PC A20 Developer Diary Discussions

Would love if you could right click a slot and lock it as I like to have my items in certain ones all around my inventory...not just certain number starting from the first slot.
Sorry you couldn't see it in the video. You can lock every slot you want. The L-Key for me it's OK.

 
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NinjaMoa said:
What is done for the Y aspect then?
Its of course meant "X=horizontal" and "Z=vertical".

You can approach a volume either from any side which is always horizontal ("X"),

and you can make your way through roofs/floors, which would be a vertical approach ("Z")

No reason to distinguish "X" and "Y" in this context.

If you want a volume to be triggered "earlier" when approached from a certain direction (might be useful/necessary for some building/indoor layout to get a certain effect),

then you can just do it by making the volume itself broader/longer.

 
Its of course meant "X=horizontal" and "Z=vertical".

You can approach a volume either from any side which is always horizontal ("X"),

and you can make your way through roofs/floors, which would be a vertical approach ("Z")

No reason to distinguish "X" and "Y" in this context.

If you want a volume to be triggered "earlier" when approached from a certain direction (might be useful/necessary for some building/indoor layout to get a certain effect),

then you can just do it by making the volume itself broader/longer.
y= elevation or height. X and Z are the horizontal coordinates (correspond to width and depth in a 3d graph).

 
So you are saying you are against the current RWG rework because it is another rework even though it should bring back some features we are missing since A16?

Now I don't know why A16's RWG was deemed not good enough, I can only assume it had its limits as well. But I'm pretty sure I want that overhaul that they are doing now if it brings back rivers and lakes and cities as their own "biome".


I am against keeping to redo the whole generator. At some point they'll have to settle on one that they'll just keep improving. Over the last 6 or so years there were a whole number of great Random Gens out there in the game but they always go back in to "improve it" and sometimes its hit but more often its miss.

A16 was great and I think if one took that one, got bridges in so roads don't just cut through a large lake on an embankment, got caves in and a bunch of the other new features, that one would absolutely slay. It had different districts for cities with fluid shapes instead of the super boring grid circle/cube layout we have today.

That generator stuck in mind because it was the most memorable out of all of them with its 20 km diameter (round shape) world, good performance, nice mountain hapes etc.

Take that one, add the new terrain erosion features, for the love of god don't remove even more biomes, fix the roads that used to end in the middle of nowhere (still happens on A19 so who am I kidding), add the terrain feature stamp system from A20, proper caves (!!!), few more tweaks ... and voila. You got yourself an amazing worldgen.

But nah, lets add even lower tier firearms that based on early game progression will need like 20 shots to the head to even kill a zombie at the start and that will be completely obsolete later on once you got your first pistol, proper shotgun etc.

Lets redo the clothing system we haven't redone that one in a while.

Lets redo almost all the zombies again because we haven't done that in at least 1 version.

I love this game but the devs are basically in a maze and instead of trying to get to the target they just explore all the dead ends over and over as if the pathway to go gold is just suddenly gonna open up on one of them.

 
@Shado47 You seem like the type who picks a direction and follows it no matter what... even if it brings you down a cliff. I guess TFP have done everything wrong apparently, they should have listened to you, it was so simple after all!  :caked:

 
@Shado47 You seem like the type who picks a direction and follows it no matter what... even if it brings you down a cliff. I guess TFP have done everything wrong apparently, they should have listened to you, it was so simple after all!  :caked:
Thats not at all what I said. But show me one other game where the devs have redone features this many times over. Not even Minecraft redid their world gen this many times. At some point you gotta decide "this is good, lets move on" and get to more of the stuff on your roadmap. Instead every new update, half the content is like "yeah, lets do all this stuff again once more". But if the concept of a development roadmap (which is usually a very central element in game development) is so absurd to you, I guess I can't help you.

I didnt say they're not adding any good stuff, but like half the content per update is reworks of stuff that has already been redone many times over. Not improvements and tweaks that build on the current system. No. A complete rework from scratch. And in the case of the skill trees or world gen, often the new iteration isn't even any better than the previous one.

 
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Take that one, add the new terrain erosion features, for the love of god don't remove even more biomes, fix the roads that used to end in the middle of nowhere (still happens on A19 so who am I kidding), add the terrain feature stamp system from A20, proper caves (!!!), few more tweaks ... and voila. You got yourself an amazing worldgen.


Square pegs into round holes. Gotcha!

No. A complete rework from scratch. And in the case of the skill trees or world gen, often the new iteration isn't even any better than the previous one.
I can't think of a single system that was a complete rework from scratch. Everything they have done has built upon what they already had. If you think each alpha is a complete rework from scratch then you are standing too close to properly see. Step back and look at the whole progression of the game's development and you will better recognize that development has been iterative.

That's not to say they haven't done experimentation-- but reworking systems from scratch over and over again? I don't think "from scratch" means what you think it means.

