PC A20 Developer Diary Discussions

On a serious side note, 

I would rather see burnt or frozen versions of every zombie according to the different biomes.

But I know it was discussed so many times that it ain't easy to do that sort of variety in zombie models, so won't happen.
Please don't tell the modding community that having variety in zombies is too difficult.  I don't want to see them stop making them... 

Just sayin'.

 
Roland said:
But we haven't begun the ball rolling yet even with existing streamers who are already on our list. A few have reached out and asked for ballpark timing and I've not been able to give them anything definitive.


To add to this, if you really really need definitve information about the release date you should ask Adam the Waster

Seriously.

No joke.

😉

 
I mean everything is fine but simplifying the improvement of the blocks takes away a lot of gameplay and at the same time it will no longer be expensive to do it because it will require less material something that complicated the game but good. And what is the development of the game goes well but what they should or would be missing in what is gameplay would be in the seller's missions that are almost always the same miciones in the same places. That tires, to which they should do that when the mission is fulfilled to derive to another settlement different from the one that already left and not to put it another ves. So many settlements scattered around the map and you always go to the same places over and over again.  

osea todo bien pero simplificar la mejora de los bloques le quita mucha jugabilidad y a la ves que ya no sera nada costoso hacerlo ya que requerira menos material algo que complicaba mas el juego pero bueno. Y a lo que es el desarrollo del juego va bien pero lo que deberian o les faltaria en lo que es jugabilidad seria en las misiones del vendedor que casi siempre son las mismas miciones en los mismos lugares. Eso cansa, a lo cual deberian hacer que cuando se cumpla la misión derivar a otro asentamiento diferente al que ya se fue y no ponerlo otro ves. Tantos acentamientos regados por el mapa y siempre vas a los mismos lugares una y OTRA VES. 

 
Last edited by a moderator:
meilodasreh said:
As I can't think of any way the "airvent" right above Jen wasn't intended for that exact reason (perspective),

I want to ask if we can hope for some additional "scoping options" on her in A20

View attachment 20582
me : zombie variants , grimdark, corpeses , sad small stories , environment story telling, lore , zombie epidemic theory etc

90% of forum : bOOBsssss 

me : can anyone what's going wrong and why we pretened it is '80?

 
How do I opt into 19.5 Experimental? The betas tab in Steam doesn't show a "latest_experimental - unstable build". Was the build removed?

Edit: nevermind

 
Last edited by a moderator:
Matt115 said:
so it's mean will be 7dtd  supported (big updates not fixes) for 1 or 2 years?


I would be surprised if 7DTD turned gold in 1-2 years. Pretty sure we have several years to get to gold and then a period where gold gets fixes.

 
I would be surprised if 7DTD turned gold in 1-2 years. Pretty sure we have several years to get to gold and then a period where gold gets fixes.
 In fact I wouldn't mind if 7D2D turns out to be what it is today forever: a sandbox playground where the devs can make experiences and improve their skills

(and nevertheless for us as players a - despite of "early development state" - source of hundreds of hours of great fun)

Those skills they can use in their next games for next generation engine and hardware.

I remember it was oftenly said that this or that cool thing can't be implemented because of performance reasons.

Those restrictions wouldn't be there in next generation setups.

...please just wait with anything 'til mid 2023 when I will build my new AM5 Zen4 DDR5 Navi3 rig 😬

...which will of course be totally outdated when we reach 7D2D 2 A20 😂

 
meganoth said:
Well, it also means at least one of your next games (probably 7D2D 2) will be a Unity game, which will disappoint Unreal engine worshippers who think that other engine is the holy grail 😁
This actually really annoys me. One of the big arguments I see is "Oh well the zombies would perform better if it were on unreal." Or "Oh it'd look so much better on unreal..."

No. Not being a fully destructable VOXEL WORLD would help in both of those regards since it won't have to constantly recalculate nav meshes, distort meshes on player interaction, etc. :D

(Plz don't remove world destruction in this game, kkthx)

 
 In fact I wouldn't mind if 7D2D turns out to be what it is today forever: a sandbox playground where the devs can make experiences and improve their skills

(and nevertheless for us as players a - despite of "early development state" - source of hundreds of hours of great fun)

Those skills they can use in their next games for next generation engine and hardware.

