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Alpha 20 Dev Diary


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 Was looking and did not see any mention but I was wondering about weather. I miss the daytime/night time weather swings and early game not wanting to go out when it rains. The thunderstorms would scare the hell out of my wife.

 

 Sometimes we also go back and play old Alphas just to get the gore blocks. I know they were either loved or hated but we liked the way horde bodies could pile up until they could get over a wall but I understand they were a big performance hit.

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Are there plans to make the damage shown on zombies more realistic? For example like Left 4 Dead 2 you can make bullet holes in zombies and cuts with axes and swords. I would love to see the addition of visible damage on zombies from the various weapon types. Bullet holes based on the weapon used. Smaller holes for smaller caliber weapons and larger for shotguns and high power rifles. It would also be great to see more realistic animations/reactions from the zombies being shot or hit. I would also like to see more blood from the zombies when damaging them especially from high powered weapons.

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1 hour ago, jasonsaffle13 said:

 Was looking and did not see any mention but I was wondering about weather. I miss the daytime/night time weather swings and early game not wanting to go out when it rains. The thunderstorms would scare the hell out of my wife.

 

 Sometimes we also go back and play old Alphas just to get the gore blocks. I know they were either loved or hated but we liked the way horde bodies could pile up until they could get over a wall but I understand they were a big performance hit.

Weather changes were not planned for a20, but after noticing the state of the code, that it was not gold quality, I ended up spending a lot of December overhauling it. The overhaul is basically done, but the simulation parameters are still being tweaked and needs testing/feedback. Now the players reaction to the weather is completely separate, so this does not change what happens to the player being hot/cold/wet/etc.

On 12/20/2020 at 5:27 PM, 4sheetzngeegles said:

This is going to seem like I'm trying to be funny, but I'm not. I would like to know

would it be possible to add an if\then parameter to the general xml files.

 

Abstract Example: If player vector3 property name="lightsource" >20 then wake entity Sightrange=Sightrange+20.

So if you have a flashlight on it instantly increases the sight awareness of zombies farther away.

 

It is very simliar to Cvar and passive_effect but would possibly extend the range of customization, it can be used with

an absolute value, a <=>, or a min max to adjust anything from AI response under certain conditions, to weather shifts,

depending on vector3 location.

The amount of logic we already run from xml adds a good amount of overhead to the game. It could be added, but it would be slow, so not likely.

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fatal, please pay attention to the random number generator algorithms.

Because of its "stuck", it often happens that events that depend on randomness are repeated.

(or a set of loot in the same types containers, if they are robbed in a row - is repeated).

 

 

 

 

 

 

Edited by n2n1 (see edit history)
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51 minutes ago, n2n1 said:

fatal, please pay attention to the random number generator algorithms.

Because of its "stuck", it often happens that events that depend on randomness are repeated.

(or a set of loot in the same types containers, if they are robbed in a row - is repeated).

 

 

 

 

 

 

 

Best way to reproduce it might be to look at quest rewards in a co-op scenario. In our game we often got offered the same rewards. I just didn't realize until now that that looks like it could be a bug.

 

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Made an account because I just had to ask after noticing this in a recent play session: Will vehicle handling and the way they interact with the environment get a look over? Right now it's real easy to get stuck on slopes that very much look like they should be able to be traversed. Something I'd like to see for them would be a toggle for them to go max speed, and have a speed boost for using the roads. Maybe in the future we can get highways? :pog: Or weapons for my car so I can play twisted metal while I'm playing 7days. 

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With the new random gen how will the traders work with the new districts? It was mentioned in the last stream there might be 2 traders in the forest, and then 1 per the other biomes.


I guess the question I have is will the traders still be in the cities or will they move back out in the “country” so to speak like A17?

 

I defiantly think them moving out of the city would help make the trader quest more valuable as it would be harder to find them.

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23 hours ago, n2n1 said:

fatal, please pay attention to the random number generator algorithms.

Because of its "stuck", it often happens that events that depend on randomness are repeated.

(or a set of loot in the same types containers, if they are robbed in a row - is repeated).

 

 

 

 

 

 

A correct random number generator gives you random numbers. We use an industry standard random number generator, so it does work. Truly random does mean you could get the same thing many times in a row, which people often don't like and want something less random.

Now the seed used for the random generator could cause issues if not varied enough or reused/repeated.

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4 hours ago, faatal said:

A correct random number generator gives you random numbers. We use an industry standard random number generator, so it does work. Truly random does mean you could get the same thing many times in a row, which people often don't like and want something less random.

