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Alpha 19 Dev Diary


madmole

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LMAO I don't use that I use iron mask with light lol got to make the zs run from my ugly mug haha.

 

I haven't touched the airport in working on since start of a17 lol. Might get back into it soon

 

Link to the ones I made on Gups server

https://7daystodie.com/forums/showthread.php?77760-Rural-and-Suburban-Airports&highlight=airport

 

 

Download

 

https://www.dropbox.com/s/rhd6zsixhntwqf4/ouch_airport1.zip?dl=0

 

 

Enjoy the holidays bud!!

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Yeh yours are in the compo pack lol. Mine is not small includes 6 triple layer car parks. My casino my hoteldestallion the airport itself which is as long as all the above put side to side lol plus a high rise office tower and a museum lol plus hangars towers runways etc.

 

Yours look great to and probably used more then mine would be haha. Of it even spawns in rwg lol... 😥😥😥

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We all know how it is done. Vehicles will be gimped to an atrocious level and you need one with 4 mods installed to reach the capabilities they have now. The next big #gate will be #vehiclegate :cocksure: Get your popcorn ready

 

I think this is a good example of all EA game design. You add a gun on day one, then on day 300 you add a machine gun. Day 500 you add mods. Now you have to make the original gun slightly worse to make the mods worth acquiring. Now you have to balance the machine gun so its nit OP. But wait, here comes a shotgun added on day 1000. Now back to the beginning again, rebalance the gun etc.

 

With mods coming for vehicles I never expected vehicle stats to be final. They are almost near indestructible now, so what could mods do to make them MORE powerful., Unless you want a jeep to be a tank impervious to anything you have to nerf the original stats a bit so mod can properly compliment them.

 

A lot of people seem to marry themselves to an idea in EA when none of it is ever final (I include myself in these people as I am guilty of it too)

 

But yeah share that popcorn man. Its going to be a fun read :D

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Mr. Mole...small request...is it possible to add 'scrap fresh meat to rotten meat'?

 

Sitting in my base all set to craft some farm plots but was short just that 1 piece of rotten meat. Had a full stack of fresh meat in the food box of course.

 

Or a recipe like 1 meat and 1 clay gives you 1 rotten meat but the scrapping seems simpler.

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I really enjoy the changes and features of alpha 18 and the upcoming stuff for alpha 19,b ut I think it is more important to take care of the still existing issues:

 

  • proper 3D plants instead of the really old 2D ones (1, 2)
  • better looking character textures (1)

Some other stuff which I think is really important, too:

 

  • performance improvements, especially when playing in multiplayer, with a lot of zombies or on a big RWG map
  • updated shaders to work with Vulkan so it can be used
  • regular Unity updates

That would greatly improve the game! I know how important new content is, but I think at least some of your staff should concentrate on the old stuff/issues. New content could always be added in the future. Let's take care what is already in the game and improve that.

 

Nevertheless thank you guys for this great game and the ongoing work on it.

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There are not that many voxel games with vehicles. In Empyrion everything flies/floats/jumps.

And the one vehicle (motorcycle) that doesn't? Surprise! You can pick it up.

 

How about Y-lands

Voxel check

Vehicles check

car, off road car, race car, boats, flying pack etc.

Once built cars and other vehicles don't go in inventory

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Thread has now been optimized. Further pimp dreams posts will be added to the running pimp dreams thread now in place. I'll be keeping things close to topic at least until the new car smell has worn off. Shenanigans of the last months of the A18 thread will be......terminated.

 

Thank God. Its really hard to keep up with the thread when you have to wade through 4 pages of squabbling about various topic garbage a day.

 

(And please feel free to delete this as well once you've seen my appreciation, Roland.)

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One of my vehicle test mods increases headlight brightness, so that is pretty much done.

 

Awesome, and you'll recall I wasn't fond of the motorcycle's brightness in a18.

 

Also, since the gyro needs a headlight for its accessories, can it get a 45 degree (or so) down casting headlight for night flights? Most lights don't display very far away, and nights can be so dark now that without a headlight landing or taking off at night can be dicey. (At least i don't see a headlight working on my gyro here.)

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We all know how it is done. Vehicles will be gimped to an atrocious level and you need one with 4 mods installed to reach the capabilities they have now. The next big #gate will be #vehiclegate :cocksure: Get your popcorn ready

 

I'm more optimistic that we'll see improvements in vehicles with the mods... crippling zombies with the front tongs of the motorcycle comes to mind.

 

I wouldn't mind those being removed on the base motorcycle though and be added with the mod. Body color choices using masks would REALLY be nice as well though.

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i hope we will have new zombies, isn't that what the game is about?? '-'

 

Honestly I pretty much agree. All things considered the game looks really great for a voxel one, as a matter of fact it looks better than most games that don't feature voxels. Yet the zombies... well, they really stick out like a sore thumb. Always the same looks, the same animations, the colors are way too flashy for my taste, and yeah... It just doesn't feel real and immersive at all. I wish they could randomize outfits / faces / haircuts and animations, so that you don't feel like wrecking copies and copies of the same.

 

At the very least, a serious pass on the aesthetics should be made. The world, terrain, light effects look so stunning, that in comparison the zombies just look gimmicky.

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So for vehicle mods, what kind of stuff does that entail?

 

I have a few suggestions in that regard:

 

Nitrous canisters, filled via reaction with nitrate powder in the chemistry station (used as a fuel booster straight from the canister which has a quality and degradation based on fill level. Could also be used as a drug for short term negation of stun effects perhaps, though painkillers already more or less fill that spot in the game.)

 

Heavier armor for better physical impacts for less consequential damage to the vehicle

 

Tuned or upgraded engines for better fuel economy

 

Cosmetic lighting tubes for road lighting and aesthetics, cool stuff.

 

Mounted weapons, such as light machine guns, heavy machine guns, rocket launchers, grenade launchers, even flamethrowers

 

For bicycles, a battery holder where you can charge up batteries as you cycle, with potential upgrades to be able to use the stored energy to cruise without using stamina.

 

Light frames for better speed and fuel economy at the cost of armor rating

 

I'm sure far more can be done but that seems like a good start for boosting vehicle viability.

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No other game allows you to pick a vehicle up in this manner. I understand it is necessary but lord does it make things look silly and amateur-ish.

 

Many games allow you to summon your mount, world of warcraft from example. Is it that much of a leap to allow it into your inventory instead of whistling it away into thin air?

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