Roland Posted June 21, 2020 Share Posted June 21, 2020 Hey Survivalists, On Monday June 22nd at 9pm CST we will continue our series of behind the scenes interviews with the team that creates all the magic. Lathan will host again and this time his guests will be the Masters of Dungeon POI's themselves, Eric VonRothkirch and Brad Jacobs, level designers for 7 Days to Die. They will be showing some of the new POI's and answering questions on pretty much anything having to do with level design. If you have any questions or topics you'd like to hear from them, please follow the predetermined path of lights below.... ----------------------------------------------------------------------------------------- If you missed any of the past developer streams here they are: Alpha 19 Developer Stream #1 Alpha 19 Developer Stream #2 https://keanurendon.com/ http://joeystruve.daportfolio.com/ https://joeliepoo.artstation.com/projects https://www.bbriley.com/ Alpha 19 Developer Stream #3 Alpha 19 Developer Stream #4 Link to comment Share on other sites More sharing options...
BobbyLee298 Posted June 21, 2020 Share Posted June 21, 2020 No point when the questions dont get answered in a 3hr stream ☹️ Link to comment Share on other sites More sharing options...
Black Hat Posted June 21, 2020 Share Posted June 21, 2020 When the traders bases will get an update? Any chance for seeing more traps and ways of dying while looting POIs? Other than that you guys are amazing! Link to comment Share on other sites More sharing options...
Laz Man Posted June 21, 2020 Share Posted June 21, 2020 1) What is your favorite POI and why? 2) How long does it take to finish a POI from start to finish? 3) What process/standards do you use to balance a POI? (e.g. loot containers, sleepers, size, etc.) 4) Do you follow any POI creations made by the community? If so, do you have any favorites? (e.g. Mag's CompoPack, TopMinder's Prefab Pack, Hernan's Mall, etc.) 5) If someone from the community creates a Knuckle Rub POI that meets the game's standards would you consider adding it to the vanilla game? 😁 Link to comment Share on other sites More sharing options...
Ericbeaudoin Posted June 21, 2020 Share Posted June 21, 2020 I love the in game level editor. Will it get any new features in Alpha 19? Link to comment Share on other sites More sharing options...
Guppycur Posted June 21, 2020 Share Posted June 21, 2020 How many woodchucks can a woodchuck chuck if a woodchuck could chuck wood? ...and have y'all requested more blocks that zombies can hide behind because as it stands, we know they're coming out of the cupboards? Link to comment Share on other sites More sharing options...
Damocles Posted June 21, 2020 Share Posted June 21, 2020 Any plans for new wrecked car models? The car manufacturer cant have that much of a monopoly. Link to comment Share on other sites More sharing options...
Blake_ Posted June 21, 2020 Share Posted June 21, 2020 1) Do you guys have plans for more randomizations of a given POI section aside from changes in enemies or swapping hidding spots? Like : the livingroom gets turned into a kitchen or a bedroom It's a bathroom on the second pass. 2) Do you have a number of POIs that you are aiming for the Gold version of the game, like 100 Tier ones, 100 tier 2s etc or is it more of a "we make X POIs with these characteristics in each tier and see how it feels"? 3) Would you guys want a 16x16 km map for Navezgane to further extend your creativity or are you close to the intended vision of map size regarding POIs ? 4) Can you reveal something that you really want to see inside the game in the future ? For instance, knuckle rub sandwitches, elevators, Lathan Zombie couch model ... etc Link to comment Share on other sites More sharing options...
JCrook1028 Posted June 21, 2020 Share Posted June 21, 2020 1.) Any plans for a KnuckleRub POI? 2.) Any chance of a more random path system thru the POI's so they are not so easily memorized? Link to comment Share on other sites More sharing options...
danielspoa Posted June 21, 2020 Share Posted June 21, 2020 whats being done to prevent people from running straight to the rewards on each PoI, ignoring the intended route and specially most creatures on the way? recently someone mentioned having a keycard or something from a zombie to open an important chest, was it discussed further within the team? are there other ideas on the table? --------------------------rant note: theres a general feeling of questions being ignored which I agree to. Last stream for an example they were showing weapons/tools and when someone asked for a tool that hadn't been updated they just told us that was the case and fine. But.. there was like a dozen different people asking for Bows/Crossbows, probably the most common request at some point, and it went the whole stream without a mention to it. Prime told us before to ask again because they could miss the question, but if u ask again u get a temp ban from the channel ¯\_(ツ)_/¯ Link to comment Share on other sites More sharing options...
falloutcloud Posted June 21, 2020 Share Posted June 21, 2020 Will we ever see any other handmade maps like Navezgane? Link to comment Share on other sites More sharing options...
nemo888 Posted June 22, 2020 Share Posted June 22, 2020 What POI work remains before gold Any chance of adding some limited procedural generation to the POIs to reduce familiarity What makes a tier 3 POI different to a tier 4 POI / tier 5 POI What's your favourite POI and why . Least favourite POI and why Link to comment Share on other sites More sharing options...
notthesmurfs Posted June 22, 2020 Share Posted June 22, 2020 Since the introduction of sleepers and the reduction of zombies in the wild, the world is feeling empty and rather static. So I have a 3-part question addressing the issues, aimed towards both level design as well as AI: Will there ever be dynamic spawns inside POIs where zombies would spawn and roam while idle, with different states from sleepers to idle to alerted? I.e. not spawning all zombies as sitting ducks. In regards to the breadcrumb system, could zombies target buildings as part of their AI as to break boundaries between POI spawns and world spawns? I.e. zombies occasionally migrating into buildings from the outside or vice versa. Could zombies exhibit more of a pack behaviour? I.e. where they would path to other zombies, namely the alerted ones, to form groups and hordes more naturally rather than appearing as a random event Link to comment Share on other sites More sharing options...
TPrice321 Posted June 23, 2020 Share Posted June 23, 2020 What if any limitations do you have on block selection in a POI to keep the performance up? Are there particular blocks in the CM that cause performance issues due to their complex shape? Link to comment Share on other sites More sharing options...
Crater Creator Posted June 23, 2020 Share Posted June 23, 2020 Rick mentioned that Hernan and Sebastian were prefab modders before they were hired. In what ways did these modders stand out to you? When do you think TFP are likely to want more designers, and will you continue to hire people (like me ) out of the modding community? Link to comment Share on other sites More sharing options...
meganoth Posted June 23, 2020 Share Posted June 23, 2020 How much time would making an alternate version of an existing POI with a different route take compared to making a new POI, ets say for a tier3 ? Link to comment Share on other sites More sharing options...
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