PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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If I was versed in Unity, I would write it, but I'm pretty much dedicated to quakeC and some novice javascript. QuakeC could port over fairly easily, but to do it properly I really need to learn Unity. :p
A small feature like that could add a lot. It's all about the little things.

I was surprised when I played 7days for the first time to find out torches and candles last forever, but understandable since storing the time left on a torch would make it unstackable.
Tempting... I could do it... part of my brain is wondering if I'd need such code myself, not in the next six months at least. Might be an interesting project to implement it in the new job system, the secondary physics engine can sit in it's own thread and trundle along at it's own pace. That should take a lot of the strain off the main physics engine when dealing with a ton of small objects. There's going to be some difficulty passing data about colliders in and out of the second thread but not impossible.

It would also make sense to wait until unity provide a struct base math library although I can't see that being much longer, it's possibly the single most useful library they could port. My implementation is more than a little crude, no point getting it perfect when a unity engine developer is getting paid to do it anyway.

Do you plan on posting the code to github?

 
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Yes he did. :)
"I'm a doctor, not an escalator" -ST: TOS, season ep "Fridays Child"
"If I jumped every time a light came on around here, I'd end up talkin' to myself."

- Dr McCoy TOS:The Corbomite maneuver... while in an empty room.

"I'm a doctor, not a bricklayer."

"I'm a doctor, not a mechanic."

"I'm a doctor, not an engineer."

"I'm a doctor, not a coal miner."

"I'm a doctor, not a magician."

"I'm a doctor, not a miracle worker."

"I'm a doctor, not a flesh peddler."

"I'm a doctor, not a veterinarian."

"I'm a doctor, not a moon shuttle conductor."

He definitely knew his job description :-)

 
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Hey Fun Pimps, Question, When it comes to new POIs will there be one that has motion activated lights that will trigger sleepers? it would add to the scare factor and make it more fun to explore and maybe live in. Anyone think of that yet or is it on the table for after a17?

 
"If I jumped every time a light came on around here, I'd end up talkin' to myself."- Dr McCoy TOS:The Corbomite maneuver... while in an empty room.

"I'm a doctor, not a bricklayer."

"I'm a doctor, not a mechanic."

"I'm a doctor, not an engineer."

"I'm a doctor, not a coal miner."

"I'm a doctor, not a magician."

"I'm a doctor, not a miracle worker."

"I'm a doctor, not a flesh peddler."

"I'm a doctor, not a veterinarian."

"I'm a doctor, not a moon shuttle conductor."

He definitely knew his job description :-)
Unionized Star Ship Doctors are the worst! Can just wave around a whirly thing and say: "He's Dead Jim." No "Captain", no "Sir".

 
Let's hope that madmole doesn't see his shadow after coming out of his hole. Don't want to see another 6 weeks of waiting. Or is that for groundhogs only, I well I'll Google it.
Good to see you around MM, it's nice to get a break from roland from to time.
Ouch. You got it. Let me just hit pause on the HP bar and I’ll see ya’ll in six weeks.

 
Ouch. You got it. Let me just hit pause on the HP bar and I’ll see ya’ll in six weeks.
CONFIRMED!!!!!!!!!!!!!!!!!!

A17 will be released in 6 weeks!! ... Thats six weeks!!!! ... After five weeks, yet before seven weeks!!!!

*** Come to Al's Marina and Burrito Bar -n- Grill, where we take a Pool on who will die first! If you die, you get a zombie corn dog!! ***

 
I already drink amnesia pills to forget how much is left till release. Doesn`t work, but the bar meetings will kill the time. Or us.

- - - Updated - - -

im more worried about roland being serious about that quip
A bit of horror struck me, too. He keeps things under control, thats the important.

 
What do you guys think is an optimal ratio of 'level-designed' POI's/houses vs. 'normal' houses? Be it either in Navezgane or Random Gen. With level-designed I mean those POI's MM showed in his videos, dungeon-style.

Personally I think it should be 50/50, but I'm afraid in-game it will be more like 80/20, based on what Roland has described in his experience in A17-playthrough.

 
What do you guys think is an optimal ratio of 'level-designed' POI's/houses vs. 'normal' houses? Be it either in Navezgane or Random Gen. With level-designed I mean those POI's MM showed in his videos, dungeon-style.
Personally I think it should be 50/50, but I'm afraid in-game it will be more like 80/20, based on what Roland has described in his experience in A17-playthrough.
I had same thoughts when read and watched about the new POIs. The way they do it is awesome for me, tho, not everyone of the POIs should be dungeon style, it will become fight to gain stuff. Will kill the survival in some way that it becomes robotic. Since so many new POIs are going in maybe we haven`t seen all new ones, but some just for a tease. I will wait and give feedback later on. Good idea.

 
nothing wrong with that, if all will be "dungeon" pois, you always can bypass that by going other way

 
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confirmed!!!!!!!!!!!!!!!!!!
A17 will be released in 6 weeks!! ... Thats six weeks!!!! ... After five weeks, yet before seven weeks!!!!

*** come to al's marina and burrito bar -n- grill, where we take a pool on who will die first! If you die, you get a zombie corn dog!! ***
Hype train!!!

 
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Hype train!!!
AND its near the 4th of July weekend! What a perfect business opportunity!

So! Everyone building forts about ground their first game? I'll try Navezgane first game to continue my tradition. :)

I'll be above ground at least until day 70, or I die.

 
CONFIRMED!!!!!!!!!!!!!!!!!!
A17 will be released in 6 weeks!! ... Thats six weeks!!!! ... After five weeks, yet before seven weeks!!!!

*** Come to Al's Marina and Burrito Bar -n- Grill, where we take a Pool on who will die first! If you die, you get a zombie corn dog!! ***
that post will go down in history maybe.... for... well we will see when 5 july 2018 gets here :) it's been nice knowing ya Aldranon :)

oh... burial or cremation? just in case!

 
that post will go down in history maybe.... for... well we will see when 5 july 2018 gets here :) it's been nice knowing ya Aldranon :)
oh... burial or cremation? just in case!
Hi Joe, welcome back !

Leave him undead. We have lots of players to "play" with him. ;) But if hype train get late we will join him and there will be revenge...somehow. ;)

 
What do you guys think is an optimal ratio of 'level-designed' POI's/houses vs. 'normal' houses? Be it either in Navezgane or Random Gen. With level-designed I mean those POI's MM showed in his videos, dungeon-style.
Personally I think it should be 50/50, but I'm afraid in-game it will be more like 80/20, based on what Roland has described in his experience in A17-playthrough.
The dungeon-style points of interest have always been presented as improvements, not alternatives. So I expect them to completely replace the pre-A17 POIs on which they're based. My hope is that liberal use of helper objects - that populate a voxel randomly with, say, a loot container one time, a clutter obstacle the second time, and nothing at all the third time - will prevent each outing into a POI from playing the same way.

But it only works on individual voxels from what we've seen, so it's admittedly a tall order. It will be very hard to stave off a situation where soon enough, players will recognize every house. They'll recognize, "Oh, that's the blue one-story colonial without a garage. For that one you break the blocks two spaces to the right of the chimney, loot the gun safe if it's spawned, then look up, break the trap door block from the bottom, and nerd pole up to the attic to get the Working Stiffs crate if it's spawned."

The optimal path will become common knowledge, and it will be up to Left 4 Dead-style randomization to make the level design within a POI unpredictably random, the way the world's terrain is unpredictably random in RWG. Thankfully, it will take much longer to 'consume' all that POI content than in previous Alphas.

 
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