PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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*le poof*
To avoid getting TOO technical. Basically items no longer use Attributes like they used to. They are now called passive effects. These effects were in turn expanded to allow usage in buffs and player progression.

These values are now housed inside min_effects which allows custom var tracking (per entity, not global). With that ALL min event entries also contain event triggers when various things happen in the game engine such as doing damage to an entity or taking damage. For each of these events there are many actions that can be performed such as changing a custom variable value, stopping/starting sounds, screen effects, move speed, jump ability, skill level adjustments and much more.

On items, the passives and triggers only fire if worn or held to keep things from going crazy.

So now we can have cooler effects and much more granular buffs all with much better performance and nearly 0 garbage collection out of these systems.

I don't want to spoil too much. Let's just say these newly redesigned systems are going to allow us to do much much more to affect the player, both good and bad. :D
He grazes us!!!

This sounds truly amazing, much more than I dared hope for :D .

I wonder how much will be governed through xml...

Thanks for the update Kinyajuu!

Looking forward to the A17 exp.

 
Independent decision, has nothing to do with Unity's version. This has been planned for a while, I was simply busy with other systems (and planning/designing) prior to now.
you opened the door to never-ending questions... best run while you can or you'll never be seen at work again, better yet, what's your wife gonna say when you are being held ransomed to answer them all? :)

 
Just always park the bike on a flat surface - player made or poi - and be sure it is not having a seizure. I notice that in some layers of stone underground the bike kinda "sink" (you can see the wheels are inside the stone, not on the stone). Its 100% of the time in this layer that will happen bad stuff - the bike will go to the surface or worst. Same with the player on those layers (you get ejected to the surface on loading, and its not because of the two high ceiling, I had a twenty high ceiling in the area). Never happen again after I put concrete on the ground.
Are player made bricks not flat? cause that's what it vanished off of......

 
*le poof*
To avoid getting TOO technical. Basically items no longer use Attributes like they used to. They are now called passive effects. These effects were in turn expanded to allow usage in buffs and player progression.

These values are now housed inside min_effects which allows custom var tracking (per entity, not global). With that ALL min event entries also contain event triggers when various things happen in the game engine such as doing damage to an entity or taking damage. For each of these events there are many actions that can be performed such as changing a custom variable value, stopping/starting sounds, screen effects, move speed, jump ability, skill level adjustments and much more.

On items, the passives and triggers only fire if worn or held to keep things from going crazy.

So now we can have cooler effects and much more granular buffs all with much better performance and nearly 0 garbage collection out of these systems.

I don't want to spoil too much. Let's just say these newly redesigned systems are going to allow us to do much much more to affect the player, both good and bad. :D
so will all items have an owner id? that is I want to know who owns the 25 wood blocks that were just placed.

 
*le poof*
To avoid getting TOO technical. Basically items no longer use Attributes like they used to. They are now called passive effects. These effects were in turn expanded to allow usage in buffs and player progression.

These values are now housed inside min_effects which allows custom var tracking (per entity, not global). With that ALL min event entries also contain event triggers when various things happen in the game engine such as doing damage to an entity or taking damage. For each of these events there are many actions that can be performed such as changing a custom variable value, stopping/starting sounds, screen effects, move speed, jump ability, skill level adjustments and much more.

On items, the passives and triggers only fire if worn or held to keep things from going crazy.

So now we can have cooler effects and much more granular buffs all with much better performance and nearly 0 garbage collection out of these systems.

I don't want to spoil too much. Let's just say these newly redesigned systems are going to allow us to do much much more to affect the player, both good and bad. :D
Awesome to hear Kin :)

Looking forward to playing around with these new tools.

 
With Electricity, can you consider using Electricity to power Cement Mixer and Chem station instead of Motors?
I would suggest that there should be a new motor, an Electric Motor, that would require electricity and could be added to doors, cement mixer etc.

If the cement mixer becomes electric powered then Concrete Mix (and blocks) would become a later game option (after electricity), unless you have a manual mixer, i.e. a wheel barrow and a shovel, which would be a lot slower.

 
I would suggest that there should be a new motor, an Electric Motor, that would require electricity and could be added to doors, cement mixer etc.
If the cement mixer becomes electric powered then Concrete Mix (and blocks) would become a later game option (after electricity), unless you have a manual mixer, i.e. a wheel barrow and a shovel, which would be a lot slower.
I like the idea of electric doors and shocker keypads :)

 
Are player made bricks not flat? cause that's what it vanished off of......
Building a platform and parking the minibikes on top of it doesn't help. I've watched minibikes disappear from player-made terrain as often as from world generated terrain.

-A

 
Sooo how about a pre A17Christmas gift with just the new buff system? or A16.5 with the new buff system?.. Wut?! A bit soon :playful:

 
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Sooo how about a pre A17Christmas gift with just the new buff system? or A16.5 with the new buff system?.. Wut?! A bit soon :playful:
You had me at Sooo

Cough * VIDEO * Cough

I guess that new STAG ran away!

 
Building a platform and parking the minibikes on top of it doesn't help. I've watched minibikes disappear from player-made terrain as often as from world generated terrain.
-A
I have never lost a minibike lol no matter where I have left it......

 
I lost my minibike a few times also brought it in my base so I can unload it then I couldn't even use it anymore had to take it apart then put it back together outside the base lol

 
Excited to see you guys are working on vehicles, mini bike was a nice toy.. but not practical for hauling loot or going across terrain at all. Now, lets talk wild horses and possible ultralight personal aircraft! :02.47-tranquillity:

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