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Version 1.0 (Alpha 22) Dev Diary


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With 1.0 coming out and plans to finish everything in under 2 years, I'm wondering if there has been any discussion about improving the POI Editor and World Editor?  The World Editor lacks the ability to do anything besides mess with POI placements.  It would be a huge improvement to be able to save changes to the world that you make in it.  And the POI Editor has numerous bugs and many of the controls are either confusing or hard to use or simply undocumented.  In short, it's clunky.  It was okay to be left in that state while in early access while the game itself was being worked on, but now that things are coming to fruition, it seems like it's a good time to get these updated to be more useful.  I'm sure even TFP POI designers would appreciate better editors and I know the rest of us would as well.  So... any chance they'll be updated and improved?  Maybe not for 1.0, but at least somewhat soon?  Please.  :)

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12 hours ago, faatal said:

Should be a mix of medium and high. It does render lower and upsample like many console games do.

 

I did get FSR 3 rendering working a few days ago on PC and looks good other than a few minor blur issues, but it has not been tested on Mac/Linux or console yet.

 

Omg in a CPU bound game like 7D2D, frame generation would be really good news! I thought FSR3 would not be possible with the Unity old render pipeline?

 

Lets hope blur and ghosting issues get resolved with FSR 3.1 announced one month ago: https://community.amd.com/t5/gaming/amd-fsr-3-1-announced-at-gdc-2024-fsr-3-available-and-upcoming/ba-p/674027

 

 

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12 hours ago, Riamus said:

With 1.0 coming out and plans to finish everything in under 2 years, I'm wondering if there has been any discussion about improving the POI Editor and World Editor?  The World Editor lacks the ability to do anything besides mess with POI placements.  It would be a huge improvement to be able to save changes to the world that you make in it.  And the POI Editor has numerous bugs and many of the controls are either confusing or hard to use or simply undocumented.  In short, it's clunky.  It was okay to be left in that state while in early access while the game itself was being worked on, but now that things are coming to fruition, it seems like it's a good time to get these updated to be more useful.  I'm sure even TFP POI designers would appreciate better editors and I know the rest of us would as well.  So... any chance they'll be updated and improved?  Maybe not for 1.0, but at least somewhat soon?  Please.  :)

 

We plan to do some documentation at some point once changes have settled.  As far as improvements / optimizations, a few did make it in for 1.0.  Hope to get a few more in the future.

Edited by Laz Man (see edit history)
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i miss some of the old flooded basement poi's from the early alphas. rivers and lakefront/beaches need a bit of love. Pier poi? like santa monica pier? pontoon jetty for river? i dont know whats in navazgane caust i havent played it since alpha11... waiting for gold to play it...think i will wait another year to see the road map finished and see wether the bandits are a good idea or not.  someone said an indoor mall... heck yeah  Blues Brothers style! lol

 

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16 hours ago, FramFramson said:

This might sound kinda brown-nosey, but honestly I do want to say thanks to @Laz Man and the other POI-makers. Looking through the POI browser last night reminded me of how good the verisimilitude is on POIs now, and it's honestly impressive that you guys have made so many business strips and generic town/city buildings and POIs that still have an identity, a recognizable architectural style, while still incorporating a playable layout and interior. That's some really unglamourous work compared to skyscrapers or other splashy or memorable POIs, but they mean everything in terms of making towns and cities in 7D a fully-fleshed out place to play.

 

Also, there's complaints about dungeoneering POIs and I get that too (and often I too just say @%$# it and bash through), but one thing dungeoneering does do is offer a different play sequence for what would otherwise be fairly identical buildings.

 

So don't think nobody notices all that work. It means a lot to the game.

Brown-nosey or not, I'm just impressed by the word choice 😆

 

In all seriousness, seconded! POI design is not an easy job and the quality this team has produced for the game so far, especially as of late, is really incredible. Keep up the great work!

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A fallen trader camp, Trader Jimmy's camp 

 

 casino's at least 2 

Bus station and Depot

Some more post war pois/ruins 

Burned down stores for each store.  

Farmers market 

A gun show setup 

A biker drug Lab with a rv in the back 

A post war biker camp 

Hunting club 

A race track

baseball feild 

Channel 69 news! Station 

A chicken restaurant.  NFC navezgane fried chicken! 

Shopping mall 

Poopie pants elementary 

A NDC facility (navezgane diseases control) 

A lab being carried on the back of a semi truck a moble lab! 

Working skiffs super store! Like home Depot

Bbw stri-  @SnowDog1942

Makeshift millitary bases called firebases

nuclear waste and acid site. 

 

A bit off topic but a true burnt town in navezgane would be really cool.  With all the pois in ruins even old ones 

 

And maybe in navezgane there could be a army base.  Like a true army base. It could be connected like a town but walled off. 

