Public Demo 2 (Patch 3) Topics
Added 2024-04-14 21:30:33 +0000 UTCHi!
Here's a small game plan for the Public Demo 2 (Patch 3):
1. More equipment
I have bunch of "almost-ready" equipment items from the Unity build and I want to bring these to this build.
Basically there should be more variations in backpacks, clothing and rigs (even though there are not armor system yet active), so you have a small "this is my character" feeling since this current clothing loot doesn't provide that.
2. Better collision detection / colliders
There's bunch of places where you need to jump even though the step height is really small (mattresses for example) and it should be visually straightforward to step over.
I will tweak the current controller a bit and make bunch of "ramp colliders" for places that are annoying to constantly jump over. I have a list of these places that I gathered while watching Public Demo 2 streams / videos and this list contains around ~30 "bad spots".
3. Container restrictions
With this current patch the ammo unloading and item actions introduced some annoying restrictions which freezes the interface open while you are using / unloading stuff from the container.
This freeze is problematic in multiple ways since you don't want to get stuck on the radial progression wheel while unloading a 70-round drum mag and at the same time AI can shoot you in a permadeath fashion :)
I will figure out some way, so you can always close the interface even though using / unloading happening in the background.
4. Few logical loot tables
The current demo doesn't use much logic at all when it comes to loot tables so you can find all kinds stuff in weird places. At some level this is fun but it becomes quite boring when you constantly find common level gloves in the fuseboxes etc :)
I have tried to avoid this topic a bit since most loot table work becomes obsolete really quickly but I think I will at least make few different loot tables for different areas and container types.
5. Rest of the attachments
Like with the equipment topic, there's also few optics left in that Unity build that could be ported to Public Demo 2 and this is pretty quick task.
Let me know if you have some more "must-haves" or ideas what this upcoming Patch 3 should include and topics which are suitable for this phase / relative fast to implement.
ps. This patch will most likely be the last one for this demo and after this I will start working on the new features such as trader tasks, Vostok AI, map details etc.
Comments
New here. Game is already pretty fun and stable for me. Gunplay 5/5 Sound 5/5 Level 4/5 UI/Inventar/Trading/Looting 3/5 would be nice to have: - money/coin system - store with backpacks and always ammo, weapon, meds - OR debug menu - ai difficulty option Pretty hyped for Phase 2
Denys B.
2024-04-21 01:12:09 +0000 UTCMy game had a crash happen today when I tried to grab multiple guns off of my weapon wall. Never had it happen before. As well it was a one time crash. But it took my game to the attic load just before the crash (which is a good thing partially). Only downfall of it loading back that far was I lost all my progress on setting my shelves up. Other than this crash, the game runs quite well with very minimal bugs. AI falling through the metal walk way/cat walk at the back of Shipyard by the boats isn’t a terrible thing but it has been the only bug I have came across with this newest patch from a few days ago. I am on my second run through the demo (48 hrs of play time) setting my attic up. Kept it tidy but decently full the first run. Now my second run has been a bit more on the “minimalistic” side of things. This has been the most fun I have had in a video game in a long while. Getting to satisfy my OCD and hoarding tendencies. The future updates will only make this a top tier game more so than it already is. Ok yapping time is done. Thank you for an amazing game to sink my teeth in to.
securityCase
2024-04-18 06:03:24 +0000 UTCThe center is either of center or the mesh boxes for the items is to big an it overlaoses the items making an i erlap when trying to pick uo from the shelf. I could be terribmy wrong most likely but a visual aid wouldnt hurt at all like tarkov they have it so if a item you are looking at a dot apears as soon as you look away it goes away. But yah it is a subject to change in the future most likely
MrUlfen
2024-04-17 17:20:24 +0000 UTCI fully agree with this! The biggest challenge I have is picking up items as it very hard to find the trigger point for pickup. Would love some visual aid… maybe something like what is used in Tarkov, where you get a pointer that fades in to a clear white dot when you are spot on. This is maybe what have frustrated me the most so far.
