PC Alpha 19 Dev Diary

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Linier storylines kinda deflate the excitement of sandbox rpgs. example Starbound
Yes, and that's why an ending for 7 Days to Die would suck unless there would be A LOT of ways to finish the game.

In the end of the day TFP will have to decide if sandbox or RPG wins. The intention seems to be sandbox, so either that, or a little ending in a not complex story which allows you to keep playing a la Minecraft.

 
Yes, and that's why an ending for 7 Days to Die would suck unless there would be A LOT of ways to finish the game.
In the end of the day TFP will have to decide if sandbox or RPG wins. The intention seems to be sandbox, so either that, or a little ending in a not complex story which allows you to keep playing a la Minecraft.
We’ll they said it’ll be like minecraft when it ends. More like a vertical storyline instead of a horizontal storyline lore system.

 
Any chance we can get different quests. I mean a newby fair enough but do the starter quests 2 3 times ya know what ya need. Have random set of "starter quests" like newbie gets the current starter quest. Intermediate should get the next step up set of quests next stage up another different set of quests etc etc.

 
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the thing i'm mostly Hyped for in A19 is the new Zombies looks.

like the spider zombie, it just looked weird seeing a Human grasshopper Hybrid in the same Clothes IMO. and other ideas like "Will the cop zombie stay as a Cop or will it just be some Fat Spitting mutant Zombie?"

but also i super excited for the normal zombies. after seeing the Pic they put up, i have many ideas of what they could look like. my guess the "Rotten Caracas" will look like a Skeleton with Severely Rotten flesh still attached. but that may just be me.

but to put it bluntly. Im super Hyped to See the new zombie looks!
 
I'm pretty sure they're just updating the textures with new Unity features like PBR, new maps and stuff like that, but I could be wrong. I'm no artist after all.

 
One thing that I would like to see changed that there is to add a knock back effect when a zombie gets hit in the face.

Living or dead, If I thrust a spear in the face, it should do something to them.

 
One thing that I would like to see changed that there is to add a knock back effect when a zombie gets hit in the face.
Living or dead, If I thrust a spear in the face, it should do something to them.
personally i think that the spear should have a Jab rather then a throw but..

yes i agree, at the very most a Stun, not a full knock down

 
Yeah, at least something that shows that you made contact with it's head or chest. That would be great.
It should always react in some way to a hit, but often does not. Something I'd like to look at eventually.

 
Not sure who works on this aspect, but how are the sounds coming along? is the "can't play audio" console spam getting a look into?

 
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For A19 I think it would be cool if there were some sort of extra-special reward for collecting every book in the game. It would add something interesting to strive towards in the end game and I imagine it would be an easy thing to add to the game from a development perspective.After you collect the last book it could give you a quest to head to the trader for your reward. I don't really have a specific reward in mind but for a task like that I think it should be pretty OP as you'll be OP anyway by that point in the game. Maybe something like 5000 forged steel? 4x\4 or gyro with the speed turned and infinite fuel/health?

It would just be nice to have some sort of a reason to go into more POIs at the end game. As it is there's maybe only 5 that really interest me still loot wise once I get to day 30 on 90 minute days.

 
Darker interiors are coming, similar to what we had before, but a different method.

worldglobal.xml is a new config file which has:

<property name="ambientEquatorScale" value=".6"/>

<property name="ambientGroundScale" value=".4"/>

<property name="ambientSkyScale" value=".5"/>

<property name="ambientInsideSpeed" value=".12"/>

<property name="ambientInsideEquatorScale" value=".3"/>

<property name="ambientInsideGroundScale" value=".16"/>

<property name="ambientInsideSkyScale" value=".4"/>

These allow us to rapidly tweak values, since they can be reloaded like some of the other XML files during game play and modders could change. The 'Inside' values let us darken the overall lighting as you enter interior spaces.

I hope to add more settings to the file in time.

 
Darker interiors are coming, similar to what we had before, but a different method.
worldglobal.xml is a new config file which has:

<property name="ambientEquatorScale" value=".6"/>

<property name="ambientGroundScale" value=".4"/>

<property name="ambientSkyScale" value=".5"/>

<property name="ambientInsideSpeed" value=".12"/>

<property name="ambientInsideEquatorScale" value=".3"/>

<property name="ambientInsideGroundScale" value=".16"/>

<property name="ambientInsideSkyScale" value=".4"/>

These allow us to rapidly tweak values, since they can be reloaded like some of the other XML files during game play and modders could change. The 'Inside' values let us darken the overall lighting as you enter interior spaces.

I hope to add more settings to the file in time.
Sounds awesome! You plan on sharing screenshots soon?

 
Sounds awesome! You plan on sharing screenshots soon?
I'm planning more tweaks tomorrow to try and get a better light level by using the reflection probe.

Maybe next week. A video would really be better for that, but I don't make videos, so have to figure that out.

 
Darker interiors are coming, similar to what we had before, but a different method.
worldglobal.xml is a new config file which has:

<property name="ambientEquatorScale" value=".6"/>

<property name="ambientGroundScale" value=".4"/>

<property name="ambientSkyScale" value=".5"/>

<property name="ambientInsideSpeed" value=".12"/>

<property name="ambientInsideEquatorScale" value=".3"/>

<property name="ambientInsideGroundScale" value=".16"/>

<property name="ambientInsideSkyScale" value=".4"/>

These allow us to rapidly tweak values, since they can be reloaded like some of the other XML files during game play and modders could change. The 'Inside' values let us darken the overall lighting as you enter interior spaces.

I hope to add more settings to the file in time.
By "Overall" do you mean that when you are inside any building outside may appear darker while looking out?

 
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