PC V2.0 Storms Brewing Dev Diary

@faatal

I am not trying to catfish you, I swear on...on...the Precious.
These are legitimate questions, in response to posts you've made.

What does terrain water not do well, that you want to do better?

Can you add a "follow", in entities similar to decoy, but on the bandits.
............AKA The Whisperers, and Land of the dead.............

What was the property setting for blowing the player around on the
bicycle in the first iteration of storms, and does it still exist
in xml?

There is one animation, it is the side cork screw animation knock down,
is it possible to adjust the timing delay? I think it is a legacy animation.
If not it's okay but I wanted to ask. It kind of reminds me of this when it
happens.
1. Water to path like a road across the map with river crossings like bridges. Not crappy little stamps we have now.
2. Why are they following? Bandits would act in groups, so it is not as simple as follow the leader.
3. I think it was in code.
4. I would like to adjust the timing to never as I and others hate it. Retro gaming.
 
Ah, so like animals, if you put them in a sleeper volume a bandit block will be a bandit. The zombie blocks still use a setting to tell it which group of zombies to pick from. The only zombie choice is their starting posture. Yeh?

In a volume that contains both, when a wanderer is picked, is it then completely random... could be a bandit... could be a zombie... could be an animal. If nobody is wandering, will we see sleeping zombies standing next to sleeping bandits?

When you place a bandit, are you placing a specific type of bandit, such as a rifleman, a guy with a pistol, etc? Or, like the zombies is there some choice about what group of bandits to use?
Typically we would not pick zombie and bandit blocks in same volume or even POI. We would be in a mode where the POI is one or the other.

In the end, it will work however we want it to work. Code will change. We are not stuck with how it currently works. Even if a POI was bandits, that would not stop a designer from scripting a zombie spawn.
 
1. Water to path like a road across the map with river crossings like bridges. Not crappy little stamps we have now.
And hopefully some method to create waterfalls. :)

Stack of meat: Zombie turns to look at you...
Stack of fibers: Animal turns to look at you...
Stack of porn: Bandit turns to look at you...
Stack of jars: Players turns to look at you...
Stack of missed deadlines: Hammer turns to look at you...
Stack of PVP: Grandpa Minion turns to look at you...
 
1. Water to path like a road across the map with river crossings like bridges. Not crappy little stamps we have now.
2. Why are they following? Bandits would act in groups, so it is not as simple as follow the leader.
3. I think it was in code.
4. I would like to adjust the timing to never as I and others hate it. Retro gaming.
Thank you for the answers.
When I make my maps in PS and want waterways, In the DTM grayscale, I use a gradient high on both
ends and variably curved in the middle. Then apply a blur to make it varied depths. Can the
water that you want, follow depth, to auto-generate? The two things I am talking about are
<biome_spawn_rule name="water">
<terrain_generator range="-31,-1"/>
</biome_spawn_rule>
and
Biomes.xml <layer fillupto="58" filluptorg="58" blockname="water"/>
My layman thought: What you just posted, sounds like the potential direction, If you render a road or path, that you
now have following terrain, but that road height is below a specific fillupto height on the terrain map, and has a different
texture or terrain block, could that not possibly auto fill. Like, if I load all splat layers, outline the road, and paint over the
road, but on the grayscale dtm layer then export it, with a low gradient, and load up a map, water.xml automatically fills it
in. Your tools make it easy and fun for me to terraform. For bridges I use a varied elevated height above the fillupto point
to make a natural crossing or broken landmass, plus no coding algorithm just painting, Yay me. By the way thanks for that.
I know it's not as simple to do it having to maneuver around pois and terrain using code vs a paint brush.
It would be cool and useful if Unity, advanced to using PS plugins.
2 Bandits emu human traits, game has given constant nods to TWD, the whisperers lured and
used zombies to cause mayhem.
3 I thought of combining that ability, with your storm activating zombie speed now, with the knock back
knock down mechanic, mainly for a visual to emulate directional wind, I still remember our conversation
regarding directional wind. I wanted to try to fake it as simply as possible.
4 I get it, the suspension of disbelief varies, on some of the mocap, but that one reminds me of over enthusiastic
thesbian with a bad sense of timing, kind of how Batman used to say his lines on tv. Not a complaint, but it's
right there to see.
 
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