This is what I mean by “good enough”Just having water no longer leave divets if you dig under it or if it isn't filled full enough would need a great improvement. That's the most noticeable issue, imo.
I also like that it will share space with other blocks and that movement suited in water will be improved.
I don't know that it really needs anything else. Having good looking waterfalls would be nice, but isn't really that important.
@SnowDog1942 , your doll is almost ready it seems they had a team on it.
Yeah, pretty sure that's what they're doingMeh, water needs a few improvements and it will be good enough.
Me too.That's a pity. I know lots of people are looking forward to NPCs being in the game.
Out of curiosity, is the in-progress bandit code going to be shipped with the alpha, just disabled/unused? Or is all the work in a feature branch that won't even get merged into the A21 branch?
I'm asking on behalf of modders who may or may not be myself.![]()
It’s cool don’t stress.Me too.
Disabled. Some data removed.
It was my understanding from what Roland said many pages back that the next project is currently being worked on. Granted it's still in the planning and concepual phase, but even if 7DTD was done and dusted yesterday the next project would need to complete it's current planning phase to actually be worked on. There's nothing to the next project being lost by them working on water so it works as they intend it to.move on to the next project
From the YouTube interview it’s something like 90% working on 7D2D. They have six (I think) doing work on the new titles. Obviously wrapping up 7D2D sooner would allow more staff to work on new stuff.It was my understanding from what Roland said many pages back that the next project is currently being worked on. Granted it's still in the planning and concepual phase, but even if 7DTD was done and dusted yesterday the next project would need to complete it's current planning phase to actually be worked on. There's nothing to the next project being lost by them working on water so it works as they intend it to.
I want the team to work on what they need to & want to so it's the best it can be. That way when it is finished the player outcry of it could have been done better is minimal.
Depends on the staffs area of expertise. Staff members are specialized and may not be able to do other aspects in game developement. Just because you have them doesn't mean you can use them in the current phase.From the YouTube interview it’s something like 90% working on 7D2D. They have six (I think) doing work on the new titles. Obviously wrapping up 7D2D sooner would allow more staff to work on new stuff.
What POI is it? I am genuinely curious and would love to go look at it in game!that cool "easteregg" POI at the southernmost edge of the navezgane map has some nice outside landscape with cascading water, which does a really good job of "simulating" a flowing river if you ask me.
Quoting myself here as I have some info to add to this:No, the important use case is to show the blocks you can shoot through, water is just icing on the cake.
Or am I confusing it with the selecting-through-a-block issue? Arrow slits for example should still be shoot-through, but you can not access a dart thrower behind it.
I miss those days too.So all these people that hate the idea of learn by looting...did you hate back when finding the minibike book and forge books and stuff were total RNG? There were a lot of people that didn't like when that was changed back then, and this new system sounds like a full blown version of that. I don't see why there's so much hate for it, it's not like it's totally new to the game. Also, people have long cried for removing weapon crafting from being perk-gated, which it sounds like this will do.
I remember loving the hunt for those books, so I'm hopeful this system will bring some of that feeling back.
All those systems you mentioned you've worked on, however, don't seem to need any kind of balancing (maybe only the skinning system regarding how much stuff you get from skinning?). In the case of TFP's systems that they're working on, there's A LOT of rebalancing going on. I can only imagine the huge amount of work they're doing just on the loot tables alone. After that, they need the QA staff to test and give feedback, and then if something needs rebalancing, they need to do it all over again.While im not dissapointed by LbL system, (i think it is better than LbC system), i am more dissapointed by lack of features. The water system is a great addition but when looking at confirmed feature list, it feels kind of short to be fair.... Some graphic changes are the most of things i can make out of this list. No bandits is a def. killer for me. I work for some other game studio, and i was able to implement 3 subsystems for that game, being animal skinning system, ambient music system (combat, suspense etc crossfades) and fall damage system. While it may sound like something easy and absolutely unnoticeable in details, i feel it is almost the same as this list of features offers. (water logic excluded). Mostly visuals, that could be solved in just few seconds by purchasing some decent assets and then puting them in substance painter for sec, that should be it. And not putting it in "feature list", because people dont care that much about graphics, you can do placeholders for time being and do graphics when gameplay elements are done....
You can't compare that directly because there were significant differences in the game. Back then, when you raided a crack a book, there was something to be found in almost every bookshelf. In addition, nearly all zombies dropped loot. Mostly it was garbage but sometimes there was something good. I had a horde base in A16 that was designed to get as many of the zombie corpses as possible. After the horde night I had chests full of loot. I didn't have to loot non-stop instead the loot came to me.So all these people that hate the idea of learn by looting...did you hate back when finding the minibike book and forge books and stuff were total RNG?