PC v1.x Developer Diary

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@faatal

For those who like modding (and I'm personally talking about adding custom zombies, which I have just learned how to do) how much change is going to be needed to make A21 zombie mods work in A22?

Also, how can I make the bloody wounds on my zombies look wet and glistening like you guys do?

 
When it first releases they will not. Cross-platform play won't exist either, and the max number of players will still be limited to four like it is in the TellTale version.

However later cross-platform play is planned to be supported, as well as making the same supported 8-player count as it is on the PC. I cannot imagine not supporting mods on the Console editions once they are 1:1 with the PC version. Though initially it may be limited to xml mods on PC hosts or dedicated servers.

We won't know for sure until information is given. I speculate that mods will be supported on the Console edition the same as they are on the PC version. The difference is that you cannot just freely edit the files on consoles like you can on PC, so there will need to be a method configured for that. Since such a method has already been planned for the PC version since the Kickstarter, I cannot see why they would not work to find a method that benefits all platforms instead of just Steam.
Hi, just a question for the first bit of this answer. You say the limit would be 4 players like the current telltale version but will there be dedicated servers because one of the current issues with playing online with telltale version is if the host logs out, everyone playing also gets removed, I understand it may take longer for cross-play etc to be available but will that issue be resolved?

 
Since you guys have seen/guessed most of them, here is the current list of Armors for A22.
As always, this list is still WIP and/or subject to change.
Armors previously shown that are NOT listed below, may or may not be used in a future update.


Primitive Outfit - Replacement for legacy plant fiber clothing. Adds some protection, but no buffs or bonuses.

Light Armors - No movement penalties like legacy padded armor

  1. Lumberjack
  2. Preacher
  3. Rogue
  4. Athletic
  5. Enforcer

Medium Armors - Replacements for legacy "Light Armor" such as leather and military

  1. Farmer
  2. Biker
  3. Scavenger
  4. Ranger
  5. Commando
  6. Assassin

Heavy Armors - Replacements for legacy "Heavy Armor" such as scrap, iron, and steel

  1. Miner
  2. Nomad
  3. Nerd
  4. Raider


I haven't seen anyone mention the "Preacher" set. I plan on turning a church into a horde base and cast out the demons! I hope the bonuses are good :)

 
Do the poi trigger improvements take in to account stealth stats? like lower chances of zombies triggering in a POI if you have a certain level of a certain perk?

 
Do the poi trigger improvements take in to account stealth stats? like lower chances of zombies triggering in a POI if you have a certain level of a certain perk?
Hope not stealth needs a anti as others have already. I play stealth  because it is my style but without the trigger and attack stealth is too OP. 

 
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<quarterly check for announced end-game features>

You know the changelog is disappointing when all you did was CTRL+F "bandit" for the past 20 pages...

It is what it is, I guess the focus is still on making the game look as great as possible compared to current standards because that is going to attract more steam buys than bandits, and from a business decision that makes sense. For more seasoned players like my group and I, some new textures and animations won't incentivize a new playthrough quite enough. I guess they'll look just as good in A23 (or beyond), see you then !

</quarterly check for announced end-game features>

 
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I plan on wearing the Preacher set to proselytize to the masses the Glory of the Stun Baton
Sign me up!

giphy.gif


 
Will there be combat and movement improvements? 
Better camera control. I play on xbox and it feels very awkward moving the camera. 

When you stop walking your person kind of slides. They do not immediately stop.

Jumping is meh. It feels like gravity is high and you can hardly jump. Mantling would be neat. 

I would love a world setting to make zombies not get stronger and stronger where they just tank headshots. Keep it more simplified zombie survival. Maybe the special zombies are the only strong ones. 

 
Better camera control. I play on xbox and it feels very awkward moving the camera. 

When you stop walking your person kind of slides. They do not immediately stop.

Jumping is meh. It feels like gravity is high and you can hardly jump. Mantling would be neat. 
To be fair, the current TellTale release on the console is almost half a decade behind where the current PC version is.  Most of those issues have already been resolved or re-designed.

 
<quarterly check for announced end-game features>

You know the changelog is disappointing when all you did was CTRL+F "bandit" for the past 20 pages...

It is what it is, I guess the focus is still on making the game look as great as possible compared to current standards because that is going to attract more steam buys than bandits, and from a business decision that makes sense. For more seasoned players like my group and I, some new textures and animations won't incentivize a new playthrough quite enough. I guess they'll look just as good in A23 (or beyond), see you then !

</quarterly check for announced end-game features>
I feel you man, I really do. But even if I'm not a developer I can tell you that bandits will be the most groundbreaking thing they'll ever do.

I really, REALLY, hope they'll be worth the wait and they can pull it off, but adding bandits the "right" way in a dynamic environment like in 7D2D is one hell of a job!

 
I feel you man, I really do. But even if I'm not a developer I can tell you that bandits will be the most groundbreaking thing they'll ever do.

I really, REALLY, hope they'll be worth the wait and they can pull it off, but adding bandits the "right" way in a dynamic environment like in 7D2D is one hell of a job!


No doubt, i'm a software developer myself and given the voxel nature of the game, I can only imagine the can of worms it is, depending on how realistic you want them to behave.

That being said, it's been in the "near future" for many alphas now, which is the frustrating part. I doubt they have been all hands on deck for that long, or it would have been shipped/abandoned by now. Oh well, we'll just skip this Alpha and check back in 2025 for A23 !

 
Hope not stealth needs a anti as others have already. I play stealth  because it is my style but without the trigger and attack stealth is too OP.


Perhaps, though the triggers seem too absolute. At least when it is stealth vs a sleeper there are factors that can play into if detection happens: your perks, your armor, the mods on the armor, the lighting, the trash on the floor, and proximity. With a trigger you're 100% detected.

Now we can do things to avoid some triggers. Bypassing a door trigger is easy if you're willing to go through a wall, but then you may not be able to clear a POI until you go back and open the door. The trigger volumes are the ones I find sometimes find disappointing.

I like the stealth game, but I do admit sometimes it is too easy. So...

Do the poi trigger improvements take in to account stealth stats? like lower chances of zombies triggering in a POI if you have a certain level of a certain perk?


  • I could see configurable zombie volumes where we can adjust stealth.
  • I also admit there are sleeper settings that I've never looked at that have something to do with how a sleeper perceives, I think.
  • I could see configurable light settings that adjusted the light modifier for stealth.
  • I could see adding a trip wire block that either made tin cans bang together or set off a grenade.
  • I could see some zombies "screaming" when they died such that other zombies were awaken.



I guess my point here is things like a trigger volume can be overused, and while stealth can be OP it is at least a mini-game that can be adjusted.

EDIT: The trigger volumes and door triggers aren't immune to stealth, of course. If you plan an escape path, you can trigger, flee, hide, return and stealth kill the zombies. There's already a kind of penalty for stealth. You clear slower. On the other hand, you conserve ammunition.

 
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