PC V2.0 Storms Brewing Dev Diary

You may have a big old two handed weapon in your hands that you are wanting to aim/shoot or you just plain turned your back to the ladder. In either case your hands are not on a ladder and your feet may be backwards or you broke the poor saps spine twisting it 180. Ladders + freedom are hard, which is why games like Enshrouded lock you to the wall as you climb and you can't do anything except move left/right/up/down or jump off.


Ah, I see. I think I'd still rather have that instead of what zombies and player models currently do on ladders. The current animations are just goofy as hell.

Mind you, I'm not saying "I demand you do this for 2.0!" but at least consider it somewhere down the line before the game is finished.

 
Punishments include loot caps that are coming in 2.0 and POI tiers being heavily weighted to each biome so you have less variety in a given biome.


To be clear, there is no RWG POI tier weighting per biome currently.  However, It could be something we take a look at in the future.

 
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To be clear, there is no RWG POI tier weighting per biome currently.  However, It could be something we take a look at in the future.
I probably worded that poorly.  I meant only the loot caps were coming in 2.0 and that the weighting of POI was being considered.

 
Hi @faatal,

Any feature that you are working right now that proves to be a lot of work, even more than first anticipated? (I really only wanted to use "anticipated" in a phrase someday.. But it's still a serious question)   😁

Or, is it mostly that you have a lot of work to do on many different features?

And thanks a lot man for your continued visits to the forums; very nice of you.

 
You may have a big old two handed weapon in your hands that you are wanting to aim/shoot or you just plain turned your back to the ladder. In either case your hands are not on a ladder and your feet may be backwards or you broke the poor saps spine twisting it 180. Ladders + freedom are hard, which is why games like Enshrouded lock you to the wall as you climb and you can't do anything except move left/right/up/down or jump off.
Would it restrict freedom if the climbing animation was instantly interrupted by attack/shooting animations? Even though that would not look realistic, I think it would still be a big improvement. Let me just say, I'm not trying to bust chops here. This is all out of love for the game.  

 
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Unfortunately, that may be an expectation, but its misplaced and unrealistic.

7d2d currently makes the voxels look "good enough" to set higher expectations. But its still 100% voxel based, 100% destructible world, includes structural integrity calculations, and comes with the associated computational overhead that design requires.

Setting expectations derived against non-voxel designs; is not an apples to apples comparison.
The terrain looks decent for what it is and performs just as well. I don't expect terrain in a voxel game to be equivalent to RDR2's, but I do expect character animations, especially in a game with multiplayer, to look good and make sense, especially when the models are as polished as they are now.

 
Make such a map and try it out and see if it works for you.
That is actually my goal, thinking about the aesthetic weather,
plus the environmental dangers, plus the biome progression, plus
plus the way I combine the particle storms, being able to enjoy,

all of these in a potentially condensed area.

There were a few posts regarding radiation desires, madmax storm visuals,
Roland's first hand storm explanation. Faatal's description of how it works,
the two new entities, and the conceptual drawing that showed multiple weather
within view on a single screen.

I may use a map generator, but I prefer digitally drawing the landscape by hand
more. It may be more rpg in style, but I'd do it because I want to see how they
would react in close proximity to each other with a little hand blending biome overlay.
A totally chaotic city.

The former images were just my hypothetical way of visually bringing them all

together, poorly described.

 
Hi @faatal,

Any feature that you are working right now that proves to be a lot of work, even more than first anticipated? (I really only wanted to use "anticipated" in a phrase someday.. But it's still a serious question)   😁

Or, is it mostly that you have a lot of work to do on many different features?

And thanks a lot man for your continued visits to the forums; very nice of you.
Yes. I actually have spent a few days now redoing weather simulation data updating, what is sent to clients and how clients store and use it. A lot of code changes and testing. Might be done today.

I also have lot of different tasks to do, like yesterday I make a few adjustments to the Plague Spitter attack due to an anim update and hooked up two new attack sounds. That enemy seems done, but the Frostclaw stills needs a few days of work.

 
Yes. I actually have spent a few days now redoing weather simulation data updating, what is sent to clients and how clients store and use it. A lot of code changes and testing. Might be done today.

I also have lot of different tasks to do, like yesterday I make a few adjustments to the Plague Spitter attack due to an anim update and hooked up two new attack sounds. That enemy seems done, but the Frostclaw stills needs a few days of work.
I can't wait to see all that amazing work you guys are doing for Update 2.0... And beyond!

Thank you @faatal!

 
Yes. I actually have spent a few days now redoing weather simulation data updating, what is sent to clients and how clients store and use it. A lot of code changes and testing. Might be done today.

I also have lot of different tasks to do, like yesterday I make a few adjustments to the Plague Spitter attack due to an anim update and hooked up two new attack sounds. That enemy seems done, but the Frostclaw stills needs a few days of work.
I'm excited too see more enemies in the snow rather then endless lumberjacks 

 
Biomes Pic from above
I'm not a fan of splitting up the biomes in such an illogical way. Ideally I want contiguous biomes for desert/snow at the very least. I can understand burnt forest mingling with the forest biome, and wastleand coexisting in parts of snow/desert based on bombed out cities, but desert/snow bordering each other makes my brain hurt. In my perfect world all maps would be elevation based for biomes, but certainly not a patchwork quilt, that just feels random without a clear sense of direction.

