PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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One thing I find myself wishing for and I know this runs contrary to everyone's wish for less UI clutter but I would love a mini-map in the upper left corner while driving vehicles it would help tremendously when navigating terrain.Does anyone else think this would be a nice addition?
They had a minimap and got rid of it (thankfully) I would only appreciate it if it came in the form of a lootable 'GPS' type object, that had to be found/powered etc

But shady in its operation, kinda like a pipboy...

 
I'm just wondering. What will they use to replace the plains biome? The forest biome? Both in Navezgane and in Random Gen.

The same applies to the maple forest biome. Will the game just be one big forest (be it either burned or with snow), and some desert here and there?

 
I'm just wondering. What will they use to replace the plains biome? The forest biome? Both in Navezgane and in Random Gen.The same applies to the maple forest biome. Will the game just be one big forest (be it either burned or with snow), and some desert here and there?
I can't understand why you're so worried... TFP are not dumb fools, they'll surely find a way to use the new A17 biome configuration in a nice way, that's what Joel said "Trust me the new art will make you quickly forget about the old stuff. One gorgeous forest is better than two ♥♥♥♥ty ones".

I'd say after so much time in development you either trust the devs will do a good job or you don't.

 
I can't understand why you're so worried... TFP are not dumb fools, they'll surely find a way to use the new A17 biome configuration in a nice way, that's what Joel said "Trust me the new art will make you quickly forget about the old stuff. One gorgeous forest is better than two ♥♥♥♥ty ones".
I'd say after so much time in development you either trust the devs will do a good job or you don't.
I'm not per se worried. I'm just wondering why the decision to cut 2 biomes was made all of a sudden (from our perspective). And this is not about trust, thank you, I was honestly wondering what they will do now.

But it's nice to see that my honest question gets twisted around and results in a semi-personal attack/strawman-galore. That seems to be the trend here on the forum.

 
It's almost always best for some section of a group to find fault in what is made/presented/designed. If counter-points can be presented in a professional way and not childishly insulting, then it tends to be more useful.

The only exception I know if is in emergency situations. Discussion then can be disastrous.

 
Trying to blend more than 4 textures on one surface pass sounds bad anyway: it would become visually indistinct. What's the most the game would want to blend if it could? 6 textures? That would allow influence from the next and previous voxel in the x, y, & z dimensions. I assume different channels (diffuse, specular, normal, etc.) have to be rendered on different passes anyway.

Couldn't this new shader be written with some rules for which textures take priority, and just blend among the top 4? Again, I don't think players would even be aware of missing textures if they're already looking at a blend of 4 different ones.

The thing is, subbiomes aren't a substitute for biomes. There's less control over their shape, and as far as I know you can't have sub-subbiomes. That means, for example, a plains subbiome wouldn't have clay deposits or denser stands of trees sprinkled within it like we have now, and the distribution of ore veins under it would be more generic.

And, while I admit the gameplay of the two forests is similar, to the notion that "plains is just basically desert," I have to point out that a ground made out of sand instead of a ground made out of dirt is kind of a big deal.

The one advantage I do see is that this could mean fewer odd transitions, like cold, wet snow one block away from hot, dry desert, depending on how it's implemented.

Max Stamina = Fullness levelStamina will only regen up to the modified max (how much fuel you have in the tank AKA Food.)

Keep it topped off longer with good hearty foods that will provide an over time fullness rather than a simple jolt of energy
You mean Max Stamina = Base level + Fullness level, right? Don't tell me we can't sprint when we're hungry. Didn't you guys watch Madagascar? :D

Thirst is less obvious but as you play you will notice the recovery speed difference between fully hydrated and completely thirsty. If your stamina is refilling slowly then you know to drink something.
But then, would you ever not want to drink something? This might be missing an opportunity to present more interesting choices. Me, I don't like that hydration and fullness can go beyond 100%. Full should mean you are full. So if you drink at 99% hydration, it could cap at 100% and you'd be wasting most of it. Then you'd have a tradeoff.

 
Roland, why you don't added to first page info about three variant movement?

If I am not mistaken, Joel in video sed about default movement as run, and other movement as walking and sprint here

 
how about a slider control for hud brightness?

its too bright as it is at the moment at night in the game if you are trying to sneak about without lights.

even with all the curtains closed on a real life rainy day with the reflection off the screen and the bright hud in your eyes you simply have to have a mining helmet or the game is almost unplayable at night in the game

plus if it could go all the way off that would satisfy those who would like it gone completely

 
I'm not per se worried. I'm just wondering why the decision to cut 2 biomes was made all of a sudden (from our perspective). And this is not about trust, thank you, I was honestly wondering what they will do now.
But it's nice to see that my honest question gets twisted around and results in a semi-personal attack/strawman-galore. That seems to be the trend here on the forum.
The reason why has been already explained loud and clear by Madmole in his own post... how could you miss it?

