My reply does not dictate the future.
I disagree, Fallout's building system can make super awesome bases that are 500x better looking than what we have. 1 meter thick walls are pretty horrible to look at and the restriction of 1 model per meter kills immersion.
No Voxels doesn't mean no random gen.
Switching to Unreal doesn't mean no voxels. You can get voxel farm for unreal or we could port our code.
We can probably fix the limit of only one block per meter, then we could make thin walls and more realistic looking POis, bases, clutter, etc.
Anyhow at our current pace, (one game in 8 years) 7 days 2 is at least 18 years away. We're committed to two other games first, 8 years per game plus two year of dev for 7d2d2 alpha 1 puts that 18 years away. SO whatever we say now isn't reliable
BTW, It won't take that long I don't think, but 7 days 2 isn't even a design document yet. We have 1 to finish, and 2 other games that at least need to be in alpha and one done probably before any movement on a sequel can happen.
I know some people think 7 days has "must have" features. What those are, is very subjective. I know that my vote would probably be RWG with fully destroyable world and tower defense, and RPG. Those are my must haves. That doesn't mean voxels though. It could just be models with physics by then. The need for voxels is diminishing as draw calls get cheaper and hardware improves. At the end of the day a voxel is just a mesh on a grid sharing a texture atlas. We area already only a partial voxel game anyway. Remove the limits and have all the fun part I say.
He probably has forum PTSD.