PC Alpha 19 Dev Diary

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Hey @madmole, I am liking the direction you guys are taking the game, except for one element that has been bugging me for a long time:

Zombie Vultures. Not just because they are significantly less interesting than the giant hornets, but because they are (in their current state) bad for the game in my opinion. Almost completely silent, very tiny hitboxed creatures that can fly. I understand the necessity of an aerial threat in this game to prevent easy camping from roofs and to keep people's guards up, but the way these birds have been designed is legitimately unfair.

The hornets were far better designed for the game than the vultures because they game some warning to the player that they were nearby with their buzzing (although it was annoying, it's better than complete silence). If you want the vultures to be sneaky and to catch the player by surprise, that's fine, I can actually agree with that--but some noise is needed here. Maybe their wing flapping can only be heard within about 6 blocks or so, just to give the player a chance to respond instead of suddenly ♥♥♥♥ting themselves when a completely undetectable bird starts swiping away at their health. The standard zombies are much better in this aspect, I can get snuck up on by a zombie from behind while I'm looting but at least I'm able to hear some footsteps or a mumble so I at least have a chance of responding before I get hit. When I get hit by a sneaky zombie I feel stupid and try to be more aware of my surroundings. Whenever I get hit by a silent flying creature from out of nowhere, I get really mad. It's not fun.

Another reason why the hornets were much better was because their hitboxes were large enough to the point where they weren't frustrating to fight. I gotta say it's really annoying to miss 3 melee attacks in a row when the point blank hitbox is so thin it just grazes right over them. This seems to be a general issue with melee attacks in the game (I'm currently using the knife in this play through, is this intentional?), but it is extremely prevalent with vultures. I have never had fun fighting a vulture in this game, but I have had enjoyment shooting down a bee from the air or beating it to death with a club because I am not cursing at my screen when my attack misses such a tiny object that is inflicting bleed and infection on me.

And thematically speaking, I miss the hornets. If you guys don't want to bring them back I understand, but they were legitimately the most interesting enemies in the game, especially when you came across giant honey combs in the burnt forest and saw a whole swarm nearby. "Whoa these hornets are huge! Where did they come from? Are they even zombies? Are they experiments? There's so many of them!" Zombie vultures are just... kind of lame. "Oh, a rotten bird. Hm."

 
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Hey @madmole, I am liking the direction you guys are taking the game, except for one element that has been bugging me for a long time:
Zombie Vultures. Not just because they are significantly less interesting than the giant hornets, but because they are (in their current state) bad for the game in my opinion. Almost completely silent, very tiny hitboxed creatures that can fly. I understand the necessity of an aerial threat in this game to prevent easy camping from roofs and to keep people's guards up, but the way these birds have been designed is legitimately unfair.
I agree with the above but not with the remaining two paragraphs of his post. At the very least the wings should be hitboxed and a subtle sound. Many owls have near-silent flight. Most other birds make noise.

Somewhat related, I also miss the old stump model. There are two similar-looking stumps IRL on my approach to work that I've had the urge to go loot ever since I saw my first 7D2D stump. The new model...not so much.

 
Yeah it was. The elevator pitch for this game has always been Fallout meets The Walking dead in a destroyable/buildable world like Minecraft.
Always??? It has taken you guys more than a few years to end up with this decision. Everything up to A16 showed something completely different than what you say here.. So either you changed your mind or you just wasnt good enough to make what you wanted before... Then again you change your mind about what is good more often than some people here change underwear.

In any case I'm not complaining, I've had more than my fair share of fun in the past. I'm sure you find new customers with your constant changes. Money talks.

 
Always??? It has taken you guys more than a few years to end up with this decision. Everything up to A16 showed something completely different than what you say here.. So either you changed your mind or you just wasnt good enough to make what you wanted before... Then again you change your mind about what is good more often than some people here change underwear.
In any case I'm not complaining, I've had more than my fair share of fun in the past. I'm sure you find new customers with your constant changes. Money talks.
I know 1 person that changed his mind.

https://7daystodie.com/forums/showthread.php?114413-0XP-RolMod-A18&p=1081038&viewfull=1#post1081038

Cheers

 
Hey @madmole, I am liking the direction you guys are taking the game, except for one element that has been bugging me for a long time:
Zombie Vultures. Not just because they are significantly less interesting than the giant hornets, but because they are (in their current state) bad for the game in my opinion. Almost completely silent, very tiny hitboxed creatures that can fly. I understand the necessity of an aerial threat in this game to prevent easy camping from roofs and to keep people's guards up, but the way these birds have been designed is legitimately unfair.

