PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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vehicles should be first person. since the game is fps, not 3rd
I like the arcade style of driving (3rd person) in these kind of games.

But I find it likely that you will eventually be able to switch between the viewing modes...

 
I like the arcade style of driving (3rd person) in these kind of games.But I find it likely that you will eventually be able to switch between the viewing modes...
I really hope they give the option to switch between third and first person for riding/driving.

 
vehicles should be first person. since the game is fps, not 3rd
With this uneven land and player digging hole all around.. there is a chance you get stuck somewhere and end up going reverse etc to get out. with 3rd person view it is easier to drive. And Yes all FPS provide 3rd person view. it is matter of perspective.

 
I take your point that it's a first person game, kamer1337. But driving in first person is cumbersome due to the limited field of view compared to real life, where you can be much more aware of your surroundings. I'd venture that this is why most games put you in third person view, at least as an option, even if the rest of the game is in first person.

 
A big jeep with multiple seats... and every player has to craft their own.
Welcome to the development process. Not everything works as intended for the final product in it's first iteration. This is the first iteration of the jeep. Support for passengers would be nice, but it can wait.

 
Back to water physics...

On RWG in a17:Random worlds in a17 onward will be fully "pregenerated". This means that the world generator will output the same data structure as navezgane but in a save folder. This means that any rwg world will load just as fast as navezgane going forward.

After fixing the vehicles and adding new ones it was determined that RWG's runtime code was just waaaay too slow. So now it instead gets all the data set up and exports it in a common format which allows for quicker chunk loading.

With the change to pregeneration and using the socket(tile) system over the entire world there will be some other changes as well. For the better. Over the next couple of days I will give a bit more detail on what else these changes to RWG mean for the average player, modders, and server owners. I think most will be very happy.

More to come... :)
What about adding the newer Tall Cell functional generation for handling water? This could be adapted during this physics ticks for a voxel environment...

http://matthias-mueller-fischer.ch/publications/tallCells.pdf

-K

 
Back to water physics

On RWG in a17:Random worlds in a17 onward will be fully "pregenerated". This means that the world generator will output the same data structure as navezgane but in a save folder. This means that any rwg world will load just as fast as navezgane going forward.

After fixing the vehicles and adding new ones it was determined that RWG's runtime code was just waaaay too slow. So now it instead gets all the data set up and exports it in a common format which allows for quicker chunk loading.

With the change to pregeneration and using the socket(tile) system over the entire world there will be some other changes as well. For the better. Over the next couple of days I will give a bit more detail on what else these changes to RWG mean for the average player, modders, and server owners. I think most will be very happy.

More to come... :)
What about adding the newer Tall Cell functional generation for handling water? This could be adapted during this physics ticks for a voxel environment...

http://matthias-mueller-fischer.ch/publications/tallCells.pdf

-K

 
I see people throughout this forum mentioning:

development process

bug fixes

design

timing

complexity

computation power

doability of features

teamwork

although some may know what they are talking about, I think that a lot don't have the proper training to weigh in on certain matters ;)

 
Well nothing is a done deal until the game goes gold so I suppose it could change but as you can see it looks like no passengers at all for A17. I remember madmole talking about how cool it would be to have raiders drive up to your base in a 4x4 with a gun mounted on the back but that is all I remember and madmole often talked about his wishes for the game which cannot be taken as promised features.
If faatal can get 3 passengers in a jeep working I'm sure he'll do it but it looks like it will have to be later.
Ok I had another look at the first jeep vid and he does say there may be able to be passengers in the back so I wanted to put that out there as I don't want to be adding any false hope to it being a 4 passenger option. (Although it could be :) )


You say no passengers at all for A17. Is that even passenger seat because from what I got from the vid being able to take one passenger was already in. He just wasn't 100% on if 2 in the back were working. The mention of passengers starts at 6:45 in the video if anyone was interested. So am still hoping as taking 3 friends on a looting mission would be awesome.




 
@Gamida: faatal posted a few posts before the one you quoted and said that there wouldn’t be passenger support in A17.

 
I hope so, and I hope it's done right.
VR needs chest/body orientation sensor before it makes sense to use.

Teleporting is just stupid and moving where you look is nauseating. You should be moving where your chest/body is oriented and be able to look around separately from that.

 
@Gamida: faatal posted a few posts before the one you quoted and said that there wouldn’t be passenger support in A17.
This is probably a good idea in a game were there are mostly zombies on the lose. You wouldn't want to pick up any hitchhikers. lol

 
Given we have seen the various gun quality colours already I don't believe we will have to wait for "endgame" before we get to craft guns.Even if you can only craft low quality guns, I'm guessing it will happen fairly early on and as with most other equipment increase in quality the further you progress in the game.

I can't see the reasoning behind waiting until level 80+ to be able to craft a brown pistol.

I get the feeling that guns are about to become a lot more popular with the new system.

Another thing I have been thinking about is quality tiers and repairs. Currently I make a green item at quality 300 and after first repair it goes yellow with a number in the 200. With the new system that removes the numbers, will this still occur? Will my green axe suddenly turn yellow after I repair it or does it just stay green for as long as I own it?

Which kind of leads into the next question.... Combining items in the workbench to increase quality? How does that work in A17?

So many juicy questions running through my head. I know my answers are most likely post release and that's cool but I thought I'd voice a couple of thoughts in the meantime.
I actually asked about the repairs as well myself, didn't get a reply from anyone in the know though so I guess we'll find out when a17-e comes out if they don't talk about it before hand. As for combining there are a few things that they could do, maybe a bonus to the items entity/block damage by a % based on how many times it was combined? Maybe make it restricted to having have to be combined with the same quality tier. Or combining 2 of the same quality tier will result in the tier above, but you can only do this once, kinda like now u can only go up to +100 quality.

Just some ideas I had in my head, we won't know till they say something about it or a17-e is out.

P.s. the shotgun better have a silencer mod!

 
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