PC v1.x Developer Diary

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Out of curiosity, what new POI would people like to see in A22 / 1.0 if you could only pick one?  Sorry, no airports or yachts...😁
The famous movie POIs - The Bates Motel, Evil Dead cabin, Nightmare on Elm Street house, etc, were significant solidifying factors for me to consider this my favorite game of all time.

I've already mentioned George Romero movies and Return of the Living Dead earlier in this thread. 

So I would absolutely love to see more of those. Exorcist house, Michael Myers house, etc. 

More open area POIs like Housing Development, which I brought up in another thread here and has been confirmed that there will be more like that, so we can check that off.

ALSO...I think we need a POI (or multiple POIs or an overall spawning system) where zombies crawl out of the ground! Somewhere here on the forums I made a post about this and someone replied with a video of a POI they made that has zombies crawling out of graves. It looked great! 

 
The famous movie POIs - The Bates Motel, Evil Dead cabin, Nightmare on Elm Street house, etc, were significant solidifying factors for me to consider this my favorite game of all time.

I've already mentioned George Romero movies and Return of the Living Dead earlier in this thread. 

So I would absolutely love to see more of those. Exorcist house, Michael Myers house, etc. 

More open area POIs like Housing Development, which I brought up in another thread here and has been confirmed that there will be more like that, so we can check that off.

ALSO...I think we need a POI (or multiple POIs or an overall spawning system) where zombies crawl out of the ground! Somewhere here on the forums I made a post about this and someone replied with a video of a POI they made that has zombies crawling out of graves. It looked great! 


What about the Last House on the Left?

 
This might sound kinda brown-nosey, but honestly I do want to say thanks to @Laz Man and the other POI-makers. Looking through the POI browser last night reminded me of how good the verisimilitude is on POIs now, and it's honestly impressive that you guys have made so many business strips and generic town/city buildings and POIs that still have an identity, a recognizable architectural style, while still incorporating a playable layout and interior. That's some really unglamourous work compared to skyscrapers or other splashy or memorable POIs, but they mean everything in terms of making towns and cities in 7D a fully-fleshed out place to play.

Also, there's complaints about dungeoneering POIs and I get that too (and often I too just say @%$# it and bash through), but one thing dungeoneering does do is offer a different play sequence for what would otherwise be fairly identical buildings.

So don't think nobody notices all that work. It means a lot to the game.

 
Out of curiosity, what new POI would people like to see in A22 / 1.0 if you could only pick one?  Sorry, no airports or yachts...😁


I will straight up give you all the video and photo references I have (one of which is a full video tour of the building as it is rendered in game, with all of its original clutter) if you make the Devil May Cry 5 agency building as either a remnant (it's not a big building, has no basement, and no immediate roof access unless you count a fire escape on the bedroom window's wall, of which only appears in the anime and not the game), or a Tier 1.

It's a relatively small POI, too. The facade of the building might be difficult but it could be done—I've tried myself but I am not a builder by any means lol. It also doesn't make any sense from an outside perspective because it's sandwiched between a warehouse and an apartment building, yet it has windows on both sides of it, but shhh, that can be overlooked with dual alleys on the sides or a standalone building.

(sorry. am autistic and devil may cry is a hyperfixation, so I may have went overboard trying to sell it as a viable POI because it'd be cool as hell to see in game... I mean it's covered in trash and clutter because Dante Devil May Cry is a slob so there's plenty of stuff to put in it for resources, and here I go again trying to sway your opinion)

realistically though, more iconic horror movie houses. I wish the tilesets allowed for multi-tier terrain, because the Exorcist house would be sick as hell. Not sure if the Amityville home has been done, either. I know the Elm Street house has. Maybe the Myers household or Camp Crystal Lake if they haven't been done? Hellraiser house is a standalone home, that would be pretty cool.

anyway to ask a question in return: what's your favorite POI that you've built so far, whether for the new 1.0 version or from previous builds?

 
Favorite "dream" poi would be...  the fratellis hideout from goonies. And yes: down the fireplace, past chester copperpot, all the way to the well, all the way to the slide and the pirate ship, in the ship, the loot room. Booby traps.

edit: apparently its called the "lighthouse lounge"

 
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Personally, I'd rather they fix the stupid annoying drone than include bandits.  But, that's just me.


It's not just you.  There is definitely room for improvement on the drone.

I want to love my drone.  I use it all the time.  But why is it coded to get in my way at every possible opportunity?  When I am building it is always floating where I want to place a block.  When I am planting a garden, it gets in the way because the game reserves 2 blocks high for the plant to grow and there is the drone blocking the way.

Dig down into a hole to do some mining, and then try to nerd pole out... drone is right on top of me blocking the way.

And yes, I am aware of the ability to tell the drone to stay in one place.  I don't like to do that because then I tend to forget and leave it behind.

Ironically, the one time that I want the drone to be close to me is when I need to access its inventory.  But THEN it decides to play coy and dodge away from me.

 
Some of those are proof of concepts and/or facades for possible future content.  They are not all guaranteed to go into production.  Dishong is still currently the tallest skyscraper in A22 / 1.0.

We are still focused on downtown remnant POIs currently, but it is still possible for extra unplanned content to squeeze in if we have time so there is still hope.

