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madmole

Alpha 19 Dev Diary

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5 hours ago, madmole said:

Stay tuned, you won't be disappointed. One game is using the 7 Days engine so you can expect some building/destruction in that one for sure.

 

Obviously you are making a medieval survival game that is kinda like a 3d terraria, where skeleton mobs and other enemies build their own towns and try to raid you. 

 

JK... you are making a train themed shounen ai dating simulation game where trains go on dates and dance for higher scores to go on dates with better trains. 

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Posted (edited)
1 hour ago, madmole said:

My semi legit castle:
EeSB_rFU0AA122T?format=jpg&name=4096x409

EeSB_rAU8AAnO2r?format=jpg&name=4096x409

EeSB_rXU8AASBch?format=jpg&name=4096x409

I must admit, that looks awesome! I love the contrast between the stone and cream...cement? type texture lol.

I seriously can't wait to start my new castle when stable drops.

You'll have to do a video of the inside, unless you already have.

What are the archers you used? They look cool and I don't think I've seen them.

Edited by Toban
Another question (see edit history)

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1 hour ago, Laz Man said:

Maybe 7d2d2 will be a story of medieval times.......😎

Honestly, I've never seen a zombie apocalypse game ambienced in medieval times. Could be fun.

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2 hours ago, madmole said:

My semi legit castle:
EeSB_rFU0AA122T?format=jpg&name=4096x409

EeSB_rAU8AAnO2r?format=jpg&name=4096x409

EeSB_rXU8AASBch?format=jpg&name=4096x409

Cool. Overall is very good. The uses for some blocks are very well thought.

Things I don't like about it: The outside of the big tower is too bare compared to the outside supports on the rest of the building , giving the impression that they are 2 different buildings. Quite a common thing in actual medieval architectural restorations/public-building adaptations, but somehow ugly here. 

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Posted (edited)
52 minutes ago, Xtrakicking said:

Honestly, I've never seen a zombie apocalypse game ambienced in medieval times. Could be fun.

Really?? You must be young then...

 

Edit: sorry, I misread what you wrote lol ... I thought you were talking about movies! 😆

Edited by Jost Amman (see edit history)

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8 hours ago, madmole said:

I don't see it as ruining any balance. It simply feels cheesy is all.

Then why does it feel cheesy? If you feel it's fine and balanced then great. But there must be a root concern for the cheesy feeling and if it isn't because it is sort of OP (AKA unbalanced) then where does the feeling come from? 


As I said, a lot of work was done to avoid duplicate POI's spawning in the world. This is simply another type of POI duplication. Why protect it and remove the rest?

 

It doesn't bug me personally but I am interested in the design justifications for it. If the justification is simply that solving it is more work and resources than it's worth and you want to fry other fish that's understandable too.

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This is how I used to build my bases in alpha 18. 

 

They were filled with wood poles and were basically solid cobblestone cubes, but you could still walk around and melee from the inside. 

20191102230102_1.jpg

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18 hours ago, Gazz said:

That really only works in single player, though, where no one sees it as a problem to begin with.

On a MP server you you would split the party and clear the POI you do not have the quest for. (you still know where it is)

Then the one guy who has the quest moves over, shares it, and you get a respawn from the quest.

It would take a bit of coordination but it would not really change anything.

 

I really don't see the problem to begin with. If you clear a POI then you are entitled to the loot. If you clear it as part of a quest you are entitled to the loot and the quest reward.

You don't get anything double.

Now some people would say that because for them it's normal to nerdpole to the loot room and clean it out, then start the quest.

That is a completely different issue.

 

Agreed.  I was mystified when this debate started up.  There's so many POI's and you can reset them on demand even in a picked-over Multiplayer Server!  Why did this ever come up?

 

I mean yeah if you do the POI, then start the quest, I guess you gain some benefit in the form of knowing the layout of the POI in advance for your second clear, so you know what room the good loot is in... but that's such a little thing, because most POI's have a fairly linear (mostly) path to take that guides you through it.

 

And if it bothers people that much, can't they just choose to reset the place as soon as they get there?

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4 minutes ago, Vechs said:

And if it bothers people that much, can't they just choose to reset the place as soon as they get there?

 

4a2a5b.jpg

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I wonder If we have passed the point of an experimental update dropping this evening..?

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Quick question: Was the pipe weapons+blunderbuss removal going to be this a19 or was that delayed until a20?

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1 minute ago, Vechs said:

Quick question: Was the pipe weapons+blunderbuss removal going to be this a19 or was that delayed until a20?

It was planned for A20 iirc. Vehicle modification was delayed to A20.

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1 minute ago, hiemfire said:

It was planned for A20 iirc. Vehicle modification was delayed to A20.

Thought something was missing, ..was hoping for an extra basket, headlight, electric booster, battery slot for the Bicycle.

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3 hours ago, Biscoitoso said:

@madmole, maybe I should report this in Bug Report, I dunno.

But if I scrap a glass block in my hand, I will get only 1 Broken Glass. If I put it on the floor and broken that, I will get 2-3 broken glass.

I'll let Gazz comment on that.

2 hours ago, SnowDog1942 said:

 

Awesome looking castle.

