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Developer Discussions: Alpha 17


Roland

Developer Discussions: Alpha 17  

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  1. 1. Developer Discussions: Alpha 17

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Maybe they'll add a topless Madmole character to the game wearing the aformentioned net stockings and combat boots, and a purple thong; who rides his hog through the countryside selling lingerie out of his handbag.

 

Be sure to get on his good side, you'll need his bag swinging superpowers to fight the bandits.

 

Hey don't go trying to hijack my Madmole Bag lady-guy! Dibs! 😂

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I'd like to see some automation/logistics like Minecraft has via mods. Then we just dump stuff into one chest and have it sorted or stuffed into a machine for processing, etc. It could be sort of endgame in this game but it would be great to have.

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Yeah, when the cats out of the bag, its hard not to run wild with it. Who wants to bet MM will pretend not to have seen this? Roland, you are quiet on the MM Bag Lady, that worries me. Jackelmyer, today, you are my hero.

 

Yeah. Roland being quiet is a bit freaky lol. But I'm glad ya had a good day on the forums today. :-D

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I'd like to see some automation/logistics like Minecraft has via mods. Then we just dump stuff into one chest and have it sorted or stuffed into a machine for processing, etc. It could be sort of endgame in this game but it would be great to have.

 

Ok. So here's a Madmole/Roland question.

 

What level of technology is 7 Days going to stay at? I mean, there's no real story outside of the Duke right? We could be sitting in a world with robotics but they've just not been implemented.

 

So... Yeah. Where we at? I'd love some steam punk robotics assembly line stuff to do what is being suggested here.

 

Conveyor belt connected to a dump box to just puke our loot into. Robotic arms to take generic bags of the stiff off to drop into a wall of crates designated as weapon boxes, food, liquid, etc.

 

But yeah. What tech level is 7D2D gonna get to?

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Maybe they'll add a topless Madmole character to the game wearing the aformentioned net stockings and combat boots, and a purple thong; who rides his hog through the countryside selling lingerie out of his handbag.

 

Be sure to get on his good side, you'll need his bag swinging superpowers to fight the bandits.

 

I don't think the abdominal snowman would fit this game :-D nor would it look good with the clothing haha

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Dang...If you can blue dot your bear without spilling your beer. You sir have amazing zombie killing skill.

 

Seriously tho, give the Piss Beer to those special enough to enjoy it.

 

Opps! I meant to say BEER. :)

 

I just got bear on the brain.

[ATTACH=CONFIG]23057[/ATTACH]

 

It all started with a growth on my neck. :)

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Graboids

 

We will have radiation , we have zombies....just add in C.H.U.D.! underground problem solved when hordes of them chase your ass underground!

oh wait...its Arizona not New York...

 

Well, since it is Arizona....just add huge man-eating worm creatures underground. That would get people out of their underground lair right quick.

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Oh.. I did hear that parts went away on guns, but I thought it was the "parts" for guns that went away... Not the whole assembly system... Oh well, this game keeps it fresh every alpha :D

 

But if the assembly system goes bye bye, then how are guns and potentially vehicles going to be made/looted?

Because if, say the bike, needs a specific "mod" to be rideable at all.

Then it's just a different assembly system... Right... Edit: Not that that is bad... Just an observation.

The assembly system isn't going away.

Only the parts are supposed to become useful and interesting instead of every pistol receiver being the same as every other pistol receiver... with one number changed.

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Well, since it is Arizona....just add huge man-eating worm creatures underground. That would get people out of their underground lair right quick.

 

Haha, the Graboid Mod. Putting those desert dust clouds to use. Cannot outrun them, unless you stand still and throw stones (or poop).

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The assembly system isn't going away.

Only the parts are supposed to become useful and interesting instead of every pistol receiver being the same as every other pistol receiver... with one number changed.

 

Wait so all the gun parts are staying? I thought MadMole said we would only have full guns to combine, and I thought extras like mods could be slotted around that.

 

I'm confused...

 

Any news on MM's next video? Im sure it will be worth the wait. :)

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The assembly system isn't going away.

Only the parts are supposed to become useful and interesting instead of every pistol receiver being the same as every other pistol receiver... with one number changed.

