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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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    • :)
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Sorry for being brutally honest.

 

I just think that your UI looks a bit old compared to the slick UI rust has.. for example the blue and red for health and stamina are not very good imo, also some grays in the menus.. here, have a look at rust, I'm sure many would agree it is more pleasing:

pm7yna6nbl811.jpg

It looks just a lot better imo

 

Looks about the same to me, a semi transparent grey square. The hd icons will help ours for sure. I just don't see any value in redoing the UI again dude. Its shippable to me this is apples vs oranges. I'd rather redo it in the next game where it might actually matter to someone. Nobody cares about the UI, they just want the game finished. We didn't promise 5 UI iterations in kickstarter lol. Could it be better? Probably, but I'd give it a B+ and we're not redoing anything unless its a C or D.

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Does that mean an updated RWG is scheduled for 17.<whatever>? It would be nice to end A17 on a high note.

 

THATS the post of mine you snipped for space? Your snip message is almost as long as my post....;)

 

Internally they are saying the same thing they are saying in public which is if it gets done in time for a 17.x then it will be released to a 17.x. It just comes down to time.

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Why ? You wanna build a rocket ? ;)

I mean, what we have is pretty enough to be able to craft everything we need. If you mean to segment them, it would make the game a bit heavy don`t you think ?

 

You are right in a point, but crafts we have now are absolutely ridiculous and unrealistic. You can't make a gun or 4X4 truck using primitive forge(even with a crucible and anvil) and wooden table with vise, hammer and wrench. you need at least a metal lathe and a welder

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Roland,

 

Wondering if you'd consider compiling a list of 'small things'? Likely another thread of course.

 

One that comes to mind is the FOV UI option. It's been brought up quite a bit yet I haven't seen a clear answer on whether it's coming back.

 

Another is the Flagstone Quarter block that fit into the corner, not side-centered.

 

Don't mean "new" or big stuff, but small things that might have been-in/worked before, or might have been inadvertantly bumped out like most of the player craftable Lights.

 

While catching up on this thread a 'Punch List' came to mind; as you're getting towards finishing building a house you walk around and make a list of all the small things that need touching up; dinged corners, thin paint, sticky door/window.

Thought the community could assist with something like that. :)

---

 

MadMole, thanks for spending so much time on the forums. It's nice to get so much info and hear from you.

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Looks about the same to me, a semi transparent grey square. The hd icons will help ours for sure. I just don't see any value in redoing the UI again dude. Its shippable to me this is apples vs oranges. I'd rather redo it in the next game where it might actually matter to someone. Nobody cares about the UI, they just want the game finished. We didn't promise 5 UI iterations in kickstarter lol. Could it be better? Probably, but I'd give it a B+ and we're not redoing anything unless its a C or D.

 

You can't say "nobody cares about the UI" when there has just been a few people agreeing that the UI could use some improvements. You were talking the other day about how you wanted to raise the average hours played of your game, to not be like those games where people play 2 hours only and never get hooked up on it. The UI is the entry point of a game. And it's not like beautifying the UI and finishing the game are mutually exclusive things. I doubt the artist that would be tasked with it would play a great part in the game being finished in, say, a year instead of two.

 

 

I like red, green, and blue and never once (until it was typed a few posts up) considered that using burgundy, mustard, and olive instead would give the game more credibility....

 

Now that I have considered it I still think it’s got to be one of the more pretentious things I’ve heard.

 

If wanting to have a unique UI with its own colour-palette rather than using default colour values is pretentious, then I don't know what to tell you. If all games used the same shade of red, blue and green in their UIs, then many games would lose a big part of their appeal. Next thing you're going to say is that following Colour Theory principles is pretentious too.

 

But oh well, what can I expect from an unsophisticated mod that doesn't want a UI in the first place! You shouldn't even be allowed to comment on colour shades when your favourite shade of colour is no colour :p

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THATS the post of mine you snipped for space? Your snip message is almost as long as my post....;)

 

 

 

 

<extended for comedic effect>

 

 

 

 

Internally they are saying the same thing they are saying in public which is if it gets done in time for a 17.x then it will be released to a 17.x. It just comes down to time.

 

Yeah, the <snipped for space> thing is becoming a reflex action now :-)

 

Fair enough on RWG, as usual I'd rather have it right than rushed.

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The poi determines how many zombies spawn, difficulty is determined by GS which is a better design. Otherwise level 1 players clear out a small shack no problem, go next door to the large mansion and get owned. I don't think that would be very well received and it would be hard to communicate why that house is 100x harder than the small house next door.

 

It would be like walking into super duper mart at level 3 and have 10 alpha deathclaws in there.

 

Except there is no way a level 3 player is already going to be on Tier 3-5 quests already...

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any news on electricity 2.0 in a18?

if i remember correctly Prime had said something about a revisitation in a future alpha long time ago

 

- - - Updated - - -

 

Except there is no way a level 3 player is already going to be on Tier 3-5 quests already...

 

you can enter in a tier 5 building without having a quest to do

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MadMole,

 

One bit on Water, "Thirsty". When max Health = 100 you get thirsty when your water hits 70.

 

Raising Max Health to 120 I now get thirsty when water hits 90.

 

Seems that "Thirsty" is triggered when water is 30 points below max Health as a hard value?

 

so... if you perk up max health to 180ish, and 'water' can only go to 150ish then you're always thirsty? Someone else would have to clarify/confirm that as I haven't taken an A17 game that far.

 

EDIT: just checked, was able to drink Water to 170, no higher. <<-- once Max Health raised to 130 could raise Water to 180.

 

Edit2: pics showing stats. First with Max Health of 120, 'thirsty' triggered when Water hit 90.

