PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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Chessboard movement has nothing to do with A*. It has everything to do with the fact that the "graph" is a bunch of cubes. Other pathfinding algorithms would mostly use the same graph. You could mitigate the chessboard effect by connecting the diagonals for example, but there are obvious issues with that: resource usage being the big one. You've mentioned before switching to direct pathing once they get close which may be a good idea but I think there may be some no-trivial and non-obvious problems in practice.
This is all a step beyond where fatal is currently tho. He is necessarily fixing higher level issues (bullet proof glass, looping, etc) before adding refinements.

One thing I think might be worth a try is to add more cost to nodes that lead away from the player. Zombies on the other side of your wall of iron bars should prefer a direct route though the bars to a long jog around the corner to your open door IMO. Similarly pruning (or adding cost) paths that go out of sight would be awesome. Its a bit silly that the zombies "realize" that they can bash though the door behind them and go up the stairs and down a ladder to get at me. Good start on Bandit AI tho :)
This is why I pushed for a navmesh system when the AI replacement was being discussed many moons ago. Although a navmesh utilizes A* for internal calculations it doesn't suffer nearly as much from chess-board movement. Navmeshes are one of the few AI systems (including neural nets) that I haven't had an excuse to code from scratch.

AI is a huge and complicated subject that really requires somebody working on it full time. There's half-a-dozen POI creators and AI is fataal's side project?

On the plus side, I haven't heard any word about behaviour trees being dropped from the plan yet and if they're set up correctly you can create them in xml and parse them at your leisure.

 
They started off gneiss, but now they're getting a bit shale.
Lol.

Well, at least we have a more-or-less active forum(-community), as opposed to the console community. I'm guessing the console version will be in limbo for another 6-9 months, and then a message will pop up that any attempts to get the rights back will be dropped until further notice.

 
Started a new game yesterday with a friend.
We moved into a town when we heard something collapse. It was a pretty big building that in the end collapsed half way, because that part (with 1 or 2 layers of dirt) was floating above the ground.

Seen the floating happening before in my other save, but not that half of a building started collapsed when I got near it.

Was fun in a way, but ofc totally a bug.

Am I the only one who loves this? First time I saw this I was trying to get inside a hotel to get a cooking pot, totally took me by surprise when I heard crumbling noises. Then I just stood there in amazement how immersed I was, the world felt it was decaying and falling to bits.

Hope devs at least consider keeping it a rare random event and not just a bug that needs to be fixed.

 
^^In my current testgame, yes. In this game i use all parts of my mod

In my next serious game.... maybe after i have a anyway hordesafe base.

Well, earlyer for a ramp to my garage i guess.

(Intention for the unbreakable block was really the possibility to offer players on a server a griefersafe minibunker/stash )
Heh, I was thinking it must look funny, when the block gets damaged more and more, but then degrades to the same block again :) .

Anyway, I'm just sad I cant build a falltrap/moat all around my base anymore. The zombies take very minor damage now...

I dont understand this change, since a moat is not exactly easy/fast to do...

Ah well, #FallTrapGate!

 
That didn't stop you in the past!Don't you love me anymore?!?!

Worry not, we are doomed for life, sir.
I work and play and secretly read the forums, but as long as i decide to participate in a dialogue either the work or the game gets me.

 
I work and play and secretly read the forums, but as long as i decide to participate in a dialogue either the work or the game gets me.
Good, good..

Now back to work with ya!

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Goddiamond! Would y'all stop with the rock puns?
Nah, it's too.. hard?

 
Why would this happen before bandits? Did it ever come up as a thing from TFP?
You are conflating ideas from what is supposed to be with what you want.
Huh??? I'm pretty sure this is a discussion of something @Sam_Neill thought would be fun. He just happened to mention bandits in his first post and the post you replied to was just him explaining that he knows Bandits aren't in. He just used the term bandits as a storyline reason why working turrets could be in some POIs. So, yes this is a discussion of something he wants and he has explained that pretty well.

 
I've put around 100 hours so far in A17 and haven't come across a single beaker.
We've found one beaker, IIRC from one of the rooftop crates of a large Pass n Gas. About 30hrs of playtime in that map. They are indeed slightly too rare.

 
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