Kenneth Soerensen
2024-04-17 16:10:58 +0000 UTCI think that's already in the making no?
Jason Haman
2024-04-17 14:39:47 +0000 UTCone thing that need fixing when you pick up stuff from the ground using ( (G) ) the pick up are a bit of when i aim straight at the pea sup for an example when ther eis items next to it it wil target the other tings instead, i think the box is to big for the items or ?
MrUlfen
2024-04-17 11:38:28 +0000 UTCThe demo 2 is out on steam, you can download it from there. Possible new dev builds are shared here with download link.
Juusto Höylä
2024-04-17 09:51:47 +0000 UTCCounter idea: way smaller, "insured" container. 3-10 slots of items that you keep no matter where you die.
Mello' Mike
2024-04-17 09:12:32 +0000 UTCHi, how to acces to the dev build ?
liberodark
2024-04-16 18:27:22 +0000 UTCMore containers, i'm more than fine using the framing of the attic floor as compartments but a small ocd thing for me is containers. Are you going to add in a money system to where we can sell to the vendor without having to trade?
Jason Haman
2024-04-16 15:23:12 +0000 UTCI have tested the save system more than +1000 items so the storage space should not be an issue since you can fill the entire shelter with items. Are you referring more containers or what do you mean by more storage since that's currently unlimited.
Road to Vostok
2024-04-16 15:07:34 +0000 UTCI would like to see upgrades you can do to the attic, like more storage, crafting stuff, better lighting ect. Really anything else i can think of has been said already.
Jason Haman
2024-04-16 15:05:22 +0000 UTCWell, there is a limit for the realism, and realism just for the sake of it isn't usually very fun. I would say realism and immersion there where it is fun and makes sense is good, but if the feature is useless, tedious or otherwise pointless, I don't really see...well, the point. The two points you mentioned are more like just QoL features that in my opinion wouldn't really take much away from the immersion. For example, with the weapon lowering, I just never even used it. I just keep the weapon in low position anyway, so the up positions is kind of pointless. Edit: And yeah, I didn't realize that you can indeed see the firing mode in most weapons in weapon inspection already (with some guns by twisting the gun). But there are some weapons that show no physical signs of it, like the Suomi KP. Also more about the realism, I like to think when something is or is not too realistic for a game, is to think how actively I would think such thing in real life. Like, I am not really actively thinking do I keep the gun in low or high position, it happens automatically in real life too based on situation and stamina. Same with the running from crouching: if I'm crouching and decide to run, it's not like I actively think that I first need to get up before I can run. On the other hand, for example showing only approximation of bullets left in magazine: that is something I would have to actively remember and think in real life, too, so there should be no shortcuts in the game either.
SamuK
2024-04-15 18:24:53 +0000 UTCEdit: Dunno how long you are following the Project but Crafting is planned.
SavRoyale
2024-04-15 18:07:08 +0000 UTCSorry, but I can't really make sense of your post. On the one hand you want more realism and on the other hand less. By less, I'm talking specifically about fire mode (which you can see by rotating the weapon during inspection) and the automatic low/high ready. Both would take away a lot of the immersion while you actually want more. No hate, just wondering.
SavRoyale
2024-04-15 18:05:24 +0000 UTCAll AI work now would become obsolete within few weeks when I start overhauling the AI system with that new "Vostok AI". This is highlighted also in the roadmap in the website.
Road to Vostok
2024-04-15 15:47:35 +0000 UTCI would like to get ai much harder. I mean you could just add how much damage they do. They are still pretty silly but already getting more fear of the enemies would already enhance the experience.