As for the "semi-personal attack/strawman-galore" I don't know what to say... I couldn't care less about attacking you for any reason, you just gave me the impression of the kind of person who's always asking too many questions instead of letting things "flow". But I understand that is a question of attitude, guess everyone is different.

For me this is a great game but it is "just a game" after all. I see the devs are passionate about it and are (all in all) doing a great job, so I don't lose too much time wondering about this or that or trying to step on the devs toes.

If you are paranoid about people targeting you personally, that's your problem not mine. :behindsofa:

 
I'm surprised that none of the people complaining about the hit point bar "ruining their verisimilitude" have commented on the huge intrusive quest markers in front of the houses. I'm expecting that they won't all be visible when A17 comes out - only one in front of the house that contains the quest you're currently doing. But it's still a huge blow to any kind of realism to have a huge ! in front of you when you're walking around the town. It's as intrusive in the game as it is in this paragraph!

Can we get a confirmation that they'll be invisible in the game, and any kind of quest marker we get will just be on the map and/or compass rather than in the main view?

Also, while I realise that DaVegaNL was being rather rude in his post and not all their points were valid, one of them was...

Can we also get a confirmation that (especially in random maps) there will still be plenty of open-plan buildings for freeform exploration and they won't all be replaced by linear "dungeon" buildings?

 
Not to sound like a jerk to people stating their worries for a game they hopefully enjoy and dont just enjoy complaining about. We are just seeing test footage they are giving us to stay intrested. I'm sure during experimental if there are to many complaints about a feature they will make adjustments. Frankly I'm happy to see anything, with the thoughts this is NOT a final product.

 
Not to sound like a jerk to people stating their worries for a game they hopefully enjoy and dont just enjoy complaining about. We are just seeing test footage they are giving us to stay intrested. I'm sure during experimental if there are to many complaints about a feature they will make adjustments. Frankly I'm happy to see anything, with the thoughts this is NOT a final product.
You sound good. Just some ppl are not informed enough to watch what they complain about. There are always, happened to me, too.

But yes, slowly locking the content is proven now with the new video, nothing easy is on pimps way, we must be happy for the time they spend and keep us up with the developement :)

 
Hey Fun Pimps, any plan to launch Gyro? I remember when you showcase it was not planned to be part of A17, but in last video I see one can spawn gyro, so is it making A17 or not?

 
Hey Fun Pimps, any plan to launch Gyro? I remember when you showcase it was not planned to be part of A17, but in last video I see one can spawn gyro, so is it making A17 or not?
Even if they don't officially make it in, I hope they can be modded in like the bandits were one time so we can screw around with them.

 
Hey faatal
What about breaking blocks? Can zombies break blocks or hatches above them or below them? In the past they stood too close to fences so that their swings never hit and they get stuck. Any work done on having them stand back a bit when breaking blocks? These are things I would suggest as a Rust Buddy.
They try to break blocks now when a path says to go through a block, but the random hitting makes it flaky.

This is one of the next things I plan to address, like this week. Random block hitting has got to change to targeted hits when needed.

 
They try to break blocks now when a path says to go through a block, but the random hitting makes it flaky.This is one of the next things I plan to address, like this week. Random block hitting has got to change to targeted hits when needed.
Any chance you'll add a blocklist property to whatever you're using for ai-tasks, i.e. targetblocklist name="listofblocks"? That way, we can prioritize them a bit?

 
]Trust me the new art will make you quickly forget about the old stuff. One gorgeous forest is better than two ♥♥♥♥ty ones".
I hope They stole some ideas from "The Forrest".

Their forrest atmosphere is amazing!

 
faatal

One of the biggest things that bother me is that zombies seem to randomly attack everything when they wakeup in a building and can't get to you. For example: I'm outside of a POI, either breaking in or shooting zombies with a noisy weapon. The sleepers wake up and start tearing though walls and other things.

I would be great if they would choose to try the door first on POI's or a window. That way it is an easier path for them and random stuff like loot would not get destroyed.

Sometimes coming through a wall can be cool. Or when your on the stairwell and suddenly it gives way and a hand comes out through them to grab you. Because they are behind the stairwell breaking though. :)

But much of the time it's just random destruction and much too easy for me to kill them. Like when a zombie is trying to get in and I come out and attack them in the back or they are attacking some random block and I walk right up to them and smash them. Sometimes they wont even fight back. Just keep attacking the block.

Hoping that gets fixed.

 
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