PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Just because? I don't know. A legacy decision I ported from the old code, which makes some sense to me, since zombie have a bit o consciousness left and people use doors in life.
...I'm okay with that. I would implore you to consider windows, switching zombies to the crawler walk type for 3 seconds allowing it to come in, then back to it's regular walk type after entry.

Make good use of mecanim and all. =)

 
Just because? I don't know. A legacy decision I ported from the old code, which makes some sense to me, since zombie have a bit o consciousness left and people use doors in life.
Wouldn't it make more sense to divide the door by 2, as it takes 2 blocks?

Also i'm not so sure it makes too much sense to have them "use" the the door because old habits. I'd rather they just target the weakest point. It's more efficient and can't be exploited...

 
It would be freaking awesome if zombies could grab players and hold them. Having one bust through a window and grab you from the other side would add so much to the horror aspect of the game. :)

 
It would be freaking awesome if zombies could grab players and hold them. Having one bust through a window and grab you from the other side would add so much to the horror aspect of the game. :)
That would be scary, as mobility is my main defense late game, when out in the open. It should be a rare trait as once half of each screamer horde are runners you have to stay mobile. That or waste a bunch of ammo.

That's why I've started a "Pave the Planet" program around the base area. :)

 
Faatal what are your thoughts on zombies being able to jump over 2 block wide and 2 block plus deep gaps?
I'd like zombies with different jump strengths. They use a 3 part jump anim now, so any distance would look ok. Pathing would not know about it and the grid is pretty limited in where it thinks you can go, but it could happen. Would be game play ramifications to be considered.

 
...I'm okay with that. I would implore you to consider windows, switching zombies to the crawler walk type for 3 seconds allowing it to come in, then back to it's regular walk type after entry.
Make good use of mecanim and all. =)
I've thought about crawling through holes. It make sense for smaller/normal sized zombies. Not likely for A17.

 
If the character says what he wants, is it good or bad?

Probably. I hope so. I need them for invisible HUD play.
I think that thirst and hunger should be more tangible than just bars.

In the game The Long Dark, the character says what he wants.

In 7 Days To Die you could do this:

When he is a little hungry (50%): "I would have eaten something"

When the average is hungry (25%): "I could now eat an elephant"

When very hungry (5%): "If I do not eat now, then I will die"

When a little thirst (50%): "The throat is parched"

When the average thirst (25%): "I have a desert in my mouth"

When strong thirst (5%): "I will die if I do not drink water in the near future"

The same could be done when the character freezes or overheats.

Roland, what do you think about this?

 
Wouldn't it make more sense to divide the door by 2, as it takes 2 blocks? Also i'm not so sure it makes too much sense to have them "use" the the door because old habits. I'd rather they just target the weakest point. It's more efficient and can't be exploited...
Doors are 2 blocks that share health. Technically they are stupid and would not know much about weak points. It really all comes down to game play and what is fun.

 
I've thought about crawling through holes. It make sense for smaller/normal sized zombies. Not likely for A17.
If zombies can crawl for a while, then the characters should be able to do it! Is not it so?

 
I think that thirst and hunger should be more tangible than just bars.In the game The Long Dark, the character says what he wants.

In 7 Days To Die you could do this:

When he is a little hungry (50%): "I would have eaten something"

When the average is hungry (25%): "I could now eat an elephant"

When very hungry (5%): "If I do not eat now, then I will die"

When a little thirst (50%): "The throat is parched"

When the average thirst (25%): "I have a desert in my mouth"

When strong thirst (5%): "I will die if I do not drink water in the near future"

The same could be done when the character freezes or overheats.

Roland, what do you think about this?
i dont like it to get the informations of your status only from time to time.

I miss 99% of such popups

Specially sounds, because i play mostly without sound

But as option/additional feedback it would be ok (maybe with the option to disable the bars)

 
It would be cool if the zombies that run, sometimes accidentally stumble and fall. The cause may be garbage or stones. It can be fun)

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i dont like it to get the informations of your status only from time to time.I miss 99% of such popups

Specially sounds, because i play mostly without sound
NOT popups. I would like it to work simultaneously with bars of health and stamina.

 
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Doors are 2 blocks that share health. Technically they are stupid and would not know much about weak points. It really all comes down to game play and what is fun.

Right, if you had a steel door with a little window that the zombies could see you from, and walls surrounding that door that were made of cardboard. The zombies should target the door because they can see you through it. I understand its hard to make AI behave the way "we think they would irl" though, thanks for your hard work and the updates!

 
how much time does the update costs? at least / maximum

(depends on the team,the skills,the logic,etc. but after these months/years, i gues you guys know yourselfs and have a slight prediction)

 
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how much time does the update costs? at least / maximum(depends on the team,the skills,the logic,etc. but after these months/years, i gues you guys know yourselfs and have a slight prediction)
At the end of summer, but it's not exactly)))

 
Players and zombies jump 1.5 meters, so they can only jump up on a single block.
I'm sure it's probably already fixed (or not.. :) ) but fix the climbing task so those that can climb walls can make it on top of the bldg/structure/ledge more often then they do in A16. Please?

 
how much time does the update costs? at least / maximum(depends on the team,the skills,the logic,etc. but after these months/years, i gues you guys know yourselfs and have a slight prediction)
i bet late may or early june. It still amazes me how adding about 10 new people to their squad doesn't really makes the updates release faster (community voted for faster updates btw). I really hope the list of A17 features on this forum is like 50-70% of what they want to add. If that's most of the things they want to add (I don't count bugfixes, small changes etc) I will be probably more sad than happy when A17 hits.

 
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