View Poll Results: Alpha 17

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Thread: Developer Diary: Alpha 17

  1. #1
    Fun Pimps Staff madmole's Avatar
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    Developer Diary: Alpha 17

    Hi Guys, I just wanted open up discussion of Alpha 17. Sorry we have been tight lipped about it, but I wanted to try something different this time where we talk about finished or work in progress features rather than stuff we simply planned. This leads to less frustration because usually once something is started we finish it, where its easy to plan a bunch of stuff and have it slip through the cracks, which is disappointing for all of us.

    I will say we're ramping up the team, we've hired two new senior programmers, a concept artist, an environment artist, a designer, and we have about 5 new full time world builders. I'll begin showing stuff on youtube real soon. I have two keyboards hooked up at the same time now so I can annoy people if I want, or use the quiet keyboard if I want


    NOTE: No release date will be estimated. There have been some unforeseen delays. It will be done when the issues are solved and the known bugs have been fixed.

    A17 News: Use these links to skip to the parts of the A17 thread where developers appear!

    Wallpaper and Trader Bob Images
    Trader Bob Compound Concept Art
    First look at bicycle
    First look at THE HOG
    Concept Art Video
    Bathtub and Modular Pallet art assets
    Dungeon Prefab Video
    Player Mocap and Vehicles Video
    First look at new Stag
    First look at school bus model
    Zombie Ragdoll and more video
    Madmole comments and answers questions
    Madmole comments on newest video concerning Bosses and HP bars
    Kinyajuu comments on A17 system overhauls
    Kinyajuu comments on the A17 weapon mod system
    Madmole confirms jeep for A17 and shows new menus
    faatal shows pics of gyrocopter
    faatal reveals dynamic origin point used in A17
    Madmole shows footage of gyrocopter and other vehicle progress
    Madmole shows footage of combat enhancements and more.
    Madmole posts a video by Prime about dialogue system and quests
    Kinyajuu posts a video showing current weapon's testing
    Madmole returns with a video and comments about weapon crafting and mods
    Faatal talks about AI and pathing
    Madmole returns with a video and comments
    faatal posts about vehicle xml and AI/pathing improvements
    Kinyajuu posts about micro-stuttering fixes
    Kinyajuu posts about RWG pregeneration
    Madmole shows new tree model, road making tool, new store
    New Water Screenshots posted
    New Lighting Screenshots posted
    Ambient lighting examples shown
    New Live Oak Tree
    Screenshots of new Unity 2018.2 lighting
    Screenshot of a ranger station after horde night
    Screenshot of Shotgun Messiah Factory interior
    Screenshots of Feral Wight Zombie

    Videos: Direct links to all Developer A17 Videos!

    Video #1: Concept Art
    Video #2: Dungeon Style Prefabs
    Video #3: Mocap Animations and Vehicles
    Video #4: Zombie Ragdoll, Stag & Doe, POI's & Textures
    Video #5: MoCap, HP bars, Visually Empty Containers, Gun mods
    Video #6: Jeep and new menus
    Video #7: Gyrocopter, improved vehicles and discussion of new combat system!
    Video #8: Combat Improvements and Terrain Generation
    Video #9: Dialogue System
    Video #10: Weapon's testing
    Video #11: 3rd Person Combat View Testing
    Video #12: Weapon Mod improvements and more
    Video #13 Fate's Hotel
    Video #14 Perishton and Silencer Mod
    Video #15 Memorial Day Gameplay and A17 Experimental Release Date Estimate
    Video #16 Lighting, AI, Pathing and more
    Video #17 Q&A with Prime and Kinyajuu
    Last edited by Roland; 1 Week Ago at 01:49 AM. Reason: news

  2. #2
    Fun Pimps Staff madmole's Avatar
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    Developer Diary: Alpha 17

    A17 Feature List: Updated as Developers reveal them!

