PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Ever played that cult game 'Five nights at Freddies'?

If not, look it up on YouTube to see how much lights mean to a game.

BTW, if you do this, I'm not responsible for your heart attack while watching.
Yep, I've watched a few people on YouTube play it. Not my type of game to play, but fun to watch secondhand while doing other things.

I'm just glad the flickering light is so well done beyond just flickering alone. It dims, the rate at which is flickers and dims is random, etc. I've played too many games where it's literally just off/on on an interval or a slightly random interval. Those just do not work well for any kind of atmosphere. I can see it now, few quick flickers, slow dim out, takes a second then comes on, zombie in your face. Hehehe

 
Hi everyone
do we know if there will be a stream event this week for Alpha 17?
Probably not. Faatal said there were still some big bugs that needed to be fixed along with one he has that deals with Bloodmoon hordes. And that's just the one he told us so far he alone has. That'd ruin some gameplay right there.

 
Probably not. Faatal said there were still some big bugs that needed to be fixed along with one he has that deals with Bloodmoon hordes. And that's just the one he told us so far he alone has. That'd ruin some gameplay right there.
Oh, there's something new about the bloodmoon hordes ??

 
Thanks for posting the light and the news.

Light looked good, well at least half of it anyway. Seemed like about half of it was blocked out for some reason. Would be ok if there was something physical was blocking it. like a wall. But there is nothing there and the light was still blocked.

Thanks for the news to. So we are really going back to Alpha 10? ;)

 
Oh, there's something new about the bloodmoon hordes ??
By what I know of Faatal's issue is that the Bloodmoon horde spawns outside the AI pathing range he created for the new pathing system, so they will just wander off or not spawn since they are too far out. He is working on it now.

 
By what I know of Faatal's issue is that the Bloodmoon horde spawns outside the AI pathing range he created for the new pathing system, so they will just wander off or not spawn since they are too far out. He is working on it now.
Thanks! I am very eager to see all these novelties! :02.47-tranquillity:

 
Thanks Roland that was nicely done. Although lately I find myself wondering which will be out first A17 or Zombiland 2. LOL it doesn't matter which one because I will enjoy them both. Keep up the good work and get an awesome alpha out to play. Thanks to TFP in advance

 
Thanks Roland that was nicely done. Although lately I find myself wondering which will be out first A17 or Zombiland 2. LOL it doesn't matter which one because I will enjoy them both. Keep up the good work and get an awesome alpha out to play. Thanks to TFP in advance
Lol, would hope this since the movie doesn't even begin production till January

 
Sound great!

1, . I always wanted to make a game where the threat to survive is so hard humans have no choice but to band together. I look forward to making our pvp awesome, its just not a high priority right now.
I don't think our game has the proper net code and optimizations to currently be a good pvp game. Hopefully as we get closer to gold pvp can be improved. As you must know, 7 days is a very ambitious game. We need to fulfill our promises not your hopes
Dude!

How about a Video SOON, I'm die in over here. The last one was good enough to watch a couple times but I need a new FIX! Come on Pimp Sir, stoke the Hype Train!

PS i though you did pretty good for all the screwing around you did with a fresh start. It's a whole new game again from what i saw.

 
Oh yeah I've seen the pine forest up north, but where are the maple forest at in AZ? I didn't say Joshua trees make more sense, i said or meant I'd rather see them than snow biomes bordering the desert and maple forest. I think many other people would too.
"The Rocky Mountain maple is mostly in Utah and Arizona while the other is throughout many western and mountain states."

I get what you are saying though. Everyone thinks desert when they think AZ and Joshua trees are desert plants. I just wouldn't trade biomes for plants. I don't set up shop in the snowy biome, but I do like seeing it pop up for a change of scenery/challenge.

 
That's great! I wonder if Unity3D can handle some secondary bounces of the light sources, whatever that effect is called, so that it's not 100% dark right around it, but still for the game in its current form I think that adds a nice amount of ambience!

 
To one of the Developers (or the well-informed)

Hey Fellas,

I know there is some optimization incoming in the next update, but are there any specifics on what the requirements may be? Thanks in advance.

 
What the hell is the second trigger and pistol grip for? prone shooting?
On the top? That lever is the charging handle. There is only one trigger.

EDIT: If you meant the small "thing" behind the magazine, that's the magazine release.

 
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On the top? That lever is the charging handle. There is only one trigger.
EDIT: If you meant the small "thing" behind the magazine, that's the magazine release.
No, I was not referring to the part behind the magazine. I'm talking about on the top of the gun. There is a small pistol grip and what looks like a second trigger.

 
No, I was not referring to the part behind the magazine. I'm talking about on the top of the gun. There is a small pistol grip and what looks like a second trigger.
The upside-down trigger-looking thing is the charging handle that basically works the gun's bolt carrier group. It's not a trigger :)

EDIT: If you're curious, that rifle is the Chinese QBZ95 (or one of its variants). Originally chambered in their homemade "better than your 5.56" cartridges, though that's yet to be proven ;)

 
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Noone is trying to spoil bunkers. People are just giving suggestions to expand on an existing idea and to include an element of survival into a survival game.
You can always make shallow bunkers, but deep bunkers should be an endgame sort of thing, so I'm definitely for the mentioned ideas of oxygen depletion the deeper you dig, and there have been some excellent ones on the last few pages.
Hmm... Underground 'gardens' to replenish O2 and remove CO2? Just a thought...

- - - Updated - - -

Okay, even easier:
A player is at bedrock, in an enclosed space. He needs a vent to give him/her oxygen. Game checks to ensure there's a path within a 30m (roughly) radius to a vent (direct radius is satisfactory, even if there are columns and paths blocking it. It's a good enough and a workable approximation). The game mechanics then checks that vent. Using the same code to check the radius, it asks if that vent is within a range of another vent or the open air?

A simple recursive calculation that is an approximation to realism, and would work well most of the time. It would definitely encourage players not to mess around and just build the things, even if the mechanics weren't perfect.
Considering 'space ships' would have to have some form of CO2/O2 handling system.. underground 'garden' anyone? /shrug

 
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