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Thread: The Official A17 Developer's Diary for Developers

  1. #481
    Community Moderator Crater Creator's Avatar
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    A17 News Via Twitter

    Quote Originally Posted by @7DaystoDie
    We just upgraded to Unity 2018.2 and the lighting is looking sweet.



    Last edited by Crater Creator; 07-23-2018 at 06:16 AM. Reason: time traveling magic!

  2. #482
    Community Moderator Crater Creator's Avatar
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    A17 News Via Twitter

    Quote Originally Posted by @joelhuenink
    This is what happened to a ranger station on horde night with the new AI.
    Last edited by Crater Creator; 07-23-2018 at 06:20 AM.

  3. #483
    Fun Pimps Staff Gazz's Avatar
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    Quote Originally Posted by Crater Creator View Post
    Coming up: ten pages debating what the recipe should be.
    1 gyro
    1 copter

  4. #484
    Fun Pimps Staff Gazz's Avatar
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    That's the spirit!
    A pessimist only ever experiences positive surprises! =P

  5. #485
    Fun Pimps Staff Kinyajuu's Avatar
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    A little info to add to the discussion.

    Food: For every point of stamina regenerated X food (or modified max stamina) will be taken. The amount of food in you is represented by the blackout bar on stam. Food can also very slowly go away over time, but mainly it'll be going down from performing activities. Eating food gives you a buff with a food amount and duration. This refills the max modified stamina which reduces the bar blackout.

    Water: For every point of stamina regenerated and for every point of health regenerated X water is consumed. Water controls your regeneration rate for current stamina and current health. If at half water, you'll only be getting half of your regen amount per second. This digs all the way down to the buffs as well so healing and eating are less powerful if not hydrated. Water regeneration isn't controlled by it's own percentage, it will always regen the same amount per second regardless of hydration level.

    So, basically the food/water are now directly tied to your health and stamina in their own ways.

    Quote Originally Posted by Xeen View Post
    The way I understand it is it will saturate your hunger bar by the full value the food so if you are at 99% and the food value is 10% it will fill it to 109%.
    It's about the food amount and the duration of each food. It won't fill the bar to 110% but eating/drinking will start a buff that will give you x food over x time so it'll be possible to slam a stew before a big fight to kinda "oversaturate" your food/water.


    *Death due to dehydration or starvation are still possible, that hasn't changed. But due to how tied together it all is now, you'll know you're hungry or thirsty long before it's a life/death situation.
    Last edited by Kinyajuu; 07-22-2018 at 07:38 PM.

  6. #486
    Fun Pimps Staff Kinyajuu's Avatar
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    Quote Originally Posted by Roland View Post
    You’ll know it AND you’ll loathe playing with such low stamina reserves that you’ll be eating to keep the game enjoyable long before you eat to keep yourself alive.
    Hehe, no joke there. By the time it is deadly you're already miserable and have been for a while.

  7. #487
    Fun Pimps Staff Kinyajuu's Avatar
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    Quote Originally Posted by Drithyl View Post
    That does sound reassuring; thank you, Roland. I guess we will see, hopefully soon! :P
    Currently you lose 1 food for every 100 stamina regenerated. It's really slow. Same with water. 1 water for every 100 stam and/or health regenerated.

  8. #488
    Fun Pimps Staff Gazz's Avatar
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    Quote Originally Posted by Drithyl View Post
    Sure, you could say it's realistic, but I'm afraid that it might just create a frustrating experience (not to mention the added complexity of how it all works, that I have trouble understanding even despite Kin's explanation).
    Having no food or water will make you miserable and eventually you die.
    Is that explanation still too unclear? =P

  9. #489
    Fun Pimps Staff Gazz's Avatar
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    Quote Originally Posted by Aldranon View Post
    Too much fat has many negatives I'm sure you know. Some people from Blue Cross told me over 60% of health care costs are from excessively over weight people. Putting that in a apocalyptic survival situation, if I were you, I would read all the Foxfire Archives and become the indispensable "go to" guy of the Apocalypse.
    The zombie apocalypse would fix that problem really quick.

    Rule 1: Cardio.

  10. #490
    Fun Pimps Staff Gazz's Avatar
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    Quote Originally Posted by meganoth View Post
    In other words: This is in the widest sense a balancing issue that TFP inavoidably has to tackle just like any other imbalance or bug. And it isn't about removing a play style because players can't just give any broken feature (like an overpowered weapon) the status of a play style and except it to never change. Not that you said that, but the tendency to put the label "play style" on anything a player doesn't want to change is quite common here.
    We LOVE asymmetric balance because that's the most fun kind - and fully accept that it will never be perfect. =P


    Quote Originally Posted by art1336 View Post
    Empyrion does it and it is amazeballs.
    Weeeell, it working. Kinda.
    It's a huge problem with collisions / performance when you try to collide Very Big and Very Small objects/vehicles in the same universe.
    Scale is brutal.

  11. #491
    Fun Pimps Staff Prime's Avatar
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    Hey everyone, I completely dropped the ball on this one and I apologize. It's definitely not Roland's fault. I announced it during a few of my streams that I was doing it and forgot to have Roland post it here. I even forgot to post it on twitter that I was streaming that night. Next one I will make sure everyone has plenty of notice before it happens.

  12. #492
    Fun Pimps Staff Gazz's Avatar
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    Quote Originally Posted by crazywildfire View Post
    If I don't have everything 100% then I feel I haven't 100% finished the game.
    This is not a "modern game" which would be designed to hand you all the content there is within 6-10 hours or playtime. Then you uninstall the game and never look back.

    This game here has an old school vibe where you can play the game differently... if you restart and take another route.


    Quote Originally Posted by trielkee View Post
    7D2D is in dire need for some more complexity for the gameplay to work in the long run and not get boring. An option to pick classes at start would be a great addition as it would limit the player to certain skills that fit his/her gameplay style.
    Picking a class at the start of the game is also old school... but not the good kind. LOL
    You would be making that decision without any solid knowledge of how this class will end up playing.
    We choose to go with "limited points" so you get the same degree of specialisation that a "class" would give you... but you can grow into what you like best.


    Quote Originally Posted by Viktoriusiii View Post
    Gameplay over realism eh?
    With what do we attach these then? Nailgun? Superglue? Are we welding them on?
    There has to be SOME reason why they aren't detachable.
    Yes. The reason is called "gameplay".
    You make a decision and you commit to it.

    And yes, people want "realistic" attachments because they are already trying to game the system, switching attachments from weapon to weapon to always have optimal power with each one.
    It's okay if you want to game the system... but TFP may game back.

  13. #493
    Fun Pimps Staff Gazz's Avatar
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    Quote Originally Posted by Gnomaana View Post
    I want removable but not so I can reuse that attachment as much as so I can put on a better version of the same attachment. Or can I already put a new scope on a rifle in place of the scope I found on day 2?
    You can replace mods on an item. You just can't take them back out.
    (We wouldn't put in a weapon mod system where the weapons block the use of mods. That would be dumb. =P)

  14. #494
    Fun Pimps Staff Gazz's Avatar
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    Quote Originally Posted by Pico View Post
    I've often wondered who the 'testers' are. Are they simply members of the pimp dev team, or are there a silent and trusted few who do the painfully tedious task of trying to find issues with every new release?
    TFP do have an actual QA team.
    A bunch of utterly fearless people who put up with all the things we break. =P

  15. #495
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    Quote Originally Posted by Roland View Post
    Before A17 if a zombie was walking it would always stop the walking animation before starting the hitting animation.
    Testing A16 a while back I realized there was some overlap between moving and attacking, but based on the code I changed, it wasn't that great.

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