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Nevergrey

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Everything posted by Nevergrey

  1. Regarding bandits: As far as I understand they are Zombies with weapons, so they won't attack other Zombies. But what is the real difference between them and Zombies (aside from the weapons)? Can they drive cars? Will they enter your area and occupy it, so you need to recapture your base? If bandits are just Zombies with guns, what make them special?
  2. Thanks for your answer. Fog would be nice. For example like in Carpenter's 'The Fog'. Bloodmoon night starts and there rise a very dense fog in the area around you. Zombies come out of this fog and attack. Dead Zombies vanish in this fog (so the game just deletes them this way), and a 'Fog of War' for unknown terrain could maybe even tweak game performance slightly? There's already a MOD with something similar: Punishing Weather. But unfortunately it apparently decreases game performance. 🤔 Regarding Fish: there are surely other things that can lurk underwater. Giant leeches or underwater plants with tentacles. Ok, we shouldn't discuss the topic 'tentacles' further... 😅 There are also more things that could attack from above: Acid Rain, Gargoyle Zombies, Swarms of Black Flies that can make you blind for a few seconds when attacking. What about flying (Zombie) witches with broomsticks like in Painkiller? Just some ideas... By the way: Acid Zombies could be dressed as clowns. When they die, they pop balloons filled with poison gas.
  3. I've never played 7 Days To Die with 8 GB of RAM. I already started playing it with 16 GB RAM. To be honest, I've played only solo offline and Navezgane so far. But I'll experiment with Random World Generation when Navezgane gets boring (whenever that might be). Back on topic (Alpha 21). I have some (probably silly) ideas for the game: - A day and night realtime option, depending on the player's system clock. - Seasons, depending on the player's system date. A part of the map that is only accessable on the day of a full moon (like in Dungeon Keeper). - Zombie fishes. Something that attacks you when you swim through water. - A Zombie like the 'Pregnant' in Dead Space. You shoot it and it vomits out smaller enemies. - A Zombie that will temporarily contaminate a area with toxic fumes when dying. There was a discussion about Zombie children in the past and I'd like to see them in this game too. For example there could be a group of Zombie children that are protected by a big Guardian-Zombie (yeah, I've played Bioshock too). The Zombie children attack, but you can't kill them. If you hit or shoot them, they just fall on the ground giggling, stand up and continue attacking. You need to kill the Guardian. When the Guardian dies, he befogs the area and the Zombie children just vanish in this fog (while maybe singing a nursery rhyme?). So we have Zombie children in the game, but without the problematic of killing them.
  4. I'd also like to see attacking limbs after the dismemberment. Or players getting attacked by wandering hordes of 'Thing T. Thing'. 😉
  5. Regarding Steam the minimum requirements are: Core i5-4430, GTX 760/R9 270X, 8 GB RAM. Core i5, GTX 760 or R9 270X - no problem if you lower some graphic settings. But only 8 GB RAM?
  6. Thanks for the clarification. Someone here wrote that Navezgane is a fixed 6k map: I also asked to gauge a good size for a solo/offline map that can be generated with 24 GB RAM. But I will not get off topic. That's right. But how much RAM is enough to generate ANY world size you want to generate? And will this amount of RAM increase or decrease with further game development?
  7. Hi there! Thanks for making 7 Days To Die. Are there more extensive engine optimizations in progress, are the system specs for 7 Days To Die 'done' now or may increase in the future? I ask especially because of the performance issues with activated Dynamic Mesh and the high amount of memory usage while generating big maps. Edit: sorry, I forgot to ask: Navezgane is a 6k map?
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