PC Alpha 19 Dev Diary

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Well, because by that logic, the wounds they took (some have pretty blatant open wounds) would have led to blood loss long ago.
It's not that they die. The loss of "blood" makes it impossible for their bodies to keep moving, so they go into a vegetative state until their supernatural powers regenerate their arteries and veins, and restores the evil infusion that runs through them, and they can get up again. By that time, you'll be long gone, so the game awards you XP as if you had permanently disabled that zombie. Sometimes, though, they happen to recover super fast, raise and go back after you, something players often incorrectly interpret as the game spawning a zombie behind you. In fact, sometimes that the recover happens right at the moment you are walking towards them, something which players often incorrectly interpret as the game spawning a zombie in front of you. It does get a bit confusing, as the game hides the bodies littered everywhere, to make it clear which are the active threats.

Sounds far fetched? Go read Anne Rice's vampire books.

 
DId you made that "idle animation"? It's pretty smooth
That's either a mocap I found or a vanilla idle anim; I stay away from making entity movement anims, they're far too complicated and there are waaaay too many free/cheap ones out there I can use.

Indeed! We already have an animation of zombies eating your corpse. It would be cool to find a group of zombies eating a corpse in the middle of a road, or even in POIs, and have them all be feral. Doesn't seem too hard to do.
Yeh just use onSelfKilledOther on the zombie, and if that trigger works on zombies, that's when you'd fire the buff that makes the change.  Add another animation after the feed animation in the controller, call it a day.

 
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Well actually its nerves that still function not muscles. Maybe need to research how the body functions. Muscle will turn to fat and fat will disintegrate. 

The brain more so the brain stem since it the only part alive sends impulses thru the nerves which move the body. Your muscles dont actually move body parts.  The only part that does that is the penis.  Which is muscle stimulated via nerves as well. As well as  your tongue which  is pure muscle. 

When a zombie eats it replenishes and diminishes the need so much to feed cause it needs to feed to keep the nerves going and the brain stem going. A zombie that doesnt eat will die eventually from not eating as the nerves and brain stem will die again. 

Same when you die in real life your muscle turns to fat your blood solidifies and dissipates. As well as body rots and decays etc. Eventually your body is just skeleton. Nothing magical about how the body works if ya know what your talking about...

Zombies are dead in every iteration of the zombie genre no matter which you look at they are dead. Regardless which genre. 

Anything that isnt dead is still alive and thus not classified as a zombie. Already explained the workings of the body after "death" and how a zombie would move after "death"
If part of it is alive, then it is ALIVE. I don't care if it has dead limbs, bolt on tentacles or is a Cyberman, it is alive. If zombie lore says it is completely dead, then that is magic, because completely dead things don't move intelligently on their own. The reality is, if there were real zombies they would be rabid/insane/crazed/drugged, decaying people. You can find some of those in real life. Entertainment just takes it to extremes.

 
Indeed! We already have an animation of zombies eating your corpse. It would be cool to find a group of zombies eating a corpse in the middle of a road, or even in POIs, and have them all be feral. Doesn't seem too hard to do.
would also be cool as a "sleeper" animation instead of lying around feasting on a corpse

 
If part of it is alive, then it is ALIVE. I don't care if it has dead limbs, bolt on tentacles or is a Cyberman, it is alive. If zombie lore says it is completely dead, then that is magic, because completely dead things don't move intelligently on their own. The reality is, if there were real zombies they would be rabid/insane/crazed/drugged, decaying people. You can find some of those in real life. Entertainment just takes it to extremes.
When people talk about zombies being dead, they mean they are rotting corpses. Their guts spilling out, their bones showing, their skin torn up or burnt to a crisp, etc. As to why they still walk if the person is dead, it goes from witchcraft to some sort of disease that affects the brain, and most of the times headshots are the only thing that takes them out. This is what he's referring to.

 
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If part of it is alive, then it is ALIVE. I don't care if it has dead limbs, bolt on tentacles or is a Cyberman, it is alive. If zombie lore says it is completely dead, then that is magic, because completely dead things don't move intelligently on their own. The reality is, if there were real zombies they would be rabid/insane/crazed/drugged, decaying people. You can find some of those in real life. Entertainment just takes it to extremes.
Huh... Fellow Whovian here ?^^

 
me thinking an old cult movie "Metroplis" had a cyberman (even tho it was a woman) way before dr who.... oh and i really like dr who. :)
Oh, Metropolis is a movie i havent seen yet, too much fear of beeing dissapointed. Have a relation with Cult Movies.

And Hey, Dr. Who originates in 1963. not that young too :) Allons-Y

 
I also believe the 7D2D zombies are alive.  I bet I can come up with a good 7D2D "Zombie" hypotheses.

1) Airborne Rabies: This is the Number 1 fear of many microbiologists.  My addition: Mutated/Modified(?) to stop after stage two is reached.  Keeping the person enraged but alive.