Out of curiosity, what new POI would people like to see in A22 / 1.0 if you could only pick one?  Sorry, no airports or yachts...😁
Well can't go past a adult entertainment hotel (brothel) 🙃 🤪😁

 
Sería bueno que The Curled de la película estuviera abierto hasta el amanecer 🙂 en medio del desierto....
TnpNek5ESUAuanBn

 
With 1.0 coming out and plans to finish everything in under 2 years, I'm wondering if there has been any discussion about improving the POI Editor and World Editor?  The World Editor lacks the ability to do anything besides mess with POI placements.  It would be a huge improvement to be able to save changes to the world that you make in it.  And the POI Editor has numerous bugs and many of the controls are either confusing or hard to use or simply undocumented.  In short, it's clunky.  It was okay to be left in that state while in early access while the game itself was being worked on, but now that things are coming to fruition, it seems like it's a good time to get these updated to be more useful.  I'm sure even TFP POI designers would appreciate better editors and I know the rest of us would as well.  So... any chance they'll be updated and improved?  Maybe not for 1.0, but at least somewhat soon?  Please.  :)

 
Should be a mix of medium and high. It does render lower and upsample like many console games do.

I did get FSR 3 rendering working a few days ago on PC and looks good other than a few minor blur issues, but it has not been tested on Mac/Linux or console yet.


Omg in a CPU bound game like 7D2D, frame generation would be really good news! I thought FSR3 would not be possible with the Unity old render pipeline?

Lets hope blur and ghosting issues get resolved with FSR 3.1 announced one month ago: https://community.amd.com/t5/gaming/amd-fsr-3-1-announced-at-gdc-2024-fsr-3-available-and-upcoming/ba-p/674027

 
With 1.0 coming out and plans to finish everything in under 2 years, I'm wondering if there has been any discussion about improving the POI Editor and World Editor?  The World Editor lacks the ability to do anything besides mess with POI placements.  It would be a huge improvement to be able to save changes to the world that you make in it.  And the POI Editor has numerous bugs and many of the controls are either confusing or hard to use or simply undocumented.  In short, it's clunky.  It was okay to be left in that state while in early access while the game itself was being worked on, but now that things are coming to fruition, it seems like it's a good time to get these updated to be more useful.  I'm sure even TFP POI designers would appreciate better editors and I know the rest of us would as well.  So... any chance they'll be updated and improved?  Maybe not for 1.0, but at least somewhat soon?  Please.  :)


We plan to do some documentation at some point once changes have settled.  As far as improvements / optimizations, a few did make it in for 1.0.  Hope to get a few more in the future.

 
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i miss some of the old flooded basement poi's from the early alphas. rivers and lakefront/beaches need a bit of love. Pier poi? like santa monica pier? pontoon jetty for river? i dont know whats in navazgane caust i havent played it since alpha11... waiting for gold to play it...think i will wait another year to see the road map finished and see wether the bandits are a good idea or not.  someone said an indoor mall... heck yeah  Blues Brothers style! lol

 
This might sound kinda brown-nosey, but honestly I do want to say thanks to @Laz Man and the other POI-makers. Looking through the POI browser last night reminded me of how good the verisimilitude is on POIs now, and it's honestly impressive that you guys have made so many business strips and generic town/city buildings and POIs that still have an identity, a recognizable architectural style, while still incorporating a playable layout and interior. That's some really unglamourous work compared to skyscrapers or other splashy or memorable POIs, but they mean everything in terms of making towns and cities in 7D a fully-fleshed out place to play.

Also, there's complaints about dungeoneering POIs and I get that too (and often I too just say @%$# it and bash through), but one thing dungeoneering does do is offer a different play sequence for what would otherwise be fairly identical buildings.

So don't think nobody notices all that work. It means a lot to the game.
Brown-nosey or not, I'm just impressed by the word choice 😆

In all seriousness, seconded! POI design is not an easy job and the quality this team has produced for the game so far, especially as of late, is really incredible. Keep up the great work!

 
A fallen trader camp, Trader Jimmy's camp 

 casino's at least 2 

Bus station and Depot

Some more post war pois/ruins 

Burned down stores for each store.  

Farmers market 

A gun show setup 

A biker drug Lab with a rv in the back 

A post war biker camp 

Hunting club 

A race track

baseball feild 

Channel 69 news! Station 

A chicken restaurant.  NFC navezgane fried chicken! 

Shopping mall 

Poopie pants elementary 

A NDC facility (navezgane diseases control) 

A lab being carried on the back of a semi truck a moble lab! 

Working skiffs super store! Like home Depot

Bbw stri-  @SnowDog1942

Makeshift millitary bases called firebases

nuclear waste and acid site. 

A bit off topic but a true burnt town in navezgane would be really cool.  With all the pois in ruins even old ones 

And maybe in navezgane there could be a army base.  Like a true army base. It could be connected like a town but walled off. 

 
I don't have all the details, but my initial desire for an event is a mini blood moon, that can happen any day, with some warning to get back to your base. They could also be bandits or a mega zombie. Vulture swarm. Bandits lobbing mortars at your base that you have to go out and stop. A tornado or earthquake would be cool, but you can't fight that :(. Land shark burrowing up into you base. Sand worms. Trader's wife taken hostage, so you have to get her back or pay ransom. Bandit duel where you each get one shot. Bandit drag race. Timed race to get somewhere. Bandits kidnap you and wake up in random location. I'm sure I can make some more up.
A bandit attack with some notice on the base would be awesome. Doesn’t have to be super elaborate, some bandits show up and some have guns, some have sledge hammers and a few have explosives. That would be a huge addition in my opinion.

Bandits could even use a similar AI to the zombies all I want are the bandits to act slightly smarter.

 
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