I remember it was oftenly said that this or that cool thing can't be implemented because of performance reasons.

Those restrictions wouldn't be there in next generation setups.

...please just wait with anything 'til mid 2023 when I will build my new AM5 Zen4 DDR5 Navi3 rig 😬

...which will of course be totally outdated when we reach 7D2D 2 A20 😂
well problem is.. most people who want to play this game (95%) bought this game so they can't earn to much on 7dtd

 
Where did you get those stats from? Or did you just invent them?
this was realeased in 2013 so people had... 8 years to buy?  ofc  a lot of people have on pirate version too but they are playing without buying so i don't count them. always 7dtd can get "fresh air" like the last stand to l4d2 like : 200 new pois ,50 variants of zombie etc - something so big that people in yt , news pages will talk about it

 
This actually really annoys me. One of the big arguments I see is "Oh well the zombies would perform better if it were on unreal." Or "Oh it'd look so much better on unreal..."

No. Not being a fully destructable VOXEL WORLD would help in both of those regards since it won't have to constantly recalculate nav meshes, distort meshes on player interaction, etc. :D

(Plz don't remove world destruction in this game, kkthx)


Try explaining the technical side of things to those that lack complete technical understanding as well as the unwillingness to try to understand. 😜

 
Try explaining the technical side of things to those that lack complete technical understanding as well as the unwillingness to try to understand. 😜
well people say good and wrong it this same time - well if it was on unreal it could work better but it is too late to change engine - so maybe 7dtd2 will be on unreal. but know better left it as it is. 

btw zombie would preform better if they will make a alphas thematical - like in a21 we will focused on zombie - 50 new variants, change in ai maybe change in gore effect , a22 - more types of ores , a22 venicles , a23 spam of new poi, a 24 water updated etc

 
well people say good and wrong it this same time - well if it was on unreal it could work better but it is too late to change engine - so maybe 7dtd2 will be on unreal. but know better left it as it is. 

btw zombie would preform better if they will make a alphas thematical - like in a21 we will focused on zombie - 50 new variants, change in ai maybe change in gore effect , a22 - more types of ores , a22 venicles , a23 spam of new poi, a 24 water updated etc
Completely incorrect. It would not work better on unreal at all.

It would work better with a complete code teardown and refactor. But that's a LOT of work, and not something I would expect TFP to do this late into the project.

 
No, you don't casually port a game to a different engine. 😃

How an engine renders, animates, or even organises things in general can be very different. You don't just take all the content and plug it into another engine.

That only works when you make an ad for your engine. 😃

Was Unity the right choice? Probably - based on the goals of the KS campaign in 2013. That was a game with something like Quake 2 graphics. You would not even recognise this game as the current 7DTD.

 
Completely incorrect. It would not work better on unreal at all.

It would work better with a complete code teardown and refactor. But that's a LOT of work, and not something I would expect TFP to do this late into the project.
i know? i'm saying if it was ported on ue not in to unity and i wrote it is to late now so I DON'T MEAN TO CHANGE IT NOW  please guys read all post not only a part

No, you don't casually port a game to a different engine. 😃

How an engine renders, animates, or even organises things in general can be very different. You don't just take all the content and plug it into another engine.

That only works when you make an ad for your engine. 😃

Was Unity the right choice? Probably - based on the goals of the KS campaign in 2013. That was a game with something like Quake 2 graphics. You would not even recognise this game as the current 7DTD.
i mean : unity was better choice that stuck on old engine bu if it was ported on unreal instead unity could works better. but now it doesn't matter because we can't change past so we only can think "what if" .  well i have a question to you before i will tell about something else. could you and your team create a system for example to 7d2d 2 which will make random zombies like - diffrents colour of tshirt , give zombie hat or diffrent types of hair , diffrent jacket  variants or diffrent shoes ?

 
Back
Top