Sorry to get off topic here but just wanted to say I remember back in the day getting into some of those but the 3 shooters that got me hooked back then was unreal tournament, counter strike and swat 3/swat 4. Man I miss the Sierra Swat games lol. Not sure who bought them out but wish they do a swat 5 as long as they kept to the same type of game as 3 and 4 was with a few changes.
Anyway back on topic A18 is really looking great. I'm really hyped about it. Looking forward to testing it out.
I'd say it's somewhat related in topic here, lot of those games laid the foundation for modern games like this one, and this is dev talk. As long as we don't overdo it, but the history is relevant.
CS:GO is Counter Strike and is very much still around, and it is admittedly weird to see, few of the same maps even, just a ton more detail to it, and loads more overall content. It's also the first major mods of an FPS game like that I can remember(Team Fortress was another one), it was built with the Halflife engine back before Steam even existed, and it seemed like no one knew wtf to do about splitting it out into it's own thing, the whole thing created a ton of buzz at the time. Not only is it one of the first mods of a game that gained mainstream popularity, it somehow remains highly popular decades later. The lifespan of it is nuts.
But to bring it close to home and more on topic, and I am curious if madmole knows this one, was another early 3D game that used a voxel engine: Delta Force. The 3D assets were asstastic, as one would expect from 1998, but the terrain was amazing. Not only were the maps huge, like miles in size, but they were incredibly smooth, especially for back then. The method of voxelation was a bit different though, and I don't know if anyone has done it the same way since. Ready for this: every pixel had a Z. The pixels were not on polygons, they were each floating in their own unique position in 3D space. One version had tall grass, when you got close to it you could see the stack of individual pixels that made it. So as far as voxel engine FPS games go this would be one of 7DTD's earliest ancestors, and the tech it used remains impressive over 20 years later. Here's a decent vid about it:
I am no game designer, I mostly design robots, but I am fascinated with development in general, how things evolve over time. Hence why this forum has been a permanent tab in my browser since last summer. I post rarely, but read daily. Interjecting a bit of history like this is great perspective. Seeing this game develop over the years, in all it's forms, has been quite the journey, this is a very special case, unique in many ways, and there is still more journey ahead. I for one love that it spans so many years and versions, so many items and mechanics come and go, it really is something.
I too am super pumped for A18, it's going to far better compliment the major upgrades from A17, the highlight of which to me was the incredibly large amount and detail of new POIs. That seemed the biggest part last time, this time it's far more gameplay focused, the new books, etc.
And yes I am going to look back on this in 20 years too, in my breaks between sessions of Alpha 42 via Neuralink.