PC A20 Developer Diary Discussions

Outlaw_187 said:
I know we aren't supposed to talk about the "m" word on here but I gotta say I've been experimenting with them, war of the walkers, gna, etc...and I gotta say, I much prefer vanilla. 

It is cool the creativity put in them and the different ideas people have so respect there. But Fun Pimps, you guys & gals are the sh*t!!!

Keep up the great work. Looking forward to A20!


You know what they say. You might try chocolate peppermint, French toast [flavored], banana and raspberry, but you always come back to the old faithful, the old classic, vanilla. ;)

 
This will be the biggest update ever for builders. The shape menu is….comprehensive. They have been working on it solidly this entire past year which also includes having to go in and adjust existing POIs that used legacy blocks.
Just checking that you caught my sarcasm in the post you quoted. I'm well aware that the building rework is a major change, especially when combine in aggregate with the other's I mentioned that, as of the day of that post, are still slated for A20. (throw in the game engine refinements that iirc @faatal and some others have been working on and back porting to A19. daaammmmn!)

 
@faatal Do you know if the issue I brought up here has been looked at? :



From what I've come to understand from discussions elsewhere on the forum the actual effect that the full completion bonus from the Shotgun Messiah mag series is describing is an increase to the block damage done against wood and not a straight remove/downgrade wood block on hit type operation. With the change to block hp that is part of the streamlining of the block types this could become an issue of either a described completion bonus not doing what it says it does or, if the effect itself is adjusted to match the description from the completion bonus, a way to inadvertently drop a wood poi on you own head during a quest by inadvertently taking out essential vertical supports (or a troll to do it to someone else out of spiteful glee regardless of pve or pvp settings). A rewriting to the completion bonus description to reflect that it only increases damage done to wood blocks would be a good idea if they don't intend the bonus to remove wood blocks in a single hit anymore (as the supposed bonus damage currently does).

 
@faatal Do you know if the issue I brought up here has been looked at? :



From what I've come to understand from discussions elsewhere on the forum the actual effect that the full completion bonus from the Shotgun Messiah mag series is describing is an increase to the block damage done against wood and not a straight remove/downgrade wood block on hit type operation. With the change to block hp that is part of the streamlining of the block types this could become an issue of either a described completion bonus not doing what it says it does or, if the effect itself is adjusted to match the description from the completion bonus, a way to inadvertently drop a wood poi on you own head during a quest by inadvertently taking out essential vertical supports (or a troll to do it to someone else out of spiteful glee regardless of pve or pvp settings). A rewriting to the completion bonus description to reflect that it only increases damage done to wood blocks would be a good idea if they don't intend the bonus to remove wood blocks in a single hit anymore (as the supposed bonus damage currently does).


I have a feeling that no matter how many times we bring this up, it'll never be acknowledged, let alone addressed. 😛 Might as well let sleeping bears lie.

 
Last edited by a moderator:
The new makeshift weapons are looking fantastic as well as new zombies subtly placed in the background of some screenshots on twitter nice (: looking really good guys

You know what they say. You might try chocolate peppermint, French toast [flavored], banana and raspberry, but you always come back to the old faithful, the old classic, vanilla. ;)
Absolutely the base game is amazing hence I have 2.4k hours in it as of right now😅🤣

 
The new makeshift weapons are looking fantastic as well as new zombies subtly placed in the background of some screenshots on twitter nice 🙂 looking really good guys

Absolutely the base game is amazing hence I have 2.4k hours in it as of right now😅🤣
I have almost 3500 hours I've been part of this community since A15 and the game has been getting tons of better since then. I'm also excited for the new pipe weapons but a not so big yet really good improvement they could do is make the hunting rifle have 5 shots and u cycle the bolt in between shots as it would look cooler.

 
I have almost 3500 hours I've been part of this community since A15 and the game has been getting tons of better since then. I'm also excited for the new pipe weapons but a not so big yet really good improvement they could do is make the hunting rifle have 5 shots and u cycle the bolt in between shots as it would look cooler.
Dont quote me on this because i may be entirely wrong but i believe the hunting rifle is being replaced with a lever action rifle?

Which i assume will have a few more shots while the current hunting rifle single shot gameplay will move to the pipe weapon since frankly its awful and couldnt realistically get any worse...

I may be completely wrong though

 
madmole said:
Welcome to the Alpha 20 Dev Diary. Here we will discuss upcoming features for Alpha 20.

Alpha 20 Dev Stream Videos

1) Alpha 20 First Look with Prime and Madmole October 28th, 2020

2) Alpha 20 Developer Live Stream November 25th, 2020

3) Twitch Integration Demonstration (19.5 but also relevant to A20)

Alpha 20/21 Roadmap

1) Unity Update

  • TFP will be working with Unity devs directly 


2) Random Generation Update

  • New stamp tech that will allow artist created features such as mountains, hills, rivers, etc. to be placed in biomes. There will be a stable of different land features for the game to choose from.
  • Additional controls in the map generation interface to give players more options for terrain generation such sliders to determine mountainous vs flat (for example).
  • Biome selectors and city selectors to allow users to control the density of these map features.
  • 6k, 8k, and 10k map sizes planned


3) Vehicle Mods

  • Tinting mask will allow vehicles to have color details added to differentiate vehicle owners better
  • Fuel Saver
  • [SIZE=14.6px]Off Road Headlights [/SIZE]
  • Super Charger
  • Expanded Seat
  • Reserve Fuel Tank


4) Shape Menu and Building Update

  • Shapes are shown as shaded drawings of blocks
  • Blocks from the shape menu are placed as particle board blocks that function the same as frame blocks
  • Simplified upgrade path: Frame/Particle Board -> Wood -> Stone -> Concrete -> Steel
  • Blocks destroy to air. They do not downgrade.