 

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On 4/23/2024 at 2:35 AM, faatal said:

I don't have all the details, but my initial desire for an event is a mini blood moon, that can happen any day, with some warning to get back to your base. They could also be bandits or a mega zombie. Vulture swarm. Bandits lobbing mortars at your base that you have to go out and stop. A tornado or earthquake would be cool, but you can't fight that :(. Land shark burrowing up into you base. Sand worms. Trader's wife taken hostage, so you have to get her back or pay ransom. Bandit duel where you each get one shot. Bandit drag race. Timed race to get somewhere. Bandits kidnap you and wake up in random location. I'm sure I can make some more up.

A bandit attack with some notice on the base would be awesome. Doesn’t have to be super elaborate, some bandits show up and some have guns, some have sledge hammers and a few have explosives. That would be a huge addition in my opinion.

Bandits could even use a similar AI to the zombies all I want are the bandits to act slightly smarter.

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12 minutes ago, Adam the Waster said:

A fallen trader camp, Trader Jimmy's camp 

 

 casino's at least 2 

Bus station and Depot

Some more post war pois/ruins 

Burned down stores for each store.  

Farmers market 

A gun show setup 

A biker drug Lab with a rv in the back 

A post war biker camp 

Hunting club 

A race track

baseball feild 

Channel 69 news! Station 

A chicken restaurant.  NFC navezgane fried chicken! 

Shopping mall 

Poopie pants elementary 

A NDC facility (navezgane diseases control) 

A lab being carried on the back of a semi truck a moble lab! 

Working skiffs super store! Like home Depot

Bbw stri-  @SnowDog1942

Makeshift millitary bases called firebases

nuclear waste and acid site. 

 

A bit off topic but a true burnt town in navezgane would be really cool.  With all the pois in ruins even old ones 

 

And maybe in navezgane there could be a army base.  Like a true army base. It could be connected like a town but walled off. 

 

 

Maybe not immediately, but I'm definitely hoping we get a second T5 military POI, and a large conventional military base or a (national guard?) armoury seem natural.

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6 minutes ago, FramFramson said:

 

Maybe not immediately, but I'm definitely hoping we get a second T5 military POI, and a large conventional military base or a (national guard?) armoury seem natural.

Well what went was. Most millitary bases are like a town. Everyone has a 9 to 5. And they need a place to sleep. 

 

Maybe in random gen a small plot of land can be used to make a army base. But I'm sure Making walls around it wouldn't work on RG. So that's why I said navezgane. 

 

 

But that would be cool! Maybe it could even spawn demo zombies 

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1 hour ago, DeSpyder said:

Not sure if this has been asked, but with console not having RandomGen initially will navezegame get a major update?

A major update compared to...what? The current console version, or the current PC version? Obviously it will be quite a bit different than the current console version. And I'm sure even the PC version may get a few new POIs for 1.0. But at the end of the day it's still basically the same heightmap. Though the biome layout may be different as I know that changed...at some point. Don't remember which alpha it was. Haha.

 

I would think consoles will at least also get some Pregen maps, same as PC.

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 having phone issues, cannot move cursor below quote...nor delete quote..anyway.. more poi ideas:

 

Poopie Pants High ("Home of the Fighting Slugs!")

Poopie Pants University

Poopie Pants Corporate Training Headquarters?

More "large amounts of glass" for buildings, or literally "a place that sells glass". Because its fun to shoot and be attacked with glass breaking everywhere. Maybe glass art sculptures in the parks, etc.

 

but also:

some "remnants turned into living quarters for survivors": take any existing bombed out building or remnant, add some ramshackle border/fence, add flags, a bed, etc. as if they were living and defending it. Like use wood boards and metal sheets to cover holes, etc.

 

tree houses (there is only 1 in vanilla i know of, in the backyard of a house)

 

"Corpse processing pits/areas." Like existing "medical tents" but filled with corpses and dumpsters, etc. put them in cities and maybe 1 per town, if at all. Lots of crawlers. Only 1 is in vanilla (a military base) and theres that "corpse bags on a trailer" also.

 

more graveyards. Like "small ones near lone houses" with fresh graves. Make them look quickly made, no fences, etc.

 

More "road damage/construction/holes in the ground. A lot of buildings are torn up, yet the roads and area around it are all "not hurt". The vanilla "road work with giant excavator in the hole with water in pipes in it" is a good example.

 

crashed vehicles not on the roads, like "in the ditches" or just "in the middle of nowhere". The navezgane "car wreck at bottom of ravine" is a great example. Its fun to find remnants/cars away from the literal road surface.