    • Vehicles Overhaul
      +New Physics
      +New Vehicle: Bicycle
      +New Vehicle: Motorcycle
      +New Vehicle: Jeep
      +New Camera Controls
      +Shift button to increase Torque on Bicycle for uphill speed
      +Space bar to bunny hop on Bicycle
      +Jeep can damage blocks.
      +Steering using the mouse 2/12/18
    • Sleepers 2.0
      +Vulture Sleepers
    • Dungeon POI 2.0
      +Environmental Hazards
      +Zombie Closets
      +Climbable Trellises and/or Vines
      +Backstories for many of the POIs
      +"Helper Blocks" that visually show whether containers are empty or lootable
      +Random loot containers to make each POI unique for where loot may be
      +More than 70 new POI's that have been level designed 4/14/18
    • Player(Bandit) Motion Captured Animation
      +Separate male and female movement styles
      +Players now look up and down and always appear to be breathing
      +Combat movements including power moves 2/21/18
    • Weapon Overhaul
      +Replace gun parts with attachable modifications, compatible with buff and skill frameworks
      +Whole guns instead of parts in loot containers
      +Weapon quality determines how many mods can be attached
      +Mods won't have quality tiers. 3/21/18
      +Removing a mod may not be possible....still in development
      +Size of crosshairs accurately reflects cone of hit probability.
      +All mods use a single item id# but allow for 30,000+ variable mods possible
      +Power moves for melee weapons use the right mouse button and expend stamina 2/21/18
      +Weapon sounds tagged to animations to better maintain sounds syncing correctly 2/21/18
      +Perks and skills and buffs will affect various aspects of each weapon 2/21/18
      +Weapons can be crafted at workstation. Mods added through assembly interface 3/20/18
      +Mods won't be craftable. Obtained through scavenging, trader, and quests 3/21/18
      +Weapons can be tinted to other colors using up a special tinting mod slot 3/28/18
      +Six tiers of weapons. Each tier determines how many mods can be attached and durability. 7/24/18
      +Weapon damage determined by mods and skill and not weapon tier level. 7/24/18
    • Buff Overhaul
      +Improving old buff system with a more robust and optimized framework
      +Designed to work and stack with blocks, items, weapons, clothing, skills, perks, and attributes
      +Can be triggered and modified by events during a buff's lifetime.
    • Progression Overhaul
      +Improving old skill system with a more robust and optimized framework, also designed to work with items and buffs.
      +Character attributes added to better create classes and differentiate play styles.
      +Strength Attribute affects inventory size 7/24/18
      +Must do activities in a category to improve the category and unlock perks in that category 7/24/18
      +Not enough skill points to buy everything. Specialization is the vision. 7/24/18
    • Integrated Survival System
      +Changes to how health, stamina, fullness, and hydration will work
      +Hunger represented by reduction in stamina max. Eating restores max 4/14/18
      +Thirst represented by recovery rate. Higher thirst means slower recovery of stamina and health 4/14/18
    • Quest System
      +Cool new group quests
      +Dynamically spawns a boss to guard quest objective
      +Dialogue system that is fully moddable 3/5/18
      +Trader initiated quests 3/5/18
      +Quests and quest POIs will work in Random worlds as well as Navezgane 4/19/2018
      +Party quests will provide xp sharing when party members stay close to each other 7/24/18
    • Stealth System
      +New Stealth related display bar with as of yet unknown functions.....
    • Terrain and World
      +Distant Trees 2/12/18
      +POI Editor accessible in main menu
      +Terrain Editor accessible in main menu 3/20/18
      +Navezgane terrain vastly improved 3/20/18
      +New Height maps for interesting cliffs, ridges, and better variety 4/14/18
      +Random maps will be pregenerated to load as fast as and play as optimized as Navezgane 4/27/18
      +New tree model for forest biome 5/21/18
      +Underwater decorations 6/24/18
      +Random Generated Worlds are now 8000x8000 meters 7/24/18
      +Random Maps assigned a "county" name for multiplayer server games in order to hide the actual seed name.7/24/18
    • AI and Pathing System
      +Zombies scan obstacles in 3 block height and target the middle block followed by bottom then top blocks depending on block hp 4/19/18
      +Zombies prioritize obstacles according to block health. 4/19/18
      +Game scans terrain for multiple pathways a zombie can take after any change. 4/19/18
      +Turn smoothing and prediction added to reduce appearance of zigzag grid following 4/19/18


    A17 Changes and Fixes List: Updated as we learn them from the developers!