 
I believe the person is asking about  either coming up from above or below it "stairs, ramp, etc" and triggering the volume.

 
Sorry you couldn't see it in the video. You can lock every slot you want. The L-Key for me it's OK.
Do you mean I could lock the 4 corners and 2 in center of inventory if I wanted too. If so that is awesome. I often used the first column and the last one to keep items I used a lot in.

 
I didnt say they're not adding any good stuff, but like half the content per update is reworks of stuff that has already been redone many times over. Not improvements and tweaks that build on the current system. No. A complete rework from scratch. And in the case of the skill trees or world gen, often the new iteration isn't even any better than the previous one.
Look, I understand that from the perspective of an uninformed player that's all you see, but trust me, I've been following these devs for years in a very detailed way, long before I started posting on the forums, so I think I know what's what.

True, they did experiment a lot over the years, but every single change or "rework" they've made has been for good reasons. Sometimes it's a technical reason (like when they decided to ditch the Unity UMA system) and sometimes is a design reason (like with the Perk/Skill tree system changes), but every single time they're doing it weighing pros and cons.

Most naysayers like you portray TFP like crazy monkeys throwing pins on a whiteboard to choose the content for the next alpha. What's really happening is that you (meaning most people) are completely oblivious of the "behind the scenes" and don't really have a clue on how they work through each decision they take.

 
NinjaMoa said:
What is done for the Y aspect then?

The main problem I have found with this is dropping / climbing into another room and having them appear as i do so.
I found these nice tips from @Jackelmyer in his thread on POI design:

TIPS - Sleeper Volumes

  1. Overlapping volumes can behave funny. But they sometimes are the only way to make your Prefab spawn zombies in a way that makes sense considering a player can come from any direction. I personally found it beneficial to place zombies in key areas that I knew i wouldn't overlap with multiple Sleeper Volumes. Then I had Sleeper Volumes placed overlapping to ensure zombies spawn when a player enters a certain area and they don't get the zombie flashing up in front of them. Not an easy task.
  2. Keep in mind that when you enter a Sleeper Volume, there can be as much as an 8 second delay it seems (may vary even more) on when zombies spawn. So be cautious with how tight your Sleeper Volumes are. You may expect a player to have to break down a door to get into a sleeper volume... But what about after they broke down the door and come back to the Prefab a few game weeks later? No door, and they walk right into the room. Delay... zombies pop right in front of the player... ew.
  3. Definitely import your Prefab after you've setup your Sleeper Volumes and give it a test run. Things may not behave exactly as you expect it. And they won't behave exactly as you want them. So test it out, tweak it some, but don't go crazy (i did. marginally helped... eh.)
  4. IMO less is actually more when placing Sleeper Zombies in regards to how you want a Sleeper Volume to perform. You want to balance how many places you've put zombies, the size of the area that a Sleeper Volume is going to cover, and the Group you're using to spawn the zombies. The Groups are more important than placing a bunch of zombie positions. Out of the standard groups you get to use, note that the Default group types have a *chance* to spawn zombies, as to most all the other groups. Where as the Loot group types are guaranteed to spawn zombies. Play testing is a must!  :)




 
Do you mean I could lock the 4 corners and 2 in center of inventory if I wanted too. If so that is awesome. I often used the first column and the last one to keep items I used a lot in.
Yes you can do what you want. You can also check it yourself 😉.

 
Found out why madmole struggles to release the Kraken for new alpha builds...

View attachment 19514

Can't get it off 7 days to die. ;)
how i feel whenever a Game updates come out for anything i like

7DTD, ARK etc

I hope it goes not come out on May, cuz ill be Hooked to Genesis 2. electric boogaloo  

still waiting for some extra 7DTD news on twitter. im watching you Madmole....


 

 
how i feel whenever a Game updates come out for anything i like

7DTD, ARK etc

I hope it goes not come out on May, cuz ill be Hooked to Genesis 2. electric boogaloo  

still waiting for some extra 7DTD news on twitter. im watching you Madmole....
I absolutely wouldn't mind Christmas 2021 if it meant character system and basic npcs. It is loooooooooooooooooooooo(...)ng overdue.

 
I absolutely wouldn't mind Christmas 2021 if it meant character system and basic npcs. It is loooooooooooooooooooooo(...)ng overdue.
That would work for us, but the majority of players IMO would completely go nuts and start a riot!  :director:   :argue: :fencing: :kev:    :help:

 
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That would work for us, but the majority of players IMO would completely go nuts and start a riot!  :director:   :argue: :fencing: :kev:    :help:
I don't think that is a real problem in the long term. And also nobody ever forgets about this game like, say, Cyberpunk 911.  Gameplay can hold the whiners IF we get enough gameplay videos/dev streams (we usually don't).

 
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