PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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I've been doing most of the designing behind the perks and doing the xml while Gazz and Roberto are working on the more complex buffs and code behind all this stuff. We're smashing it and its going to be a lot of fun making character builds. I can probably do a video pretty soon showing a few of the finished perk trees off and demonstrate the effects. The xml is very powerful making it easy to do about whatever I can imagine, so modders will go nuts with this stuff.
Cool, looking forward to playing it.

 
I've been doing most of the designing behind the perks and doing the xml while Gazz and Roberto are working on the more complex buffs and code behind all this stuff. We're smashing it and its going to be a lot of fun making character builds. I can probably do a video pretty soon showing a few of the finished perk trees off and demonstrate the effects. The xml is very powerful making it easy to do about whatever I can imagine, so modders will go nuts with this stuff.
Awesome :) I certainly won't say no to a video on the perks if you can find the time :)

 
I've been doing most of the designing behind the perks and doing the xml while Gazz and Roberto are working on the more complex buffs and code behind all this stuff. We're smashing it and its going to be a lot of fun making character builds. I can probably do a video pretty soon showing a few of the finished perk trees off and demonstrate the effects. The xml is very powerful making it easy to do about whatever I can imagine, so modders will go nuts with this stuff.
B stil mai haert

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And yes, a fair dinkum of time was spent on the design.

The A16 skills are quite bland in comparison. In A17 you don't just improve a number within a perk (most perks at least?) but can actually gain one or more different abilities.

 
I've been doing most of the designing behind the perks and doing the xml while Gazz and Roberto are working on the more complex buffs and code behind all this stuff. We're smashing it and its going to be a lot of fun making character builds. I can probably do a video pretty soon showing a few of the finished perk trees off and demonstrate the effects. The xml is very powerful making it easy to do about whatever I can imagine, so modders will go nuts with this stuff.
That's all very encouraging, and it goes without saying everyone would love a video. One thing I'll be curious to see is how granular the perks feel in practice. That is, if each level is enough to make an appreciable difference. In other news, it's a shame every single image you post has to be hidden behind that 'may contain sensitive material' warning.

 
4x4 truck is best land vehicle, but gyrocopter is more fun (just needs more polish).

Hey faatal?

So... How's the Gyrocopter holding up in performance? Seems like every time a game moves to a new dimension of motion performance dives.

And on that note, for any TFPer, do you guys have any testers running roughly mid range gaming rigs? Just curious how you guys test min specs.

 
Thanks for the update MM!

How does a skill increase fire rate on an automatic weapon? Shouldn’t it be up to mods instead?

 
And yes, a fair dinkum of time was spent on the design.The A16 skills are quite bland in comparison. In A17 you don't just improve a number within a perk (most perks at least?) but can actually gain one or more different abilities.
Looks good. But I hope all skills and their perks have about equivalent value in the usual gameplay loop, so that there are no dominating skills people will always choose first.

(If internal tests show that testers always skip investing into a specific skill, its rewards and perks should be combined with other less favorite skills, to make it overall more valuable)

 
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Liking the skill system, although I agree with toores about perks increasing fire speed, that should be done with mods (not a big thing though, even if it stays that way).

 
i can't wait :|

skill trees looks so so promising!

at that point of the alpha i'm ready to gift the game without fearing stupid comments from my friends :)

first early access game i bought in my life, totally worth it even (maybe?! more) if it gets another 2-3 year to get fully polished.

note:

i bet that at least 20-30% of new whining will be about "i can't max out all the trees" (as if it had not already been said)

gj hold on TFP and all the non-TFP guys hired too!

(feel lucky you work on that piece of game instead a stupid Actuarial Windows Form application - 2018 winform :| )

 
Hey faatal?
So... How's the Gyrocopter holding up in performance? Seems like every time a game moves to a new dimension of motion performance dives.
Same as any other vehicle. It is basically a tricycle that can float through the air.

 
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