Now the seed used for the random generator could cause issues if not varied enough or reused/repeated.

This is all clear.

But what about the nearest repeating events? It doesn't matter what's in the reasoning - now we get another negative result of work this new system.

Agree - that if something is repaired by breaking something else - this is not a good decision.

 

In addition, if this system works to get something few times successively - i suspect that it works and in the opposite direction, not allowing something to appear...

 

 

 

Edited by n2n1 (see edit history)
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11 hours ago, faatal said:

A correct random number generator gives you random numbers. We use an industry standard random number generator, so it does work. Truly random does mean you could get the same thing many times in a row, which people often don't like and want something less random.

Now the seed used for the random generator could cause issues if not varied enough or reused/repeated.

 

The problem is this:  If you make a copy of your save before you loot a house, and then loot it, then restore the saved game and loot it again in the exact same order, you get the exact same loot.  So it isn't very random.

 

FWIW I only know about this because it was reported in the Bugs report section by someone.

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On 12/29/2020 at 9:18 PM, faatal said:

A correct random number generator gives you random numbers. We use an industry standard random number generator, so it does work. Truly random does mean you could get the same thing many times in a row, which people often don't like and want something less random.

Now the seed used for the random generator could cause issues if not varied enough or reused/repeated.

So it is intented that each party member gets the same reward?? I just noticed it again in my multiplayer. My buddy and I got exact the same reward in the last four quests.

Edited by JamesKirk (see edit history)
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On 12/29/2020 at 12:18 PM, faatal said:

A correct random number generator gives you random numbers. We use an industry standard random number generator, so it does work. Truly random does mean you could get the same thing many times in a row, which people often don't like and want something less random.

Now the seed used for the random generator could cause issues if not varied enough or reused/repeated.

 

Any chance there could be a weighted roll or exclusion list in the future?  POIs that have been used in a quest recently could either have reduced weight in their roll or they are added to an exclusion list and added back in after 2, 3, or X number of quests.  And obviously if no POI is assigned due to those rules just fall back to randomly picking one.

Edited by irongamer (see edit history)
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Faatal

 

I have a question regarding loot distribution and randomization. Actually it has to do with
randomization in all aspects of the game.

 

Would it add undue amount of overhead to processing if, there was a database monitor added
for the acquired inventory of each player?

 

What I mean is if you open inventory you see whats in the backpack, If you open what is in
any storage box either game produced or player placed the inventory there remains the same.
So there is a form of database in play.

 

The type of monitor I am writing about could be incorporated into or use the difficulty modifier.

 

Example: there are specific necessities needed for survival, immersion fun-factor, and replay-ability,
Food, water, ammunition, weapons, discovered resources, danger situations.

 

These are already being monitored now in a sense because otherwise if you stored things in a box they
would just disappear. Can the random algorithm be tied into what a player has, vs what they need, and
use the game difficulty modifier in the setup screen? Using a similar indexing setup that you used to
allow multiple spears to return to their original slot in the tool-belt, apply a weighted value based
on necessity and already attained, append it to the unopened containers potential yield.

 

Inventory is already grouped, a weighted value "based on current inventory held" could decide if more
or less items of that group would be possible in the unopened container. It could work simply in SP by
the difficulty selection. In MP it would mean the group forager would find better quantity or quality,
than a team mate that invested in hunting.

 

The possibility is a simplified version of pseudo randomization, creating a customized play-through
each restart, depending on difficulty, and what the player hoards.

 

Example: SP mode, Heath below 50%, and I'm infected, I have one can of peas that I've stored. I need
food/water and medical, I am going to look for food and antibiotics. At default setting the cabinets would
be bountiful or noobified allowing for introductory play-through. Raising difficulty level would lower
the chance of finding anything usable. Meaning more foraging and greater desperation as my health drains.
It would lower the chance of friendly animals and raise the chance of enemies.

 

Opposite end of the spectrum, I have enough food acquired to keep me at max health, but no ammunition
I would best be served by finding a munitions depot, and a hospital for potential help. Just random hunting
in cabinets would yield cans bottle unusable garbage.

 

It is more subtle than bull in china shop, and would contour to each player as they continue. The only thing
that would change is the numeric modifier for potential yield, depending on what the player has acquired.

