PC Alpha 19 Dev Diary

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A slider would be useless because the AA post processing algorithms don't work that way. FXAA has one choice fast mode or not. SMAA has low/medium/high, but low/medium look like FXAA, so those will not be a choice.
I would not put features on the list until they seem releasable. Putting prototype features on the list and then having to remove them if there is an issue for A19 would disappoint people and looks bad.
Mayhaps there will be CSAA for the Ultra option?

 
A slider would be useless because the AA post processing algorithms don't work that way. FXAA has one choice fast mode or not. SMAA has low/medium/high, but low/medium look like FXAA, so those will not be a choice.
I would not put features on the list until they seem releasable. Putting prototype features on the list and then having to remove them if there is an issue for A19 would disappoint people and looks bad.
sorry bro i was trying to be humorous.

maybe put a slider on the list, move down (to the left) the list shrinks to confirmed items only, move all the way to the right and we a see all suggestions and requests and rumours. choose your own belief level ha ha

at the same time put a predicted release date that scales in inverse logarithmic scale with the slider

 
Well, people get creative with UI elements. If it's a bar made up of 4 large segments, equaling 5 settings, that's a slider. =P
No need to get creative. The unity UI slider has a checkbox for whole numbers :-)

 
Madmole

Is it possible with the animation set for the player

to adapt some of the Zombie pre-existing animations,

and physics from their animation controller?

Example 1: There are degrees of force, in levels, Melee, concussive,

collision. The knockback and knockdown animations could possibly be

applied to the player. Adding to that a neg/pos buff for get up time

could add to the suspense for getting away. Lowering the camera

drastically psychologically gives an inferior position. The zombie

Steve crawler position would lend to the stealth, lower position plus

lower camera height.

Example 2: When player is dropping from a a height that breaks a leg

the kneeling animation accompanied with the zombie limp until 100% adds

an a sense of urgency. Add to that the ability to drop the weapon in hand

in any one of the situations above. You can use the throwing meter for

weapon and player distance. On mountainous inclines a ragdoll roll if you

lose your footing.

Gamewise: It fits in with your ISS adjustment for fun factor. Will account

for some interesting stories. Would add depth of sale enticement for those

watching Streamers. Adds a new Moddable focal point. Incorporates with the

threatlevel music system.

Businesswise: Already available, financially reducing the expenditure for

external motion capture. You have a strong team in place to actuate it.

You are adding new models presently, this could be an added ticket. Puts

the project closer to the end goal.

 
Nice to have AA options! thanks faatal. TAA mode? IMO the best, produces blur in some games but I love to combine TAA with that new contrast-adaptive sharpening options appeared in lasts months in both amd and nvidia gpu settings

 
@Madmole In what year "7 Days To Die" sets in? Missing a modern look (furniture, paint textures, clothing, etc.) but I guess It was intentional to look that way. :02.47-tranquillity:

By the way I'm very happy that all the bars (food, thirst) are getting back into the main screen! GUI definitelly needs some more love...

 
@Madmole In what year "7 Days To Die" sets in? Missing a modern look (furniture, paint textures, clothing, etc.) but I guess It was intentional to look that way. :02.47-tranquillity:
By the way I'm very happy that all the bars (food, thirst) are getting back into the main screen! GUI definitelly needs some more love...
like 2045 or something :)

 
Well ISS is confusing to new players, most of the team didn't even understand it when they got to play A18. Why is my max health damaged? No clue. Then things like broken legs were fun and communicated well and created lots of interesting stories. So the idea was get rid of the confusing part, add more of the fun and interesting parts and it should be a nice system then.
We'll have stun which leads to concussions, cuts, deep lacerations (requires a first aid kit which has a sewing kit as part of the recipe) that causes periodic bleeding until treated, abrasions, broken legs, broken arms (slow reload, power attacks hurt the player 1hp, slower aim, etc) and a few other surprises. But the entire system is governed by a crit manager that decides if you get a crit or not. We'll have some protection in there for cheap crits too, so generally it will be like infection, if your armored up and high health you will be unlikely to get a crit (aside from broken legs). But the more beat up you get, and if you take a flurry of hits, then the likeliness of getting one goes up.