    • Every biome remastered for Unity 2017/ 2018 5/30/18
    • Game Engine update to Unity 2018 5/30/18
    • Removed player collision from yucca and aloe to improve travel
    • Replace houses in Diersville with dungeon style POI houses
    • XP indicator bar added to HUD directly above the tool belt
    • Directx11 and Vulkan menu items in game launcher added
    • Zombies ragdoll upon impact by vehicles and no longer impede vehicle movement
    • New art and animations for Deer
    • Deer split into Stag and Doe versions
    • Additional paint textures added
    • Wainscotting Block added
    • Current Wellness system removed
    • Small decorative pipe set added
    • Window trimming added
    • Reworked the main menu navigation and appearance
    • Increased the block id limit to....[higher than it was] 1/26/18
    • Pause feature added to MP but only active when playing solo. 2/5/18
    • Added Dynamic Origin Point to prevent the shakes when far away from actual (0,0). 2/11/18
    • Map viewable while using vehicles 2/16/18
    • Arrows stick to targets (Everdeen!) 2/21/18
    • Quality tiers indicated by color only. Numbers will be dropped 3/20/18
    • Gun parts removed. Guns can be crafted from same mat types as all other craftable items. 3/20/18
    • Shift simply initiates run instead of having to hold it down. Pinkies rejoice! 3/20/18
    • Zombies running in circles fixed and overall pathing and movements and actions improved 4/5/18
    • Zombies ragdoll when stunned 4/14/18
    • Plains folded into desert as sub-biome and maple and pine forests merged into just one forest biome 4/14/18
    • Base movement speed increased. Running changed to "sprinting" which uses up stamina much more quickly. 4/14/18
    • Micro-stuttering caused by UFPS camera and garbage collection has been fixed 4/24/18
    • Friend chat/ Party Chat/ Global Chat modes added to chat window 5/1/18
    • Water reflections and shading fixed and performance boosted 6/6/18
    • Vulture flight, attacks, and idling behaviors improved 6/8/18
    • Ambient lighting added 6/29/18
    • One line of inventory slots added to backpack but bottom two lines locked at start 7/24/18
    • Gamestage calculation simplified: (Level + Days Alive) 7/24/18
    • Challenge quests found as notes grant xp instead of skill points. 7/24/18


    Dropped Features:

    • Behemoth
    • Ziplines
    • Plains & Maple Forest as full and distinct biomes
    • er....Blimp... 7/24/18
    • bandits officially postponed to A18 7/24/18
    Last edited by Roland; 1 Week Ago at 08:43 PM.

  3. #3
    Super Moderator Roland's Avatar
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    Dear Reader, who is here purely for A17 information,

    Sorry for the frustrations you feel reading the Dev Diary. We have in the past enforced staying on topic and it was too stifling for community morale. The Dev diary is just naturally the central meeting place for all fans of the game. We have found the best compromise is to allow banter but to give readers who just want the info the tools to get it.

    1) The Banner Header

    At the top of the thread you will see a banner that gives the most recent date that the first post was updated. If you log on and see that it has changed from the last time you checked then you know that there has been some new information given.




    2) The First Post
    The first post summarizes all announced changes and it also gives links to the newest videos and also links to the post where Madmole first appears to announce something. If you follow the links provided you can start reading from the point that Madmole starts posting information and you will read lots of on topic conversation and subsequent clarifications by Madmole.

    The first post is directly above this one...


    3) Madmole's Profile
    If you click on Madmole's name next to the first post and then select View Forum Posts, you can simply work your way through his posts to see everything he has revealed without having to read other user comments.





    These three tools can keep the dev diary focused and succinct for you without putting a big boot down on everyone else's fun. Remember that this is a video game forum by a company that uses the word fun in their name so we aren't only about business around here. Hope that this helps you navigate the thread in a way that works for you.
    Last edited by Roland; 12-23-2017 at 02:43 PM.

  4. #4
    Inventor beerfly's Avatar
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    Quote Originally Posted by Roland View Post
    Winner winner chicken dinner. I'll PM you your game code later tonight when I get home.
    Is this code for a free ticket to win a Zombie Joe Doll ? I want two!

  5. #5
    Gray Thematic Gipothegip's Avatar
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    Quote Originally Posted by Sparks View Post
    Greetings

    This IS a troll post....isn't it?
    Well, to be fair he didn't recommend EA.

  6. #6
    Tracker Death2gnomes's Avatar
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    There is a mouse bug with the Valmod forge that needs fixing....

  7. #7
    Hood Ornament Gamida's Avatar
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    Quote Originally Posted by Roland View Post
    Winner winner chicken dinner. I'll PM you your game code later tonight when I get home.
    I thought admins/mods on a forum could insert posts so it wouldn't matter anyway?

