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November Round-up

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I think so too. It looks like he's uploaded this video to show what state the alpha is in, so people can't buy it then moan about how it's buggy etc.

My money is already spent brah. I'll see you when we're brawling over floating loot.

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I doubt that the SA will released soon, after what I seen in this video is that the SA still needs a lot of work. 

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I doubt that the SA will released soon, after what I seen in this video is that the SA still needs a lot of work. 

 

Nope, the only thing they need to do is get the server FPS up to 15 with around 50+ people. I think that's their goal anyways. Everything else doesn't matter. It's an alpha, not a full release.

Edited by AnarchyBrownies
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I doubt that the SA will released soon, after what I seen in this video is that the SA still needs a lot of work. 

 

According to Rocket none of it is an Alpha blocker, only server performance is.

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After what I've seen I could already enjoy this.

Now it's time to entertain yourself with youtube comment section :D

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For the first time since the announcement of the development of the standalone game, I'm careless whether or not it releases tonight--also, my bank account is empty :(

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Nope, the only thing they need to do is get the server FPS up to 15 with around 50+. I think that's their goal anyways. Everything else doesn't matter. It's an alpha, not a full release.

 

According to Rocket none of it is an Alpha blocker, only server performance is.

 

I thought he wanted to fix some bugs too and more. Well in that case, CHOO CHOO.

Edited by Florx
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Hmmm, I guess this could count as a devblog in a sense only better! :P

 

Edit: 500 posts. I need to get a life *headdesk* XD

Edited by zfleming12
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One (hopefully easy to implement) thing that would help make zombies feel more visceral and believable...

 

Have them lock on to and track the player to an extent, when they enter into the attack animation. That way when the player scurries away, the zombies aren't swiping at nothing, but are swiping at the player or in their direction. 

Edited by Katana67
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I thought he wanted to fix some bugs too and more. Well in that case, CHOO CHOO.

 

He wants to fix all the blatant big bugs, whilst he has time before the release. But once the Alpha is released that is when most of the little niggling bugs get found and reported.

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So then the question remains, when can I give my money to this strange New Zealander????

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One thing that would help make zombies feel more visceral and believable...

 

Have them lock on to and track the player to an extent, when they enter into the attack animation. That way when the player scurries away, the zombies aren't swiping at nothing, but are swiping at the player or in their direction. 

 

The zombies are infected humans that seem to exhibit dumbed down mental capacity. Perhaps in the lore of DayZ their hand eye coordination is kaput and they can't multi task. They can see you and hear you, but if you move while they've doing something, they're fucked.

 

EDIT!: Hmm, since the axe works on a swing tracer, does that hypothetically mean you can bunk your mouse to max sensitivity and pop 360º swings and take out everything? Or am I just wishfully thinking? :3

Edited by sabre05
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The zombies are infected humans that seem to exhibit dumbed down mental capacity. Perhaps in the lore of DayZ their hand eye coordination is kaput and they can't multi task. They can see you and hear you, but if you move while they've doing something, they're fucked.

 

That's not really a "set in stone" type of thing, as it's an idea of how a fictional being is supposed to behave. Rocket has commented on the nature of their hearing and eyesight, other than that, they're just infected human beings.

 

Regardless, that's not really how it looks in-game. It doesn't look like they're stumbling about trying to get at you, but don't have the capability. They're just playing a fixed animation without any sense of the player's movements. They're already zombies, why make them dumber? I want my zombies to be both convincing, and a threat.

 

And, for what it's worth, when I look at the footage again the zombies rarely are facing in the same direction as the player. So it's a matter of tightening the zombies up or making the player less janky/mobile. I'd rather the former.

Edited by Katana67

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The zombies are infected humans that seem to exhibit dumbed down mental capacity. Perhaps in the lore of DayZ their hand eye coordination is kaput and they can't multi task. They can see you and hear you, but if you move while they've doing something, they're fucked.

I'm sure they'll follow you at some point. Quicker animation would be also a good addition so they don't get stuck so long.

 

EDIT!: Hmm, since the axe works on a swing tracer, does that hypothetically mean you can bunk your mouse to max sensitivity and pop 360º swings and take out everything? Or am I just wishfully thinking? :3

Was wondering the same.

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So then the question remains, when can I give my money to this strange New Zealander????

soon_meme_collection_640_14.jpg

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Personally I asked him if he felt this game was really ready for release in alpha, I could care less for the date, I'm just more interested in hearing how he feels about it besides what has to be done first.