I'm really excited about it. It will communicate just like infection, with a debuff telling you exactly why your max health is damaged, and the amount with a number, and full description in the active effects.

Then for A20 we'll have the same setup for vehicle criticals, flat tires, punctured radiator, etc and specific parts to fix those problems.
Finally... Getting away from simplification. Now, let's talk lbd.

/Runs away

 
A slider would be useless because the AA post processing algorithms don't work that way. FXAA has one choice fast mode or not. SMAA has low/medium/high, but low/medium look like FXAA, so those will not be a choice.
I would not put features on the list until they seem releasable. Putting prototype features on the list and then having to remove them if there is an issue for A19 would disappoint people and looks bad.
Bandits using LBD flying mounts with light sabers and futuristic algorithms about AI prototypes confirmed!

 
@Madmole In what year "7 Days To Die" sets in? Missing a modern look (furniture, paint textures, clothing, etc.) but I guess It was intentional to look that way. :02.47-tranquillity:
By the way I'm very happy that all the bars (food, thirst) are getting back into the main screen! GUI definitelly needs some more love...
In the original brainstorm 2034 was when the bombs dropped. Might be 2040 now. For you guys running persistent servers its probably 2080 lol..

 
Madmole, Have you thought about adding huge bosses leading the Horde? Like these, for example

It would require changes to spawn some boss first and ensure he gets there first, probably not worth the effort.

 
oh thank Goodness!

I can't wait to see the new zombies!

in fact that's the thing in A19 i Really want!! everything else is Good but new zombie looks! :D
New zombies will take quite a while, you might see 1-3 new (replacing an old) zombies in A19. We're still staffing up to tackle this task, we hired one new artist (5 now) and are getting some sub contractors to assist. Joey is working on bandits, Justin is working on converting everything to pbr linear, Yongha is working on weapons/drones, Raner is on special effects/HUD mockups and Hung is working on new env art for the designers to be able to do the commercial overhaul, so as you can see noone is available to work on zombies or other characters. Once 19 is done they can gang up on it probably.

 
In the original brainstorm 2034 was when the bombs dropped. Might be 2040 now. For you guys running persistent servers its probably 2080 lol..
Translation: It's going to take at least another 20 years for 7D2D to reach stable. I like it. ;)

 
It would require changes to spawn some boss first and ensure he gets there first, probably not worth the effort.
i think he was talking about just a Big zombie with a Horde! not leading it?

maybe later on when we get new special zombies we could get on that like a Super Obese Zombie , zombie that can charge at walls and stuff (maybe he could uses the old behemoth model?) screamer could lead go with zombies on horde night but if they scream! blood shoots up in the air and hits the ground like a Artillery bombardment!

- - - Updated - - -

New zombies will take quite a while, you might see 1-3 new (replacing an old) zombies in A19. We're still staffing up to tackle this task, we hired one new artist (5 now) and are getting some sub contractors to assist. Joey is working on bandits, Justin is working on converting everything to pbr linear, Yongha is working on weapons/drones, Raner is on special effects/HUD mockups and Hung is working on new env art for the designers to be able to do the commercial overhaul, so as you can see noone is available to work on zombies or other characters. Once 19 is done they can gang up on it probably.
well still from what i saw with zombie Joe. i think i like were it will be going

i can only imagine for now how it would look if all of them! (crap now i have to draw some up)

 
You will get a hungry white pop up at 75% with no stamina penalty yet. At 50% your popout turns amber and you lose 25% of your stamina. From there down it degrades all the way to 25% at 0 food.
Yeah, one thing to add. You don't want it dropping below 33% or far worse things start to happen.

That goes for water to.

 
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Yeah, one thing to add. You don't want it dropping below 33% or far worse things start to happen. That goes for water to.
He's talking about the new, player-unseen ISS system. :)

 
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