PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I have been working on my game for almost 2 years now...and there is NO ladder climbing or swimming animation either! Its in first person with no option to switch views ;) You just sort of float along and it works for that lol

That is another reason we have so many First Person only games now...it is a HELL of a lot easier to make look good and you don't have to waste time and resources on player animations...
Congratulations (no sarcasm intended), I'm on something like year four and should be heading into closed beta in the next few months.

I'm liking the idea of calling the vehicle the M.O.L.E, if only unofficially :-)

Anyhoo... back to my original reason for posting. I've just finished walking halfway across England (at its thinnest point) from T̶h̶e̶ ̶S̶h̶a̶d̶o̶w̶ ̶T̶o̶w̶e̶r̶ Carlisle to C̶a̶s̶t̶l̶e̶ ̶B̶l̶a̶c̶k̶ Haltwhistle while looking at the fortifications of Hadrian's Wall. I picked up some ideas on small fort design along the way, it's going to be interesting to see how the new AI deals with realistic fortifications specifically designed to protect against cannibalistic hordes.

 
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It has been mentioned, but I'm on the fence for the usefulness. Breadcrumbs seem too limited to me. Start a game and sit in your base and there are none or climb/jump in some convoluted way and enemies can't follow. I'd rather enemies just figure out how to get somewhere and do it.
Breadcrumbs would have been far too easy to abuse/manipulate. "Smarter" dumb zombies are much more of a threat and can reliably work their way towards the player far better than bloodhound type zombies. Keep on keeping on and we'll all enjoy cursing your name without end later as we're hunted down and eaten.

Any chance of a zombie speed option somewhere between "walk" and "run" being implemented?

 
Instead of bigger backpacks, how about making grocery carts pushable. Load it up and push it through the streets. It could make a ton of noise as well, causing nearby zeds to notice. Would be a great early game tool until a vehicle is crafted.
That...would be pretty perfect, actually.

+1 to this. I always have an abundance of antibiotics after the first week or two. If you needed to take a seven day course to get cured you'd always need to search for more.
Would definitely make infection scarier. Right now it feels like it's really only a worry in the first week.

Oh, a zombie cop dropping in the lava... THAT would be fun!
Right? It would definitely open up more potential for disaster in base building. Think of planning out your underground base, then accidentally breaking into a magma chamber. The pressure forces magma through your tunnels, melting you and any equipment caught in the crossfire.

 
Oh no! They're jogging right at us!
I think having more options for zombie speed would be a good thing, but yeah, jogging zoms would feel very silly.

For instance: Having a percentage speed option for zombie run speed. Having zoms come SPRINTING at you at breakneck speed would be pretty intense. Especially if you combine that with the 'jumping zombie' idea brought up earlier in the forum, and adjust the physics to take current forward momentum into account when the entity jumps...

 
I think having more options for zombie speed would be a good thing, but yeah, jogging zoms would feel very silly.
For instance: Having a percentage speed option for zombie run speed. Having zoms come SPRINTING at you at breakneck speed would be pretty intense. Especially if you combine that with the 'jumping zombie' idea brought up earlier in the forum, and adjust the physics to take current forward momentum into account when the entity jumps...
I know it's possible, and pretty simple, to do in mecanim but whether it's possible in A17 is unknown. fataal mentioned there's quite a bit of code in several interacting systems to go through before the zombie moves and any of these could block an analogue movement speed.

 
Any chance of a zombie speed option somewhere between "walk" and "run" being implemented?
has been available in xml for quite some time if a person is willing to test it out to get results they want. as for a slider... strong chance of ... i doubt it for now.

see if this is somewhat what you are after. :)

entityclass.xml

Code:
<property name="WanderSpeed" value="0.08"/>
<property name="ApproachSpeed" value="0.2"/>
<property name="NightWanderSpeed" value="0.08"/>
<property name="NightApproachSpeed" value="1.1"/>
<property name="PanicSpeed" value="0.55"/>
 
I know it's possible, and pretty simple, to do in mecanim but whether it's possible in A17 is unknown. fataal mentioned there's quite a bit of code in several interacting systems to go through before the zombie moves and any of these could block an analogue movement speed.
Oh of course, I'm more putting it out there as a general idea for future development than an A17 add-in. I'm more for them fixing any critical bugs and pushing out a release than looking at features, no matter how small, at this stage.

 
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Sounds good to me. Thanks for answering!
So, how did faatal end up as the frontman for TFP? Was he nominated? Did he have the best qualifications? Did he just take it upon himself? :playful: (Gazz and kinyajuu pop in plenty, but faatal seems to take part of each day to answer questions. It's awesome.)
As my wife would tell you, I just like to talk.

I also enjoy the feedback of the forums and the ideas that bounce around here.

 
Faatal, Thanks for answering my last question...I do have another. With the addition of the M.O.L.E (Multiple Occupant Land Explorer) will we actually be able to have a passenger(s) in A17 or is this still in the works and will be added later?
Not A17. Maybe a 17.x or 18.

 
The programmers for Battlefield solved the problems associated with passengers in vehicles years ago, you could load up 6 people in one vehicle in 2142, they even did it on ancient single core computers so if they can do it why can't you?

p.s. Another well known example would be Planetside.

 
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Fataal,

It's been mentioned before but will the new AI allow for other zombies in the area to come towards you once one has noticed you? When a dog/zombie bear horde goes by I wait till they stop and mill around before I pick them off one at a time. It would be awesome if they all came at you once you shot at one.

 
Fataal, It's been mentioned before but will the new AI allow for other zombies in the area to come towards you once one has noticed you? When a dog/zombie bear horde goes by I wait till they stop and mill around before I pick them off one at a time. It would be awesome if they all came at you once you shot at one.
I like the idea of hive mind for wandering hordes. It seems like they have implemented something like that for vultures once another zombie has drawn blood. (And extending a little further, I wouldn't mind if random zombies nearby had a chance of being drawn to you in a similar fashion.)

 
FAATAL,

Thanks again for the response..last question....

Has weather and its effects been worked on for A17. Maybe a little less rain and the hot/cold working a bit better? it hasn't been touched in quite a few alphas. Asking for a friend.

Regards

Ouch

Coughs * VIDEO * Coughs

 
The programmers for Battlefield solved the problems associated with passengers in vehicles years ago, you could load up 6 people in one vehicle in 2142, they even did it on ancient single core computers so if they can do it why can't you?
LOL. The answer is...time.

 
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