PC V2.0 Storms Brewing Dev Diary

oh, don't get me wrong. checking if faatal posted is one of the only reasons I religiously check this thread, but he already shared some over the weekend. give the man some time to cook. 😂
We'll give him 24/7, as long as he needs.

(But hurry up please!)

 
For example, in 2.0 you will see more T1 POIs closer to Trader Rekt, more T2 POIs closer to Trader Jen, etc.


Oh, hmm. I wonder how that's going to playout for map variety. If you put your finger too heavy on that scale I fear you're largely going to get the same POIs in orbit around those traders from map to map. You can kind of see that happening now with the settlements being sorted by biome. I'm curious to see how it turns out.

 
Oh, hmm. I wonder how that's going to playout for map variety. If you put your finger too heavy on that scale I fear you're largely going to get the same POIs in orbit around those traders from map to map. You can kind of see that happening now with the settlements being sorted by biome. I'm curious to see how it turns out.
Not only that, but if you want to stay in the one biome, you will have a lot further to travel to get the quests you need than if you had more variety in every biome. 

Obviously, you will still have some of at least each of the lower tier quests in every biome because of the districts, but if you wanted to be in the desert for example, you might only have a small number of tier 1 or 2 POI near you compared to now. 

I'm not really a fan of forcing players to move to new biomes if they don't want to.  If it is a map option in RWG, that is fine.  Otherwise, I prefer randomness.  You get a better variety in your maps that way.  The more limited you make the map variety, the faster players will get bored.

 
Hello, @faatal 
 

Have you seen the 7d2d "Afterlife" mod? I was attracted by one visual feature in this mod with radioactive zombies. They don't just glow green, they slowly blink, that is, the green light of the radiation gradually fades and then slowly starts to light up again

I think that this can be useful:
1) At the moment, the radiation shader is turned off and, accordingly, loads the game less (I think the same system can be used for blue and orange zombies)
2) Gameplay: the player can attack a zombie, thinking that it is a normal one or a feral, but it turns out to be radioactive, the player just attacked it at the moment of "fading".

As a result, we have a more beautiful glow from the zombies, adding intrigue to the gameplay, as well as a small improvement in optimization.

Also I wanted to know if there is some lore explanation for the blue and orange zombies? Or is it just a mutation?

 
Oh, hmm. I wonder how that's going to playout for map variety. If you put your finger too heavy on that scale I fear you're largely going to get the same POIs in orbit around those traders from map to map. You can kind of see that happening now with the settlements being sorted by biome. I'm curious to see how it turns out.


Not sure what you mean by map to map?  I was talking about Navezgane.

 
Oh, hmm. I wonder how that's going to playout for map variety. If you put your finger too heavy on that scale I fear you're largely going to get the same POIs in orbit around those traders from map to map. You can kind of see that happening now with the settlements being sorted by biome. I'm curious to see how it turns out.


He's talking about Navezgane specifically which is hand crafted and not random. It doesn't have anything to do with other maps.

(ninja'd by Laz. My dream finally came true)

Also I wanted to know if there is some lore explanation for the blue and orange zombies? Or is it just a mutation?


They're more blue as they run towards you and then orange as they pass you and continue moving away. They fast. ;)

The soundtrack of like.. 3 pieces of music?


Which 3 pieces were you you thinking of?

image.png

 
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The soundtrack of like.. 3 pieces of music?
There needs too be more home soundtracks 

Biome music

Etc

He's talking about Navezgane specifically which is hand crafted and not random. It doesn't have anything to do with other maps.

(ninja'd by Laz. My dream finally came true)

They're more blue as they run towards you and then orange as they pass you and continue moving away. They fast. ;)

Which 3 pieces were you you thinking of?

View attachment 34077
I didn't know Noah and the Duke had a soundtrack 

 
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He's talking about Navezgane specifically which is hand crafted and not random. It doesn't have anything to do with other maps.

(ninja'd by Laz. My dream finally came true)

They're more blue as they run towards you and then orange as they pass you and continue moving away. They fast. ;)

Which 3 pieces were you you thinking of?

View attachment 34077


I honestly had no clue there was that much music in the game. I only ever hear the daylight tone, nighttime tone, bloodmoon tone, and the title screen music. I do remember each trader having music in their stores prior to the new compounds (Rekt's second new compound) but stopped hearing those a while ago.

 
Oh, hmm. I wonder how that's going to playout for map variety. If you put your finger too heavy on that scale I fear you're largely going to get the same POIs in orbit around those traders from map to map. You can kind of see that happening now with the settlements being sorted by biome. I'm curious to see how it turns out.
Since this was a response to a question about the Navezgane map, I suspect that this distribution of POIs applies specifically to it.

