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Alpha 18 Dev Diary!!


madmole

Alpha 18 Dev Diary!!  

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  1. 1. Alpha 18 Dev Diary!!

    • A18 Stable is Out!
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Understand. How about this. Could you maybe throw in a higher dispersion of "abandonded" buildings in between the flood of POI buildings during world generation. I am not saying tons, but maybe one for every five POI? The amount of content is unbelievable, but sometimes it would be nice to be able to retreat to an isolated place for just a few minutes without having to run out of the town areas.

 

This may be a skewed perspective on the server I am playing on, so if it is not a typical issue on single player then ignore.

 

As I said, there are a TON of new remnants. They are great for framerate and a quick place to stay / loot.

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That is not from occlusion, but it is a bug. Light goes through something because it either does not block it (cast a shadow) or the light is too close to make a shadow (within light shadow near plane).

 

A18: Fixed player's wall torch leaking light (moved light pos) and not using game's shadow quality setting (was High).

 

We also tasked another programmer to make sure the rest of our light prefabs don't leak.

 

Thanks.

 

Nice work!

 

Does this also include light from the sun? I am not sure it still does it in A18, but sunlight used to penetrate into underground tunnels. There always was this noticeable shift and band of light visible in them.

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Machete. Maybe we'll do a T4 set of stuff someday.

 

+1 for Tier 4 of Items!

But this really should have low Priority, post Gold or DLC.

 

i share your view that this games becomes more and more a "finished" feeling.

 

My wishlist till Gold would be:

- Wateroverhaul

- Electricity Fleshout ( Track System you talked about looked good, also automatic doors etc )

- Bandits.

 

All in all this game looks on a good way like it didnt in a long time.

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Machete. Maybe we'll do a T4 set of stuff someday.

 

It would be so cool...Also, any plans on doing a variety of weapons in the same tier? per example, tier 3 of automatic guns would include AK-47, M4A1 and FN SCAR.

Pistols Tier 2: Berreta M9, Makarov and M1911 (or whatever suits 7dtd lore)

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Some people (me^^) play muted, so thats not that good. Also Hearing impared people.

 

Maybe a Hud-Ring on the screen, that gets read and closer to center the more you bleed

 

Playing with muted game is your own decision tho. Also, people with impaired hearing already don't hear zombies etc. The indicator is also in the game, this would only improve it for average player.

 

- - - Updated - - -

 

It would be so cool...Also, any plans on doing a variety of weapons in the same tier? per example, tier 3 of automatic guns would include AK-47, M4A1 and FN SCAR.

Pistols Tier 2: Berreta M9, Makarov and M1911 (or whatever suits 7dtd lore)

 

+1

But would be good if the weapons weren't just skins of the same item. So let's say in general, AK would have better damage, M4 better accuracy, SCAR would be something in between. Ar as in L4D, it would be 3shot burst weapon instead of full auto.

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Playing with muted game is your own decision tho. Also, people with impaired hearing already don't hear zombies etc. The indicator is also in the game, this would only improve it for average player.

 

- - - Updated - - -

 

 

 

+1

But would be good if the weapons weren't just skins of the same item. So let's say in general, AK would have better damage, M4 better accuracy, SCAR would be something in between. Ar as in L4D, it would be 3shot burst weapon instead of full auto.

 

Yes of course, but with the New Random Stats System that is coming in A18 it would be already pretty cool, they could make different clip sizes and Ammo usage for every single one and it would be ready to go!

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Maybe increasing sound effects when you're bleeding and nerf the bleed DPS.

 

- - - Updated - - -

 

With the new dynamic music system, can't you make a little dramatic music for when you're bleeding? or a human pain noise or bleeding sound effect (this is already in the game I think).

 

Biggest problem with that is accessibility. You need players who are deaf, or players who just prefer to have the sound down, realize that something is wrong with them. That means visual.

 

Personally, I think a heartbeat monitor line with the up-down tick bit in the middle of the screen in red, especially if it's a not too thick line, would work well. Timed with the heartbeat would be even better.

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+1 for Tier 4 of Items!

But this really should have low Priority, post Gold or DLC.

 

i share your view that this games becomes more and more a "finished" feeling.

 

My wishlist till Gold would be:

- Wateroverhaul

- Electricity Fleshout ( Track System you talked about looked good, also automatic doors etc )

- Bandits.

 

All in all this game looks on a good way like it didnt in a long time.

 

We already have T4 mining tools, the auger and chainsaw. Once the sig is in the m60 will be upgraded to T4. It won't be a ton of work.

