PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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“it has turned out to be an ‘Annus Horribilis.’ I suspect that I am not alone in thinking it so.”

- Elizabeth the Second, by the Grace of God of the United Kingdom of Great Britain and Northern Ireland and of Her other Realms and Territories Queen, Head of the Commonwealth, Defender of the Faith.

Even the Queen has been known to make "horrible arse" puns :-)

 
Although wolves are still the most deadly thing in the early- and mid-game... nothing killed me more in this game than wolves... if you don't notice them before they notice you and you don't have a minibike nearby to flee or an automatic weapon with you to fight, you are usually just dead... Zombies don't do that - a single stealthy wolf is more dangerous than a random feral horde at night in my opinion...
---> For balancing sake, i would make Wolves less aggressive on early game stages. So if you run into one in an early game stage, he will howl and make an aggressive stance, giving you time to run away... in later game stages, when Wolves spawn in packs, it's okay that they ambush you...
At first dogs and wolves are pretty deadly. Once you learn how to shoot while runninng backwards they’re not so bad. You can also jump backwards right before they attack.

 
Is animal AI getting some attention too? I love everything you're describing so far, just wondering if there was any tweaking going on under the hood of the creatures as well to make them feel more natural and less rigid in their actions.
Not yet. We've talked about growling, circling, sidestepping and such, which might get into A17/18.

 
Although wolves are still the most deadly thing in the early- and mid-game... nothing killed me more in this game than wolves... if you don't notice them before they notice you and you don't have a minibike nearby to flee or an automatic weapon with you to fight, you are usually just dead... Zombies don't do that - a single stealthy wolf is more dangerous than a random feral horde at night in my opinion...
---> For balancing sake, i would make Wolves less aggressive on early game stages. So if you run into one in an early game stage, he will howl and make an aggressive stance, giving you time to run away... in later game stages, when Wolves spawn in packs, it's okay that they ambush you...
The most deadly thing at any stage of the game for me is me. All of my deaths are self inflicted. If you're wondering what happens when you fire an exploding bolt straight up and wait to see if it comes back down - you die. My last death was when I got up to grab a cup of coffee. One Jurassic World later and I'm being asked if I want to spawn on or near by bedroll and my wellness has dropped from 200 to 70

 
Hey fataal, when it comes to the zombies pathing for attacking, are they still going to be drawn to doors or will they hopefully go for any side of the base at random? Im mainly asking cause it would be awesome if they didn't always head for a door so we could have an entrance to our base that wasnt underground or on a broken ladder lol
There are a bunch of rules for pathing that take into account the best combination of short distance, less jumping and weakest blocks to break.

Doors are just considered 2 blocks with 25% of their health, so they will favor the doors, but not in a stupid way. Metal door with wood frames next to it, the frames will be toast.

 
Take your time for AI guys. Make us post "So, who survived first red Moon?" when we get to testing or stable.

Excellent job so far. ;)

 
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Not yet. We've talked about growling, circling, sidestepping and such, which might get into A17/18.
Now, for someone who wasn't expecting any animal A.I improvement at all this is a very pleasant surprise.

 
Awesome to hear, thanks fataal, it will be fun to see how to make doors usable in a base now, with all the new pathing for weaker blocks I wonder if we can make dummy areas for the zombies to go to, as in AI testing of our own for more exploits hahaha, and report them so we can fix it lol

 
The one change I would love to see for animals is them running into and getting killed by a cactus or spikes...I hate running thru the desert and hearing a rabbit or chicken dying near me to vegetation...should just make all animals immune to cacti in general. Nothing major but something that has always bothered me! But they should definitely always avoid spikes no matter what...hearing a pig outside my base killing itself on spikes is sort of funny...and hey , free food! but still...kind of lame...
Added to my todo list. I also need to test zombie pathing with spikes. Lots to do.

 
I've always wanted to see wolves hunting us, like a pray, waiting, staying stleath, waiting for the right moment to kill you instantly or in much pain. The only way to know you can be a pray could be just them making their sounds around and barking. Then being surrounded by a pack of few and get recked.

 
For your weekend contemplation, I started on AI obstacle checking for other animals/zombies and when blocked they flail and push/ragdoll what was in their way. Pretty amusing watching a pack knocking each other down to get to you.

In theory this will be used to push the pack forward, supplement wall damage, assist with climbing, allow big guys to surge through and maybe toss around the little guys (a bit).

 
Hellos FPs,

is there any way for multiple inputs of electrical devices?

So we could bypass a trigger-plate, sensor etc.

or use it as multiple sensors.

That we could connect a sensor and a triggerplate on a darttrap.

...at least for multiple constellations.

Greetings...

 
For your weekend contemplation, I started on AI obstacle checking for other animals/zombies and when blocked they flail and push/ragdoll what was in their way. Pretty amusing watching a pack knocking each other down to get to you.
In theory this will be used to push the pack forward, supplement wall damage, assist with climbing, allow big guys to surge through and maybe toss around the little guys (a bit).
That sounds awesome!!! As long as they don't clip through walls on the rag dolls lol. I can only imagine the terror of watching all the zombies wailing on your wall and a zombie cop blow up and now the whole herd is in your base.

On a side note it would be cool to see them get squished and pushed through 1 block openings and those 50 pillar pit trap cages. Sounds like those could/will become obsolete.

 
For your weekend contemplation, I started on AI obstacle checking for other animals/zombies and when blocked they flail and push/ragdoll what was in their way. Pretty amusing watching a pack knocking each other down to get to you.
In theory this will be used to push the pack forward, supplement wall damage, assist with climbing, allow big guys to surge through and maybe toss around the little guys (a bit).
Sounds great! But will they be doing damage to other zombies with their flailing around?

It always annoys me when I see mobs of zombies apparently hitting each other but not doing any apparent damage.

 
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For some reason this reminds me of Alfred Hitchcock The birds.

- - - Updated - - -

Wha... Is that the real YOU?

- - - Updated - - -

Let's get back to inanity until a dev posts again.
Now that's something your good at Roland. ;)

 
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