BlackVomit
2024-04-15 15:43:17 +0000 UTCI've been doing some playtesting, and here are some suggestions/ideas to implement. Gunplay: - Simulate bullet drop and travel speed at long distances and with moving targets - Automatically lower and raise the weapon, I think the manual system is kind of pointless. Just raise the weapon automatically if you shoot or ADS, and then lower the weapon after like 10 seconds if nothing else happens (or at the latest, when stamina runs out) - This might a bit bigger thing to implement, but I was thinking that making magazines their own items would be cool. This way you would have to collect enough magazines and fill them all before-hand to quickly reload, or otherwise you would have to start inserting the cartridges into the empty magazine at hand first. This would also resolve the "issue" where you can reload after firing just one shot and still not lose any ammo. Weapon inspection: - Show firing mode in weapon inspection - Only show approximation of bullets left in magazine, unless full. This would add a lot to the immersion. Maybe even add an extra action to check the exact amount, but it would take a couple seconds. Moving: - Add a walk speed slider like in Tarkov, it's unfortunate that there is practically no way to sneak in the game right now - Decrease the volume of your own footsteps while crouching - Auto-un-crouch when starting to run (and maybe re-crouch when stopping) - Ability to jump through windows - Stamina should regenerate a lot slower Inventory: - The tooltip setting should stay on. It's annoying to re-enable it every time I open the inventory or after I use an item - Use double-click for items quick action: items in containers should move to inventory with double-click and items in inventory should be used/equipped with double-click Other: - Corpses should last longer Also: are you planning on adding some more survival elements, like crafting? Nothing big, but even just making some basic food and medical items from the items you could find in the nature would add a lot to the immersion and would also make a lot of sense and be fun. Anyway, these are just some ideas that popped in my head! Very excited about the progress of the development. Good job and keep going! This is going to be awesome. There's huge potential.
SamuK
2024-04-15 15:16:12 +0000 UTCComing back to this post I forgot to suggest this, but do you think you could change the doors to not smack us in the face when we open? Cause when you enter a house/building it opens toward the player every time
JuiceBox
2024-04-15 14:00:02 +0000 UTCit kinda does show if you're looking at fire selectors.
Jami Sundvall
2024-04-15 11:39:00 +0000 UTCAlso depending on places, high ready doesn't exist or isn't taught anymore, and it's just ready or shoot position.
Jami Sundvall
2024-04-15 11:37:48 +0000 UTCThat indicator was there mostly for debugging loot faster as a developer and I lefted it there for testing different stuff, so it will go away pretty soon anyways :)
Road to Vostok
2024-04-15 11:20:36 +0000 UTCWould love that, it really destroys this "scavanging" feel of the survival aspect if you always know if a container contains loot or not
TastyMilk
2024-04-15 11:18:02 +0000 UTCMaybe something to add, when you hover over containers, it wouldnt show you if it contains something. Really minor, water bottle :D nice demo. Excited to see more.
Juusto Höylä
2024-04-15 10:56:39 +0000 UTCI wonder, if on a data level, you could use labels instead of maintaining a bunch of tables. You label items, with one or more labels indicating types of item they are and how rare the item is. And you label containers (either through a set grouping of labels based on container type, or with potential additional singular labels) with a chance of picking an item from that label. You could then construct per container tables at runtime, probably during load.
Tempy
2024-04-15 09:18:27 +0000 UTCSeconding this^ Sounds like a great idea
Antton Eskola
2024-04-15 09:10:00 +0000 UTCIt would be nice to have, in order: 1. The almost ready items 2. The container restriction fix 3. A bit more logical loot pools (and a way smaller chance to find the more expensive stuff in village) 4. Tarder resupply only until timer goes to zero (It resupplies every loading screen) 5. Rest of the attachements 6. Collisions fixed with ramps
Antton Eskola
2024-04-15 08:53:34 +0000 UTCRegarding the loot table, maybe it would be simple to give items tags and let the game itself sort a bit in order to easy your workload. For example tags like Type + Rarity + Genre. So a modern pistol would be "Weapon + Rare + Military" and specific crates could select contents only of the type "Weapons + Military" or modern, old, WW2 or what ever. So you don't actually have to create a gigantic loot table steeling each loot box what items it should or could contain.
