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Alpha 16 Q&A with Madmole: Volume 9

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    Alpha 16 Q&A with Madmole: Volume 9

    Madmole will answer these questions in a future video.

    Rules

    1) One question per person. Period. Additional questions will be deleted so ask your best one first if you plan to be a rule breaker.

    2) Please do not answer anyone else's question. This is not a discussion thread. Simply ask your question, step to the left, and receive your soup.

    3) Keep the questions focused on Alpha 16 or on "behind the scenes" development curiosity. Do not ask about release dates or bug fixes. If you know of bugs report them in the bug report forum.

    4) Watch past Q&A videos and read the current thread and do not post duplicate questions. Questions that have been asked and answered will be moved to the already answered thread.


    Past Q&A Videos

    Alpha 16 Q&A Vol 1 Video
    Alpha 16 Q&A Vol 2 Video
    Alpha 16 Q&A Vol 3 Video
    Alpha 16 Q&A Vol 4 Video
    Alpha 16 Q&A Vol 5 Video
    Alpha 16 Q&A Vol 6 Video
    Alpha 16 Q&A Vol 7 Video
    Alpha 16 Q&A Vol 8 Video



    And Finally....

    Q: When is Alpha 16 going to be released?
    A: When it's done.
    79
    Resurrector: I like it!
    31.65%
    25
    Resurrector: Meh...
    12.66%
    10
    Resurrector: I dislike it!
    7.59%
    6
    Behemoth: I like it!
    37.97%
    30
    Behemoth: Meh...
    7.59%
    6
    Behemoth: I dislike it!
    2.53%
    2
    Last edited by Roland; 01-09-2017, 01:33 AM.

    #2
    Hiya MadMole, thanks for your efforts.

    Regarding Distant LOD models of prefabs:

    How are they going to work for Player-Made prefabs?
    Last edited by LuckyStar; 01-08-2017, 04:49 PM.

    Comment


      #3
      Hey MadMole.

      Will there be an "Endgame" event like getting rescued?

      Repair a satellite dish and transmit a noisy messages to the people who drop the Air supplies would be plausible.
      Last edited by Roland; 01-09-2017, 11:37 PM.

      Comment


        #4
        A16 release date? Lol, kidding.

        Thoughts on jumping zombies? Number one base defense is a 2 block gap to an entrance.

        Comment


          #5
          Austria!

          Hey MM and the FunPimps! LOVE YOUR GAME!

          My question: With the new power generator will all existing lamps at the POIs be off now? Because actually some are on but without power this wouldn't make sense with the introduced power system.

          I'll be back!

          Comment


            #6
            MM,

            Will we be able to electrify fences when electric is implemented by running a cable to it?

            Ouch

            Coughs * Fireman Zombie * Coughs

            Comment


              #7
              Really liked the new zombies shown, MM!

              The PC version is still missing a lot of the PS4 controller functionality, and you mentioned it was almost done in October, but we haven't gotten it in the a15 point releases.

              Will we get the final complete controller support code in a16?

              Comment


                #8
                Instead of jumper zombies, what do you think about making another puker type that pukes gore blocks that can be used to form a bridge?

                It would make finding these pukers a priority when the horde arrives. If you do a jumper, players will just increase the gap.. If you have it puke gore blocks, the gap won't matter.
                Last edited by Roland; 01-09-2017, 11:40 PM.

                Comment


                  #9
                  Hey MM,

                  With generators, will there be a limit on how many electrical items can be added to it? Or will wattage increase with better part quality?

                  Comment


                    #10
                    Any update on the lockpicking/disarming system?

                    Comment


                      #11
                      did anyone say tnt?!

                      What do you think about controllable drones that could pick explosives up and drop them where you choose ( powered by batteries, maybe even be able to put a camera in there). of course, assuming we have batteries..and cameras?



                      Getting into the realistic stuff, you could try and make the water look a little bit better(maybe some water pipes though he-he).
                      Last edited by Roland; 01-09-2017, 11:48 PM. Reason: drones are small flying things...

                      Comment


                        #12
                        Clarifying last weeks question

                        Madmole,

                        So right now you can preview a randomly generated map through the main menu option "Editing Tools" (Random Gen World Previewer) by providing a seed name and size (1 to 5). However you cannot currently export the map view this generates. (The picture below was generated at maximum zoom OUT and using a 3rd party tool).

                        Are there any plans to allow this map preview to be fully exported to a file (at maximum zoom in), which would permit people to post generated seed maps on the forums?

                        oz is cool.JPG
                        Last edited by Roland; 01-10-2017, 04:41 PM.

                        Comment


                          #13
                          With the advent of electricity for motors and the accessibility of pipes already in the game; will there ever be the ability to pump water to a base?

                          Comment


                            #14
                            G'day MM, thanks for your time and effort..

                            Approximately how many new textures are you planning on introducing in A16 and will there be a way of modding new ones in at a later stage by the community?

                            Thanks in advance mate.

                            Comment


                              #15
                              Just started playing a few weeks ago and already have over a hundred hours clocked in. You guys are making one hell of a game!

                              I was wondering if sound was going to be seeing any improvements to how it interacts with terrain.

                              For example: I can be standing on the second floor of the police station smashing the gun safe, and angry zombies that are standing outside the building on the ground floor can sound like they are standing right on top of me. The sound doesn’t seem to take the walls in to account at all. With sleeper zombies coming, it could be a bit aggravating if I can’t tell the difference between a zombie coming up behind me and one that is safely outside the building.

                              Comment

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