    And glad for the A17 thread. ( to keep it on topic )

  8. #8
    Colony Founder Royal Deluxe's Avatar
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    Interesting things happen on Steam.

    Next time when someone say 7D2D is to long in EA show him this


    --------------------------------------
    Quote Originally Posted by Roland View Post
    Winner winner chicken dinner. I'll PM you your game code later tonight when I get home.
    i won something ?

  9. #9
    Tracker Death2gnomes's Avatar
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    so the first thing i see we need is atleast 3x more paint designs more box label coverings, more nature imitations, more murals, more puzzle squares...just more...I want an image of the minibike to paint on a box so I dont have to print labels on 1x1 boards

  10. #10
    Zombie Hunter Horst's Avatar
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    Quote Originally Posted by CrionLord View Post
    Two questions I am curious about:

    1. Are there any plans to fix silent enemies? I am all for a challenge but a horde of five silent dogs or wolves/direwolves coming up behind you is pretty much instadeath and pointless from a gameplay standpoint.

    2. Any word on whether the Behemoth is going to make it into A17?
    +1 Yes please - distant howling and/or barking noise at hordespawn can't be impossible to implement.

  11. #11
    Colony Founder Brian9824's Avatar
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    Quote Originally Posted by madmole View Post
    Hi Guys, I just wanted open up discussion of Alpha 17. Sorry we have been tight lipped about it, but I wanted to try something different this time where we talk about finished or work in progress features rather than stuff we simply planned. This leads to less frustration because usually once something is started we finish it, where its easy to plan a bunch of stuff and have it slip through the cracks, which is disappointing for all of us.

    I will say we're ramping up the team, we've hired two new senior programmers, a concept artist, an environment artist, a designer, and we have about 5 new full time world builders. I'll begin showing stuff on youtube real soon. I have two keyboards hooked up at the same time now so I can annoy people if I want, or use the quiet keyboard if I want
    5 new full time world builders? Are we talking new maps, RWG improvements, new POI's, etc.

  12. #12
    Super Moderator Roland's Avatar
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    I heard a rumor that there would be a new Blood Moon Adjuster profession with perks in assessing base damage costs, spike replacement costs, and turret ammo reimbursement allocations. As long as you take comprehensive screenshots of your base before horde night you could wind up with a nice amount of dukes to spend a few days after horde night-- or you could end up with nothing due to a bureaucratic technicality.

    I think Guppy is consulting on this....

  13. #13
    Colony Founder Brian9824's Avatar
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    Quote Originally Posted by Roland View Post
    I heard a rumor that there would be a new Blood Moon Adjuster profession with perks in assessing base damage costs, spike replacement costs, and turret ammo reimbursement allocations. As long as you take comprehensive screenshots of your base before horde night you could wind up with a nice amount of dukes to spend a few days after horde night-- or you could end up with nothing due to a bureaucratic technicality.

    I think Guppy is consulting on this....
    Do we save 15% or more if we switch to him?

    Also do you take my insurance?
    Attachment 22720

  14. #14
    Scavenger Magoguitarrista's Avatar
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    Yay Im loving this game so far, here is some ideas Ive got.
    Ideas storm:
    New backpacks (bigger ones or improvable)
    New Weather conditions (Like natural disasters)
    Meele with you gun? Like "Press "x" to hit a zed with your no ammo gun xD"
    Moar vehicles and/or the ability to take someone with you in your bike maybe?
    (This is already there in the comments)A button to delete blocks on creative mode
    Dye for clothes
    More guns variants, like rifles, shotguns, pistols,etc...
    Military zombies with actual military loot or something instead of the usual "empty" or "rocket launcher"
    Prefab Long external walls, wood, stone, iron, whatever... Long external Doors...
    The posibility to choose the size of a Random Gen Map, maybe if your going to play with 3 or 4 buddies you don't needa 50000 km map, its a waste of resources.
    More birds fauna? No only the zombie vulture.
    Water Flooded zones?
    A better more intuitive UI menu, inventory?
    A way to make cable management? I mean, they'r so tedious.

  15. #15
    Colony Founder Anabella's Avatar
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    Quote Originally Posted by stallionsden View Post
    There will be lol with/without tfp doing it haha
    And I am using one of those mods but it would be nice if it were actual part of the game that worked with everything and not as it is at the moment.

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