I played it all day.
The lighting is excellent. I love it. It can be very cinematic at times. Well balanced.
The detail in the trees is very nice.
The biome progression is fun. The one thing is the "spend x amount of time in biome" can result in having nothing to do but stand in one spot...
I just watched the whole dev stream.
So far so good.
I think I can get used to Frostclaw. 🥶 I like the Incredible Hulk type thing he does with the rocks. And WOW...it does damage! Consider that one hit from Grace brought him down from 104 to 79 HP. The rock brought him down from full health to...
Ok good. I tried submitting awhile ago and the site bugged out and I couldn't proceed with the application. A few days ago I was able to get back in and saw that I was rejected. 😢 Hopefully that was because I didn't fill out the application completely and not because you don't like me. I do...
At least some of the zombies already appear to be set up for eyebrow and jaw movement but I don't know if these setups are dormant for later implementation or if they're working but too subtle to notice.
Some zombies already have noticeable jaw movement. Zombie Yo's jaw moves a lot, but a...
The sound was doubled in the last video too. It's not just the thunder, it's all of it.
EDIT: You can also hear the clicks of whoever's playing the game. So a microphone is open and they're playing with speakers on and that's why we're hearing a delayed double of the game audio. Or it's than...
No. I'm talking about the articles/posts that were released saying the guy did mocap for the game's realistic weapon handling. It turns out none of the mocap was used in the game though. It only provided reference for the animators.
The most elaborate gun animations I've ever seen were in Modern Warfare 2019, where they did mocap of a famous gun guy that is known for his expertise in handling guns. After playing that game for almost 2 years, I don't see anything lacking in 7 Days gun animations. Do people want to see trick...
Here's my honest opinion about all the delays...
....I don't care.
I guess I'm lucky that I thoroughly enjoy the core aspect of the game. I'm in the middle of a few playthroughs and one of them is still in Alpha 21!
I'm also in the middle of making zombie mods. When I get into something, I...
He is the Pied Piper of the miserable branch of the community. He gets (seemingly) very angry about the dumbest, most inconsequential things. I watched a little bit of one of his Tarkov mod videos and he got so upset about the vanilla gun animations (reloading, etc) because of how much he liked...
Would it restrict freedom if the climbing animation was instantly interrupted by attack/shooting animations? Even though that would not look realistic, I think it would still be a big improvement. Let me just say, I'm not trying to bust chops here. This is all out of love for the game.
How is a ladder climbing animation a non-voxel design?
That can be said for a lot of requests made here.
And importance is relative. If something aesthetically positive is easy to implement then it's sense of importance changes. And neither you nor I know how difficult it would be to implement.
The animation right now is simply running in place while you levitate up or down the ladder. Even if you're not moving, you're legs are still swinging around. It looks really silly.
Would it be possible to have a ladder climbing animation while also being able to free look and build/attack in all directions, where as the animation is strictly a visual thing? And I don't think it would be bad even if an attack animation completely overrides a ladder climbing animation.
I...