 

thirsty-edit-A17-2-2019-03-21-09-24-29.jpg

 

Second w max health at 130. Oddly 'thirsty' is triggered at 97 rather than at 100.

 

thirsty-edit-A17-2-2019-03-21-10-15-20.jpg

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So with lock picking in the works (I think?) will we be able to craft locks and possibly several of those cool new chest we see in quest and loot areas?

 

I would love to have a booby-trap or electric shock feature that can be added to doors and chest so if you fail to pick or break you have a chance of player getting hurt.

 

like hitting a vending machine - hurts!

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If wanting to have a unique UI with its own colour-palette rather than using default colour values is pretentious, then I don't know what to tell you. If all games used the same shade of red, blue and green in their UIs, then many games would lose a big part of their appeal. Next thing you're going to say is that following Colour Theory principles is pretentious too.

 

It's not the wanting of a new color palette...it is the scoffing at the current color palette as being third rate and only worthy of a student project comments. There's nothing wrong with primary colors and all games don't use the same shade. What this is is a purely aesthetic preference topic that is going to be vastly different person to person and so is best left to modding which is already available as Guppy stated. Calling the current scheme substandard and expecting the devs to overhaul it (when this one IS the overhaul of the original already) is the pretentious part.

 

But oh well, what can I expect from an unsophisticated mod that doesn't want a UI in the first place! You shouldn't even be allowed to comment on colour shades when your favourite shade of colour is no colour :p

 

lol..you are so right. :) I was pretty much happy with the graphics and "visual appeal" by Alpha 10. Not upset about the upgrades since then but definitely not my make it or break it aspect of the game.

 

 

Gameplay is king which is why A17 is the best version so far for me. /can of worms open

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Gameplay is king which is why A17 is the best version so far for me. /can of worms open

 

Finally I can disagree with you.. at least to some extent

 

I do like A17, but I feel like there are some gaps in progression.

 

- I miss the small rewards of leveling by acting (like leveling agility while running to a nearby city)

- I also miss the multiple skill points per level which allowed me to choose between one perk and 2-3 simple skills

- I miss having better tools/weapons as they get higher quality

 

Guess this all plays together to my feeling of going too long without practical rewards in game.

so far I asked about the first one, didn't get a response. The second one I modded, so not an issue. The third one MM agreed to me at some point so I have hopes they will influence damage from tools/weapons in a future update.. tho he didn't promise it would change.

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Only one question: are we going to be able to see our equipped armor on hands and maybe legs? I think it could be more immersive..

 

Jacoviz, hands/arms & leg armor might be hidden/not-shown when wearing certain jackets like the duster. I just checked and if all my toon has on is gloves & leg armor they show up. But I do seem to recall there was something going on with the character preview in the "B" menu, so by no means certain. :)

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It's not the wanting of a new color palette...it is the scoffing at the current color palette as being third rate and only worthy of a student project comments. There's nothing wrong with primary colors and all games don't use the same shade. What this is is a purely aesthetic preference topic that is going to be vastly different person to person and so is best left to modding which is already available as Guppy stated. Calling the current scheme substandard and expecting the devs to overhaul it (when this one IS the overhaul of the original already) is the pretentious part.

 

The student project comment was out of place, but there's nothing pretentious about wanting a game you like have a professional-looking UI. Sure, it boils down to tastes, but if that was the general attitude of the gamedev world then there would be no UI/UX specialists nor sophisticated, slick UIs; there'd just be a basic, functional UI and an attitude of "you want better UI? Mod it!".

 

And after the UI, guess what else can be considered "purely aesthetic preference"? Textures! So then game developers could say, "It's in the eye of the beholder, so here are some low-res, programmer-art, *fully functional* textures, and if you want better ones, mod it!". And now you'll tell me that of course, graphics don't matter, it's all about the gameplay. But gameplay is influenced by graphics too, and a game's design encompasses both its gameplay and its looks. And we're all very happy about a17's new textures, the new looks of the incoming RWG, the new hi-res icons, etc. If 7 Days to Die had Minecraft's textures, it wouldn't be the same game it is now, even if you had the ability to mod better textures in.

 

I think a game is a whole and every part of it deserves some attention. There are great games with iconic UIs that would not be the same without their advanced design. There are games that are downright unplayable because of their UI (often not even because of functionality but because of its appearance).

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- I miss the small rewards of leveling by acting (like leveling agility while running to a nearby city)

 

Uh oh -

 

Now the real can of worms has been opened :p

 

I agree with you though... I still think SOME semblance of LBD, if only one or two skills remained, in addition to the perk system would be nice

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For a very long time I thought the current UI was using neutral placeholder graphics while the real graphics were prepared.

 

It's as though someone set out to visually display the phrase "default template".

 

I thought exactly the same thing. I'm really surprised they intend on going gold with that UI style. It really wouldn't be hard or take long to make it better. I think when I get a gap, I need to spend some time in the mod forum and find out where to get the assets. I'd happily redesign it for free - and yes I'm a qualified designer. If TFP are happy with what they have, maybe I could supply files to someone else to make a mod with revamped UI?

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Looks about the same to me, a semi transparent grey square. The hd icons will help ours for sure. I just don't see any value in redoing the UI again dude. Its shippable to me this is apples vs oranges. I'd rather redo it in the next game where it might actually matter to someone. Nobody cares about the UI, they just want the game finished. We didn't promise 5 UI iterations in kickstarter lol. Could it be better? Probably, but I'd give it a B+ and we're not redoing anything unless its a C or D.

 

I wonder why you redid the icons then.. they were not in the Kickstarter, they were functional and nobody cared about them.

 

Don't get me wrong, I love that you improved them. I'm just saying there is incoherence in disregarding any UI improvement as not worth it, but them do the icons over.

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