PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

  • Newly Updated

    Votes: 1 100.0%
  • Check out the newest reveals by Madmole

    Votes: 0 0.0%
  • Over 100 new perk books with set collecting and bonuses

    Votes: 0 0.0%

  • Total voters
    1
Status
Not open for further replies.
Yeah, here's to hoping that my hope can get some confirmation ^^
I was kind of expecting bandits to be delayed until the Z's have been updated to the new AI system and thrown to the public for playtesting. It took me the best part of a month to successfully mix the following systems...

Nested vision cones based on the limits of real human eyesight.

Event based behaviour tree.

Mecanim animation.

Unity's built-in navmesh system.

That was just to get two characters to see each other, run towards each other and punch until one falls down.

 
Have four AI groups as they are too different to code in one go.

1) Mindlessly aggressive: Current system - Mostly done.

2) Military type aggression: Advance toward and around target using cover. You can have a level of expertise and this would be hard to code.

Something like simulate the character is a light source and the NPC's will hide in the "shadows" created by rocks and trees, peeking around and taking a shot. This will make them seem intelligent to a degree.

Edit: I guess the more trained they are the more they will fallow this principal. so 50% trained they will hide behind cover 50% of the time. Also use this for percent losses before retreating.

3) Neutral (various levels): Some temporarily hide, some in open depending on their level with you.

4) Friendly: Advance in open and greet.

 
Last edited by a moderator:
Zombies should be pretty dumb since of their brain rotting away and such. However bandit ai and military ai should be something to be feared.

 
In reading A17 notes, there is little to nothing addressing the massive water features of the game. I would hope we could have one or more of the following:

-- Raft made of logs

-- Bike tide to raft to drive a paddle(s)

-- fishing

---- FISH!

-- water catcher - it rains so much why can't I leave jars out or use leather/hide/plastic to make a water catcher?

--- tunnel under water causing flooding or water underground in general

---- Shoreline hazards like Crocs

-- Crabs?

-- lampreys that suck your blood as you swim

 
My most anticipated alpha so far! Any plans for npcs in a17 beyond the concept art? Great job on the vehicle overhaul, opens up a world of possibilities. This game is getting better and better all the time, no time for other games lol.

 
Zombies should be pretty dumb since of their brain rotting away and such. However bandit ai and military ai should be something to be feared.
+1

When folks ask for zombies that dig, wear dynamite to break through walls, etc, I always think, “What you want are humans, not zombies...”

 
+1
When folks ask for zombies that dig, wear dynamite to break through walls, etc, I always think, “What you want are humans, not zombies...”
maybe add a feature where you can choose to play a Zombie instead of a human, you can die and its a one shot deal - dead is dead but you can re-roll a zombie.

 
+1
When folks ask for zombies that dig, wear dynamite to break through walls, etc, I always think, “What you want are humans, not zombies...”
When this folk asks for zombies that dig or that go berserk and attack nearby player made blocks when they can detect a player but not get to the player, what I want are zombies with infected brains that can do those things because I don't want the exploits that currently exists due to their absence to continue to exist even in the early game.

I don't think digging and going rabidly berserk are outside the ability set of the current zombies we have. I don't want them picking up dynamite, or a pickaxe, or working an auger. Those would be humans. But bandits are not likely to show up early on due to the much higher difficulty they represent beyond zombies and I don't think the game needs to wait until a higher gamestage to make underground and stilt base living be threatened.

I'm all for humans also digging with tools and tactically taking out supports in addition to all of that above.

 
When this folk asks for zombies that dig or that go berserk and attack nearby player made blocks when they can detect a player but not get to the player, what I want are zombies with infected brains that can do those things because I don't want the exploits that currently exists due to their absence to continue to exist even in the early game.
I don't think digging and going rabidly berserk are outside the ability set of the current zombies we have. I don't want them picking up dynamite, or a pickaxe, or working an auger. Those would be humans. But bandits are not likely to show up early on due to the much higher difficulty they represent beyond zombies and I don't think the game needs to wait until a higher gamestage to make underground and stilt base living be threatened.

I'm all for humans also digging with tools and tactically taking out supports in addition to all of that above.
right now, if I am at bedrock, zombies can't get me. they seem to stop digging after a few blocks. so we need some sort of underground nemeses

 
right now, if I am at bedrock, zombies can't get me. they seem to stop digging after a few blocks. so we need some sort of underground nemeses
And I also don't think zombies should be able to detect you and dig all the way to bedrock. I think they might be able to detect your smell on your surface access points but bedrock digging isn't what I'm talking about. I'm talking about digging five blocks down and being safe. I'm talking about digging five blocks down at the edge of someone's LCB zone on horde night so zombies can't touch you but damage someone else's base. I'm talking about building an inverted L structure out of frame blocks and being perfectly safe.

You know....exploits.

 
These conversations have been going on for over 2 years....good luck....Its an Alpha...that's in another iteration of the game...etc etc..

MTFGA....pfft

 
Hey good news! I talked to Madmole today and his plan is to get a video out sometime this weekend. To help tide us over a bit until then I have an A17 picture that I was given the go ahead to show. Its nothing super sexy but I think it is good news and will make people happy about A17...

View attachment 23444View attachment 23445

 
Last edited by a moderator:
Hey good news! I talked to Madmole today and his plan is to get a video out sometime this weekend. To help tide us over a bit until then I have an A17 picture that I was given the go ahead to show. Its nothing super sexy but I think it is good news and will make people happy about A17...
View attachment 23444
That's a nice addition coming down the line.

 
Hey good news! I talked to Madmole today and his plan is to get a video out sometime this weekend. To help tide us over a bit until then I have an A17 picture that I was given the go ahead to show. Its nothing super sexy but I think it is good news and will make people happy about A17...
View attachment 23444View attachment 23445
Hmm, it doesn't have any stamp or seal... No badges. Don't tell me you don't need no stinking badges!

 
How can I do to watch those pictures? When I click on it, I receive a not permission message.
I think it has to do with how long you have been a forum member or how many posts you have made. It shows the Launcher. Directx9, Directx11, Vulkan, GLCore are all choices for Renderer. I'm not sure which of those are new so I listed them all for you. :)

 
I think it has to do with how long you have been a forum member or how many posts you have made. It shows the Launcher. Directx9, Directx11, Vulkan, GLCore are all choices for Renderer. I'm not sure which of those are new so I listed them all for you. :)
Thank you very muhc!

 
Status
Not open for further replies.
Back
Top