You may have a big old two handed weapon in your hands that you are wanting to aim/shoot or you just plain turned your back to the ladder. In either case your hands are not on a ladder and your feet may be backwards or you broke the poor saps spine twisting it 180. 
Yep this is why it makes sense to disconnect the camera from the player from a 3rd person perspective. I don't care what it looks like to other people, I will never see it unless I am playing MP which is rare for me.

 
The problem with desert and snow is that they made them sequential biome tiers.  That means RWG will always place them connected now that they want people progressing through them in a specific order.

Of course, you can change the biomes easily in any image editor or use a third party generator for them so they aren't next to one another.  You may need to disable biome hazards unless you stick a low tier biome like first between them.

Just as a side note, it can snow on the desert, so it isn't impossible to have them next to each other even though it would be rare 

 
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Punishments include loot caps that are coming in 2.0
You only see that as a punishment because you are looking through the eyes of a glass half empty veteran player. The other side of the coin of loot caps is the incentive of getting better loot in the higher difficulty biomes. It’s rewarding to go to high risk places to get high value loot. The only perception of punishment comes from knowing how it was before. 
 

If you can’t see a new update through fresh eyes then mod it back the way you want but it’s not a reason to not add incentives and rewards that are linked with risk. 

 
I'm not a fan of splitting up the biomes in such an illogical way. Ideally I want contiguous biomes for desert/snow at the very least. I can understand burnt forest mingling with the forest biome, and wastleand coexisting in parts of snow/desert based on bombed out cities, but desert/snow bordering each other makes my brain hurt. In my perfect world all maps would be elevation based for biomes, but certainly not a patchwork quilt, that just feels random without a clear sense of direction.
 

Yep this is why it makes sense to disconnect the camera from the player from a 3rd person perspective. I don't care what it looks like to other people, I will never see it unless I am playing MP which is rare for me.
There is nothing illogical about it. Desert next to snow happens in the real world.
Search for "picture of desert next to snow".

Except when someone sees a grenade or rocket pop out of your back as you are nicely attached to that ladder.

 
I'm not a fan of splitting up the biomes in such an illogical way.
If you mean the picture I made, that was simply a bad try to illustrate my thought

It would have taken more words than I normally post. 😀 I make and blend as many

combinations at varying percentages, to create an ecotone, for visuals, and with this 

update to try to create an environment similar to the concept picture.

I make my maps from top down still, snow to forest to burnt to desert to waste

with temp and let large bodies of water naturally generate at wasteland level

to match, and blend them to get rid of seamed view, then I adjust the biome

lighting to a single tone, with variations on the particles, and wind changes, as

a personal add on I scaled part of the grass to conceal all approaching ai except

for the vultures, that attack on sight. Added to this is the fog color tint and levels, 

to differentiate the biomes.

For the biome blending, I made a map sized layer, using the same principle of the stamps

to make sure, it is always 5 color exact. But if I get it to work I will post it. Just think of the

way Foresaken trail has it. Same principle but by hand.

 
but desert/snow bordering each other makes my brain hurt. In my perfect world all maps would be elevation based for biomes, but certainly not a patchwork quilt, that just feels random without a clear sense of direction.


What is the elevation of the snow biome was changed to be higher? I could see doing that, though I wouldn't want a cliff between the biomes.

There is nothing illogical about it. Desert next to snow happens in the real world.


Sure, it can even snow in a desert.  I think the heart of the disconnect is that for Arizona, the biome would be something like "mountains" and it would snow there.

 
What's illogical is the difference in temperature. When it snows on a desert in real life, the desert is freezing cold. It feels weird in the game because with one step we go from overheating to freezing, that's the illogical part

 
There is nothing illogical about it. Desert next to snow happens in the real world.
Search for "picture of desert next to snow".

Colorado is a desert and it snows frequently, so just be thankful they aren't combining them into a real world biome of both at the same time.
What I am referring more to is the act of taking several steps and suddenly you have heat stroke when you were freezing to death 10' in the other direction. That is illogical. Having a desert that also has snow in it while one is hot, is almost always due to an elevation differences or a large mountain/cliff face blocking sunlight.

 
@trogs That's why I use the mechanics and techniques that TFP provided, to make

my map 3d elevated.

The only thing missing is to allow snow to stick to the ground, for a visual, but it's not

a big miss. Using the xml, properties, the visual weather and temp can fluctuate however

you decide to create nearly unlimited variations, just using the day number prop, is one way.

You can even cause mid day eclipses, by mixing and matching rules.

What I am referring more to is the act of taking several steps and suddenly you have heat stroke
I get what you mean now, I use to call it right foot hot left foot not. coined after a background image

TFP has on Steam store. That was weathersurvival.xml at a bit of an extreme. I don't think it's that harsh

anymore in the code or the gradient speed change.

 
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