 

2 hours ago, Adam the Waster said:

Poopie pants 

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I'm a weirdo in these parts in that I couldn't care less that this is a zombie game (honestly, I think it would be better if it wasn't because semi-smart enemies would make sense then, and you could make enemies do almost anything and have a valid reason for it) and I don't like horror movies (so the horror movie POIs don't register for me.)

 

That said, there was a POI in A16 that was kind of a standalone brownstone that had a store at the bottom and then an apartment above (there were 2 variations, one of which was missing a corner of the second floor) and I really miss that building.  It was my starter home of choice (I'd build on the roof, add a new roof, knock out the stairs and it was just perfect) but it disappeared in A17 if I'm remembering correctly, and I've always wanted it back.  So that's the POI I'd like to see.

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3 hours ago, Adam the Waster said:

Well what went was. Most millitary bases are like a town. Everyone has a 9 to 5. And they need a place to sleep. 

 

Maybe in random gen a small plot of land can be used to make a army base. But I'm sure Making walls around it wouldn't work on RG. So that's why I said navezgane. 

 

 

But that would be cool! Maybe it could even spawn demo zombies 

 

Yeah, we have a few kinda-sorta miniature versions of that where's like two barracks buildings, one garage, and a command post, and then we have the more camp-like ones with containers and mobile units. The latter fit the size better, but with one of those whole-tile base sizes (like a lot of T5s use), you might be able to better approximate those big, permanent army bases. More barracks and a training ground, other workshops, etc.

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POI: Emergency Base overrun.

 

I know there are a couple of POIs similar, but I'm aiming more at the remains telling the story - as in some other POIs. Take a typical army base or emergency CDC-type base and portray a zombie attack against one side. Broken walls, dead bodies in a line to the fallback position, more dead bodes at the pos, then the central command post tent with one side of the tent destroyed and corpses everywhere. Majority loot: corpse piles.

 

Interesting separate idea to go with it: tripod mounted machine guns (broken) at defensible points/towers that can be wrenched for mechanical/machine gun parts.

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16 hours ago, Jost Amman said:

^THIS^

 

Swimming skill and holding breath are basically useless unless we get scenarios where they'd be useful!

 

That was a thing? That's dope, +1 from me, they made all those changes to water, would be great to have something like this to put it to use

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17 hours ago, Jost Amman said:

^THIS^

 

Swimming skill and holding breath are basically useless unless we get scenarios where they'd be useful!

 

Remember the old version of RandomGen where the plane dropped the crate in some 100+ block depth of a lake. It was cool. 

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On 4/23/2024 at 11:32 PM, faatal said:

Should be a mix of medium and high. It does render lower and upsample like many console games do.

 

I did get FSR 3 rendering working a few days ago on PC and looks good other than a few minor blur issues, but it has not been tested on Mac/Linux or console yet.

Have you implemented upscale and frame interpolation, or just upscale? I've heard that interpolation doesn't seem to work with Unity.

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On 4/23/2024 at 8:58 AM, faatal said:

2017? No thanks, I much prefer the better version of the game we have now and the better version it will be in the future. For console it has improved so much that it might as well be a sequel.

 

With microtransations? Sounds terrible. Check dunno even cod WaW vs Vanguard. Or Dead Island 1 vs Dying light 2.  Microtransations is like -6 rating for a game. Yeah you will guys have more money. But i rather prefere have 1 time paid game with 100% not live service.

 

"For consoles" and.....? It's like saying that "Yeah Koei didn't release new Fatal frame but Pc get a port". Yeaah... with Microtransations :) so why anyone would be happy about? So for console players is this same situation. why? because -

1. If someone wanted to play 7dtd probably manage to buy PC since 2013 

Or

2. Didn't care about 7dtd at all. 

If someone wanted to play Fatal frame then this person bought console. So nah. it Doesn't solve microtransation problem

On 4/21/2024 at 10:06 PM, SylenThunder said:

We had big overhaul mods before 2017, in 2017, we have them now, and they will exist in the future. Not entirely sure what point you are trying to make here.

 

People will almost always complain about microtransactions. DLC is not microtransactions.

 

 

Literaly you have said "outfits" - this is mictrotransation like fortnite skins or cod bundles. 

RE4  remake as example : DLC can be

1. Expansion - separated ways

2. Mictrotransations - skins, weapons 

 

So what is going to get for 7DTD? outfits = mictrotransations.

If they said big expansion pack like DL1 Following dlc or even dark souls 2 packs i would be happy and praying devs as crazy. but nah microtransations.

 

About mods : I give you example : you want immersive mods? here you go. Or Sci fi stuff? no problem. LOTR? here we go.

7DTD : parody only :)

If you want to ask " So... what do you want?" 

check out this video : in short - being more serious not Aliens,demons,lasers or mutants with miniguns

 

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