PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
Excuse me? Not a lie, even if you believe it to be one.
The truth doesn't have to be accepted by you for it to be true, it's true because it is.

And, pet peeve, don't call me a liar.
I too never had problem with any game I play. The problem is not mostly on core system, but with fact that most user 1. Do not Reboot occassionally, 2. They run 10 things at a time, 3. They do experiment without understanding or ability to fix it back.

In nutshell , 99% chance is if your Game is having trouble, but all others are able to play it fine, is then it is you not game itself :) .

 
@madmole, I really love the rag doll effect in new video. Just a little thing, like when that fat guy block the door and corpse goes on top of 2nd block, can we

1. Make it so when a player touch a corpse in such position change their position, like his hand get off. I hope you understand what I mean

2. can we make corpse to catch the first air free block even if it is hang over. so it always appear to be on ground and not in thin air.

3. Corpse should have rotation to them too/ or other effect to appear to attach to ground or in side wall rumble like.

 
-That is the Shotgun of DOOOOM! Love it, want it, must have it!

Al's Marina rating: 5 "Beef" Burritos

-Some POI's are now potentially much more dangerous for the dead is dead group. I've already thought up a counter, but it will take more time.

Al's Marina rating: 4 "Beef" Burritos and 1 "Cheese" Burrito.

The Zombie Bear panel of judges have unanimously voted for an immediate release to streamers for one week then release for forum users!

 
The health bar! It is gone!

PRAISE THE GODS

Edit: Ah crap, it's still there..

Very nice video! Would have liked to see something about the items we haven't seen anything about. Quests, skill system, etc.

Oh, and I thought feature freeze was already achieved? MM said they haven't yet.

 
Last edited by a moderator:
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.
I think you're confusing multiple things. The video is of Navezgane, where POIs are 'hand-placed', while the socket system is used in random world generation. As far as I'm aware, POIs can be constructed to appear flush with, above, or below the surrounding terrain. Lastly, I don't remember hearing that sockets will be seamless with terrain in A17. If you have a source on that, I'd be curious to know what "seamless" really means.

 
Thoughts on lighting

I'm very glad the lighting is receiving attention, and some things look great. I can see details in the shady side of that new pine tree, for instance, and the way the fridge casts a shadow on the kitchen wall is a definite improvement. I do love ambient occlusion, so I look forward to seeing what comes after the 'band-aid'.

On balance, the world looks awfully yellow. The forest biome looks very yellow from 1800 to 2200... that's a lot of time every day, plus most artificial lighting is already yellow. Ironically, the desert had less yellow cast. Lastly, when you were in the flooded basement, the zombie was much darker than the walls and the rest of the surroundings. The entity lighting didn't match well with the world lighting.

Other things of note

  • The truck slowed down when it hit the telephone pole? Awesome! That's the proof-of-concept I've wanted to see.
  • You can check the map while on a vehicle? Awesome!
  • The motorcycle falls over when you get off? Awesome!
  • Distant trees? Awesome!
  • Road shoulders will be nice... the roads in Diersvill look backwards to me, the way they're lower than the surrounding land.
  • I can't wait to see what "underwater stuff" wasn't ready to show!
  • Was "Bambi" a procedurally scaled 'baby' deer, like you've talked about before, or just a normal one?
  • If you'd randomize zombie appearance per instance, it would fix the curiously high rate of "twin sisters". :p

 
I think you're confusing multiple things. The video is of Navezgane, where POIs are 'hand-placed', while the socket system is used in random world generation. As far as I'm aware, POIs can be constructed to appear flush with, above, or below the surrounding terrain. Lastly, I don't remember hearing that sockets will be seamless with terrain in A17. If you have a source on that, I'd be curious to know what "seamless" really means.
Yes, you are correct, I am aware that Navezgane has the full love of TFP and random gen is thanks to Richard. I was in two minds in making my comment that in Navezgane where bridges are 'hand placed' that they haven't changed as far as the design of the structure is concerned since early alphas and proceeding to cross over a bridge should be seamless. A suggestion is to use wedges to lessen the incline than the ramp. I'm not sure if the current bridges (look like truss bridges) have to be simplified to use freely in random gen to ensure structural integrity and if so another type of bridge may be required, ie, a girder bridge to span greater distances and so long as the river is a set distance as per streets width it could fit seamlessly with the road.

The devs have a new terrain generator with splatmaps for smoother roads that help with angles and height smoothness thanks to Justin. And it was Joel in his video (

) that mentioned embedded POIs, quote: "We've got improved tools to make the POIs embedded into the world and more natural looking". I remember Joel or one the devs mentioned we'll no longer see raised terrain for POIs - we've yet to see any random gen previews from Joel to see, as you say, what "seamless" really means.
Btw, is Joel going to show us the updated blocks and build something as he is yet to do so for A17?

 
Thanks for the video MadMole, loved it!

Quick feedback:

lights and in general graphics updates are really welcome!! well done!

I noticed that when running over zombies with vehicles there is no collision sound. So, even going pretty fast, when you hit one with your 4x4 there is no collision sound at all. Since you guys are working on sounds maybe...

 
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
There are smirfs in the game too now?

 
axe swing seems to be a lot slower, will we be able to make it swing faster with skill points?
I think MM used the power attack function when he swung the axe, so it went slower but did more damage.

Of course, I could be wrong, lol.

 
  • If you'd randomize zombie appearance per instance, it would fix the curiously high rate of "twin sisters". :p
I'd very much like to see this as well; having zombie attributes (height, facial geometry, hair colors, etc) tossed through a randomizer when spawned. A little immersion breaking when you see a wandering horde coming and a half dozen carbon copies shambling towards you. I know that's obviously going be a challenge, or there may be technical hurdles that fail the "cost/reward" test, but it would change things dramatically in my mind.

 
There appear to be plants under the water in the video. That means a plant block and a water block in the same place. That means there's a reasonable possibility of compound blocks.

How else do you get a picture and a wall safe in the same block?

Compound blocks confirmed for A17?

 
There appear to be plants under the water in the video. That means a plant block and a water block in the same place. That means there's a reasonable possibility of compound blocks.
How else do you get a picture and a wall safe in the same block?

Compound blocks confirmed for A17?
Interesting thing! I really hope they added it :)

 
There appear to be plants under the water in the video. That means a plant block and a water block in the same place. That means there's a reasonable possibility of compound blocks.
How else do you get a picture and a wall safe in the same block?

Compound blocks confirmed for A17?
That's the reflections of the bushes on the other side of the river lol....

 
The health bar! It is gone!
PRAISE THE GODS

Edit: Ah crap, it's still there..

Very nice video! Would have liked to see something about the items we haven't seen anything about. Quests, skill system, etc.

Oh, and I thought feature freeze was already achieved? MM said they haven't yet.
Yeah i wish he would have shown some of that stuff too.

Ala feature freeze: i think it was faatal who said that basically all it meant that they will not work at new big features. But smaller ones that are needed will still be worked on and they still got some stuff to finish up.

Hope that explanation makes sense.

 
Status
Not open for further replies.
Back
Top