2) People with prior rabies vaccines would be immune (the player) but a rabies vaccine takes 7 DAYS to kick in! (fact).  Is this why the title is 7 Days to Die?
I'd prefer to think of them as alive, since it makes more sense. They react to pain. They can die from body damage. They can bleed.

Dismemberment should really cause bleeding too. If we say their blood is thick, then the bleeding would be short lived, so they could have all manner of nasty wounds they survived from. Magic.

 
Wouldn't it be way easier to consider them dead and reserve the bleeding for bandits? Would solve many problems, including them being burnt but still walking, and them breathing underwater, and yadda yadda.
I've played agility a lot recently. The bleeding mechanic is fun and makes knives different from other weapons. Fun game play beats logic, which is why you can carry tons, jump a meter, build instantly, resurrect yourself, drive a vehicle underwater, fly a gyrocopter without lessons, span a day in 1 hour...

 
What comes first? Lyrics or tune? Do you write the poetry and then find music to fit it or do you compose the tune and then seek words to fit that.

TFP is establishing fun first and then will use their imagination to fit some lore to it that is still loose enough that players can use their imagination to fill in the gaps.

Some of you want the lore first and then fit the fun to that but that is not the only way to do it.
That implies that both are coming together at some point. I hope you're right. As it stands now they do not follow their own semi established rules. Madmole from his comments doesn't seem to see that as an issue. We'll see how it ends up.

 
I've played agility a lot recently. The bleeding mechanic is fun and makes knives different from other weapons. Fun game play beats logic, which is why you can carry tons, jump a meter, build instantly, resurrect yourself, drive a vehicle underwater, fly a gyrocopter without lessons, span a day in 1 hour...
there ya have it.... the game is suppose to be fun folks. thanks faatal i just love your explanations.

 
I've played agility a lot recently. The bleeding mechanic is fun and makes knives different from other weapons. Fun game play beats logic...
None of that changes if the knife has the bleeding bonus added to bandits. It would actually make the Agility build more interesting, if you're looking for a set of weapons that's better against human NPCs rather than zombies (and also make the game more immersive).

"Should I go with the Strength build to fight zombies better? Or should I go with agility and cause bleeding damage to those pesky bandits?"

I still don't see the problem.

 
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That implies that both are coming together at some point. I hope you're right. As it stands now they do not follow their own semi established rules. Madmole from his comments doesn't seem to see that as an issue. We'll see how it ends up.
Well, as you can see from my two made up notes from the Red Mesa facility it isn't too hard to come up with something that could explain pretty much anything-- Especially if there was alien DNA involved.

"Alien DNA" is the Deus Ex Machina of any plot hole or continuity problem....

 
When people talk about zombies being dead, they mean they are rotting corpses. Their guts spilling out, their bones showing, their skin torn up or burnt to a crisp, etc. As to why they still walk if the person is dead, it goes from witchcraft to some sort of disease that affects the brain, and most of the times headshots are the only thing that takes them out. This is what he's referring to.
If a corpse gets up and walks towards you, it is not dead. They can call them dead all they want and I will disagree. Now if they want to say magic is making a corpse move, sure whatever.

 
1 hour ago, Guppycur said:

You uh, can actually do that with the current buff system (Tin has done the XML, I'm working on the Unity side)... I know you don't like to talk about mods, but this fits right in... Tin has made it so that once the zombie "tastes blood" (gets a hit), it mutates into a different zombie; new walk type, stronger, etc. 

We're actually experimenting (successfully!) with showing physical changes as well.  Our proof of concept is that it grows horns, but you can have it do whatever.  Get the eye change color, hell have it grow a second head, doesn't matter. 

...all completely doable through the current buff system.  It's pretty friggin' nice.  And yes, although this is a unity video, it does this in game as well. 😃

That is pretty cool. I think material swap is broke after we updated the renderer for the new graphics so we're just using new prefabs for feral eyes and radiated for now. To do it properly we want zombies to target meat and play an eat animation for x amount of time and do an animation when the change occurs, its a bit of work to do properly so I'm not sure we'll ever get to it, but we need to save cool ideas for the sequel which will never happen if we keep working on the current version.

 
That implies that both are coming together at some point. I hope you're right. As it stands now they do not follow their own semi established rules. Madmole from his comments doesn't seem to see that as an issue. We'll see how it ends up.
I completely missed this comment. It's exactly my concern, and I 100% agree. Let's hope for the best.

 
None of that changes if the knife has the bleeding bonus added to bandits. It would actually make the Agility build more interesting, if you're looking for a set of weapons that's better against human NPCs rather than zombies (and also make the game more immersive).

"Should I go with the Strength build to fight zombies better? Or should I go with agility and cause bleeding damage to those pesky bandits?"

I still don't see the problem.
Except I plan on fighting a lot more zombies than bandits. Don't know what the ratio between them will end up being, but this is a zombie game. I'd expect to be bringing a gun to a fight vs bandits.

 
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