PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Thanks for the video! Love the new bag encumbrance system. I wish/hope there could be a visual animation or something to "knocking down surrounding enemies" :) ...or just que in Thunderstruck :)

 
I need to know.. what happens when you're OVER encumbered.. :f

Someone PM me that so I don't miss the answer, please. :c

 
Really liked this video. I'm excited about the encumbrance system and the reworked temperature.

Also been wondering, are you guys adding an actual option to change the temperature to Celsius instead of only being able to do that with console? Maybe even make it region based.

 
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Thank you MM!!!! 1st I want to say I love how the new perk/skill system is turning out. Great job!!! I also like how you guys took an encumbrance approach vs locked inventory slots. With that said I have a question.

Is the encumbrance tied specifically to those labeled slots? If so, could someone unintentionally put items in them instead of other open slots? Hopefully players are blocked from using the encumber slots until all others are full. Otherwise, I can see managing the slots becoming annoying.

Alternatively, you can move away from specific slots and go with a traditional encumbrance number system like in other games.

Just my 2 cents. Thanks again!!! Cant wait to play A17!!!!

 
Thank you MM!!!! 1st I want to say I love how the new perk/skill system is turning out. Great job!!! I also like how you guys took an encumbrance approach vs locked inventory slots. With that said I have a question.
Is the encumbrance tied specifically to those labeled slots? If so, could someone unintentionally put items in them instead of other open slots? Hopefully players are blocked from using the encumber slots until all others are full. Otherwise, I can see managing the slots becoming annoying.

Alternatively, you can move away from specific slots and go with a traditional encumbrance number system like in other games.

Just my 2 cents. Thanks again!!! Cant wait to play A17!!!!
It is tied to those slots. The pack fills from top to bottom AFAIK so it shouldn't be a problem.

 
Thanks for the video MM!

I am really liking the new perk, attribute and encumbrance systems and can already see the changes that will have to be made from my advancement method in A16. And I love that!

Also will give a special shout out to the double yield harvest chance! That is awesome.

 
It is tied to those slots. The pack fills from top to bottom AFAIK so it shouldn't be a problem.
As a side note, this is the first time I've seen you guys use colored status icons (ie green flurry icon). With that said, it would be helpful as a player if negative statuses were a different color (ie. Red). For example, the encumbrance icon was white and players may miss it.

 
thanks for the video.

noticed there is an agility attribute. wonder if there is a general movement speed perk associated with agility and if so, how does it synch with the encumbrance system?

 
Aloha!

@Devs:

Can we please get an estimate what a generated map of different sizes will be in disk size? Like, how much space will a 8k*8k or 12k*12k map use in MB or GB :) Pretty important for those of us with root servers and hosting several instances of the game ... :)

 
Sorry if it’s a stupid question but how is smell different? When you make a sound, in a certain radius a zombie will hear it - if you carry smelly item, in a certain radius a zombie will smell it. The “smell scan” can be made as often/rare to avoid performance loss...
Yes, it is similar, but I don't know why it was disabled/removed. Not a decision I was involved in.

 
The difference is, that there can be many items emitting the smell, in contrast to the single noise source.So the game needs to iterate through all items in the players inventory, toolbelt, stored in a box, lying around.

That could be factor making the calculation perform worse.

And then send this over the network.

But overall, such a smell system does not actually sound like a big performance hog, compared to other systems.

The update frequency could be just tuned down..

I guess a "smell" system is not very intuitive for the player. Making noise (or light) is easier to understand.

"you currently emit 12 olf units of smell" would be kind of aqward
Often it is not performance that is the issue. Many features get changed because of design decisions.

 
Ok guy's my pinky has told me that A17e will be out on monday Nov 12th, which is my birthday gift from Roland Daddy Hot Pants is giving me ��

No more fighting about dates now ��

The perk system is looking nice!

I wonder if we are go to get a block ability? To block zombies from eating brains!

Are We There Yet??

 
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Things I noticed:

1-Wow many beauty much things!

2- Zombies do phantom attack and no animation if they are knocked down while their attack animation has already started. Ranting inducing show stopper right there.

3. When you are moving slow while overencumbered , hands move too quickly. That, and the twitching on death that we saw on the previous MM gameplay would be considered mature sexual +18 content ya know.

4- Omg the lighting is beautiful. And those trees... I can almost smell them... oh wait...

5- Overall skills are good and well thought. For now, still pretty basic, but ya know, time.

6- I agree to all of the design choices involving Hud, loot, game etc. Something smells bad though. Or does it?

7- Kinyajuu: buff Isitemsmelly/ smellarea / smellblocker(fridge,container) for modders? It would be cool if meat, stews, wake up all zombies in the area (makes them sense you on the grid area) regardless of all blocks and doors. Don't mind me, I'm still crying here. Dropped for good or for the moment?

8-Is Prime in his Prime or is he on a quest? Both? Would be cool to show us some of those finished quests. At least the very start.

I enjoyed every frame of the video.

 
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The comments about perks being temporarily unavailable when attributes get lowered made me think that a temporary (e.g. one game-day) debuff to all attributes might be a good death penalty.

It would be reasonably noob-friendly, since beginning characters won't have much to lose, so dying in the first day or two won't be too bad, but it would be a significant penalty to established characters who will lose higher level perks temporarily on death.

 
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