. I guess I had always assumed that daysSurvived would be more like the number of days you have been alive, and that it would reset if you die, thus making the difficulty a little more dynamic (taking it easy on someone who just died or has just joined a server with a high day count, for example).

 
Ok, I see what you're saying. I guess I had always assumed that daysSurvived would be more like the number of days you have been alive, and that it would reset if you die, thus making the difficulty a little more dynamic (taking it easy on someone who just died or has just joined a server with a high day count, for example).
I could be completely wrong. I just tried to figure out in my head why one says daysSurvived and the other says daysAlive. Plus the words difficultyBonus added to the 2nd one makes me think it isn't just a straight "days since last death". That sounds more like a formula based on last death but not just a straight count.

 
I could be completely wrong. I just tried to figure out in my head why one says daysSurvived and the other says daysAlive. Plus the words difficultyBonus added to the 2nd one makes me think it isn't just a straight "days since last death". That sounds more like a formula based on last death but not just a straight count.
Yeah, the fun part about trying to figure out what any of the formulas in the xml files really do is the fact that so much of what's going on doesn't show up in xml files. The behind-the-scenes magic can be doing just about anything no matter what we see there. I know I've tried to tweak things before and ended up effectively doubling something that I was trying to only slightly increase.

- - - Updated - - -

And it's on sale too!

 
I just wanted to post my appreciation for all the hard work TFP has done on this (my favourite) game. The gyrocopter looks like so much fun! I plan on out-running that horde in the Jeep once I have my paws on that baby for sure!

Can I have a pony?

 
so basically we can have a vehicle that can break 6 blocks at a time but not a zombie that can break three blocks at a time? (behemoth)
The behemoth was as tall as a house. It’s more like we can have a vehicle that can break 6 blocks at a time but not a zombie that can break 18 blocks at a time. And...(and this is most important) we can have a Jeep that is two blocks wide that has its pathing controlled by a human brain but we can’t have a zombie that is 3 blocks wide that has its pathing controlled by an AI in a world full of one and two block wide openings.

Also the Jeep breaks 2-4 at a time most of the time.

 
Last edited by a moderator:
Or for some real fun, build a grabhook or harness, add to gyro and then pluck-n-drop those bears :laugh:
"All your pvp base are belong to us." - Zombie Bears
Almost perfect: You pluck the Zombie bears up... and also drop them on the bandit bases. Eventually, the bears will get hungry again (Lore question: are zombies always hungry?) and move away. You walk in and pick out the jeep that says: "This is me".

Drive off for the win! :)

Edit: Speaking of win, the last 10 hours of this forum have been pretty win IMO

-More realistic challenge to underground.

-More rewarding experience to building above ground (need a landing pad and to protect your air force!) :)

-Generally super hype worthy things coming out of A17!

-Guppy was only a little snarky to Roland and I'll call that a win! :)

-You know the last 10 hours were interesting if I actually read every post!

...and Happy Valentines day!

Waiting on my breakfast delivered to my computer desk, generally a three course meal that will take me all day to finish. Got to keep my strength UP...

 
Last edited by a moderator:
Made a new vehicle motor/force system today. Fully runs from xml. Converted gyro to use and the gyro has almost no code now.

Modders should like this. :smile-new:

 
Made a new vehicle motor/force system today. Fully runs from xml. Converted gyro to use and the gyro has almost no code now.Modders should like this. :smile-new:
So you are saying that though Fun pimps are not sure to make gyro in A17, but modder surely can add that and more such flying things. Nice. Thanks

 
I am not really a fan of the gyrocopter in this game "Mad Max fail", however I can see it as an end game quest to fly you out over the radiated zone to a secure military installation or something. Perhaps taking you into another map or 7DTD-II.
I think the gyrocopter takes you away from the whole point of the game...zombie apocalypse. You will now be able to avoid the zombies even more. Maybe have a few vultures attack...big deal. It looks cool and probably fun to have dogfights or try to ram your friends or something, but I feel its just not the right vehicle for this game. IMO, I would rather these resources be put into all the other systems that have been lacking for quite a long time. Temperature, Clothing, Bread Crumb system, Weather, Bandits, Zombie AI, Quests, Weapons, New Blocks, etc, etc . Basically the last few videos are of MM driving around. Cool but ...

I know that MM said in the video , that a few bugs popped up, but the "meat and potatoes" of A17 is what I am waiting for...vehicles, not so much. I rarely even use minibikes in game because of the issues, unless traveling to a friends base that is on the other side of the map. Just more of a hassle I guess. Takes you out of the game in my opinion.

Just have to wait and see I guess.

Regards

Ouch

MTFGA
Hear, hear. We share a similar opinion, but you are not supposed to talk about this, or so I've been told..

 
So in some future mods you'll have to watch and listen for squadrons of mosquitos (gyros) armed with dual AK47s and rocket launchers sent to hunt you down. Tower defence might be tricky. Just wondering, can the jeep outrun them?

 
So just to be clear. You're not including the gyro in the list because he doesn't explicitly say it's coming, even though the title of the video does, but you're cool with distant trees, which were not mentioned? =)
- - - Updated - - -

People (looking at you da vag!) are going to assume the worst regardless. =)

At least have fun with it.
It's a state of mind, my man. State of mind.

 
Made a new vehicle motor/force system today. Fully runs from xml. Converted gyro to use and the gyro has almost no code now.Modders should like this. :smile-new:

Hey Faatal you have all these modders drooling on the forum!

It's going to get slippery! :)

Are We There Yet!!

 
I have an idea in case the gyrocopter is too good: Give it a long starting time and/or let it only start and on flat terrain. The start time could be an animation or slow starting motor. This way it is a fast transportation for long distances, but you must secure the start and landing point.

 
Yeah but some people like broken outdated concepts because of nostalgia or something. F.E., Sharp sticks, broken menus. I imagine some will even complain when they see the new pathing algorithm. OMG these zombies aren't getting stuck on stuff, fix it!!! We like the ones that spin circles and can't reach the player 90% of the time.
Hey guys, I just notice this old post from MadMole. So better AI for zombies is coming in A17, right?

Why is it not listed in the first post Roland?

 
im listening to the games sounds and its incredibly hard to discern where the zombies and animals are coming from and how far away they are.

Question in A17 is there any work going on toward spatial sounds and being able to tell which area the sounds are coming from as i am assuming that most gamers would have even the most basic stereo headphones

thanks for your time

 
So in some future mods you'll have to watch and listen for squadrons of mosquitos (gyros) armed with dual AK47s and rocket launchers sent to hunt you down. Tower defence might be tricky. Just wondering, can the jeep outrun them?
Only if your falling off a high cliff! I suppose you don't need a jeep for that... unless a friend is recording it! Win! :)

Nah, the tower defense guys will love it! They like to die a lot in games. :)

 
Nah, the tower defense guys will love it! They like to die a lot in games. :)
Satterbrained like me too, sometimes you get so much into a ingame project and poof - a horde is eating your butt. :) Can`t wait to let them test me.

 
Status
Not open for further replies.
Back
Top