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Coming in Alpha1.0 update 2!

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JB_

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Coming in Alpha 1.0 update 2 -

Hello everyone, we’ve been cracking on with development and we’re making excellent progress. Let's talk about whats been worked on in the months since Stress Test 2.

AI - Zombies, zombies everywhere!!

We’re developing our AI system the way we would like it to be in a survival game. Let's talk a little bit about how AI will initially work in Alpha. Remember, as with all of our features we’ll rely on community feedback to better them. If you guys can think of a better way to do something we’ll make it happen when possible.

As per our original “concept” for STN, there will be a difference between day and night. The player will (or should at least) spend his days gathering resources and preparing for the upcoming night cycle.

General zombie AI behavior -

Zombies will see and hear. In the future, they’ll even smell a player. The line of sight on a zombie isn’t quite as far as a players. They’ll see you at a decent range and you will be able to lose them if you’re quick enough. Zombie hearing is just as much of a factor to get around, if you make a lot of noise you’ll be noticed. Fire a gun and they’ll be on you, fire a gun more than once and you’ll have that much more trouble to deal with. Zombies will hear when you're trying to break into a structure forcibly with a hammer to the lock so it’s best to be prepared.

Day zombies -

Day zombies, while not being any less aggressive will be fewer in number. You’ll find them mostly in structures, hiding in shadows, along tree lines and anywhere they can avoid the sun. While a player is out and about during the day, they won't have to worry about massive hordes roaming the streets. The player will likely encounter them while searching structures for loot. Day zombies will target and follow the player if they’re drawn to them, they’ll follow you out of the shadows, out of structures and actually give chase.

As the sun sets, day zombies will, in a sense, become night zombies. Let's talk about them now.

Night Zombies -

Night zombies will spawn in greater numbers. They’ll be on the prowl and won’t be so sluggish and dormant. They’re absolutely brutal and you won't want to be caught out in the dark unprepared. Holding up in a structure that you’ve fortified or found is the best option for survival. Remember, zombies can hear and see and they’ll also scream when they do see the player. These screams will draw more zombies. We’ve done this obviously for a reason. We want the game to be hard! We want the AI to be an actual threat as we feel maybe others are lacking that. Zombie threats should lead to less KOS less PVP. You’ll likely not shoot another player who’s shooting zombies as then you’ll be the one that has to deal with the aftermath alone. Survival situations will require teamwork and players should always seek out others as a means of bettering their survival chance.

Lighting updates, and light probes! - Have a quick look at some before and after shots here, the lighting really helps to add a spooky vibe.

Before -


After -


Before -


After -


Quick .gif -



A few of our zombies -





World design
- As we said in the last update, alpha will feature our complete island. We’re grinding away on world design and the island features quite a few towns and a rather large city. We’ll not go into too much detail on the design side as we want you all to experience it fresh the first time you join an alpha server. The methods we use to design now allow us to easily and efficiently update design throughout the games lifespan. Below you can see a shot of the entire island, less the actual design and a handful of surprises.


We don’t have any set dates for alpha. We really want AI to be great out of the gate. We’ll continue to update as often as we can. Please remember to check out the Official Q&A thread if you have any questions. Please be sure you “watch” the news and announcement thread so you can receive email updates. If you're not sure how to do that check out the help section :)

As always, thanks very much for your continued support of both the team and the project. Things are really starting to come together now and we couldn’t have done it without the support of the fantastic community that has developed here! :)
 
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Montauk

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Awesome sauce, you guys are making some great progress! Really looking forward to testing out the AI logic when it's time for Alpha. Also can't wait to explore the rest of the island in general, we've only seen roughly 1/10th of it after all!
 
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Niels Kooi

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Love the new lighting, maybe a little bit to much but still looks amazing! For the zombies, @woto Love the animation (or did jos make those?). The looks of them are pretty good imo but maybe someone can make some bite marks on them instead of cuts everywhere (just a suggestion :p). But overall I can't wait to play the game when it's done, great work!
 

henrikcomn

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This look great! Fantastic job guys!

One thing though. Some early feedback:
I love that you want to make night time really hard with more active zombies! I like that to!
What I am not a fan of, though, is the fact that this means you will have to spawn more zombies at night, meaning zombies comming out of nowhere.

It would be really cool to see hordes of zombies just standing there in the shadows being totally in-active unless you disturb them. This way, there wont 'magically' be more zombies at night.

Not sure if it possible. But the idea of zombies dissappearing at day time, hmm.. What if you are chased by zombies, and the suns comes up? will the just vanish out in the blue air?
 

DrUmMiSt

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I am loving this update. I love that it's all coming together quicker now and updates are more detailed and more often.

keep up the good work guys. Still cannot wait to play Alpha.
 

Montauk

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