Devlog #004

I think we need the clothing slots shrunk down and more backpack variety with many different sizes (maybe even some for specific item types?? not sure how it would work but its an idea none the less)

well we’ve only seen the one bag so far (and it’s currently the only backpack in the game) so the second one is a given

Sorry, I wasn’t very clear about that: All of the storage sizes (and values in general) right now are temporary/whatever I set them to while prototyping the features. In general guns will be bigger than 3, some storage smaller and some bags bigger + certain storage for different item types (e.g. pistol -> pistol holster, arrows -> quiver) and ideally implementing nested storage containers soon.

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Hello fellow humans. It is worth pointing out things you assume to be placeholder / a known bug, thanks m8s.

  1. Probably noticed the awkwardness of its phrasing, but can you switch the color state and textile state placement on the MOLLE Rucksack around? (I assume this was developed in a way to do so easily.) “Forest Camo MOLLE Rucksack” sounds better than “Camo Forest MOLLE Rucksack” imho.

  2. Manually created description text = description. What did you call the automatically generated text? Anybody know? I swore there was a GitHub issue with that information, but I couldn’t find it.

  3. Not sure about removing the caliber from the magazine names tbh.

  4. No rarity Balaclava mask is best rarity. In all seriousness though, setting up a better text and/or color to default to rather than nothing and [Rarity] would be gucci. Possibly keep the lack of a rarity color, but change the text color from black to white.

  5. To clarify: Iron Sights and Upper Rail Sights merged now (into Sight), but Underbarrel slot added?

  6. Keep the STANAG Drum as a Common rarity item. Forever. :smiling_imp:

  7. It’s not shown in the Devlog, but I’d hope for the Tactical Laser to also have color states, if not already a given.

  8. 6x2 (or even 6x3) item sizes in the future? The Eaglefire is a 5x2 in size, and so I assume most longer-range rifles and machine guns will be 6x2. I don’t think people would object to that, to be honest. Probably a given, but maybe this is me talking to the other humans, not you! :angry:

  9. I approve of the animations for the most part. Obviously some clipping issues, such as with shoes and belts, but yeah.

  10. Are the “Sneakers” with the textile variations of brown and leather currently? Can the gloves be black still? Baseball and blue textile variations on “Cap,” or what!? :weary:

  11. Posts regarding inventory size is hit-or-miss with me. I think we need to see more content in the game first before balancing that out.

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YES THANK YOU
My eyes were wide open when I saw the new inventory. Its amazing. The amount of clothing slots there is is just mind-blowing. The ability to inspect items, being able to equip attachments through the inventory, it’s awesome. I also noticed that unlike the previous iterations, there isn’t a primary and secondary “equipped slot” which makes sense. Maybe if you equip a sling and/or a holster it adds those slots?

The animations are really well done as well. You don’t float in the air anymore, you don’t turn like you’re on an axis.
Overall it’s great to see how much the game has improved since the first devlog. Keep up the hard work.

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maybe with pants and shirt storage, it has separate areas so you can put big guns in them, like say you added a gap in between 2 storage areas int he pants, which represent the pockets, and for one, I like the all the clothing slots, makes your character amazingly “customizable”(does this word not exist??) and I will actually be able to make the character look how I want it to, so I think it looks good, though one thing, when you make the really sharps turns and the body bends so far, ugh sorry it just looks so unnatural, let me sent you the times int he video I mean (0:02-0:05). And I also like the style of the doors. SO good job nelson, keep up the good work

I expected this.

Was about to make a big thread about it until you said that. :frowning:

For official servers, that is bullshit.
But the ability to play as any entity is cool for custom servers/custom gamemodes.

I’ve only got one issue and that’s the fact that the playermodel looks abnormal as hell when contorting the body to turn.

If you could reduce this from your lower body twisting nearly 90 degrees into something more natural such as a diagonal sidestep that doesn’t resort to our characters snapping their spinal cords whenever we break into a sprint sideways while looking in another direction. Might just be the T H I C C body model at work, but it looks really unnatural and painful to watch.

Other than this minor issue, you’ve managed to make a rough draft for an inventory system that Bohemia Interactive couldn’t do better with all their funding and resources in almost a decade.

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…how, exactly?

I think he just means in the context of a vanilla survival game (or vanilla survival multiplayer?) it’d be weird.

I’m not sure about my take on it personally though.

i’ll admit that, but “bullshit” implies that there’s something about it that messes up balance

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be animal on a vanilla server is … strange.
but still useful for custom servers

This is looking absolutely great! Thank you for doing this!

As for the playing as an animal part mentioned on your blog, I would love the concept, adding a new mode around it or simply selecting between the two groups when joining a normal server. Though what I disagree with is the whole animal part itself.

I think you should be able to play as the zombies/infected instead of animals (or perhaps both, if you’d really like to flesh it out), as the game is centered on them, similar to Left 4 Dead 2s versus mode, which would, if executed well, add a great competitive-ness-ish that will keep the game alive for years to come (Left 4 Dead 2, for example, is almost 10 years old, yet it’s average player count is almost 15k! That’s impressive for a 10-year-old game, and we mostly have to thank versus mode for it.)

Thanks for reading, I’m really excited about the upcoming blogs!

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https://trello.com/c/a7qRFFGB/101-escape :wink:

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hmmm that link

101

Escape

Trust me I’m trying

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I see absolutely almost no problems besides the transition between standing and the prone position and maybe how the player turns his body 80 degrees like that. What you should do here is make the torso only move so much but the hands and head move instead of the torso at a certain point (15 degrees?)

When the player crouches sideways on that plane his legs don’t align like they do when the player climbs up, and when i think about it, it shouldn’t be possible.

When the player falls off the ledge and collides with the ground at 1:21 the player falls in such a way where he would fall down on his anus had he landed like that IRL.

Remember this? Nelson once you get your foods implemented the first one better be bran.
Petition to Bring Back Bran Cereal?

Edit: In regards to players in general, i’d like to be able to collide with other players instead of phasing through them. Zombies too.

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Playtest when?

I think it would look better if the torso turned as well? and maybe the head faced in the direction you where looking at.