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Pre-Alpha Devblog #8 (Experimental Build 0.7.20)

Hello all,

Thanks for checking out our 8th devblog! We’ve released the initial 0.8 build to our experimental branch on Steam. Feel free to please check that out, we need some feedback. There’s a lot of testing and breaking to do so go at it! Below you can find our patch notes. We’ll be doing a full fledged branch update once exp is tested and stable. Please do your best to check against the list of changes below!

***This is only the initial introduction of the fortification mechanic. There's still a lot of developing to do here and expansion. Once the core is tested we'll slowly start introducing other materials and traps.***

If you didn't catch the vlog by Jayty a week or so ago have a watch. It's a good example, albeit exaggerated. We spent a night hunkered down in a home while zeds were spawned to test the fortification mechanic. Jayty shares a good deal of info and it might be a good idea to check it out before testing.



General

• Fixed dupe glitch with containers when taking a stack of items! • Free placed shotgun trap added which takes 12 gauge ammunition. • Free placed propane fire wall trap added which can also be exploded on being shot • Free placed bear trap added which damages players and AI and locks them in position • Wooden fences can now be searched for worn planks • Fixed issue which was causing the database to become corrupt • Added global sounds system which has the ability to sync sounds between clients (current client side only sounds will slowly be migrated to new system) • New variant of the placement mode system added for bigger (Traps/Generator/Campfire etc.), the system aligns items to the terrain/ground and makes sure the player can’t place items on steep surfaces. • Crouching altered so players can access buildings through windows • Placement mode collision with buildings fixed, this prevents players from placing things inside of walls. • Fixed issue with the in game terminal which was causing the game to lag. • Hammer attack/swing sound improved. • Hammer attack animation improved. • Fixed issue with world initialization which was causing the server to lag when new players joined. • Fixed scenario which would allow the weapon to slip into inspecting when searching area for items. • Zombie screaming mechanic fixed. • Weapon avoidance now works again on buildings. • Changed the guide page of the player inventory to "Coming soon" to save confusion. • Fixed glitch where zombies would snap on to roofs when walking through door ways. • Items dropped from a stack in the inventory no longer have the same identifying ID which was causing issues where things would sync to the wrong items. • Added rubber hose drop. • Added improved hammer model. • Added crafting recipes for shotgun, fire and bear traps. • Mouse invert option now works again. • new worn and fresh plank drops added. • Bear trap model tweaked to make contact with ground better. • New tweaked bear trap animations added. • Window frame positions and centers updated for Zombie traversing. • Updated all command input help info accessed via /help

GUI

• Free placed shotgun trap added which takes 12 gauge ammunition. • Free placed propane fire wall trap added which can also be exploded on being shot • Free placed bear trap added which damages players and AI and locks them in position • Wooden fences can now be searched for worn planks • Improved 'Killed by' UI notification. • Centered small hover GUI. • Added new screen centered hover GUI which can be used for meshes where the pivot is far from the player. (fences)

Animation / Rigs / AI

• Zombies no longer glitch on top of roofs when passing through doorways. • Players and AI will now catch on fire and take damage when walking into a propane fire wall trap or a campfire. • Impact force added to player and zombie rag dolls when receiving gun or explosion damage. • Zombie scales now tweaked for traversing through window frames. • New hammer attack animation added. • Improved player rag dolls. • Tweaked physics default solver iterations to improve rag doll stability/jitter. • Zombies character rig and animation overhaul to allow for more precise animations and rag dolls. • Improved rag dolls for zombie AI. • Water bottle drinking proxy animations improved. • Zombie climbing through window animations added.

Quality of Life

• Bear trap interaction time reduced to 1 second • Reduced amount of time it takes to search area for items when holding F. • Improved the notifications when searching for items. • Fixed issue where player vitals weren't always being written to the database on log off which would result in out of date stats on login back in. • Fixed AllwaysSafeLogOff perm so that it now always store up to date log of position. • Wilderness cabins now contain more storage containers. • Added design around new player spawn locations to help direct new players. • Fires now start with a few items in them. • Added tips to loading screen! • Updated generator GUI so that quantity no longer shows 1/1 and now displays the fuel amount. • Reduced time it takes to start generator. • Added [Interact] button to fires to match other machines. • Updated fuel display on fires to simplify it and match with generators.

Environment • Fixed radiator that was sticking through wall in strip mall variant 3.

The default update will include some big news from the team. We've spent quite a few days deep in gameplay testing. We have some game news to share and look forward to bringing everyone up to date. If all goes well with our experimental build you should see something this coming Friday!

We're Hiring!

We're looking for help! If you are or know any programmers/unity developers looking for work in the UK please let us know. We're looking for like minded devs, the project is near and dear to us. The team is very small and being a team player is very important to us. If you'd like to send a CV to support@survivethenights.net please do so :)

As a reminder before we go, we'll be getting these devblogs out weekly. You can check our next set of goals and 0.8 progress whenever you'd like via the changelog. Thanks for checking in and the continued support!

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