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On 12/22/2020 at 9:39 AM, madmole said:

Console sold great with ugly UMA presets and zero customization. If we have a similar amount of heads it should be just fine. The CPU savings deleting all those bones/morphs/bloat data wouldn't hurt either. Anyhow this is months out as we've pushed new characters to A21 so even I don't have an answer as to what we're actually doing.

I haven't heard anything but the rwg new rivers look promising. I wouldn't expect much from water only that it won't be buggy af anymore and will be optimized. There won't be awesome waterfalls or anything too fancy.

No because it's fine how it is and this is some weird idea better handled with a mod.

Console did sell great...but then it got dropped and console players felt extremely shafted for paying money for a product that was never delivered.

I get what you're saying, and it's true that it "did" sell great before the Great Shafting, but it might seem callous to some to point that out,

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Hi @faatal , happy new year. Can you throw some fish stick for us to chew? I have prepared a few blunt yet sensual and direct questions regarding a20, I hope you don't mind.

 

1.  What are you working on at the moment ?

 

2. Are you allowed to talk about special infected ? Specifically stuff like : how many are in the works, how far ahead is the AI ... etc.

 

3. Any news about RWG ? Anything will do.

 

4. Any info about POI, models, weapons or general stuff  that is curently being adressed by the programming team that you know of?

 

Thanks in advance.

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I feel like the game is perfect as is and every few updates gives me a whole new experience. If it was up to me they would stay an alpha game for the next ten years. Saying that I am looking forward to 

 

1. Bandits (Future updates): Bandits will take the game to a whole new level. All us long time players will probably have to change up are gameplay.

 

2. Engine updates: I find myself just staring at the screen sometimes. Since playing from the beginning I absolutely appreciate how beautiful the game looks now. I have mad respect for Unity but I sometimes daydream about what 7 days to die would look like running on Unreal Engine...That is as long as I could dig a deep whole and live in it. I have an affinity for living underground in 7DTD. 

 

3. Random gun fights between NPC factions all the while having to evade and fight zombies. I want the game to stay intense, stressful and scary. I think something like this could raise the blood pressure.

 

4. Roaming hordes: If the game performance allows it bring back the roaming hordes. I used to have to crouch in a corner waiting for them to leave. I miss the level of in game stress this used to cause. 

 

Keep up the good work. I look forward to everything the Fun Pimps release. 

 

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On 1/5/2021 at 8:32 AM, Blake_ said:

3. Any news about RWG ? Anything will do.

 

Seconded, but I have a specific question.

 

I know there will be a lot more options in the new RWG. Will one of those options be POI density in cities/towns? By which I mean the physical space between POIs.

 

If you go to a large city, there is almost no space between buildings. I live in a residential neighborhood just outside of Boston, and there is probably less than six feet separating my house from my neighbor's house. If you go to a commercial neighborhood, usually entire city blocks have buildings with no space at all between them.

 

I've never seen anything approaching this in a 7D2D city, no matter how dense with POIs. I realize that there would have to be some tetris involved, but IMHO it would be worth it. (Especially in wasteland cities - an entire landscape of ruined POIs, even remnants, is something I'd enjoy.)

 

Is this even on the roadmap for RWG?

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I'm glad RWG is getting some love but how about Navezgane....will it receive anything in the future in A20 or beyond? 

 

Specifically the roads are pretty wonky in spots. For example the road leaving trader Rekt in the wasteland...this road is...well..Rekt!! Quite a few roads are actually like this. 

 

Actually something else I just thought of, why does the map not show red anymore indicating radiation zones? 

 

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I've been doing more prefab building recently, and I had two questions on the future of textures.

 

I understand that you can't just go adding world textures whenever, because the texture atlas can't get too big. Given this constraint, and that you're expanding tinting to vehicles in A20, have you considered tinting for world textures?

 

I estimate you could free up space for about 20 more world textures, if you strategically converted the ones you could to a base texture plus a tint (e.g. "concrete white" + tint = "concrete purple"), and possibly more if you allowed decals (e.g. "storage crate" + explosive icon = "storage explosives").

 

With recent emphasis on beautifying character art and more, it feels like the time has come to give world textures some love.  The freed up texture space could be used to provide some additional options I find lacking, such as an oriental rug, white or off-white carpet, and a map of Navezgane (arguably more usable than, say, Madmole's gravestone).

 

My second question is, what determines if a block is paintable?  For example, it's cool that the old wooden chair is paintable, but the black wooden end table isn't.  Would making the end table paintable be a simple matter of checking a couple flags in Unity?  Or would an artist have to mess with the UVs and re-export the asset?

 

 

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