PC Developer Discussions: Alpha 17

Developer Discussions: Alpha 17

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You should have bosses that are like mutated turtles or something that live in the sewers...oh wait...
Or if you get bitten by a radioactive bug, then you take on the powers of that zombie bug... Mostly exploding if shot.

 
If you get bit by a mutated cockroach you may develop the ability to continue functioning without your head... for a while.

 
If you get bit by a mutated cockroach you may develop the ability to continue functioning without your head... for a while.
If you get bitten by a radiated spider you... nah I got nothing... a craving for flies?

 
When I mentioned that I wasn't even thinking about using a bike to get away from zombies, I was thinking more of why put the time, effort and resources into making a bike that would be no faster than me running to where I wanted to go.
Sure, if the minibike is only as fast as you running. But why postulate the improbable?

The minibike of A16 has about 600 different speeds (one for each quality step of the motor part) and most or all of them are faster than your run speed. Lots of choices for motor speed.

Sure, with too many vehicles there might be cases where the speed difference between two vehicles isn't noticable anymore, but we are far from that at the moment. Replace a quality 400 motor with a quality 450 motor and you will notice it.

 
Sure, if the minibike is only as fast as you running. But why postulate the improbable?
The minibike of A16 has about 600 different speeds (one for each quality step of the motor part) and most or all of them are faster than your run speed. Lots of choices for motor speed.

Sure, with too many vehicles there might be cases where the speed difference between two vehicles isn't noticable anymore, but we are far from that at the moment. Replace a quality 400 motor with a quality 450 motor and you will notice it.
40 meters a second is the fastest voxel game I've seen render (Empyrion) it uses the same engine as 7D2D so I think things can get better.

 
40 meters a second is the fastest voxel game I've seen render (Empyrion) it uses the same engine as 7D2D so I think things can get better.
Empyrion seems different than 7 Days. It’s been awhile since Inplayed but digging doesn’t seem to be block by block. It’s more like everything is meshed together and as you dig you bend the mesh. It seemed impossible to make a 1x1 shaft for instance but I admit I didn’t test it thoroughly. There was only the one digging laser tool and it seemed to melt away the terrain keeping everything smooth. Not sure what difference that makes for performance but I’m also not sure if I would like 7Days digging to become like Empyrion digging.

But maybe digging isn’t as huge a deal as getting vehicles up to speed...?

 
If you get bitten by a radiated spider you... nah I got nothing... a craving for flies?
No, you get the ability to climb walls, but weirdly your animation never rotates to match your hands/feet to the walls.

 
I'm pretty sure Empyrion has less terrain decoration in general and it LODs more aggressively. If you fly a ship over the surface you mostly see bare terrain.

Also far fewer POI littering the landscape.

At most you find a dozen POI in a "zone" (barriers where the game loads the next zone) whereas 7DTD might show you a city with enough POI to fill an Empyrion solar system.

Also, there is nothing below the surface. It's a pretty thin layer of homogeneous "dirt" with a few ore objects thrown in.

 
Empyrion seems different than 7 Days. It’s been awhile since Inplayed but digging doesn’t seem to be block by block. It’s more like everything is meshed together and as you dig you bend the mesh. It seemed impossible to make a 1x1 shaft for instance but I admit I didn’t test it thoroughly. There was only the one digging laser tool and it seemed to melt away the terrain keeping everything smooth. Not sure what difference that makes for performance but I’m also not sure if I would like 7Days digging to become like Empyrion digging.
But maybe digging isn’t as huge a deal as getting vehicles up to speed...?
That might be the missing piece.

When several large CV's attack a very large planet side system of bases, then lag hell erupts. The CV's are all blocks and so are the bases.

But when going full power over a planet, even near the ground in a high powered SV, with just the POI's I don't notice any lag.

Edit: So I was thinking, could Empyrion have the ground as one huge block? The ore is only virtually embedded and only appears when the coordinates are exposed. That would explain why worlds have no north or south poles and the green wall is were the mega block east-west touch.. Next upgrade will see a huge size increase in the worlds, so they perfected it, whatever they did.

 
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If you get bit by a mutated cockroach you may develop the ability to continue functioning without your head... for a while.
Different types of infections confirmed for A17, I can roll with that :)

 
Empyrion seems different than 7 Days. It’s been awhile since Inplayed but digging doesn’t seem to be block by block. It’s more like everything is meshed together and as you dig you bend the mesh. It seemed impossible to make a 1x1 shaft for instance but I admit I didn’t test it thoroughly. There was only the one digging laser tool and it seemed to melt away the terrain keeping everything smooth. Not sure what difference that makes for performance but I’m also not sure if I would like 7Days digging to become like Empyrion digging.
But maybe digging isn’t as huge a deal as getting vehicles up to speed...?
What does digging have to do with driving? The point was on loading speeds, not ground shapes.

Why do you need a 1x1 shaft anyway? Don't be such a square. :)

You can still use it.

But if you really want one in that game then here's how:

1. Dig the shaft

2. Use player placed blocks to shape the shaft into what you want.

Underground bases are so cool in this game. Though I normally dig underneath the landing pad for my CV. Great place to store stuff.

 
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My point was that instead of individual voxels being destroyed piece by piece it was more of a derforming mesh and so less granular which might speed up performance—not as many individual pieces for the engine to keep track of thus speeding up rendering and allowing vehicles to go faster. If it is two or three vast layers like Gazz said or a huge block like Al said then it means a lot fewer computations. Come to think of it the digging in Empyrion does remind me of the way individual terrain blocks deform as you damage them—just on a larger scale.

 
My point was that instead of individual voxels being destroyed piece by piece it was more of a derforming mesh and so less granular which might speed up performance—not as many individual pieces for the engine to keep track of thus speeding up rendering and allowing vehicles to go faster. If it is two or three vast layers like Gazz said or a huge block like Al said then it means a lot fewer computations. Come to think of it the digging in Empyrion does remind me of the way individual terrain blocks deform as you damage them—just on a larger scale.
Ah. I see. If that's true, then it may be a better way to make a voxel game work.

No one is going to see each and every block underground. Unless the dig up each one.

On the other hand, players are going to see all the eye candy like trees, rocks, eta. Plus get better performance due to a merging of said voxels. Finally the ground will look less blocky when dug up.

It's amazing just how far we came from the 1980's 2600 Atari.

 
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consult the developers

Will we have new plants, foliage and trees?

We will have new Tè?

Antidotes?

More things to harvest?

 
I still think instead of boss zombies...which make the game too generic, I would still rather see specialty zombies such as a miner carrying dynamite, a scientist carrying a beaker of fuel, a soldier carrying a rocket..that when killed ...they explode doing damage to spikes and walls of a base. Solves several problems to later game problems with indestructible bases.

Ouch

 
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