The hornets were far better designed for the game than the vultures because they game some warning to the player that they were nearby with their buzzing (although it was annoying, it's better than complete silence). If you want the vultures to be sneaky and to catch the player by surprise, that's fine, I can actually agree with that--but some noise is needed here. Maybe their wing flapping can only be heard within about 6 blocks or so, just to give the player a chance to respond instead of suddenly ♥♥♥♥ting themselves when a completely undetectable bird starts swiping away at their health. The standard zombies are much better in this aspect, I can get snuck up on by a zombie from behind while I'm looting but at least I'm able to hear some footsteps or a mumble so I at least have a chance of responding before I get hit. When I get hit by a sneaky zombie I feel stupid and try to be more aware of my surroundings. Whenever I get hit by a silent flying creature from out of nowhere, I get really mad. It's not fun.

Another reason why the hornets were much better was because their hitboxes were large enough to the point where they weren't frustrating to fight. I gotta say it's really annoying to miss 3 melee attacks in a row when the point blank hitbox is so thin it just grazes right over them. This seems to be a general issue with melee attacks in the game (I'm currently using the knife in this play through, is this intentional?), but it is extremely prevalent with vultures. I have never had fun fighting a vulture in this game, but I have had enjoyment shooting down a bee from the air or beating it to death with a club because I am not cursing at my screen when my attack misses such a tiny object that is inflicting bleed and infection on me.

And thematically speaking, I miss the hornets. If you guys don't want to bring them back I understand, but they were legitimately the most interesting enemies in the game, especially when you came across giant honey combs in the burnt forest and saw a whole swarm nearby. "Whoa these hornets are huge! Where did they come from? Are they even zombies? Are they experiments? There's so many of them!" Zombie vultures are just... kind of lame. "Oh, a rotten bird. Hm."
I think the vultures are a better fit than the bees were. Unlike dog packs, I dont think they need a warning sound as their attacks are not as lethal.

I love how they stalk the player when their health is low which ticks that realism niche for me.

 
Ok, I see where this is going, I'll give you 10k cash and I'll change my steam review if you give me some info.

ill give you 2 dollars in cash if you tell me something in the alpha that we don't know or to show new zombie art

(its all i have)

 
Hey @madmole, I am liking the direction you guys are taking the game, except for one element that has been bugging me for a long time:
Zombie Vultures. Not just because they are significantly less interesting than the giant hornets, but because they are (in their current state) bad for the game in my opinion. Almost completely silent, very tiny hitboxed creatures that can fly. I understand the necessity of an aerial threat in this game to prevent easy camping from roofs and to keep people's guards up, but the way these birds have been designed is legitimately unfair.

The hornets were far better designed for the game than the vultures because they game some warning to the player that they were nearby with their buzzing (although it was annoying, it's better than complete silence). If you want the vultures to be sneaky and to catch the player by surprise, that's fine, I can actually agree with that--but some noise is needed here. Maybe their wing flapping can only be heard within about 6 blocks or so, just to give the player a chance to respond instead of suddenly ♥♥♥♥ting themselves when a completely undetectable bird starts swiping away at their health. The standard zombies are much better in this aspect, I can get snuck up on by a zombie from behind while I'm looting but at least I'm able to hear some footsteps or a mumble so I at least have a chance of responding before I get hit. When I get hit by a sneaky zombie I feel stupid and try to be more aware of my surroundings. Whenever I get hit by a silent flying creature from out of nowhere, I get really mad. It's not fun.

Another reason why the hornets were much better was because their hitboxes were large enough to the point where they weren't frustrating to fight. I gotta say it's really annoying to miss 3 melee attacks in a row when the point blank hitbox is so thin it just grazes right over them. This seems to be a general issue with melee attacks in the game (I'm currently using the knife in this play through, is this intentional?), but it is extremely prevalent with vultures. I have never had fun fighting a vulture in this game, but I have had enjoyment shooting down a bee from the air or beating it to death with a club because I am not cursing at my screen when my attack misses such a tiny object that is inflicting bleed and infection on me.

And thematically speaking, I miss the hornets. If you guys don't want to bring them back I understand, but they were legitimately the most interesting enemies in the game, especially when you came across giant honey combs in the burnt forest and saw a whole swarm nearby. "Whoa these hornets are huge! Where did they come from? Are they even zombies? Are they experiments? There's so many of them!" Zombie vultures are just... kind of lame. "Oh, a rotten bird. Hm."
I usually can hear their cries.

 
I usually can hear their cries.
THEY just go

CRAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

they sound just like a bird but had this gizzard ripped out

Edit: i really don't know what vultures sound like all i have around my house is "Flying rats" , Crows and Hawks so yeah

 
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As for combat, most weapon animations lack some kind of hit feedback e.g. sledge and most weapons' swing is the same whether they hit something or not. I *think* that the machete animation (which is probably my favorite weapon animation) actually slows down a bit on hit. The arc of the power attack animation is also far more natural for most weapons when swinging something through the air, compared to the abrupt normal one.

