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Developer Discussions: Alpha 17


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Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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Guns n' ammo & Sound

 

Hi Fun Pimps, hope you're doing well.

 

I have two questions:

 

1) Maybe with the guns overhaul will come more ammo? Example: 5,56x45mm, .308, .45acp, .50 cal, etc. (maybe hollow point and FMJ)

 

2) Do you have a sound overhaul planned or at least discussed? (the zombie distance doesn't match with the sound effects some times)

 

Thanks for your time!

 

Sorry for bad english. :upset:

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"hype" is sometimes just a synonym for "word of mouth". People buy X because their friends play it and recommend it. And these people recommend it to other friends ...

 

Many of the games mentioned above probably sold really well only after reaching a level where you got enough fun out of them for the money they cost.

 

PubG probably is such a case, AFAIK it was in a pretty good shape already when the hype started. And when a friend recommended 7D2D to me, it was at version A15 and I really can't complain about having payed too much (I did back it on kickstarter but until A15 never tried it out).

 

Factorio is a case where I know (from an interview with the developers) that their sales in the first year of EA were negligible. Only after some improvements (one was just redoing the graphics of trees after a friend told them how terrible they looked) did word of mouth multiply the userbase. And it needed further versions with major improvements to make it into the a bestseller.

 

I really doubt your "80% buy it in the first 4 weeks" is generally true. EA works (mostly for PvP games though) and it is an interesting development model if you want to make a game without any big money behind you. If you produce a bad game, your cash reserves will soon dry out as there is no word-of-mouth generated for it. If you produce an excellent game word-of-mouth will provide a steady income to finance the development.

 

You're basically right in saying all of the aforementioned games had reached a sellable state of development leading to the sales figures, yes. That nonwithstanding I would be interested in the timing of cash flow, since, if most people are early adopters, financial incentive for late development is rather low (there are other incentives like company reputation and such or developing engines for future games like in DayZ Enfusion, but that's not a reproducable incentive). I GUESS that the 80% figure might be close to the truth, but yeah, it was some hip firing, since I have no proof (as you have no proof for the opposite) and as long as companies dont publish a timeline of their sales we can only speculate.

 

Thanks for the thoughtful post, though.

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Wouldn't make construction slower because you have to select the shape (and orientation maybe) when you place the block? It would mean that it would be pointless carrying around a wet cement block, may as well carry cement mix and a trowel.

 

You would need to choose orientation and shape only once and then you could place a thousand blocks.

 

Currently you have to craft the different shapes that you need (using inventory slots) and then pick the rotation, which is less practical.

 

Yes, you would probably carry the material or a generic block that can be turned in any shape.

 

C'mon guys! Let's agree that shape selection is the best way ;)

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Wouldn't make construction slower because you have to select the shape (and orientation maybe) when you place the block? It would mean that it would be pointless carrying around a wet cement block, may as well carry cement mix and a trowel.

 

Use the right material block (you do allready)

Choose right rotation (you do allready)

Choose right Shape

Place

 

after that at the next block

 

Use the right material block (No need in such a system)

Choose right rotation (No need in such a system)

Choose right Shape (This is new)

Place

 

If you do it right its much faster than what we have

 

And if it works as i think you can fill your belt with 8 Material Blocks and choose for each a rotation and shape and build as you do it now

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I hope they monetize modders like Fallout 4 is doing. I would be happy to pay a few bucks for a great mod or three.

 

Its good for everyone.

 

 

Edit: Well, maybe not exactly like Bethesda is doing, but paying a good modder just makes sense.

 

Horrible idea, which has been the downfall of the modding community over there at Bethesda. That system leads to a flood of low quality individual cosmetic mods (sparkle pony syndrome) instead of larger high quality content mods, because it encourages making a quick and easy buck over being devoted fans cooperating on a vision. Greed over dedication and creativity. If you want to spend a few bucks to support your favorites, most of the more serious modders here already have Paypal or Patreon donation links.

 

P.S. We already have something similar to Steam Workshop, but it is entirely community-driven, courtesy of Sphereii and many other devoted modders:

https://7daystodie.com/forums/showthread.php?48537-The-7D2D-Mod-Launcher-A-Mod-Launcher-for-7-Days-to-Die

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If a modder get a fair price for his work am not against it.

 

But if you make a mod with 2000 Hours work and get 200€ its a joke and i would not want that money, it would make the generous modder a slave.

 

Besides that many will become greedy and it will be harder to use other mods as part of your own. Means bye bye for 99% of all large mods that add new blocks/items with a model/sound/texture.