 

Really? Because I could swear MM said it'd be cooler to find a whole gun. I thought that indicated that assembly was going away and the slots were goings to be for mod enhancements.

 

- - - Updated - - -

 

Could the SI masters here explain this one to me ...

 

[ATTACH=CONFIG]23058[/ATTACH]

 

A known bug.

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...snip...

Yes gun parts are probably going bye bye to make room for real mods. Nobody ever liked tearing guns down and combining ♥♥♥♥ just to un-nerf its intended use. This is just another sharp stick, I promise you you will not miss. The real fun is crafting something decent, then upgrading it to something badass. That is the overarching goal here.

 

The good news? Player gun crafting. Then you seek out legendary "parts" to add to them, etc. Those slots wasted on barrels handgrips, etc can be used for diablo like mod slots.

 

I mean nobody gets excited about finding an old handgrip in a box. But finding a full firearm that can be used is much more useful. Instead of tearing it down, repairing each part, combining a few parts, etc (all tedium), you would combine/repair two whole guns into one. Its the same mechanic without the micro assembly nonsense. That part would be used to install mods, which is way more rewarding. Real mods that are coded in to do cool ♥♥♥♥, not just simple un-nerfs to get a useless gun barely usable.

 

 

Gazz,

 

I think this here is where the confusion lies on the future of guns.

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The opening would be a several hundred meters long tunnel leading to the next trader (or something like that).

 

If the opening is outside of the loaded chunks, then there is no opening within the calculable volume. So the algorithm returns that there is no opening, considers the loaded subset of your whole assembly as a closed structure, and spawns the zombies just outside the walls of the tunnel or other connected part of your base, outside of the player's audible range.

 

As for how loud the zombie is while digging, all I'm saying is TFP could decide this hypothetical zombie digs in total silence, and we'd have no grounds on which to say they're wrong.

 

Underground is not completely safe. If there is, say, a ladder or stairwell or ramp going down that you have, zombies will eventually get to it.

It is mostly safe, but heck, even on non horde nights I have screamers running around above my base. On one map, my underbground base was only about ten or fifteen blocks from a body of water. I had screamers up there all day summoning hordes, making big holes and tunnels.

 

It is possible to build underground in a way that is completely safe. You'll have to take our word for it, because I don't want to ruin the game for you if you're still working out the details.

 

Imo [jumping] should be a standard capability, any running zombie should be able to jump a short gap, except maybe the fat ones.

 

Fat zombies can't jump - great idea. This guy gets it. The thrust of these reachability ideas isn't to make it so nothing works; it's to make the different tactics players come up with partially, but not totally effective. That's where things get interesting.

 

Sounds like a revamped spider zombie. I think that instead of having them climb up walls they should just have 'em jump high. Plus, then they don't need to worry about fixing the bad looking anamation for when they climb walls. I mean, it looks like minecraft spiders climbing up walls.

 

The higher a character jumps, the more ridiculous it looks. So they'd either have to set a limit on how high zombies can jump, or we'd have to live with zombies jumping stupidly high. Naturally if there's a jump height limit of, say, 5 blocks, players will build pillars 6 blocks high.

 

How about this idea for SI instead of the granite layer...

 

Players can construct a foundation out of new foundation block. The foundation can only be one block in thickness (foundation blocks cannot be placed upon other foundation blocks) and once done and activated all the blocks involved merge into a single multiblock slab. Anything built upon that foundation calculates its SI to that foundation and ignores anything below the foundation. But the foundation itself is subject to normal SI rules down to bedrock and is extremely heavy and so could not be supported by stilts or rooftops so it couldn't be used as a ceiling nor could someone suspend it and hang a base from it.

 

The current SI has no concept of being too heavy to rest on something, so we're talking about a significant overhaul to how SI itself works. Beyond that, can you expand on how this improves building exactly? What's an example where the foundation changes the outcome? Given the text in bold, it sounds like a cavern has as much chance to collapse a building with a foundation as it does a building without one, and I thought that was the problem we were trying to fix. Or did I misunderstand, and this was like an optimization idea?

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