PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
  • <img alt=":)" data-src="" src="___base_url___/applications/core/interface/js/spacer.png" />

    Votes: 1 33.3%

  • Total voters
    3
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This is a good idea and should be easy to do. Instead of spider zombies just chewing on your shoes they explode, that would cause some serious issues damaging catwalks, hurting the players, etc.
It would be funny if the cops vomited some kind of head crap egg thing that was full of acid and sat there and damaged whatever it stuck to until you killed it, like a little c4 loogie mud crab :)
well it is only limited to your imagination madmole:smile-new:

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also I reached 1k hours on pc so thanks guys for the good game (:

 
@MadmoleI think you once said something to the effect of "I want to make a survival game where players have no choice but to work together". How much do you plan for this dynamic to apply to the NPC relationship? Like will there be points where the threat from the zombies (or something greater) seems extreme enough that The Duke/White River/Bandits are willing to settle their differences for a short period of time before going at each other's throats again?
My main intent in that statement was to make zombies a real threat in this game, and not have them be master by day 7 and then its down to pvp.

 
Zombies biting the player would be difficult to do, let alone in a MP game.
Ah yes, 7 days is a very generic zombie game with horrible graphics, yet we have outsold every truly generic zombie game ever made. I think your assessment of what makes a great game is spot off. Our game is flat out fun and has nothing to do with voxels, but good game design. There have been hordes of minecraft clones that all failed, if voxels were the magic secret sauce then the industry would have switched to them.
I'm sorry but I have to disagree with you here about the voxels. For me, a fully buildable/destructible world means a whole lot to me. Yes, the game play is great but it's only part of what the game is about.

I want to tell you back in 2014 when I first noticed this game on STEAM. It was Alpha-9.3 stable. I was watching the video and was thinking to myself that this game was just another run-of-the-mill zombie games.

I was becomeing rather bored with the video and was just about to pass it up when at the end of the video and I stopped. It was a player building a fort, well a house really but still, to do that was amazing. I never seen voxels used in a game that wasn't like Minecraft.

I have tryed other games but this one was really cool because of the way you guys were able to blend both free build with 3D graphics.

Yes, I get the limitations with using voxels costing in graphs and that's why many games simply don't use them. But this game is cool.

 
actually, if you look at the mini grave POI,s there are zombies "rising" from the caskets, also similar for the graveyard/church POI.
I bet this is where people get that idea that they are "rising from the grave" I mean, unless people took naps in coffins
Its certainly possible they are like TWD zombies and die, and 0-24 hours later rise as a zombie. But they had the virus and died. What we absolutely aren't doing is people who died in 1975 and their skeletons are coming to life.

 
Yeah until pc's/unity/tfp can afford 1000's of zombies and even if we could, I think special infected are fun. Players like new puzzles to solve mid and late game, it would get boring if every zombie was basically the same.
Do you ever plan on focusing on improving normal zombie behavior? Mostly talking about randomization and perhaps adding a few simple animations. Little things that will not only make zombies feel more organic and movie-like, but also make them less predictable and more threatening.

Things like randomized slight walking speed fluctuations, stumbling/tripping forward randomly towards the player or just randomly stumbling in place "losing balance" momentarily, a "reaching out" animation, the biting animation (which already exists and activates only when the zombie has no hands) mixed with normal attacks with a different hit cast etc.

Even something that seems insignificant, such as, for example, the player *not* knowing exactly when the zombie he is kiting or the zombie in the other side of the store will reach him, would change the threat/surprise level of normal zombies dramatically.

As for specials, I think that while some specials are great for gameplay, overusing them or not giving them careful thematic consideration, will end up making the game's combat the same cliche experience you find in pretty much every game. Ranged enemies, flying enemies, bomber enemies - not saying it doesn't work for the time being, but I think that you have already proven to be able to think out of the box and humbly believe that you can do better in this department.

 
The ones with a big chunk of skull and brain missing would argue with you, though it may come out more as moans and groans than a coherent argument.
I'm leaning towards TWD lore atm, but not Romero stuff.

