What do you want to see in Alpha 22/Gold:

That's an interesting idea but I don't think that would work well with how the game handles blocks and system resources.  I think that would potentially increase the system resources needed to play the game by too much.  Of course, I don't know the programming behind a voxel game, so I could be wrong.  As it stands, the game has a maximum unique blocks limit and people already reach that limit if they are using some of the mods out there.  Whether or not combining blocks into one would be enough to cause issues, I'm not sure.  I know I've run into times when I could not get the right block shape for what I needed.  One example was when I dug a tunnel badly and had to use angled blocks for the walls because I didn't dig a straight tunnel.  It worked fine inside the tunnel but when I tried making an entrance to the tunnel, I found that I couldn't square it off properly with the available block shapes.  Almost, but not quite.  So I get where you're coming from.  I don't expect a change to this, so unless they are adding a shape you need, you're probably better off creating a custom shape and adding it via mod.  You can always suggest shapes that you feel are missing and there is a chance they'll add the shape.
Correct. It basically requires the use of microvoxels. TFP did consider this at one point early in development, but chose not to due to the complexity and overhead involved. 

 
Correct. It basically requires the use of microvoxels. TFP did consider this at one point early in development, but chose not to due to the complexity and overhead involved. 


Not necessarily. I think his idea was that the game creates new blocks with their own ids on the fly from the basic blocks whenever such a block is created. Afterwards the block would be indistinguishable from a block that had been defined from the start.

It would require code to geometrically add together the shapes that define a block (i.e. shape itself and hit boxes), obviously a feature that would require intricate knowledge of how unity defines blocks and I assume a lot of development time. But once there it would cost practically no overhead using the created blocks or complexity in how blocks are represented.

 
Correct. It basically requires the use of microvoxels.


I actually anticipated this concern, so i mentioned, how it can be done without a finer voxel granularity: "The game would still only save a single shape in the block's position - a dynamically derived shape combining the placed shapes."

It would require code to geometrically add together the shapes that define a block (i.e. shape itself and hit boxes), obviously a feature that would require intricate knowledge of how unity defines blocks and I assume a lot of development time. But once there it would cost practically no overhead using the created blocks or complexity in how blocks are represented.


Yes, knowledge about the internal format used by the engine would be required. But maybe, they built the most important part of their game themselves - in that case, they would have that knowledge already.

The easiest way to combine the hitboxes and shapes would basically be to just superimpose both gemoetries without any optimization. That would likely lead to some redundant tris being drawn. As combined shapes aren't normally used as filler in walls and ceilings, the performance impact might turn out to be negligible.

 
They said two more quests are coming to Alpha 21 one of which is the infested quest, But what's the other one?

A list of quests I think It might be and some quest ideas for the future of 7DTD:

  • Defend a specific item/POI or protect one of the traders
  • Gather a specific resource/Item for the trader 
  • Give supplies from one trader to another
  • Something similar to a clear quest but with just bandits like at a (Bandit Camp) This one would have to wait until bandits get added but I think people will like it. 
  • Waves upon waves of zombies (defeat them all to complete the quest and earn a big reward, but keep In mind each wave gets harder) just an idea
  • A quest that has something to do with the Duke of Navezgane or Noah (when the story and factions get added of course)
  • A quest where you explore/check out a new area like a (town, biome, city) they could call it the daring adventurer quest like the perk
  • Adding more to the buried supplies quest like more containers for a example (maybe get multiple buried supplies with one of the quests)
  • A demolition quest of some sort 
  • Adding more to the (Opening trade routes)




     I hope TFP add at least one of these quests In, that would be really nice. 


Really cool ideas indeed. Hope your wishes come true :)

 
Personally I'd love new armor and weapons. There was an overhaul i was playing recently that had scrap tools and weapons to go with the regular vanilla scrap armor and honestly I thought that was a pretty good thing so I'd love to see that. I'd also love to see wooden staff type weapons because you'd be surprised at the versatility of a strong stick. Heck I'd love to see medieval weapons possibly connected to a museum POI and something like maces or more knife types.

 
The problem with more weapons is that if they are not unique, then they are really nothing more than cosmetics.  So if weapon A and weapon B both provide the same type of effects (such as bleed for knives) then why have them other than because you like the look of them?  Take a handgun for example.  Right now, you have a pistol with medium ammo capacity and medium damage or a .44 with low ammo capacity and high damage.  These offer you two different options depending on your preferred way to play.  But what if you add another handgun that is also medium ammo capacity and medium damage.  What is the value other than looks?  There is also the issue of perks being used to improve skills with a given weapon.  You'd have to either add more perks to cover the additional weapons or group a bunch more weapons into each perk, which starts to feel excessive.  And then there's the fact that they are using 3 tiers for weapons (some only have 2 right now and that should really be changed).  If they added another tier as a late game option, that would open up space for some additional weapons, though they'd have to be ones that fit in that tier, so that would eliminate many of the weapons people might be looking for.

I agree that having your favorite type of weapon in the game can be great.  I like staves and swords and other types of medieval weaponry but other than just for the look of it, I don't think it really adds much to include it.  There are mods that add in many more weapons if you want to give it a try.

New armor will be coming in A22.  It will replace the current armor/clothing system.  Not sure if I'll like how they are doing it but we'll see.

 
I think his focus is on melee weapons, hearing that he is telling about medieval swords and maces. And here the game got a bunch of potential, think about his mentioned stuff, TFP could specialize it for attacking feets, so zeds would fall off. I didn`t dislike the spear in A20, it was quite unique and sometimes really enjoyed playing it. Alternate attack was a standalone feature and as this attack knocked back enemies you could easily pull it out when the zed was on the ground. But you do not use this attack when fighting against 3 or more zeds, throwing was a bad option then.

I think balancing this system for only melee weapons is quite challenging and devs got no focus on it. When the Zeds are running (according to your settings) melee is no such a big issue anymore so it isn`t worth to set focus on it. But yes, a wide range of melee weapons, all with their own unique abilities would be awesome. 😁

 
Very deep mod capability with steam workshop support, so that people can mod and share mods to make the game in to the exact type of game they want.

 
Very deep mod capability with steam workshop support, so that people can mod and share mods to make the game in to the exact type of game they want.
The only part of this that doesn't exist currently is Steam Workshop. That will come later when the game is finished.

 
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