PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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If you have something that works better, please tell me as I would rather protect my computers (have way too many of them)
Google ex-mozilla engineer: don't use third party antivirus

It changed my life.

 
Can you elaborate as far as what the current most time consuming portion is? ie vehicle coding, ai, npc's?
We have many programmers working on different parts of the game. My time for over a month has been on the new pathing system, AI movement/obstacles, general AI changes, some animal/zombie anim changes, various debugging improvements to help me see what is going on in these systems, ragdoll fixes and the various bugs that cross my path.

 
We have many programmers working on different parts of the game. My time for over a month has been on the new pathing system, AI movement/obstacles, general AI changes, some animal/zombie anim changes, various debugging improvements to help me see what is going on in these systems, ragdoll fixes and the various bugs that cross my path.
psssst....here's 5 bucks (Canadian, sorry)....if you added some code so dogs would not feel like eating any player called Gambonian that would be great

 
However given that the vehicle system was ripped out and replaced. I’d imagine the old problems are probably gone but may be replaced by new ones.
You know it! Change one thing in code and you might make a few bugs. Change lots of stuff and...

 
psssst....here's 5 bucks (Canadian, sorry)....if you added some code so dogs would not feel like eating any player called Gambonian that would be great
But, Gambonian sounds like a tasty treat. I mean it does have a 'bone' in it.

 
Most of that went straight over my head, but if it works I hope they're listening or have a similarly effective solution. That was easily one of the most annoying problems I had playing the game co-op... made extra infuriating because it by definition never happens in SP.
If they are listening, I can share my code with them if that explains it more clearly, which I think it may, although in a different engine, the concept should work.

 
GUI - Unsatisfactory

There are a number of quirks and inefficiencies with the current G.U.I. I could make your read a lot by listing them all, but i actually think the best method for this is to show you how awesome it could be and let the problems reveal themselves..

so check out this highly rated and loved mod that was made for this game (meaning no copyright issues)

https://www.nexusmods.com/7daystodie/mods/22/?tab=description

 
@faatal, Question on the new AI.

Does the zombie block strength checking account for the damage bonus assigned to their hand/item/weapon?

Just curious as if yes, then one could create a couple of different hands with different bonuses and thus have different zeds consider different paths as most efficient to get to target (example: an engineer who gets a damage bonus versus concrete might decide to go for a wall over a metal doorway). :)

 
@faatal, Question on the new AI.Does the zombie block strength checking account for the damage bonus assigned to their hand/item/weapon?

Just curious as if yes, then one could create a couple of different hands with different bonuses and thus have different zeds consider different paths as most efficient to get to target (example: an engineer who gets a damage bonus versus concrete might decide to go for a wall over a metal doorway). :)
This would be awesome.

 
joke please

Two goldfish are in a tank and one says to the other, "I hope YOU know how to drive this thing."
An A16 zombie and an A17 zombie were arguing who is the better zombie.

A17 Zombie: "You're inferior to me in every way! When attacking the living's domicile, what works best is to first analyses the structural coefficients and..."

A16 Zombie eats A17 zombie: "Brains!"

 
Joke:

A physicists walks by a tall building, where he sees someone about to jump.

He yells:

Dont jump! You have to much "potential" ;)

 
@faatal, Question on the new AI.Does the zombie block strength checking account for the damage bonus assigned to their hand/item/weapon?

Just curious as if yes, then one could create a couple of different hands with different bonuses and thus have different zeds consider different paths as most efficient to get to target (example: an engineer who gets a damage bonus versus concrete might decide to go for a wall over a metal doorway). :)
Wouldn't this mess with the general upgrade path? A player is made to believe that upgrading from metal to concrete is beneficial but according to your proposal, the lines are blurred and it just depends on the kind of zombies you get.

Basically, certain types of zombies become "specials" depending on what material your base is built of. Once you upgrade, others become "spacials" against you.

 
Recoil

Is the recoil for the guns getting reworked any time soon? For me that is one of the biggest weak points of this game currently. I had to turn it off for the ak, and smg, because I just couldn't stand it. Crosshair teleporting up every time it shoots is just way too annoying. Having it be more and more inaccurate the longer it fires would be a lot more bearable. Also there could be skills, perks, or stat points like strength, that would decrease this recoil. Or maybe holding shift while firing would consume stamina, but greatly decrease the recoil.

 
Really? Wow!
Yes, as weird as it sounds, for me this is one of the most annoying problems for a long time now. Shooting is what you do most of the time you are playing, other than building and looting, its one of the main parts of the game, so it would make sense to prioritize it over flying vehicles for example..

- - - Updated - - -

ever shot a real gun?
Ever played any other shooter game with guns? If not, try one and you will see what I'm talking about..

 
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