 

Semi-Legit? --- That's like being half pregnant ;)

I cheated some blocks from CM because they don't exist, the ones with the cool trims. I flew a bit too when I did the layout and put the tower corners in to make sure the scale felt right, after that I nerd poled 6 meters at a time and built it with mats I harvested. I cheat paint in and use the paint all sides feature in CM and fly when I paint. If we add the bot as remote builder and do the block overhaul we will hopefully have access to these shapes then, and this could all be done 100% legit. I did borrow the digger tool to clear a lot of the land too, because screw digging for days. I dug some of it by hand though for the resources, there is a big nitrate and iron mine, I dug those out myself.

 

2 hours ago, Laz Man said:

Thats freakin awesome.  Blending of the housing with the traditional castle elements.  Plus points for making a traditional castle draw bridge entrance. :)  Maybe 7d2d2 will be a story of medieval times.......😎

 

Edit: Also like the use of the new trim blocks.  Beats having to rely on pole blocks all the time....

Yes you literally cannot trim that it that way with voxel trim pieces, like you won't be able to do the inside corner wrap around, and many other things, and it gets messy after a while, so the trim blocks are a godsend. And thanks to Toban for the small crenulations trick, you can see it on the one small walkway.

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1 hour ago, Toban said:

I must admit, that looks awesome! I love the contrast between the stone and cream...cement? type texture lol.

I seriously can't wait to start my new castle when stable drops.

You'll have to do a video of the inside, unless you already have.

What are the archers you used? They look cool and I don't think I've seen them.

Thanks! Just type arch in the CM for that I think. Yes I really haven't started serious painting yet, this thing is maybe 20% done, I have huge plans. There is an awesome circular tower in the back on one corner where I figured out how to make a very nice round tower. The walls are cool too, I will show the whole thing on youtube when I'm done, but the walls jut out one meter every 5, just so they don't look flat, and my court yard gets bigger to the back because of it.

1 hour ago, Blake_ said:

Cool. Overall is very good. The uses for some blocks are very well thought.

Things I don't like about it: The outside of the big tower is too bare compared to the outside supports on the rest of the building , giving the impression that they are 2 different buildings. Quite a common thing in actual medieval architectural restorations/public-building adaptations, but somehow ugly here. 

That big tower just got filled in today, it was 4 poles a bit ago. I plan on doing buttresses 1/3 to 1/2 the way up, a staggered design, like the top is staggered.

1 hour ago, Jost Amman said:

Really?? You must be young then...

 

Edit: sorry, I misread what you wrote lol ... I thought you were talking about movies! 😆

Army of Darkness for that :)

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1 minute ago, madmole said:

Thanks! Just type arch in the CM for that I think. Yes I really haven't started serious painting yet, this thing is maybe 20% done, I have huge plans. There is an awesome circular tower in the back on one corner where I figured out how to make a very nice round tower. The walls are cool too, I will show the whole thing on youtube when I'm done, but the walls jut out one meter every 5, just so they don't look flat, and my court yard gets bigger to the back because of it.

Awesome. I can't wait to see it done. I'll look for the arch blocks tomorrow and see how I can use some of them. I like the gothic look to them.

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59 minutes ago, Roland said:

Then why does it feel cheesy? If you feel it's fine and balanced then great. But there must be a root concern for the cheesy feeling and if it isn't because it is sort of OP (AKA unbalanced) then where does the feeling come from? 


As I said, a lot of work was done to avoid duplicate POI's spawning in the world. This is simply another type of POI duplication. Why protect it and remove the rest?

 

It doesn't bug me personally but I am interested in the design justifications for it. If the justification is simply that solving it is more work and resources than it's worth and you want to fry other fish that's understandable too.

Because it is magically restored when I click the button. That is why I suggested restoring the POI when the player is a block or two away, (when the chunks load). To me the only edge case here is you would get a failed quest if someone else goes inside before you do and dirtied up the chunk. The other one is if someone was inside it would respawn everything. Maybe it does that already, I don't really know what happens if someone is inside already. So it would be like activating the rally marker without doing it, when the chunk loads.

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Posted (edited)
11 minutes ago, Toban said:

Awesome. I can't wait to see it done. I'll look for the arch blocks tomorrow and see how I can use some of them. I like the gothic look to them.

Something new ive been experimenting with (not sure if new or if im late to the party) are the incline and narrow wedge blocks.  Just type narrow or incline into the CM and let your imagination run wild (may need to toggle dev filter for some). :) 

 

Edit:  Also forgot about all the different sized "gable" blocks.  here is the arch design I did for my A19 Church POI (Tier 2 Quest)

 

 

 

 

Arches.jpg

Edited by Laz Man (see edit history)
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One issue I had with activating the rally marker is that it teleported my hog back to where it was parked when I hopped on it to do the quest.

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12 hours ago, Jost Amman said:

Default of course.

 

I don't say roads are perfect, but far from unrealistic or broken or "missing".

The problem is that RWG is still random, so what I get with one seed could be totally different when I change seed.

On default I had problems with sudden walls and also with cities and towns not being connected

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I've been running a vanilla server with a half-dozen+ people for over a month and nobody has complained about disconnected cities or any particularly terrible world gen. Some road intersections are a *little* messed up (terrain goes up or down in weird locations) but... overall it worked pretty well. I may try a nitro-gen for my next run after A19 goes to stable, but the vanilla world gen certainly doesn't seem to be as horrible as you make it sound. It does take forever and a day though... (40+ minutes to generate)

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