PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Had as much fun watching Joel's preview as he did playing it, A17 looks amazing in every aspect so congrats to all on your efforts!

Regarding the HP bar, is it intentional for it not to show when they are downed and only sometimes for it to display - is there a HP range where it will then show? I get that impression from the 15-minute mark when Joel clubs Z, once HP goes to 50 it won't show unless there is a delay even though Z stood back up.

Also, just noticed the dirt isn't seemless:

blockydirt.jpg

 
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Right off the bat, visuals in A17 looks SICK!! Also the terrain and the water looks much, much, more realistic. It literally day and night, and looks really good now too. Lighting also looks much more realistic, and the AI seems to not be so predictable.

The AI seem more life-like now, and more realistic as well. I also like that you can, with a good shotgun equipped, 1-shot most zombies, and the new ragdoll improvements look killer too! New POIs will bring a lot of new content when we're out exploring, I would've settled for around 10 new POIS, but close to 75 !? NICE. WORK.

I just wish the bike could go a little bit faster, but that is no big deal at all.

Really looking forward to what will be a sick new release! Helluva nice job guys.
I agree with all this plus the trees do really look fantastic now.

I think my only gripe would be could we have some sort of acceleration with the vehicles? It has always bothered me that you can hear it changing gears yet the top speed is almost instantaneous. It all needs to cohere for my ears and eyes.

 
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Madmole….saw a couple of things I had questions about.

The satchel....is that an item that can be equipped for more storage or just a special loot container?

Will we be getting any added colors for clothing...saw those green overalls and was wondering if we can ever be able to dye clothing different colors? Plaid or tye dye etc

Will all the new POIs be added to RWG?

What about a spear to poke at Zombies and keep them away from you....will that ever be included in game?

Release the Kracken...Im ready!!

regards,

Ouch

 
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Looking better than ever and hooray for the new AI and pathing, it's going to play better than ever as well. And BOOM, dead rolling down in the water haha. Those ragdolls are awesome for sure. Thanks for the visit of the new Diersville, I was looking forward to see that very much since a while now.

 
The ability to dye stuff is in, but we haven't really tuned the colors in to look good yet or decided on recipes. Its technically a replacable invisible mod, so if you want to change color just drop more dye onto the item.
Cool...glad you guys included it as an option!! Will be helpful for PVP down the road!! I think the recipe should include 10 paint or flowers , a water , and maybe the clothing item then pick a color off a palette. Maybe add a campfire and a cooking pot for dying it.

Or make the paints random colors....that you would need to dye,,For example blue , red, yellow, green, then make the recipes color, a combinations of those colors.

Ouch

Coughs * Avoiding the other questions * Coughs ......LOL

 
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Thanks for the video. The lighting, water, POIs are looking great. The AI seams to be much better. Now that A17 seems to be wrapping up I had a few questions.

Dungeon POI 2.0

+Environmental Hazards
Are we still getting these? I heard you talk about them but haven't seen anything on them. Will there still be environmental hazards?

[*]Buff Overhaul

+Improving old buff system with a more robust and optimized framework

+Designed to work and stack with blocks, items, weapons, clothing, skills, perks, and attributes

+Can be triggered and modified by events during a buff's lifetime.
You've shown it on the weapons which is great, but will there be anything done with the buff system on clothing & armor? Will there be events triggered in A17 using this buff system?

Quest System

+Cool new group quests

+Dynamically spawns a boss to guard quest objective

+Trader initiated quests 3/5/18

+Quests and quest POIs will work in Random worlds as well as Navezgane 4/19/2018
Will we see an example of a quest before A17 release? I haven't seen any of the bosses, will any of those be shown soon?

Stealth System

+New Stealth related display bar with as of yet unknown functions.....
I noticed the stealth bar was gone in your video. Is that getting pushed back?

Terrain and World

+POI Editor accessible in main menu

+Terrain Editor accessible in main menu 3/20/18

+Navezgane terrain vastly improved 3/20/18

+New Height maps for interesting cliffs, ridges, and better variety 4/14/18

+Random maps will be pregenerated to load as fast as and play as optimized as Navezgane 4/27/18
You showed Navesgane changes which look amazing, but will you show any random gen examples? I'd like to see how the POI and terrain editor works from the main menu as well. I've been playing Far Cry 5's Arcade Editor in the mean time and I'm wondering if there are any similarities.

 
He wasn't the first :-)
"When the gods created Gilgamesh they gave him a perfect body. Shamash the glorious sun endowed him with beauty, Adad the god of the storm endowed him with courage, the great gods made his beauty perfect, surpassing all others, terrifying like a great wild bull. Two thirds they made him god and one third man."

- The Epic of Gilgamesh
So one would seem really dated if they made Gilgamesh jokes? Noted.

Probably because they really don't, or are waiting until a major update like this Unity update, to update consoles.
Also, this is a first person shooter, which aren't console-friendly. This is a resource-demanding game, which consoles don't have much of and what resources they do have are hopelessly outdated and limited.

I do hope you 'get' the irony of you complaining, here, however...

We PC gamers have suffered console-neutered game titles for over well over a decade because of lazy game devs. Horrible vanilla graphics. Unworkable/wonky controls because they were designed for a controller, not universal input like kb/mouse. Missing features. Broken save functionality. No response to issues, or poor support/patching. The list goes on.

Welcome to the other side of the coin. This is what that feels like. :)
Truth!

Edit: i nearly beat you Mr mole.
How do you know that you didn't? Maybe he edited his post to be before yours.

Dyslexics UNTIE!!!
Procrastinators UNITE...tomorrow!!!

 
Love how everything is coming together! I notice how the vehicles damage the road, especially bridges, while driving. I imagine this will be an issue after using a bridge multiple times over the course of a play through. Will there be a way to edit the xml to only have the vehicles damage certain things, or are there plans to level out the bridge angles so this doesn't become an issue? If not, looks like driving slowly over these spots works too.

 
Love how everything is coming together! I notice how the vehicles damage the road, especially bridges, while driving. I imagine this will be an issue after using a bridge multiple times over the course of a play through. Will there be a way to edit the xml to only have the vehicles damage certain things, or are there plans to level out the bridge angles so this doesn't become an issue? If not, looks like driving slowly over these spots works too.
I never understood why the bridges were elevated with a wedge block in the first place, if they just leveled the bridge with the ground it would eliminate this issue all together.

 
I never understood why the bridges were elevated with a wedge block in the first place, if they just leveled the bridge with the ground it would eliminate this issue all together.
Echoing that sentiment and not in a way that seems to nitpick because this dates back to the first alpha - image for reference via JCs channel.

I understand bridges work like the socket system for POIs and why its placed on top of the terrain. One of the devs had mentioned A17 socket system will be seamless with terrain so why not apply this to the bridges too. One obvious issue is that currently, the water is only 1 block below the elevated bridges supports, early alphas it was 2 IIRC.

iRcFQLD.jpg

Also, more bridges please in random gen, will supply duct tape :D

 
@Parasyt
The new stealth bar is above the stamina bar. You can see it in the video.
I had to go back and watch it. It looks like it only comes on when your crowched now. The last videos it was on all the time.

 
Thank you for the video! I really like every new feature! However, the AI seems to be slowing zombies down for now... But hey, it's still WIP, so I believe you guys can fix it :smile-new:

Also, since it is my first post here, hi everyone!

 
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