PC Alpha 21 Dev Diary

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Roland

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Welcome to the Alpha 21 Developer Diary where members of The Fun Pimp staff will occasionally answer questions, post updates of what they are working on, and give us sneak peaks into the future of 7 Days to Die.

This is a focused thread meaning that any off-topic chatter or side conversations not involving a TFP staff member will be moved to an overflow thread in general discussions.

In addition, only Alpha 21 features that have been confirmed will show up in the list below. No longer will planned and hoped-for features be posted until they are actually a reality. This means that even though a developer might talk about their wishes for A21 in the body of the thread, those features will not be listed as official A21 features here until they are confirmed as already implemented.

A21 Release Target Date: June 12 2023

CONFIRMED A21 FEATURES

  • Places of Interest


    100+ New places to explore
  • additional environmental storytelling in POIs
  • 100s of classic POIs updated to current standards
  • Many new T5 and T4 POIs
  • All POI's have a proper name
  • All trader compounds updated and enhanced
  • Huge tunnel in Navezgane

[*]Art

  • Cars, Minivans, Police Cars, trucks, tractors, Fire Engines, Semis, Heavy Machinery, Forklifts
  • Improved glass shaders
  • Light emissive color matching
  • Improved reflections
  • Many new props for indoor and outdoor
  • A large variety of Posters and Pictures on walls
  • New forge model showing upgrades as they are slotted in
  • New workbench model shows visible indicator that crafting is happening
  • New signs for trader compounds
  • Lots of flavor art revealing backstories for the traders
  • Lots of small pipe variations for decorative purposes

[*]Additional Advanced World Generation Options

  • Biome Percent Sliders (included in Alpha 20.6)
  • Option to hide map during advanced generation

[*]Learn By Reading System

  • 23 new skills to govern crafting (photo in gallery below)
  • 23 new magazines added to loot
  • Perks no longer unlock recipes or govern crafting at all
  • The only schematics that still unlock recipes are mod attachments. 
  • Crafting skill is increased by finding and reading magazines
  • Skill increases unlock recipes at certain points as well as increase quality of crafting for items with quality
  • Each tech level has a separate range in the skill spectrum so that you have to work up through primitive tech and then iron tech and then steel tech and being able to craft a blue stone axe no long means you automatically can also craft a blue iron axe.
  •  Some skills have 100 levels but others have less depending on how many unlocks there are for recipes and quality tiers.
  • A new skill page showing your progress has been added to the player interface (photo in gallery below)
  • Skill magazines can be found, bought, and/or received as quest rewards. The topic of the magazine matches the location you would expect to find it in the world.
  • Perks slightly affect the probability of finding like-themed magazines and parts for those recipes. Perk into shotguns and you will notice more shotgun magazines and shotgun parts appearing in the world. It isn't a significant bonus but it does prevent the player from being screwed over.
  • When you max out a skill, that slight probability bonus granted by perks for finding the corresponding magazine for that skill drops off. The magazine will still show up randomly in loot but no longer have a boost. The probability boost for finding matching parts will remain.

[*]Interactive Environmental Hazards https://www.youtube.com/watch?v=G0mgZ9zB9m4 

  • Flaming broken gas pipes blocking the way. A valve to turn off the gas flow is located elsewhere.

[*]Doors

  • Double Doors
  • Partially damaged doors with large holes can be shot/meleed through to damage enemies on the other side
  • hundreds of door variations

[*]Water Simulation

  • All new water coding--water is no longer a block but a water voxel
  • Water voxels flow into neighboring voxels that are marked to allow it.
  • Water can be in the same space as a block
  • Water does not flow or fall continuously like a river or a waterfall
  • Player movement in water has been enhanced

[*]Armor -Pushed to A22 with bandits and character models

[*]Drinking Water Rebalance

  • Murky water is the only water found in loot and water sources.
  • Empty Glass bottles removed from game to match all the rest of the containers in the game
  • Dew collector work station added
  • Players can drink murky water directly from water sources with empty hand by pressing "e".
  • Drinking murky water causes 5 hp of damage and has a chance to give dysentery
  • Pot is now required to boil murky water into boiled water
  • Glue crafting taken into consideration

[*]Spears

  • Spear damage increased
  • Spear power attack is a thrust instead of a throw
  • Throw attack for spears removed

[*]Chunk Reset Option

  • Default is disabled
  • Options for days all the way up to 70 days
  • Chunk resets to its pregenerated state if no player has entered the chunk after the number of days selected.
  • An active LCB or bedroll will prevent a chunk from resetting.