5) Dynamic Imposters

  • Changes to the world and player built forts are represented in distant terrain


6) Micro Splat Improvements

  • Better terrain blending


7) Feral Sense Game Option

  • Set zombies to different states of awareness from dumb to feral (seeing and hearing)


8.) Biome Difficulty

  • Snow and Desert will have gamestage boost creating tougher enemies and better loot
  • Wasteland will have a greater gamestage boost creating even tougher enemies and even better loot


9) Pipe Weapons for Primitive Tier

  • Pipe Rifle
  • Pipe Pistol
  • Pipe Baton
  • Pipe Shotgun
  • Pipe Machine Gun


10) Trader to Trader progression

  • Details Coming


11) Loot Progression and Gamestaging Improvements

  • Details Coming


12) New POI's and Environment Art

  • New Gas Station (shown to reveal Restore Power Quest
  • Over 100 new POI's and many new props and environmental decorations


13) Dynamic Music and Ambient Audio Improvements

  • Details Coming


14) Animation Improvements

  • Details Coming


15) Digging Quest Improvements

  • Implemented but not yet revealed


16) Restore Power Quest

  • Lights go out when rally marker is activated
  • Find the generators and repair them


17) New Zombies/ Entities

  • Nurse
  • Drone
  • Screamer
  • Fat Cop
  • Burnt Zombie
  • Hoodie Dude


18) AI and Sleeper Improvements - Pushed to A21

  • Zombies can crawl through 1-meter holes
  • Wandering Sleepers
19) Character Overhaul - Pushed to A21

  • Replace UMA system with in-house custom system
  • Thematic outfits will work like books. Wear the complete outfit and get a completion perk
  • Current 10 armor/clothing slots reduced to 4 slots for outfits that will merge both clothing and armor values. No more clipping issues of wearing clothing under armor. Better balance on number of mod slots available to use with outfits.
  • Outfits are another feature that will help build the foundation for the future implementation of bandits
20) Water Overhaul - Pushed to A21

  • Details Coming
Push the RNG to mapmaking and poi update now pretty pls with cherri on top? :D
I want sooooooo badly. Legit looking forward to this feature more than any other in this update. NEED new explorations. :D :D :D

 
So 2023. :D

Development feels like its realllllllly slowed, the other game taking a lot of their time i think.
They say otherwise but I agree. Simply a normal early access thing. Majority of interested buyer have bought.

However I want to state what I have said before. Even if the game went gold and released next week it is totally worth the $7.50 sale price it currently sells for and have totally been worth the $20 or so I spent on it.

 
Just wonderin, i seen that you guys made a rough estimate to when A20 would be coming (early fall i believe) and i was wondering if that was experimental or stable? 

 
Just wonderin, i seen that you guys made a rough estimate to when A20 would be coming (early fall i believe) and i was wondering if that was experimental or stable? 


Hello, and welcome to the forums ! Read the spoiler below at your own discretion:

Early fall is a very rough estimate. so while I'm no dev I can help you with the most accurate answer you will ever get based on statistics from the dev cycle and the steam database + releases from a17 onwards + dev comments :

When is it out?

Expect mid to late September for an a20 release.

Is it stable or experimental?

Always experimental first. Then, within 2 months after a20 Experimental releases, expect Stable release. Within 2 months can mean 1 month, or month an a half, but according to previous data it doesn't mean 1 to 2 weeks. 

Is that estimate guaranteed ? 

Never, but they won't let it be a year as they seem adamant in avoiding it, so even if a meteorite falls right in the middle of the USA and faatal catches 3 colds in a row, the release of a20 EXPERIMENTAL will never be delayed further than November. 

What's taking so long?

There's a huge amount of changes coming. A lot of new POI, weapons, items (mods) and an even bigger amount of content in the form of new scenery and props, assets, graphical enhancements and gameplay changes too ! (read the first post of the A20 Dev Diary which contains a very rough summary of the changes).

When are we going to see new npcs and bandits in the game?

Expect them to be here in 12 to 20 months from now , so not this alpha . The info we have right now is that they are currently planning to make all the new armours for a21 and they are already working on both armours and bandits. There are 18 bandit types  planned.  The main story campaign is also said to already be written. 


I hope I helped you in getting the answers you need. Again, welcome !

 
Last edited by a moderator:
Fanatical_Meat said:
They went to a21
Bandits was announced in A16 or 17?

How much of the team is still working on 7days?

I remember old times in early minecraft versions. The time between patches was around the same like in 7days. Anytime Mojang says half of the team now works on other titles. Awesome ones like "Scrolls", a no one cares game, instead of working on their maingame.

Dont complain when a company invest into the future but the concept of early acces is to directly support the game in development and not any other projects.

 
Back
Top