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Laz Man

QA
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Everything posted by Laz Man

  1. Not all of the new art was outsourced. For example, the new lootable vehicles were all created internally.
  2. You might be pleasantly surprised...😉
  3. I was referring to zzTong's idea that he mentioned... 😅
  4. I can already see people sitting at a body of water spamming the E key for a backpack full of water jars. 😅
  5. Hey Roland, Thanks for always bringing the facts to the table. You sir are Mastercraft at it *bows deeply* There was so much back and forth between you and Shado, my eyes got crossed several times....ðŸĪŠ I think even if you convinced him in any way, he is probably seeing so much red from "how" you presented it to him...😅 Shado, Sure, development of 7d2d hasn't been perfect and has taken a long time so the feelings you project are understandable. However, let me reassure you the team is better then it has ever been and are committed to finishing the game. Hopefully the changes and additions in A21 will be reflective of that once it is available to you to experience. Hang in there. 🙇‍♂ïļ
  6. Hmm, that image is from a popular children's book (I know because my kids have it lol)
  7. Although, I can understand the appeal of adventuring into the unknown, it can be frustrating exploring somewhere and getting completely wrecked. That being said, it would be nice for an option to disable / hide the feature for a greater challenge for those who seek it.
  8. In A20, I believe only the gibs on zombie Steve were added.
  9. Imagine a player crafting 100 high poly deco blocks and placing them all next to each other. On top of that place several light sources on them. FPS will start taking a hit. It snowballs pretty quickly. In my opinion this is more important in multiplayer where unrestricted high poly placement leads to poor performance for others. Not saying it will never happen since optimization is ongoing, but probably not a priority until all other core features are in.
  10. What we have now is a placeholder AFAIK so not worth critiquing yet. Not sure if the final art for it will make it into A21 or not. It's functional though.
  11. You will be pleasantly surprised in A21. 😁
  12. Your description sounds more accurate for Hernan "The Machine." That guy sheds POIs in his sleep....😅
  13. Several of the new deco art such as potted plants have corner variants that allow you to place them near the edge of a voxel space. I wouldnt say the power plant is my favorite POI, however, its certainly one I enjoyed making and learned alot from. There are alot of distinct areas / beats throughout the level.
  14. 1) Literally rebuild the world the way you want. The voxel building aspect is hands down what has differientated this game among other similar games for me. Being able to use your imagination and recreate and relive any memorable zombie movie / show is a huge plus. 2) Random generated worlds Hand crafted maps are great but take time to make. The new tile system and number of POIs now currently in game has reached a point where every map will feel never feel the same and provide a different experience. 3) Gameplay Loop The urgency of the bloodmoon horde and the ability to get to you is the money maker. Sure it's not perfect, but most games lack this escalating sense of urgency to make you get off your ass and manage your time. 4) Coop Being able to experience 1 through 3 above with friends is the ultimate experience that creates memorable moments that has me return back to do it all over again.
  15. I believe Roland already hinted to at least one new T5 in A21.... 😁
  16. Certainly a large part of Alpha 21 will be the art update but it is not the only thing holding up the Alpha. Hopefully the we will be able to share more info. soon. As far as POIs are concerned, there are many in various different states. For example, an older POI will definitely take more time to update when compared to a POI that was created in A20. The level design team is also adding in support for more quest types such as restore power to existing POIs where they make sense.
  17. That's a tough one. There are so many different POIs that are awesome for many different reasons (new and old). Apart from the huge effort from level design, all of the other departments have done alot of great work. Regardless of what makes it into A21, it is clear to me that we are significantly closer to that 1.0 release.
  18. The level design team is still cranking away at integrating all of the new art (and shapes) into existing POIs. Apart from that we do still have some tasks for new POIs and quest improvements to existing POIs as well. Hopefully, we will be able to share more info. soon. Especially about unannounced features / improvements. 😉 Edit: The POI in the previously released flame hazard video is one I created. It is an HRSG power plant. Googling that should give you a rough idea of what to expect. Hopefully, it will be a memorable experience for players. 😎
  19. I could be off, but I think one of the main purposes of the pregen maps is so players don't have to generate their own maps if they don't want to. It also gives us the opportunity to add any POIs that may have not been included by the random generation. (E.g. manual placement).
  20. We already do, go into the higher biomes for higher lootstage. There is also eye candy buff. Edit: just read megas post...😅
  21. Funny you mention the crack A book HQ? What exactly do you miss about the old one? If I had to guess, the old one probably was OP and had way too much loot in it.
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