[*]Trader Changes

  • New Trader compounds
  • Trader inventories rebalanced with the new crafting progression
  • Removal of Secret Stash
  • Further specialization of traders and what they carry

[*]Electricity Changes

  • Wires only visible when holding wire cutting tool

  • Player HUD changes


    Danger Meter added to show danger level of biomes and POIs
  • Crafting Recipe Tracker can be toggled to show on the HUD to help players as they gather materials needed for crafting
  • When crafting, the player can select on the hud the quality level they would like to craft as long as it is equal to or less than what they've learned.
  • An armor state indicator to warn when your armor durability is low.
  • F7 now supports interacting with objects so the entire HUD can be removed for cinematic play.

[*]Perk Rebalancing

  • Sexual T-Rex removed. Stamina improvement now incorporated into the separate perks for each relevant weapon
  • Each attribute will get its own version of Flurry of Blows as an additional perk for the melee weapons within that attribute
  • Grease Monkey now increases the amount of health that repair kits restore to vehicles. (One repair kit no longer restores a vehicle back to max health)
  • The cooking perk speeds up cooking times

[*]Vehicle Changes

  • Repair kits restore a fixed amount of health and each level of Grease Monkey adds 10% of the vehicle's total health to the amount restored.
  • Increased vehicle damage to blocks, terrain, and entities by various amounts.
  • Increased vehicle damage received from collisions by various amounts
  • Improved vehicle block collision calculations
  • Greatly increased damage given and received to and from block collision.
  • Increased bicycle, gyro, and 4x4 health
  • Vehicle spark effects on bigger self damage hits
  • Vehicle blood splatter effects on high damage collisions with entities

[*]Entity Activity Throttling System

  • Zombie pathing updates less frequently (server-side) based on distance from player
  • Jiggle components disabled (client-side) based on distance from player
  • Each player can always have some fully simulated zombies
  • Helps with large numbers of zombies from Blood Moon & sleeper volumes

[*]New Terrain Tool

  • Sphere-shaped brush with adjustable size
  • Grows terrain in all directions instead of just upwards
  • Can fill space with any block (including non-terrain)
  • Undo function

[*]Graphics Improvements

  • Shadows re-enabled on grass, based on quality settings

  • Quests


    New quest type: Infested Clear
  • Infested quests increase the Tier level of the quest by one level and greatly increase the number of zombies.
  • T5 infestation quests are therefore considered T6.

ROADMAP TO GOLD AND BEYOND

  1. Bandits
  2. Armor
  3. Weather
  4. Factions & Story
  5. Steam Workshop Support


After Gold a small team will continue to support and update 7 Days to Die going forward. Bandits unlikely to be ready for A21 but should be good for A22.

 
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Welcome to the Alpha 21 Developer Diary where members of The Fun Pimp staff will occasionally answer questions, post updates of what they are working on, and give us sneak peaks into the future of 7 Days to Die.

This is a focused thread meaning that any off-topic chatter or side conversations not involving a TFP staff member will be moved to an overflow thread in general discussions.

In addition, only Alpha 21 features that have been confirmed will show up in the list below. No longer will planned and hoped-for features be posted until they are actually a reality. This means that even though a developer might talk about their wishes for A21 in the body of the thread, those features will not be listed as official A21 features here until they are confirmed as already implemented.

A21 Release Date: "Done When It's Done"

CONFIRMED A21 FEATURES

  • New Places of Interest
  • Updated and New (Decorative) Vehicle Models
Well finaly :)

So i hope we will see skeleton prop :)

 
Water overhaul, bandits, and the wandering sleeper mechanic is what I'm hoping for. Anything else is just icing. 

I really hope wandering sleepers become the new Active sleeper in that they are used the most. I feel like having the vast majority as wandering sleepers would make them seem more organic, almost like they aren't sleepers at all. 

 
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Water overhaul, bandits, and the wandering sleeper mechanic is what I'm hoping for. Anything else is just icing. 
well they have a programmer who is only task is to work on the water overhaul. I hope its ready in time for A21, and hopefully the new armor system is ready by then also

and I know that pickup is a decorative vehicle to wrench down, bit I would love if the 4x4 got reskinned to look like that and had its audio changed to sound more like a pick up truck than what ever hell the buggy sounds like right now

 
Outside of the stuff already mentioned by others (bandits, water etc) I'd love to see a bit of love given to making the world outside of the tiled towns/cities feel more real to match the level of detail we see in cities now.

Particularly the the transition between tiled sections and the RWG biomes is quite jarring (the difference in the roads is a good example) and, aside from the current wilderness POIs, the biome stuff outside of towns is very empty/repetitive.

Maybe some sort of sub-biomes are needed like sections of pine forest with less trees or something similar to the old plains for the desert and so on

 
The rusty/chipped paint look on cars makes me wonder lore-wise how much time has passed since the apocalypse for it to get into this condition

Also Texas license plates! Interesting, they must be visiting Arizona :) (unless RWG maps aren't necessarily in Arizona? I'm probably looking too much into it)

 
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How awesome would it be, if each section of that bandit's armor was randomly present or not on each bandit?