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Updated the first post with this:

 

Gear Changes:

Quality now influences damage output on tools, firearms and melee weapons. Quality influences armor protection values.

All items with quality now have random stats in loot. Players craft with static stats in the middle of the range. It is possible that a brown pistol is superior to a yellow one, but not likely. Check the stats of every thing you find.

Weapons and armor now have scaling recipe costs, so the higher the quality the more materials are needed to craft the item.

The governing attribute determines the quality of crafting. For example the shotgun messiah perk governs the quality of shotguns you can craft, and the gunslinger perk governs the quality of crafted pistols, SMG and magnums.

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Updated the first post with this:

 

Gear Changes:

Quality now influences damage output on tools, firearms and melee weapons. Quality influences armor protection values.

All items with quality now have random stats in loot. Players craft with static stats in the middle of the range. It is possible that a brown pistol is superior to a yellow one, but not likely. Check the stats of every thing you find.

Weapons and armor now have scaling recipe costs, so the higher the quality the more materials are needed to craft the item.

The governing attribute determines the quality of crafting. For example the shotgun messiah perk governs the quality of shotguns you can craft, and the gunslinger perk governs the quality of crafted pistols, SMG and magnums.

 

Now we're talking...

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Updated the first post with this:

 

Gear Changes:

Quality now influences damage output on tools, firearms and melee weapons. Quality influences armor protection values.

All items with quality now have random stats in loot. Players craft with static stats in the middle of the range. It is possible that a brown pistol is superior to a yellow one, but not likely. Check the stats of every thing you find.

Weapons and armor now have scaling recipe costs, so the higher the quality the more materials are needed to craft the item.

The governing attribute determines the quality of crafting. For example the shotgun messiah perk governs the quality of shotguns you can craft, and the gunslinger perk governs the quality of crafted pistols, SMG and magnums.

 

nice...

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In some other game dev forum in the future... "7 Days to Die zombie fans won't be happy with that."

 

Not even some other game dev forum but very probably our own A19 developer diary for 7 Days to Die or even next week in this thread....

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Now we're talking...

 

Glad we agree on occasion :) Now I have a use for the 300 leather in my chest. Even tools use leather now (Tier 2 and up). not much but like 1-5 depending on quality you are making.

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While your on the topics of meds n stuff... Have you put any thought in to localised player injuries (limbs, body, head...) with repercussions/penalties (hint hint)

 

We have an ongoing joke about getting two broken legs and crafting a wheelchair to get around.

 

We have talked about broken arms so you can't use two handed weapons when that happens until you get splinted.

 

Lots of other things to fix first, like infection.

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Roland. Mantis shrimp. Rage zombies. What's the connection?

 

I told you people wouldn't like my hint....

 

The zombies speed up and swipe at you when injured. The Mantis Shrimp has the fastest punch in the animal world.

 

Hints have to be tenuous or they aren't hints.

 

What did you want? TFP 2019 = Guppymod 2017?

 

;)

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I told you people wouldn't like my hint....

 

The zombies speed up and swipe at you when injured. The Mantis Shrimp has the fastest punch in the animal world.

 

Hints have to be tenuous or they aren't hints.

 

What did you want? TFP 2019 = Guppymod 2017?

 

;)

 

That's uh... Well... Err .. yeh, we'll go with tenuous.

 

(Next time give us a math formula to solve)

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Updated the first post with this:

 

Gear Changes:

Quality now influences damage output on tools, firearms and melee weapons. Quality influences armor protection values.

All items with quality now have random stats in loot. Players craft with static stats in the middle of the range. It is possible that a brown pistol is superior to a yellow one, but not likely. Check the stats of every thing you find.

Weapons and armor now have scaling recipe costs, so the higher the quality the more materials are needed to craft the item.

The governing attribute determines the quality of crafting. For example the shotgun messiah perk governs the quality of shotguns you can craft, and the gunslinger perk governs the quality of crafted pistols, SMG and magnums.

 

A18 is seriously shaping up to be the perfect version of A17 i had in my head before A17 was released.

 

Thank you!

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Nice work!

 

Does this also include light from the sun? I am not sure it still does it in A18, but sunlight used to penetrate into underground tunnels. There always was this noticeable shift and band of light visible in them.

 

I only changed "player's wall torch", which is a point light. An artist ended up checking the rest of the light prefabs, so they are done now too.

 

The sun is a directional infinite light that changes direction over time, which is very different.

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I only changed "player's wall torch", which is a point light. An artist ended up checking the rest of the light prefabs, so they are done now too.

 

The sun is a directional infinite light that changes direction over time, which is very different.

 

It would be cool if dark was actually dark.

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