PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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If the gameplay works then sorry, but... screw realism. It's why you can carry 30000 tons of concrete without using your hotbar.
Realism is fun's #1 killer.

It's why we have sayings like, "S*** just got real!".

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No worries. I know the long multi-part posts are more cumbersome, but when there's 10+ pages of activity in a day I want to respond to, using that multi-quote button is my only chance of keeping up.
Nah I get it. Was pretty much just mess'n with ya.

 
Someone had the idea of virtual zombies. This could be used to simulate spawns outside of the accessible area (so basically in the radiation zone). You could use a greatly simplified model to calculate those virtual (and persistent) zombies and their movements. All the game has to save are their locations, directions of motion and zombie types. Using this approach it should be possible to simulate tens of thousands of zombies populating the world.
Do you know what I mean? I know my description is woolly.^^
I hope they're only populated in usable parts of the world as opposed to the radiation no go zone.

My guess is that if there's this virtual map of zombies, it's to mitigate things like

* teleporting zombies

* Zombie Shell game (approach volume, zombies spawn, back away, despawn, approach, different Zombies spawn in different locations.

* Full volume respawns when a volumes not cleared

* Spawn Point expiration times for volumes to full respawn and reset with new experience.

* Manage zombie spawn distance from player bases (noted by Pille - good point)

That's my take on why something like this would be implemented. Not for more zombies.

Everything I can recall hearing about why we don't have hundreds of zombies in play at one time is due to system performance, which I assumed to be an issue around system resources used for rendering and AI.

 
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will we be able to put down our own sleeper blocks? I would love to design a dungeon/maze/other structure that has sleepers that trigger when you are XX blocks from it or NN seconds after you move away from it.
Make it so #1 (TFP)!
You already can. Go look at the Modding and Prefab sub forum.

 
Someone had the idea of virtual zombies. This could be used to simulate spawns outside of the accessible area (so basically in the radiation zone). You could use a greatly simplified model to calculate those virtual (and persistent) zombies and their movements. All the game has to save are their locations, directions of motion and zombie types. Using this approach it should be possible to simulate tens of thousands of zombies populating the world.
Do you know what I mean? I know my description is woolly.^^
If the virtual zombies don't interact with the world in any way until their chunk is loaded, exactly what is the difference between keeping track of them constantly and spawning them in with the chunk load? By the way, the correct answer is "It makes no difference." It is just more work for the CPU to track constantly with no actual in game benefit.

Unless I'm completely missing the point of course.

 
I hope they're only populated in usable parts of the world as opposed to the radiation no go zone.
My guess is that if there's this virtual map of zombies, it's to mitigate things like

* teleporting zombies

* Zombie Shell game (approach volume, zombies spawn, back away, despawn, approach, different Zombies spawn in different locations.

* Full volume respawns when a volumes not cleared

* Spawn Point expiration times for volumes to full respawn and reset with new experience.

That's my take on why something like this would be implemented. Not for more zombies.

Everything I can recall hearing about why we don't have hundreds of zombies in play at one time is due to system performance, which I assumed to be an issue around system resources used for rendering and AI.
I was trying to say that the radiation zone could act like an infinite source of zombies. So they would spawn there and start their simulated journey to a random point within the usable area. Unrelated remark: You could increase the probability for points in city area to simulate a high population density.

Imo virtual zombies would be able to completely eliminate the problems you've mentioned (not just mitigate them) (at least in theory).

I wasn't thinking about getting more zombies btw. 'tens of thousands of zombies' was just an arbitrary value but you need a lot of virtual zombies due to the map size. ;)

If the virtual zombies don't interact with the world in any way until their chunk is loaded, exactly what is the difference between keeping track of them constantly and spawning them in with the chunk load? By the way, the correct answer is "It makes no difference." It is just more work for the CPU to track constantly with no actual in game benefit.
Unless I'm completely missing the point of course.
See Jackelmyer's points (*). ;) Moreover, this could be used to avoid zombie spawns in player bases.

 
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I was trying to say that the radiation zone could act like an infinite source of zombies. So they would spawn there and start their simulated journey to a random point within the usable area. You could increase the probability for points in city area to simulate a high population density.Imo virtual zombies would be able to completely eliminate the problems you've mentioned (not just mitigate them) (at least in theory).

I wasn't thinking about getting more zombies btw. 'tens of thousands of zombies' was just an arbitrary value. ;)

See Jackelmyer point (*). ;)
Ah gotcha.

None of this virtual map stuff matters right now anyway. This is all presumptive based on Roland being a freaking tease. There probably isn't a virtual map and the closest thing to it is a way point system providing a Guppy Zombie paths to various toilets.

 
Frankly I think that zombies popping out of the ground around the player in an underground area sounds nuts. I really think that there should be another way.

Perhaps if they attacked hatches to get inside.
But how do you overcome the problem if a player decides to put a 2 block gap around his base that the zombies can't jump across to get at said hatch or door.?

 
But how do you overcome the problem if a player decides to put a 2 block gap around his base that the zombies can't jump across to get at said hatch or door.?
I suppose 1 option is for zombies to dig sideways and upwards only. When they drop into the ditch they dig up towards the main level - then they can head toward the hatches. Once one makes it inside the route becomes an access point like an open doorway through which others can follow. Not sure how easy this would be from a programming standpoint however.

 
But how do you overcome the problem if a player decides to put a 2 block gap around his base that the zombies can't jump across to get at said hatch or door.?
At night, Zombies should be able to physically do whatever a player can do.

Looking forward to the "Brain Zombie", still smart enough to use a weapon and open doors. :)

 
At night, Zombies should be able to physically do whatever a player can do.
Looking forward to the "Brain Zombie", still smart enough to use a weapon and open doors. :)
NO

Simply NO

As i said a few times, we need jumping Zombies

 
At night, Zombies should be able to physically do whatever a player can do.
Looking forward to the "Brain Zombie", still smart enough to use a weapon and open doors. :)
I'm just imaging how horrifically hilarious it would be watching zombies casually open and close your doors on their way into your base to rip out your brains.

 
At night, Zombies should be able to physically do whatever a player can do.
Looking forward to the "Brain Zombie", still smart enough to use a weapon and open doors. :)
These are humans. You are describing humans.

Mod in some ugly NPCs and you have what you are looking for, not zombies.

 
I like the idea of jumping zombies , maybe some kind of zombie that runs on all 4 and jumps to attack or jump over gaps , similar to state of decay

 
I’ve ridden the bike and it is exquisite. Once it is properly implemented into the game I will go every where on it. It feels good and it looks pretty good. Right now it still uses the minibike HUD but burns no gas and also no stamina so it is definitely too OP for proper play but it is going to be an awesome addition regardless of all the disappointed ones who wanted four wheelers and passenger vehicles rather than a pedal bike.
Ooorh, you get all the perks... ;)

Can't wait to ride that thing :D

I wonder how many parts it'll need, and how many will be loot only.

The chain seems like an obvious loot object, and the headlight (if any).

Any other ideas?

 
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I wonder if these zombies who can do all things a player can do is going to snuggle up in my damn sleeping bag and "surf the web" before falling asleep.

Get your own sleeping bag you stupid zombie! Ugh!

 
I like the idea of jumping zombies , maybe some kind of zombie that runs on all 4 and jumps to attack or jump over gaps , similar to state of decay
Imo it should be a standard capability, any running zombie should be able to jump a short gap, except maybe the fat ones.

 
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