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Steam News15 November 20214y ago

2021-11-Week 2 (1)

211108 - Finishing Wonder Spawn The wonder spawn work is in the final stage, so Let me tell you some rules. Gun sounds, shouts, or the using a furniture increase the tension in the area.

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What changed

1 fix4 additions12 changes0 removals
  • Gameplay
  • Maps
  • UI and audio
  • Workshop
  • Performance
changed211108 - Finishing Wonder Spawn
changedThe wonder spawn work is in the final stage, so Let me tell you some rules.
changedGun sounds, shouts, or the using a furniture increase the tension in the area.
changedThe tension is checked every 2-3 seconds (depending on the speed of the game), and the higher the tension, the higher the probability of spawning the enemy.
changedThe spawn location must be outside of the FOV around the player's character.
changedWhat I missed in the process of making was where to control the spawning and tension for each area. I actually finished the rest easily. Such as local wonder spawn, local tension rises and decreases.

Nearly Dead changes

changed211108 - Finishing Wonder Spawn
changedThe wonder spawn work is in the final stage, so Let me tell you some rules.
changedGun sounds, shouts, or the using a furniture increase the tension in the area.
changedThe tension is checked every 2-3 seconds (depending on the speed of the game), and the higher the tension, the higher the probability of spawning the enemy.
changedThe spawn location must be outside of the FOV around the player's character.

211108 - Finishing Wonder Spawn

The wonder spawn work is in the final stage, so Let me tell you some rules.

  1. Gun sounds, shouts, or the using a furniture increase the tension in the area.

  2. The tension is checked every 2-3 seconds (depending on the speed of the game), and the higher the tension, the higher the probability of spawning the enemy.

  3. The spawn location must be outside of the FOV around the player's character.

  4. As time goes by, the tension gradually decreases.

What I missed in the process of making was where to control the spawning and tension for each area. I actually finished the rest easily. Such as local wonder spawn, local tension rises and decreases.

But the problem with controlling the spwan was that it was a problem if the location was a chunk that had not yet been loaded to spawn to a specific area. The area was much larger than the map loading area. So, if it spawn to an unloaded area, it spawn into the void, so it generates various bugs.

Because of this, I tried this and that, and then I got some strands after getting some confuse.

Now, I think we only need to work on the UI related to wonder spawn. And we have to move on to the work related to Creative workshop.

211111 - Long distance travel, local difficulty level, etc.

  • Long distance travel

A problem occurred as a new terrain was added. It is 'How do you show the new area/terrain' to users with existing save files?

For now, we create 128x128 chunks at once. We call this Area. An place called Local is placed in the Area, and it connects the locals. It will be Area > Local > Terrain > Chunk. Terrain, like a 2x2 chunk house, is bigger than chunk, but smaller than town. In Local, these place are randomly arranged. You will know this later when the JSON editor comes out.

But when new terrain or area will be added? You have to go to another Area to come out. In this way, whenever the terrain is added with a patch, a serious problem occurs. If you want to see a new terrain, you have to go far or create a new game. Sigh...

So, we are looking for various ways. I'll implement the car later though.

  1. When creating an area, do not set the local Area, but place it when the unexplored Area is explored. -> There is no problem with memory usage or CPU computation, but it is a little complicated because coding goes one step further. Especially on Save/Load. Instead, in this way, it will be created in non-exploration areas without having to create new Area, so it will be flexible to respond to content updates such as adding new terrain.

  2. Create a World map travel to facilitate long-distance movement. -> If it is made in the form of traveling between World Map and Detailed Map, such as URW, players can travel long distances without any burden even if there is no car, and then the terrain density as it is now can be lowered. And even if the in-game time flies fast when the world map travels, the real time does not flow long. Right now, the locals are too close together.

So far, two measures have been made and are undergoing technical review. In other words, I'm going to head-on it. Number 2 was originally said to apply, so it will be implemented, and number 1 is still unknown.

  • local difficulty level

Now, there are strong enemies in the order of the general village < military barracks < newly added areas. The depth of difficulty is not big yet. The problem is, it will continue to be in the form of stronger and new enemies as new areas are added and new items or enemies are added.

But it's random map creation. If it is a fixed map, it will be a level design by predicting the player's movement to some extent, but it becomes very difficult because it is a random map. So, rather, the developer arbitrarily suggests the strength of the enemy generated in the Area, and we are considering a way for the player to decide whether to enter the Area or not.

Or, if you activate any trigger that increases the level of difficulty (whether boss treatment, acquisition of a specific item, or whatever), the standard difficulty will increase, so we are considering a system that produces stronger enemies even if they are local spawning from the same village.

Still, level design is the beginning and end of game planning, so we have to keep thinking about it. It has to be modifiable here, so the level of difficulty increases.

Anyway, we need to finish supporting the Creative Workshop quickly to make room for the schedule, and explore new features as much as we can to create it. It won't be that difficult because you only need to choose the mode form, but verification is a problem. Hmmm.

See ya L8r!

Source

Steam News / 15 November 2021

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