Dennis Kahl
2024-04-15 08:51:14 +0000 UTCDefinitely agree with the fact that inspecting gun should show you the fire mode, it's quite hard to tell right now
pototos59
2024-04-15 06:28:17 +0000 UTCNot only will it stay, but the physics don't bug out like some Bethesda games. Works super well.
pototos59
2024-04-15 06:26:06 +0000 UTCYes. You can fill the attic with as much stuff as you want and it'll stay there.
Mello' Mike
2024-04-15 05:37:05 +0000 UTCIs placing items on my shelves in the attic a viable option of storing things or will they despawn? Trying to get around the 100KG stash box limit
Jason Haman
2024-04-15 04:55:16 +0000 UTCyou can adjust scope sensitivity! :)
Fonzi
2024-04-14 22:51:56 +0000 UTCThis could just be me, but when i have a scope like a PU/PSO/VDU it seems like the aim speed is just outrageous going from left to right
Jason Haman
2024-04-14 22:49:07 +0000 UTCI don't actually know if this is easy to implement but: Since you already are going to tweak around with the colliders and such, and I assume it also falls into this category, would it be possible, that if you walk up stairs (for example the scaffoldings or at houses) the player would be slowed down?. like in real life, you wouldn't pace up, taking 6 steps at a time. But idk if this is something you also consider to take a bit back and bring it into the game at the appropiate time, for example with a complete movement overhall in the future. But as allways, thanks for your hard work and dedication, keep it up <3
TastyMilk
2024-04-14 22:39:23 +0000 UTCI have not downloaded the patch or played yet. But unless I missed it in the notes. Are we getting the option for variant scope zooms? Example: the HMR sight having the red dot on top of it without the ability to use it. As well as the VDU scope would be a perfect scope to add a zoom variant to. It seems to have a very deep zoom in my opinion already. So maybe a lower zoom to be able to hit those closer targets? Again, I have not downloaded/played the new patch yet so I’m sorry for the question before playing. But I have put 30+ hours into this demo and have absolutely loved the game so far. Future renditions are going to make the game even more phenomenal than it already is.
securityCase
2024-04-14 21:46:48 +0000 UTCYea that makes sense, ty
JuiceBox
2024-04-14 21:44:48 +0000 UTCI think some (maybe) small asks I’d have for the next patch would be a way to continuously load ammo into bolt guns and shotguns by holding left click rather than having to click everytime ability to jump out of windows hold and release to drag and drop in inventories vs click to pick up and click to release maybe an option for racking shotguns and bolt guns that involves just left clicking again vs hitting R inspecting weapons should show current fire mode perhaps pressing the fire button should bring the gun up from low ready small zoom when ADSing these are some of the small things that I’ve taken from my large doc that i shared earlier and keep updating as you announce and add new stuff haha Loving the current build updates so far!!!
Dani
2024-04-14 21:42:31 +0000 UTCNew animations are out of scope for these patches but there will be more of these "handling anims." in the future. The main game (early access) will have a world time and weather system which is randomized but this demo stage it can be manipulated so you it's easier to test stuff.
Road to Vostok
2024-04-14 21:40:24 +0000 UTCCorrect! Highly appreciated, your work is amazing as usual.
Fonzi
2024-04-14 21:38:15 +0000 UTCDefinitely not a necessity but in the future would you consider adding a "high ready" position animation alongside the current low ready one? It doesn't have to serve much of a purpose besides aesthetics, I just like it for immersion mostly Besides that maybe a randomization option for the weather + day cycle if that's possible :)
JuiceBox
2024-04-14 21:37:25 +0000 UTCYou mean this happens in scenario where the CTRL is binded to both Quick Transfer and Crouch? Yep I can fix this so the UI quick actions, won't trigger any character related inputs while the Interface is open.
Road to Vostok
2024-04-14 21:36:55 +0000 UTCThis is a bit of a niche request but for players who have Left Ctrl bound to Crouch, you end up crouching or un-crouching every time you want to quick transfer items while searching containers. It would be nice if the player was unable to affect their crouching state while inside of a container/inventory!
Fonzi
2024-04-14 21:34:52 +0000 UTC