 

But it really does make me happy seeing him show us honest footage and not trying to BS us like other companies seem to do all the time these days.

That's the one thing I really enjoy about this game, development and the people behind it, they are not bullshting us around about what is what and just being straightforward. It's really awesome.

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Will we be able to grow post apocalyptic cannabis plantations...For it's medicinal value, of course ;)

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I do have a question about the floating loot though...

 

Do you think that no matter what they do or how marginalized the problem is, that this might be one of those problems that we'll always have to deal with? I mean, loot placement in the mod has never been stellar. Is it by virtue of it not being a priority or it being a relatively simple fix? I never got the impression with the engine that it handled object interaction very well.

Edited by Katana67

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I do have a question about the floating loot though...

 

Do you think that no matter what they do or how marginalized the problem is, that this might be one of those problems that we'll always have to deal with? I mean, loot placement in the mod has never been stellar. Is it by virtue of it not being a priority or it being a relatively simple fix? I never got the impression with the engine that it handled object interaction very well.

I was wondering if the addition of ragdolls would enable more realistic physics on objects in general. That would make a huge difference.

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So much info on Reddit! He answered a question of mine too! All things in the SA is able to be used as a melee weapon.

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Regardless, that's not really how it looks in-game. It doesn't look like they're stumbling about trying to get at you, but don't have the capability. They're just playing a fixed animation without any sense of the player's movements. They're already zombies, why make them dumber? I want my zombies to be both convincing, and a threat.

 

Rocket said that to make a single zombie a threat would make the hordes damn near impossible, especially with low tier melee weapons. So he wanted to make the danger be with the 'many'. Imagine something like Left 4 Dead. One zombie tickles you, not hard to kill them, don't do too much damage, but when there's a whole group on you, even a tickle with multiplied by 10-40 hurts. It's also that way in many of the Zombie carnations. They're not much of a threat in small numbers but when they swarm you're fucked.

 

And, for what it's worth, when I look at the footage again the zombies rarely are facing in the same direction as the player. So it's a matter of tightening the zombies up or making the player less janky/mobile. I'd rather the former.

 

Indeed, but it is probably a place-holder animation/targeting system as Dean suggested in the video, lots of the stuff is place holder, like the animations of the weapons, the eating/drinking animations, the sounds etc.

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I was wondering if the addition of ragdolls would enable more realistic physics on objects in general. That would make a huge difference.

IMO Sounds way too demanding for the amount of objects.

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Regardless, that's not really how it looks in-game. It doesn't look like they're stumbling about trying to get at you, but don't have the capability. They're just playing a fixed animation without any sense of the player's movements. They're already zombies, why make them dumber? I want my zombies to be both convincing, and a threat.

 

Rocket said that to make a single zombie a threat would make the hordes damn near impossible, especially with low tier melee weapons. So he wanted to make the danger be with the 'many'. Imagine something like Left 4 Dead. One zombie tickles you, not hard to kill them, don't do too much damage, but when there's a whole group on you, even a tickle with multiplied by 10-40 hurts. It's also that way in many of the Zombie carnations. They're not much of a threat in small numbers but when they swarm you're fucked.

 

And, for what it's worth, when I look at the footage again the zombies rarely are facing in the same direction as the player. So it's a matter of tightening the zombies up or making the player less janky/mobile. I'd rather the former.

 

Indeed, but it is probably a place-holder animation/targeting system as Dean suggested in the video, lots of the stuff is place holder, like the animations of the weapons, the eating/drinking animations, the sounds etc.

 

 

That's fair, but at some point we and they are going to have to decide what is a placeholder and what is final. I'm just going off what I'm seeing.

 

That and perhaps I should've rephrased. Zombies should be a threat both as a group and as individuals, but it should obviously be proportional. However, I was more keying in on making them both a threat and threatening. Having them look like idiots takes away from how I view them, which is as I do in the mod, as a nuisance. If they look like they can actually hit me, then I'll be far more likely to treat them as a threat.

 

Now, from what I can tell, they still don't really have a sense of where the player is while they're attacking.

Edited by Katana67

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IMO Sounds way too demanding for the amount of objects.

... obviously it would be a client-side only simulation. The server wouldn't need to have any reason to deal with the simulation of "physics".

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