And more importantly can anyone shed some light on how zombie damage animations work? They seem to (sometimes) be changing animation states depending on the limb that was hit (and the transition is not smooth in some models). Are their ragdolls enabled only in death/knock down? Can something like activating ragdoll physics for a hit and blending them with the animations be done, so that there is always some kind of hit feedback (even while their damaged animation plays)?

I think the vultures are a better fit than the bees were. Unlike dog packs, I dont think they need a warning sound as their attacks are not as lethal.
I love how they stalk the player when their health is low which ticks that realism niche for me.
I agree that vultures are much more fitting to the theme. And their behavior of stalking the player at low health is great. I do think they could use some subtle audio feedback though.

PS: Guys, don't create extra work for Roland :/

 
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No. Then if it happens you can be surprised.
Hi MM, a while ago you talked about an evolving system similar to the Fallout one in which you fill the cleared POIs with different threats each time you go there on a quest or certain time passes.

Those POIs would have the bandits, the cake and all the beauties with the npc AI of course.

On the same line, nowadays there are games that have some interesting evolving AI that result in a rich experience.

Have you thought of making an npc that behaves like a survivor, has a bit of level/hp advantage and performs tasks in real time while occupying the server slot of a human player? Looks like a Pimp Dream from the outside, but also seems to me that as of now, your team might be able to pull it off.

idk, what is your take on this matter?

 
I think the vultures are a better fit than the bees were. Unlike dog packs, I dont think they need a warning sound as their attacks are not as lethal.
I love how they stalk the player when their health is low which ticks that realism niche for me.
I'm down for having Vultures and Hornets.

Forest/ burnt Forest: Hornets.

Snow and Desert: vultures.

Wastelands: Both.

 
I wonder sense Bandits are coming to the game are normal survivor NPCS going to be in-game??

some are friendly some are not and some you can recruit as a follower (granted they won't speak in full convos but thats ok!)

to cute a Long story short. @MM will there be NPC survivors?

 
I'm down for having Vultures and Hornets.Forest/ burnt Forest: Hornets.

Snow and Desert: vultures.

Wastelands: Both.
I agree, plus the Hornets should either have a chance to poison the player or dive bomb like a jet plane lol...

...or simply have more life so they are different than vultures...or perhaps attack in swarms...

 
Mm was referring to A18...😂
Edit: MM beat me to it...

- - - Updated - - -

Good morning MM!

What work is currently on your plate or are you still doing some balancing testing?
Hey Laz, good morning to you or probably afternoon by now.

I wrapped up the new food descriptions for gumbo stew, etc.

Last week I integrated lots of new weapons like stone axe, wrench, pickaxes, iron fire axe etc.

I've been mostly doing management level stuff getting all the tasks written for all the firearms, that includes implementing new pbr versions of old weapons.

New candy should be completed this week, and perk overhaul is very close too, all in Gazz's hands though. Icons and desc's are done.

I've been combing over ISS and the junk drone designs getting ready to start tasking those, art is started on the junk sledge. Junk drone concept art is done.

I won't be doing any testing until about everything is ready.

 
This is exactly what we're doing. If someone rage quits because we finally replaced the alpha 1 club, then they need their heads examined. Sorry but we need to make pbr art for everything. Yes it will look like a whole new game but we feel like 7 days will be in the top sellers for 10 years if we do this, versus just ship it and vanish in 2 years. So every bit of art is getting reworked, and while we're at it, its the same amount of work to make a design match as it is to just redo the old club that had ZERO thought put into it.
That said all the new wall textures and new weapons introduced are pbr, but the gamma lighting made them look not as nice as they could. So its not like we have to redo everything starting now, most of the game is already redone. Every weapon is already redone I just haven't shown them yet because they are in rigging and in game has some bugs right now. It looks stunning though, like shut up and take my money all over again stunning, all for free to existing users.

But as usual, art has NEVER held up the show. Its always just gravy. The code and having designs we're happy with are the bottlenecks.
Hi Madmole. Been keeping up to date by reading your comments once a week or so... since the latest A18 release.

Thank you, as always, for sharing this cool stuff with us.

I must say I really admire how you can keep on track with your vision even when the nay-sayers surround you at every step.

But that's comforting actually, 'cause I know YOU have the best vision for your game.

How do I know, you may ask? Because the game itself, in the end, is proof that you were right!

7DTD is not just a game anymore, this game is becoming one of the best Early Access experiences I've ever had. Really... I liked the time spent in EA almost as much as I liked each and every alpha version of the game. Seeing your team facing the problems that arise, trying to find a solution together... it's very entertaining and tells a lot about how passionate you all are about this "project". It's not just business anymore and I'm looking forward to experience with you all this last stretch of EA. It will be sad when all this will be over, so please, consider starting a new EA fot 7DTD II as soon as this one is finished! :-D

So, this is just to say: there's tons of players like me who support you Joel + TFP, all the way.

We want our voice to be heard (and you did hear us when needed) but in the end it's always: "In the Pimps We Trust"! :-)

 
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