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The meta values already exist in the blocks, so the space is there... Just needs to be filled...

 

I'm still against this method though.

 

But Jax is right, about people installing EVERY mod available... Hell, people try to do it with this game, and the launcher has what, 15 mods? Go look at mc or your precious skyrim and see how many people install at once. =)

 

Tldr; need more id's. Y'all are still adding blocks too. Need recipe lag gone. Y'all are starting to see the issue as well.

 

Need to get rid of ids all together so that one mods ids don’t mess with another mods ids.

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I have two hopes for the modding system.

 

The first is integration of unity's built-in asset bundle system which would provide texture, mesh, animation and audio optimizations for imported assets.

 

The second is a decent scripting language to allow real-time calculation of variables.

 

*cough* python *cough*

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I have two hopes for the modding system.

 

The first is integration of unity's built-in asset bundle system which would provide texture, mesh, animation and audio optimizations for imported assets.

 

The second is a decent scripting language to allow real-time calculation of variables.

 

*cough* python *cough*

 

The only Python integrations that exist for Unity would be those based on IronPython. The IronPython and IronRuby projects are both basically abandoned (sadly, I used IronRuby for a while back in the day). IronPython does not have 100% compatibility with Python. Implementing ground up support for Python would be a huge undertaking. IMO it'd be much easier to simply allow scripting support in either C# or JavaScript. There are some gotchas with scripting in general, especially from a security standpoint. Imagine downloading a 'mod' and having it install ransomware, for instance.

 

As far as Unity asset bundles are concerned, it would probably be more flexible for them to just allow external resource files to be hooked into the game. If they do this, you don't need to have Unity in order to create addons. Think: PNG files for textures, C# scripts for scripts, etc. This also allows new/changed resources to be streamed individually from a server to the client.

 

EDIT: Looks like the source code for IronPython is still being updated even though there are no binary releases since last year. Unfortunately, IronRuby is still dead.

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As far as Unity asset bundles are concerned, it would probably be more flexible for them to just allow external resource files to be hooked into the game. If they do this, you don't need to have Unity in order to create addons. Think: PNG files for textures, C# scripts for scripts, etc. This also allows new/changed resources to be streamed individually from a server to the client.

 

Yeh this is what SDX does right now anyway... Sphereii and Xyth made some killer tutorials to help newbies get started, and hell, if *I* can make objects and get them into the game (and I can) then anyone can.

 

Highly recommend this method, since official mod support is a loooooong way away.

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Yeh this is what SDX does right now anyway... Sphereii and Xyth made some killer tutorials to help newbies get started, and hell, if *I* can make objects and get them into the game (and I can) then anyone can.

 

Highly recommend this method, since official mod support is a loooooong way away.

 

well old man, then perhaps you are the one I should ask to make minor mods! I still have probs with adding things in that arent xml's

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The only Python integrations that exist for Unity would be those based on IronPython. The IronPython and IronRuby projects are both basically abandoned (sadly, I used IronRuby for a while back in the day). IronPython does not have 100% compatibility with Python. Implementing ground up support for Python would be a huge undertaking. IMO it'd be much easier to simply allow scripting support in either C# or JavaScript. There are some gotchas with scripting in general, especially from a security standpoint. Imagine downloading a 'mod' and having it install ransomware, for instance.

 

As far as Unity asset bundles are concerned, it would probably be more flexible for them to just allow external resource files to be hooked into the game. If they do this, you don't need to have Unity in order to create addons. Think: PNG files for textures, C# scripts for scripts, etc. This also allows new/changed resources to be streamed individually from a server to the client.

 

EDIT: Looks like the source code for IronPython is still being updated even though there are no binary releases since last year. Unfortunately, IronRuby is still dead.

 

I know it's a PITA, I've done it several times already. Don't bother with a binary though, just integrate the code directly into the project, it's far easier and safer.

 

You can create asset bundles with the free version of unity and the asset bundle system itself was designed for streaming assets over the network. Why reinvent the wheel?

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If you think it's poorly optimized now, wait and see how responsible modders are with that additional runtime layer. ;)

 

You would prefer we have no ability to modify variables at runtime? You have a better option? Python's far from perfect but it's still the best of a bad bunch. <sarcasm> LUA FTW! </sarcasm>

 

You could probably build a compiler for pretty much any language and compile scripts on load but that would be a lot of work.

 

Hell, even Ook would do just to increment a value :-)

 

http://www.dangermouse.net/esoteric/ook.html

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