toores
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Nice! This will add tons of gameplay.There you go. Quests are coming and if you want your prefabs to work with them you'll have to do things with the super cool tools the developers are building for us. That's all I can say.
Nice! This will add tons of gameplay.There you go. Quests are coming and if you want your prefabs to work with them you'll have to do things with the super cool tools the developers are building for us. That's all I can say.
Not in numbers, but in quality, and you still need the handcrafted stuff as input for the procedural variation to get any complexity into the variation.... but handcrafted variation can't compete with procedural variation for creating the thousands of hours worth of non-repetitive content that makes this game stand out.
Hmmmmm for this to be the case you would hypothetically need to develop a quest system that could hijack the sleeper volumes and loot of a particular POI so that when triggered, the quest would repopulate the POI to support the quest conditions. Even cooler would be if the devs made these “hijacking” tools available to modders so that community created quests could become as popular as community created prefabs.....I think in order for it to be fun it has to blend in with the world, like in Red Dead Redemption. Is it cool to find a random note that tells you to do something? Maybe once or twice, but most of the times it isn't. Now, is it fun to walk down a road and come across a griving woman asking for help cause his husband is trapped in a house surrounded by zombies? Hell yeah.
The quest system is one of the things that should make the world feel alive; that should make the player forget he's playing a game. That's very hard to accomplish, but if you nail it you got one hell of a game.
Either that or just a system that spawns the house with the husband inside and walkers around whenever the lady appears. That is, spawn a completely new POI for the occasion instead of hijacking an existing one.Hmmmmm for this to be the case you would hypothetically need to develop a quest system that could hijack the sleeper volumes and loot of a particular POI so that when triggered, the quest would repopulate the POI to support the quest conditions. Even cooler would be if the devs made these “hijacking” tools available to modders so that community created quests could become as popular as community created prefabs.....
Hypothetically speaking....
I was thinking how you would do random quests.I think in order for it to be fun it has to blend in with the world, like in Red Dead Redemption. Is it cool to find a random note that tells you to do something? Maybe once or twice, but most of the times it isn't. Now, is it fun to walk down a road and come across a griving woman asking for help cause his husband is trapped in a house surrounded by zombies? Hell yeah.
The quest system is one of the things that should make the world feel alive; that should make the player forget he's playing a game. That's very hard to accomplish, but if you nail it you got one hell of a game.
If they had a separate subsystem for spawns instead of having them defined with the POI, that could work easily enough. Have the POI's define where spawns could be, not what or when. Then game difficulty could increase the percentage of active spawn points within POI's and the quest system could also weigh in with what and when.Hmmmmm for this to be the case you would hypothetically need to develop a quest system that could hijack the sleeper volumes and loot of a particular POI so that when triggered, the quest would repopulate the POI to support the quest conditions. Even cooler would be if the devs made these “hijacking” tools available to modders so that community created quests could become as popular as community created prefabs.....
Hypothetically speaking....
Yea me either. As far as the streaming 7D2D. I am still doing it and have no plans to stop. I am still getting viewers on it and gain more each time I stream it seems for the most part.We /literally/ just had an a16 update... not seeing why we're asking for 17 just yet... there's still plenty to do IMO. <shrug>
There is an incentive problem whatsoever and we are at fault.I would agree, but don't you think the fact that EVERY game now a days is EA means the rules have changed? Much like DLC was NEVER a thing back in the nes days now it is standard. EA is quickly becoming a standard way to fund projects further. It isn't all about bug testing. This game and others prove some bugs aren't even worth fixing right away. The main advantage of releasing today is the early influx of cash to continue the project. It is the new way of going to investors and asking for money.
Very small tidbit that will probably be of interest to modders:That's the most encouraging thing I've heard in some time. I'm hopefully preaching to the choir (or the architect of the church as the case may be), but handcrafted variation can't compete with procedural variation for creating the thousands of hours worth of non-repetitive content that makes this game stand out.
Very small tidbit that will probably be of interest to modders:
<placeholder name="lootYardHelper">
can now also spawn an air block so there's no guarantee that the loot container X in prefab Y is always there.![]()
Random loot, yes, but not necessarily always in the same place...
Or maybe you have a door that's sometimes there or a door that's sometimes wood and sometimes metal or... I'm sure you'll find uses. =P
That is awesome! A complete random, dangerous and interesting place that is never the same. I guess I'll need to do more clean sweeps of areas than just cherry pick the good poi's!Hehe, don't I know it.Prefab builders will LOVE that.
You could place a "clutter appliance" like a juicer or toaster and it might be some random thing... or nothing.
You could fill all kitchen counter spots with this random block and get a "different kitchen" every time.
And that's only the start.
Like the bread said, a trap that's always there is not very dangerous. You only need to pay attention the first time.
A trap that may show up in every 10th prefab of that kind... when you already "know" that this room is safe?
We'll be having sooooo much fun with this "nothing". =P
It's getting hard to keep track of all the new stuff but we're getting some amazing framework changes in to support diversity and random generation in so many spots.
And none of that is very good for showing off in a video so *shrug*.
It’s not dropped. Madmole is very much for the feature and has personally put work into it even. It just depends on time and resources. I think we will definitely see it but it could just as easily be pushed to the sequel as make it into this game. Hopefully it will make it into this game.back in a video for A16 I believe it was, there was mention that if I made a wood frame (or any frame base) I could right-click or hold "r" key or something and choose the desired shape from a picture menu (kind of like how painting is now). Is this going to become a "thing" or did that idea get dropped?
That feature would clean up inventory and recipe clutter a lot while building stuff.It’s not dropped. Madmole is very much for the feature and has personally put work into it even. It just depends on time and resources. I think we will definitely see it but it could just as easily be pushed to the sequel as make it into this game. Hopefully it will make it into this game.
ThanksEach has their own qualities. But imho unreal kills unity. Altho I do believe and to my understanding you can't do voxel on unreal engine or have fully destructible worlds and this is where unity exceeds.
So each has their own exceeding qualities and their own downfalls to. Someone whom has more knowledge maybe able to correct me or add to it