PC A R'lyehian perspective

4sheetzngeegles

Well-known member
I feel empathy for the task at hand. The game was built to be
a template, proven, as a result of the mods and most visually the mod
overhauls that came about, from it's infancy to the present adolescent stage.
The presentation to the world, was greatly assisted by leveraging the streamer
mediums. This also added greatly to the expectations, and demands.

What was allowed, Dynamic and robust changes to the core functionality of the
the game eg. the overhauls, access to change the core assets eg. the mods
modlets, prefabs, models, animation, etc., a no holds barred  set of standards
meaning no implicit rules or limitations when it came to modding and or playing
the game.

That is what makes and made the game different than other base formats
or models. A Personal injection: the difference that I viewed was that there was
more focus on a creativity model vs a business model. Two completely different
offices of thought at the core. This makes and made it more difficult for a matching
progression at the production level.

Anything added or subtracted from this point, to this type of thought or idea be
it a game, or other form of business venture, can only be done with or have limited
results. It will either enhance and build upon the foundation, remove from the
fundamental foundation, or level out and just add more assets or supporting functions.
These would be the strongest choices at the developmental stage now. It can't seesaw
anymore, it will be and is more noticeable now.

I\O or binary questions that will define the results: Will this change bloat and or
increase the asset file structure or decrease it? Will this change open or constrain
access to the assets and the core? Will this change seek to assert control or open
ingame play choices and ingame activities? Is the task realistically possible, with
the present resources, to create an all encapsulating story mode structure with supporting
mechanics and human guided ingame activities? It may need the incorporation of an Ai
driven neural-net, in the background, vs fuzzy logic, or just human input.

Personally i've always seen the semblance between 7DTD and the Matrix. Madmole as Neo,
Richard as the Architect, Roland as the Oracle, and a whole bunch of agent Smiths.

Like the words from a song once said, "Where do we go from here"? This is expounded upon
by the Matrix "Where we go from here is up to you".

I once had a crazy thought, still try to figure it out from time to time. What if Harmony,
were used to inject now defunct or deprecated classes and methods, into into the present
game. This would have to be guided by a robust front end menu of sliders and check boxes.
If it were possible it would make this an every possibility and combination game period.
No need to worry about adding or subtracting, just basic maintaining and refining. It sounds
nuts but that's what I always remember as the main desire and draw from the beginning.

Here's  rooting for you. 🫰 :thumb:

4Sheetz

 
Big fan of this post :)

I like where you are coming from. 7d2d is the easiest to mod game I have ever played. The fact that it's all out there in .xml files for us to tinker with is really amazing. It allows so much freedom. 

If you are willing to learn how the .xmls works this truly is a sandbox of your own making.

The Harmony question is interesting. There are definitely a few things that I feel are missing from 1.0 that were in previous versions. 

 
Back
Top