ZehMatt
Active member
I'm a bit annoyed about where zombies may or may not be located/spawned.
Most annoying ones:
1. Inside a wardrobe
- How the @%$*#! did he get there and why is he staying in there?
2. Ceilings
- How the @%$*#! did he get there and why is he staying in there?
3. Random
- Yes, this is still happening and its annoying as hell. Walking around a corner and turning back, a new zombie has appeared.
For me this is the biggest immersion breaker ever, game or not, when something makes absolutely no sense regardless in what abstract universe its just silly. There are better ways to have more than enough zombies without having to rely on silly jump scares.
The alternative
Take my Server Mod as an example to how you could do zombies.
Legend:
- Red Dot: Roaming offline zombie (Not yet active in the game world)
- Cyan Dot: Roaming Sleeper Zombie (Not yet active in the game world)
- Blue Dot: Active game zombie (Actual spawned zombie)
- Red Rectangle: Player visibility zone (Each player has this)
The way this works is pretty simple:
- The player visibility zone controls if the zombie is supposed to be spawned or de-spawned, the zone should be large enough for players not being able to see them spawn.
- Zombies will always start at the border of the map and travel to a random location, when destination reached they pick a new location nearby.
- Sleeper Zombies will always travel to their desired sleeper position.
- When zombies are killed, a new zombie will start at the border.
- When a zombie crosses the border, he starts again at the opposite side.
I really hope the developers can take out some inspiration from this, its not very difficult to do and the offline simulation is very cheap and does not have to be accurate at all.
This simulation at least gives the player the impression that the whole world has turned into zombies and that they actually come from somewhere (no explanation needed).
Given that what I've built is merely a proof-of-concept thing you can have something better like flock simulations, heat map attraction and so on.
Having them stored in POIs and randomly spawn them "when not in sight" is just lame (sorry but that's what it is)
Source: https://github.com/ZehMatt/7dtd-WalkerSim
Most annoying ones:
1. Inside a wardrobe
- How the @%$*#! did he get there and why is he staying in there?
2. Ceilings
- How the @%$*#! did he get there and why is he staying in there?
3. Random
- Yes, this is still happening and its annoying as hell. Walking around a corner and turning back, a new zombie has appeared.
For me this is the biggest immersion breaker ever, game or not, when something makes absolutely no sense regardless in what abstract universe its just silly. There are better ways to have more than enough zombies without having to rely on silly jump scares.
The alternative
Take my Server Mod as an example to how you could do zombies.

Legend:
- Red Dot: Roaming offline zombie (Not yet active in the game world)
- Cyan Dot: Roaming Sleeper Zombie (Not yet active in the game world)
- Blue Dot: Active game zombie (Actual spawned zombie)
- Red Rectangle: Player visibility zone (Each player has this)
The way this works is pretty simple:
- The player visibility zone controls if the zombie is supposed to be spawned or de-spawned, the zone should be large enough for players not being able to see them spawn.
- Zombies will always start at the border of the map and travel to a random location, when destination reached they pick a new location nearby.
- Sleeper Zombies will always travel to their desired sleeper position.
- When zombies are killed, a new zombie will start at the border.
- When a zombie crosses the border, he starts again at the opposite side.
I really hope the developers can take out some inspiration from this, its not very difficult to do and the offline simulation is very cheap and does not have to be accurate at all.
This simulation at least gives the player the impression that the whole world has turned into zombies and that they actually come from somewhere (no explanation needed).
Given that what I've built is merely a proof-of-concept thing you can have something better like flock simulations, heat map attraction and so on.
Having them stored in POIs and randomly spawn them "when not in sight" is just lame (sorry but that's what it is)
Source: https://github.com/ZehMatt/7dtd-WalkerSim