PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Wait... Did Guppy somehow fall down that hole into the dungeon Anabella and Roland are chained together in...or has Guppy been there ALL ALONG watching from his porcelain throne?
Nice idea for a quest. "Save Anabella from Trollands Lair and survive the Stinky Throne Boss"

 
Still trying to convince my wife to let me spend the 10k to have the duke modelled after me.

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To be specific, model it after my a10 uma avatar. =)

 
Toilet-Glider---79808.jpg
 
Even if he was, it means it worked. Not buying that "in the editor" line Roland likes to use.
Wish I was lying. I never once got to try them out as they were never added to any build. So....editor.

 
None taken. When I experienced it for the first time I thought it was awesome and still do. Not everyone is going to feel excited by everything in the game. Tons of people are on the edge of their seats for vehicles but not Ouch. I think sticky arrows are a blast to play with and just love it for its own merits but you could care less about it and Snowdog apparently hates it if doesn't come with retrieval at exactly the same moment in the development process. :)
Different strokes for different folks. Every hint I gave had exactly to do with sticky arrows but it was a hype move so I knew that some of you would latch onto your own pet hopes for the game and think that Everdeen meant that. Others who are not like you guys who have been wanting sticky arrows will be thrilled.
I think it's great addition to the game.

If you lower the amount of feathers, at one point it becomes easier to retrieve arrows then constantly looking for resources.

Plus it makes more sense to re-use your arrows. It's much faster then collecting and crafting.

 
A dev recently stated that this is extremely unlikely as getting the random gen part to sync up with the Navezgane part without unsightly results all along the border is night to impossible.
How probable is it that TFP will use the new tools to rework Navezgane to add detail and make it look less generic?

 
The enemy hp bar is an abomination. No matter how small it becomes, or better colors, etc, its very existence and concept is anti-immersion and easy peasy mode.

Every time I see that horrible enemy hp bar, I think of this:

 
how about a lootable item along the lines of a treasure map except its a town map or a tourist brochure that fills in a section of the map.(special poi)

or a geology text book that is soooo boring it puts you in a coma - i mean shows mineral deposits on the map.

just a thought.

could be quest initiators or rewards...

 
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how about a lootable item along the lines of a treasure map except its a town map or a tourist brochure that fills in a section of the map.(special poi)or a geology text book that is soooo boring it puts you in a coma - i mean shows mineral deposits on the map.

just a thought.

could be quest initiators or rewards...
Those are nice ideas. I hope the new quest system will be flexible enough to allow modders to do all of these things. I wouldn't expect it all in the vanilla game.

 
I'm preaching to the head of the choir here I know, but I think the amount of people who want the ziplines in the game should represent a high enough 'value' to justify the work.
As I don't like Tower Defense games, Ziplines would be the perfect counter to the breadcrumb AI.

If its not obvious, build a Zipline tower that is not loaded when you are in your fort but high enough for the zipline to reach it. Done!
 
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It won't because you'll be seeing the block hp bars instead....
Jerk. :)

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Wish I was lying. I never once got to try them out as they were never added to any build. So....editor.
No, I believe THAT part, but "it only works because it's in the editor" is the part I'm struggling with. Unity IS the compiler, so if it works in there, then it would work if they compiled it.

 
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No, I believe THAT part, but "it only works because it's in the editor" is the part I'm struggling with. Unity IS the compiler, so if it works in there, then it would work if they compiled it.
Not entirely true, there are a few things in unity that do not work in builds, scriptable objects for example, depending on how they were created, will not work in runtime on a build.

I'm sure there are other things that won't.

Seriously though, zip line would just be a spline crawler, eeezy, common tfp!

 
I wonder why they were cut (see what I did there?).
Worked fine in the demo, I guess they didn't feel like fixing the clipping.
Just a few guesses:

1) How would the player setup a zipline during gameplay (ie. batman grappling hook?)

2) How do you balance ziplines in with all the other features already in the game without trivializing them? (i.e. 7 day horde, Skyscrapper dungeons, etc.)

They probably ran into a bunch of these types of questions and decided that they better focus on whats on their plate already before adding yet another feature.

 
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