  • Instead of the player reacting, "Oh, this is the heavy one, I have to shoot him more," the reaction could be, "Aha, this one's right leg is unprotected!
  • The bandits would look more irregular as an organization, rather than all carrying standardized (albeit post-apocalyptic) equipment for their combat role.
  • They'd have more individual variety when seen in groups.
The best character art still falls apart when multiple characters are inexplicable clones.  My fear is we'll see the one on the left in game and be able to say, "Oh yeah, red bandana dude. That's banditSteve. He runs at the tier 3 speed, and has iron knuckles and a double-barreled shotgun, every time."  That gets old after the first ten or a hundred of them.

And yes, I would hope the same system (call it 'random character generation' to complement random world generation), if added, could be used for zombies.

 
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This new A21 thread won't be really open until some devs comment on it.

We need new, up to date, info on the development of A21.

Maybe Saint @faatal could humor us?  :heh:

 
Not until it is actually confirmed as clinched for A21 by a developer. If it ends up getting punted again then I'd rather not add it at all. Patience. The features of A21 will be added when the developers reveal them. Until then, nothing is being transfered from the old list to the new list and if it hurts to read the old list because it says something got pushed to A21 and it isn't showing up here....well.....the solution is to stop reading the old list.

The Fun Pimps are headquartered in Texas. It's a reference to them.
Oh i see- i was thinking that was told during live stream so it is comfirmed 

How awesome would it be, if each section of that bandit's armor was randomly present or not on each bandit?

  • Instead of the player reacting, "Oh, this is the heavy one, I have to shoot him more," the reaction could be, "Aha, this one's right leg is unprotected!
  • The bandits would look more irregular as an organization, rather than all carrying standardized (albeit post-apocalyptic) equipment for their combat role.
  • They'd have more individual variety when seen in groups.
The best character art still falls apart when multiple characters are inexplicable clones.  My fear is we'll see the one on the left in game and be able to say, "Oh yeah, red bandana dude. That's banditSteve. He runs at the tier 3 speed, and has iron knuckles and a double-barreled shotgun, every time."  That gets old after the first ten or a hundred of them.

And yes, I would hope the same system (call it 'random character generation' to complement random world generation), if added, could be used for zombies.
Well i have very unsual opinion - zombie need a lot of variants because they were civilians, doctors, soldiers, police etc So you can find zombie with diffent clothes - diffrent thirts, jackets, pants , shoes etc- like in l4d2.

Bandits and humans are diffrent - why? Well stalker is good example - bandits there wear similiar clothes ( well because to make less outfits in games but it was explaned in books) because if your friend get shot by bandits you will not know who was this guy and you will not try hunt this bandit down because you will never find "right" one. And another reason- they were using "armors" made before outbreake used by military , police etc so this is pretty logical that it will looks similiar- and bandits here are not freaks from  cheap 80 B-movie when bandits looks like BDSM fans.  Bandits before outbreak were norrmal people so they wearing normal clothes.  Another thing - bandits works in groups so they wearing similiar clothes to avoid be killed by acccident. So  put bandits in 3 groups - light , medium and heavy is good option.

"Another settlement needs your help".

If 7D2D ever gets there, I will be so happy they well have to make a new word for that level of happiness! 

What that could mean is:

-Interactive NPC's both protagonist and antagonist.

-Please review the first item again.  :)
I  hope it never happens. 

Humans are the most boring things in zombie games and movies. 

Well protagonist of "i'm legend" ( i know there were vampires) had preety calm live until he met another human xd

 
well good were getting new cars too scrap!

would be neet if the 4X4 had a shape tool to make it look like the other cars in game but more makeshift!

man can dream

oh and the other 1000 things i asked for...

Oh i see- i was thinking that was told during live stream so it is comfirmed 

Well i have very unsual opinion - zombie need a lot of variants because they were civilians, doctors, soldiers, police etc So you can find zombie with diffent clothes - diffrent thirts, jackets, pants , shoes etc- like in l4d2
I agree too a Point, no clue why some games can do it and some can't.

but for now i think a color region system could work for now. too change hair color, cloths and skin color

 
well good were getting new cars too scrap!

would be neet if the 4X4 had a shape tool to make it look like the other cars in game but more makeshift!

man can dream

oh and the other 1000 things i asked for...

I agree too a Point, no clue why some games can do it and some can't.

but for now i think a color region system could work for now. too change hair color, cloths and skin color
Well i think it could help a lot because even clothes colour can do a lot . But still i think 7dtd still need more at least 50 variants of zombie. Because.. well in zombie game zombies are most important

 
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