PC Alpha 21 Dev Diary

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Recently I had been looking to do a nomadic playthrough, but the crafting equipment makes that a little challenging.  To be able to use the trader benches would be great and I wouldn't mind having to wait until I had enough knowledge to build my own, and even had to build some rapport with the trader to do so.   Even a special mission for parts to repair it would be cool 

 
@schwanz9000

I have a question :

Aside from windows, have there been any changes\additions to the shape system? 

I noticed that it seems to be a significant lack of logical shapes in some groups. For example, an imaginary shape A has 50cm, 100cm corner X, corner Y, half plate A, full plate A  etc etc and it might lack say corner X compared to a similar one of the same kind. Some cool advanced shapes do lack those variations, and that's fair as they are niche and complex, but geometrical blocks could use a more thorough "standarizing".

Thanks in advance ! It's nice to hear about your awesome work from time to time.

 
Recently I had been looking to do a nomadic playthrough, but the crafting equipment makes that a little challenging.  To be able to use the trader benches would be great and I wouldn't mind having to wait until I had enough knowledge to build my own, and even had to build some rapport with the trader to do so.   Even a special mission for parts to repair it would be cool 


At Traders would be neat, but so much happens at Traders already, that I'd like to see a reason to go elsewhere.

It was neat in A19 to sometimes find a working station in a POI. Then you at least had to be raiding POIs to find them and might see Z's respawn. I guess now in A20 the various workstation "Random Helper" blocks we put into POIs must not include a chance for a working version.

I sometimes play nomadic. If you put a landclaim block down, then place your workstations, you can pick them back up.

I think a Workbench mod for the 4x4 would make sense.

 
Any plans to add an advanced options tab for further game customization?  Where we can adjust trader restock days, vending machine restock days. Zombie damage, wandering horde size and zombie/animal spawn rates. 

 
Blake_ said:
Hi faatal! I have a few questions regarding water:

1. Does it allow for you guys to create rivers and waterfalls without any visual or performance problems?

2. How does "placing a block inside the new water voxel" work? Does the voxel disappear and the other voxels go around or does it have another behaviour altogether?

3. Does the new water allow for stuff like SS Reflections, other advanced dynamic reflections,  and/or even shadow and fancy volumetric ray reflections or other post-processing shenanigans?

4. Are swimming animations or other underwater animations (like combat)  planned for players and npcs?

5. Have you guys talked about improvements for underwater gameplay, like kelp, rocks, or dangers (sharks, piranhas, Snowdog in a swimsuit)?

6. In your opinion, how much better will the new water be in terms of performace compared to the current one at top graphics?

Thank you in advance.
1 It does not flow constantly like a river. Water can fall, but it does not really work for waterfalls as the water would just drain and no more falling.

2 It depends on the block. A solid block would remove the water. Other blocks would sit in the water.

3 No changes have yet to be done to water rendering, just the simulation. Rendering will probably not be that different.

4 Not that I know of.

5 We have talked about sharks, but not really seriously.

6 Hard to compare, as the old water sim was heavily throttled, so it did not really work well and some of the bugs it had may be from that. The new water will actually do stuff, so you could say performance will be worse than broken gimped water. In any event, it is being designed to not be a resource hog and work within reasonable limits.

 
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1 It does not flow constantly like a river. Water can fall, but it does not really work for waterfalls as the water would just drain and no more falling.

2 It depends on the block. A solid block would remove the water. Other blocks would sit in the water.

3 No changes have yet to be done to water rendering, just the simulation. Rendering will probably not be that different.

4 Not that I know of.

5 We have talked about sharks, but not really seriously.

6 Hard to compare, as the old water sim was heavily throttled, so it did not really work well and some of the bugs it had may be from that. The new water will actually do stuff, so you could say performance will be worse than broken gimped water. In any event, it is being designed to not be a resource hog and work within reasonable limits.
So for example  backpack or bones can respawn "underwater" without making bubble?

 
1 It does not flow constantly like a river. Water can fall, but it does not really work for waterfalls as the water would just drain and no more falling.

2 It depends on the block. A solid block would remove the water. Other blocks would sit in the water.

3 No changes have yet to be done to water rendering, just the simulation. Rendering will probably not be that different.

4 Not that I know of.

5 We have talked about sharks, but not really seriously.

6 Hard to compare, as the old water sim was heavily throttled, so it did not really work well and some of the bugs it had may be from that. The new water will actually do stuff, so you could say performance will be worse than broken gimped water. In any event, it is being designed to not be a resource hog and work within reasonable limits.


skimmed this thread to update myself and didn't see it asked so I'll ask:

Will the new water simulation change how the player swims through it? It's incredibly slow to swim through the current iteration of water and while I can totally understand why (I mean, we are carrying a backpack on our back, plus armor, clothes, etc), but it makes crossing even small lakes or rivers incredibly time consuming and somewhat difficult to navigate. Especially since zombies are not also hindered by the molasses quality of the water 😅

 
I have filled some gaps where they were either needed by level design or as you say that were "logically" missing.

I do not recall which ones specifically since as of today, I've added 230+ new shapes to A21. 
Wow. Thank you very much for that! Building is enjoyable enough, but nothing beats a " death while looking at the shape menu in awe" while picking a cool shape to place.

10/10 I would die again.

 
skimmed this thread to update myself and didn't see it asked so I'll ask:

Will the new water simulation change how the player swims through it? It's incredibly slow to swim through the current iteration of water and while I can totally understand why (I mean, we are carrying a backpack on our back, plus armor, clothes, etc), but it makes crossing even small lakes or rivers incredibly time consuming and somewhat difficult to navigate. Especially since zombies are not also hindered by the molasses quality of the water 😅
The water simulation changes how water data is represented and how it flows. The player checking if in water and moving is the same end result with old or new water. The poor movement of the player in water is just a bug as far as I'm concerned with the player code and not water's fault.

 
There's a POI with a painted skull on one side...
Nice! By the way! Do you know if sewers will be getting improvements like... massive underground labyrinths?

Edit: Underground fighting is just pure adrenaline in this game, hence the question.

 
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There's a POI with a painted skull on one side...
Yep but this is like..... what if 7dtd had only painted zombies on walls..... i need lying on ground skeletons sooooooooo much. Even more that bandits. Why? because without acid pool we can't change bandits into skeletons 😕

 
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