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Alpha 19 Dev Diary


madmole

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They just won't work with the current level of animations in 7DTD though.

 

I could be wrong, but what I see in Doom is that the first person animation is more elaborate, while the third person view is simplified... probably so that they can be slowed or sped up easily to help narrow the margin of error in server/client timing. There’s a good second of time where the player cannot be hurt while in this animation (unless there’s something huge like a BFG blast), so keeping it timed within reason is pretty important.

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Wow, they definitely do. Impressive.

 

 

Good find! I didn't realize that every single one was viewable in third person.

SnapMap was put together by a different team, but in MP PVP, they had glory kills against the players... and they varied quite a bit too because if you happened to be a demon, there were also some demon -> player kills.

 

From the video, I am pretty sure I am seeing what I suspected. Some frames are skipped in the third-person kill animations to help with the timing.

 

I'm sorry... I know I am always picking on Bethesduh, but they got something special they didn't deserve with the id team. I swear if they mess them up, I will shed tears for the remainder of my days.

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Can someone give me a quick update about the bandits? I haven't been in the forums in about a year and last I heard they were still going to get added sometime in the future. I have been playing the game since the beginning and feel as if the game is complete minus the good old reliable bandits.

 

Never mind...I found somewhat of an answer in the threads...Good old reliable advance search.

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Candy

Candy will be added to vending machines, making canned foods more scarce in the process. Candy has zero calories but will boost attributes or provide special abilities for a short duration, like recog and fortbites. Here are a few examples of over 10 new candy items coming to A19.

 

I was thinking about candy and I don´t like the straight buff thing so much. Its too strange for me... however I could see it as an ingrediance for something. Like making the trading potion with spearmints instead of casino token.

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I was thinking about candy and I don´t like the straight buff thing so much. Its too strange for me... however I could see it as an ingrediance for something. Like making the trading potion with spearmints instead of casino token.

 

 

But what are these candies going to do for us? Just junkfood? High calorie stat stuff? What are the negatives?

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This will be an improvement over A18 for sure. But AtomicUs5000 makes an interesting comparison on the lighting and shadows.

 

Those pics kinda give me a Doom 3 vibe, which is awesome.

They went out of their way in that game to show off their new lighting and shadows tech. It may not have met the same shooter standards of all the other Doom games, but that lighting was scary and impressive.

 

I loved the aesthetic of Doom 3 (2004), and one of its claims to fame was something that 7 Days to Die doesn't do: dynamic lights that cause entities to cast hard shadows.

 

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Now take another look at the new screenshot (Orsey's crop, specifically). Notice how the zombies (and the truck, and the toolbox) have a faint, soft shadow on the ground, but the dominant light source in the scene, the flashlight, doesn't create any shadows.

 

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This looks weird now. Things look like they're floating and I can't unsee it. Which is actually a testament to how far we've come, since after all this was true of A18, too.

 

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OCD much?

 

Perhaps... but please don't be defensive. You wouldn't post screenshots showcasing the graphics if you didn't want feedback on the graphics. :p I would see shadows from dynamic lights (yes, with appropriate limits for performance of course) as the next logical step for the game's graphics, to build on what you've accomplished recently.

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Perhaps... but please don't be defensive. You wouldn't post screenshots showcasing the graphics if you didn't want feedback on the graphics. :p I would see shadows from dynamic lights (yes, with appropriate limits for performance of course) as the next logical step for the game's graphics, to build on what you've accomplished recently.

 

We have shadows from dynamic lights, just depends on if they are enabled for the light. Torches cast shadows, but some lights like flashlight blocks are probably not set to do that.

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We have shadows from dynamic lights, just depends on if they are enabled for the light. Torches cast shadows, but some lights like flashlight blocks are probably not set to do that.

 

Yeah, okay, I was too hasty. I see now that both torches in hand and torches in the world cause shadows. Once I saw the flashlight didn't have it in the screenshots, I figured it was turned off for all block-based lights, so that players' computers don't have a meltdown when they do this.*

 

* I have a good excuse for that screenshot to exist, by the way. :) The Great Block Conversion of A16 turned the roof from an A15 save into torches.

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Just wanted to comment on a previous discussion on "stomping enemies"...

 

First thing that comes to my mind is Dead Space, where stomping on enemies was a relatively good tactic (not only dismembering, but also killing downed enemies). At one point i even used stomping so much to conserve ammo that i was swimming in it...

 

Eh... I can still hear Isaac grunting and moaning as he exerts himself, trying to put his boot down... ;-) Ahhh... Honey to my ears...

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I'm sorry... I know I am always picking on Bethesduh, but they got something special they didn't deserve with the id team. I swear if they mess them up, I will shed tears for the remainder of my days.

 

I've heard Bethesda is pretty hands off, so if id goes under its their own fault.

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Speaking of army trucks, is there a chance their loot table will be updated in the future? Currently they are... quite underwhelming, not gonna lie. Some canned food here, a piece of lead there... :p

 

No, they are unprotected, and way better than car loot.

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