 
Not sure what you mean by map to map?  I was talking about Navezgane.


Oh. I see. Sorry, I thought you were talking about RWG.

He's talking about Navezgane specifically which is hand crafted and not random. It doesn't have anything to do with other maps.

(ninja'd by Laz. My dream finally came true)


He's a sneaky one. Thanks for the clarification.

Since this was a response to a question about the Navezgane map, I suspect that this distribution of POIs applies specifically to it.


Gotcha. Thanks for pointing that out.

 
I honestly had no clue there was that much music in the game. I only ever hear the daylight tone, nighttime tone, bloodmoon tone, and the title screen music. I do remember each trader having music in their stores prior to the new compounds (Rekt's second new compound) but stopped hearing those a while ago.


Not a huge fan of the type of music but really like the last track by guapdad.  It is pretty catchy...😁

 
Is it at all possible that one of those features is a ladder climbing animation for players and zombies?
No plans. I prefer free looking and building/attacking in all directions without ladder restrictions.

Hey @faatal, is there any chance some tweaking to the window occlusion you've added will be done? Even on the highest settings windows stay opaque till you're pretty close to them. Could the distance they turn transparent maybe be a bit further on higher settings, or even make it its own setting if possible?
Our gfx programmer Daniel did that and I don't want to change it right now.

 
Wow, that sounds really great, what's coming our way.
It's like a whole new game :)
 

I have a question about severe storms.

Can you turn off the storm system in the game settings if you don't want to play with it?
Yesterday I added the storm frequency option. 0, 50, 100, 150, 200, 300, 400, 500 percents. 100 being the default.

Hello @faatal,

Anything you can share as to what you've been working on these days?

I (and I'm sure, many others) do enjoy your posts. It gives us something to look forward to while waiting for Update 2.0

Many thanks for the great work you guys are always doing.
Very busy. Have about 5 different things in flux. Mostly storm stuff, but one is RWG smoothing changes around wilderness POIs. It was doing a large radius like city tiles do, which now causes heavy overlaps between POIs as wilderness POIs don't have the empty tile padding around them anymore. The smoothing is much tighter now, which looks better as surrounding terrain elevations are retained.

 
Hello, @faatal 
 

Have you seen the 7d2d "Afterlife" mod? I was attracted by one visual feature in this mod with radioactive zombies. They don't just glow green, they slowly blink, that is, the green light of the radiation gradually fades and then slowly starts to light up again

I think that this can be useful:
1) At the moment, the radiation shader is turned off and, accordingly, loads the game less (I think the same system can be used for blue and orange zombies)
2) Gameplay: the player can attack a zombie, thinking that it is a normal one or a feral, but it turns out to be radioactive, the player just attacked it at the moment of "fading".

As a result, we have a more beautiful glow from the zombies, adding intrigue to the gameplay, as well as a small improvement in optimization.

Also I wanted to know if there is some lore explanation for the blue and orange zombies? Or is it just a mutation?
Nope, I almost never look at mods. We are booked from now until stable, so not wanting to change things other that what we need to ship.

 
Oh, hmm. I wonder how that's going to playout for map variety. If you put your finger too heavy on that scale I fear you're largely going to get the same POIs in orbit around those traders from map to map. You can kind of see that happening now with the settlements being sorted by biome. I'm curious to see how it turns out.
Laz Man will have to correct me if I'm wrong, but I believe he was referring to the Navezgane map and not RWG.

 
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No plans. I prefer free looking and building/attacking in all directions without ladder restrictions.
Would it be possible to have a ladder climbing animation while also being able to free look and build/attack in all directions, where as the animation is strictly a visual thing? And I don't think it would be bad even if an attack animation completely overrides a ladder climbing animation.

I also think it would look a little extra creepy to see a zombie going through a ladder climbing animation. 

 
Would it be possible to have a ladder climbing animation while also being able to free look and build/attack in all directions, where as the animation is strictly a visual thing? And I don't think it would be bad even if an attack animation completely overrides a ladder climbing animation.

I also think it would look a little extra creepy to see a zombie going through a ladder climbing animation. 
Agreed.  The current animation just looks really bad.  If I had the choice, I would prefer a better animation when climbing even if it didn't match how you looked if you were to rotate on the ladder to attach in other directions.  I would even be happy if it had a good animation when climbing and then if you stop and rotate 180, it looks to people like you are standing in air.  That would still be better than the current climbing animation.

 
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