PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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You hosting a co-op game? Every time I host a co-op game and the game has been running for a number of hours, I get the perma-fog bug where I will have severe fog on my system but my husband has no fog on his system even when his character is standing right beside mine. They only way to get rid of the fog is to shutdown the host client and reload.
Yea i know what you mean, i play with my wife and her Bro and every time we play after about 3 to 4 days i get perma-Fog but they don't.

It's a real pain to see my wife's screen (clear sunny day) and then look at mine to see a real pea souper.

I have to give up on using the sniper rifle and also trying to find new towns/cities by standing on high ground is useless as you can only see 50 feet. :(

 
I'm sure the weather could use a few tweaks which they will get to in Beta.

They will have a lot to do after Alpha 17 experimental drops, there will be a month of furious bug fixing then another month of squashing hard to pin down bugs, then we will see what happens.

 
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#fixwater
It was now said several Times, and this since months, that Water WILL be fixed, but to a later date.

There is no sense in asking about that every 5 pages, it will NOT be in A17 for all we know.

 
#fixwater
That's easier said than done. How would you do it? What systems would you implement?

Assuming you're using a water-source block (which isn't the only solution) what rules would govern the flow and spread of water from the block? Remember, your maths has to be quick enough that it doesn't slow the rest of the game to a crawl.

How about rivers? By far the most challenging.

Where would a river start? It looks pretty obvious on a map, you have a catchment area where water is funneled to a natural spring. How would you determine where that spring is on the game map? Are you going to try and pick out natural bowls with computer vision software or a cruder version with gradient measuring? This must be done in memory as you aren't going to have every inch of the map rendered in game and must be done pretty fast, the players will complain if the map takes too long to generate.

How does the river end? In nature it's either a lake or a sea but how would you determine what area of the game map to turn into a lake?

It's a little more complicated than hashtag-fixwater.

 
That's easier said than done. How would you do it? What systems would you implement?
Assuming you're using a water-source block (which isn't the only solution) what rules would govern the flow and spread of water from the block? Remember, your maths has to be quick enough that it doesn't slow the rest of the game to a crawl.

How about rivers? By far the most challenging.

Where would a river start? It looks pretty obvious on a map, you have a catchment area where water is funneled to a natural spring. How would you determine where that spring is on the game map? Are you going to try and pick out natural bowls with computer vision software or a cruder version with gradient measuring? This must be done in memory as you aren't going to have every inch of the map rendered in game and must be done pretty fast, the players will complain if the map takes too long to generate.

How does the river end? In nature it's either a lake or a sea but how would you determine what area of the game map to turn into a lake?

It's a little more complicated than hashtag-fixwater.
Well, current water is very bad... minecraft water would be good enough for me. Anything more would be golden..

What we need for sure is an aquatic update with boats, underwater creatures and POIs

 
Well, current water is very bad... minecraft water would be good enough for me. Anything more would be golden..
What we need for sure is an aquatic update with boats, underwater creatures and POIs
The minecraft system isn't particularly wonderful, it can have its... oddities. If memory serves the minecraft map generator doesn't even attempt to do rivers.

It would be a lot of work to implement the minecraft system of water only to rip it out again and replace it with something better. I'd rather be patient and have a good water system, if I know the pimps they're always aiming for something a little better than minecraft.

 
The minecraft system isn't particularly wonderful, it can have its... oddities. If memory serves the minecraft map generator doesn't even attempt to do rivers.

Yes it does generate rivers!

otuBCqZ.jpg


However water physics and world generations are separate things...

I like minecraft water for 2 reasons: item transportation and water regeneration

When you remove a block of water from a lake in 7 days to die, the hole is not filled again. Which results in a visually ugly hole in the water

 
Is that because the spam-bot will delete posters with a post count >= 20000?
-A
Y'all are all looking at it wrong anyway... it's not post count, it's % of the overall post count. Right now I'm at 2.22%, I need to hit 3% before a17 drops.

 
That's easier said than done. How would you do it? What systems would you implement?
Assuming you're using a water-source block (which isn't the only solution) what rules would govern the flow and spread of water from the block? Remember, your maths has to be quick enough that it doesn't slow the rest of the game to a crawl.

How about rivers? By far the most challenging.

Where would a river start? It looks pretty obvious on a map, you have a catchment area where water is funneled to a natural spring. How would you determine where that spring is on the game map? Are you going to try and pick out natural bowls with computer vision software or a cruder version with gradient measuring? This must be done in memory as you aren't going to have every inch of the map rendered in game and must be done pretty fast, the players will complain if the map takes too long to generate.

How does the river end? In nature it's either a lake or a sea but how would you determine what area of the game map to turn into a lake?

It's a little more complicated than hashtag-fixwater.
Easiest way maybe is a water biome/sub biome

new water biome has water source (spring /cave etc.) then random river path. Force connect to 2nd water biome chance of another riverbiome without source - meld river anchors together and contine or chance of Lake = end of river. Surrounding terrain taken from adjacent biomes or if water is a sub biome, the parent biome.

something like this:

Plus if you add a random water level to each biome and add caverns, it would give the danger of flooding while digging :) needing water pumps to drain the water.

 
I wonder if this game will release before Fortnite Save the World releases free to play. Tower defense survival, polished and optimized with feedback from backers. Also, State of Decay 2 next month.

 
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