 
KinyajuuI was testing a personal mod of sorts and found out something. I used the HM module from the

previous version, and made my own grayscale heightmap. It rendered without any socket

to terrain or biome conflicts all biomes rendered, and all pois were level.

Haidrna said that you may be planning to do something similar in the next alpha.

3d elevation terrain and poi placement.

Will the city splat remain the same as this alpha? Will the wilderness Group call be expanded?
Fixed that for you.

 
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This is a good idea and should be easy to do. Instead of spider zombies just chewing on your shoes they explode, that would cause some serious issues damaging catwalks, hurting the players, etc.
It would be funny if the cops vomited some kind of head crap egg thing that was full of acid and sat there and damaged whatever it stuck to until you killed it, like a little c4 loogie mud crab :)
What if the cops shot spider zombies out of their mouth? 😂

 
MM, as I understand it, the books in the game will mainly influence the character’s parameters. But I noticed that not all of the character's abilities were affected in books or perks.
Here I have in mind the throwing range of various objects, stones, Molotov cocktails, grenades and other things. Maybe it makes sense to add a perk or book to the game that will increase the throwing range of these items?

I understand that the Butter Up collection of books has been completed, but there may be some opportunity to add this ability to one of the books.

This ability is directly related to baseball and it was cool to be able to improve this ability. This can come in handy both in an early game to distract zombies, and in a late game when throwing grenades and other similar items.
Can you make a perk to throw stones further is all you had to say.

 
well it is only limited to your imagination madmole:smile-new:
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also I reached 1k hours on pc so thanks guys for the good game (:
Acid loogie is gaining traction at TFP.

 
I'm sorry but I have to disagree with you here about the voxels. For me, a fully buildable/destructible world means a whole lot to me. Yes, the game play is great but it's only part of what the game is about.
I want to tell you back in 2014 when I first noticed this game on STEAM. It was Alpha-9.3 stable. I was watching the video and was thinking to myself that this game was just another run-of-the-mill zombie games.

I was becomeing rather bored with the video and was just about to pass it up when at the end of the video and I stopped. It was a player building a fort, well a house really but still, to do that was amazing. I never seen voxels used in a game that wasn't like Minecraft.

I have tryed other games but this one was really cool because of the way you guys were able to blend both free build with 3D graphics.

Yes, I get the limitations with using voxels costing in graphs and that's why many games simply don't use them. But this game is cool.
Yes its an important component but if not wrapped in the sweet survival, crafting, tower defense, random world, perks, quests, leveled sandwich it wouldn't be anything special. Its a mash up of many concepts served only here and that is why its successful. At the end of the day technology is just a tool, fun and good story telling will always separate the best from the mediocre.

 
@madmole

Yes lots of new ones, and tons of reworked old ones that are now the new higher standard.
I haven't seen this asked but since there's more pois has navazgane grown in total world size? They would be nice

 
Spot on, although I must say that the better games I've played in the last few years happen to also be voxel-based. Could be coincidence.
Space Engineers comes to mind. For all that the voxel-based nature of it gives a lot of flexibility, and designing ridiculously complex machines with the pistons and rotors can be quite entertaining, the game itself is missing elements that good games need. It could probably be made good but they don't appear to be trying to. Sad, really. The last couple of weeks my kids and I have been kicking the tires on Empyrion. I can see where they're on a trajectory similar to the Fun Pimps' 7 Days to Die...but they're arguably earlier on in the process so it'll be interesting to see if their product matures as 7 Days to Die has and continues to.
Empyrion is the game I most want to like but I just dont no matter how hard to try. I think for these reasons.

1) Needlessly complicated while at the same time having no real challenge. This one is killer. Its so hard to learn how to do anything but also no reason to do anything.

2) Cumbersome coop, i hate servers.

I was hoping for 7 Days to Die in space, but its not even close.

 
Yeah thinking about it again, having zombies drop to their knees and bite you off

camera may Come off a little harsh. Giving new meaning to DH

You made me go back and recheck my spelling, whose Robert?

 
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