PC v1.x Developer Diary

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Question - what's the circular arrows on the items mean?


Console control button/stick indicators, presumably. Same as the menus list the keys for the PC version.

Also, hey, it's the wedding POI! I forgot that even was a thing! Is it even in the game yet? Don't think I've seen it once in an A21 game.

 
17 hours ago, Laz Man said:

Was really hoping with the new hand models that we’d get accurate reloading. But alas my character can still shove 8 shotgun shells into the gun for the action of two shells. 
 

I’m not asking to have to load bullets into magazines, that’s tedious. Just accurately display the number of rounds my character loads into the gun in real time. Then let me use them as they are put in, if I interrupt the reload animation it shouldn’t reset me to zero. 
 

Something like if I pull the trigger while loading the shotgun the character stops and pumps, then I can click again to shoot. 

 
19 hours ago, Laz Man said:

Wasn't there a new blood effect mentioned when zombies take damage? This looks the same as we have now. 

Anyway great video though, thanks for sharing. Can't wait for A22 & for console players to once again enjoy this game. 

 
I just created an account to write this comment.

Thanks for these awesome updates, i'm new to 7 Days to Die (so have been playing quite a bit with a coop partner since alpha 21.2) and we think the game is really cool, it's super fun, although objectively it's a rather average game, but the setting (apocalypse) and the atmosphere (weather effects etc.) are really nice.

I'm really looking forward to alpha 22 and, contrary to what most people think, i'm especially looking forward to the improved vulkan support (whatever that means exactly) and the renewed support of the DX12 API (i think it was already there when i started it briefly).

Keep going!

 
Wasn't there a new blood effect mentioned when zombies take damage? This looks the same as we have now. 

Anyway great video though, thanks for sharing. Can't wait for A22 & for console players to once again enjoy this game. 
Probably not added yet in the demo

I do really love the new zombie skins it looks cool. Just hoping soon we will get new specials and new sounds and we will be set. 

 
Wasn't there a new blood effect mentioned when zombies take damage? This looks the same as we have now. 

Anyway great video though, thanks for sharing. Can't wait for A22 & for console players to once again enjoy this game. 
Watch the businessman zombie around the 1 minute mark when his head gets blown off 😉

 
Wasn't there a new blood effect mentioned when zombies take damage? This looks the same as we have now. 

Anyway great video though, thanks for sharing. Can't wait for A22 & for console players to once again enjoy this game. 


The PAX-East build was a special demo build from which they removed a few unfinished  features that weren't ready to be shown. There are new blood effects and as screenshots show they have been extending dismemberment and gore effects to all the zombies that don't have them in A21 but they were not in the demo version because they were not in a good enough state in time for the show.

 
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Idc If the graphics get lowered if we get more zombies
As we were talking about before, that isn't the problem. The game only has a handful of zombie types. There is barely any more stress having 10 of one zombie on screen versus 100 as far as graphics go, other than maybe the jiggle physics stuff they added. The AI is mostly what drags the game down when the zombie counts get high. They had mentioned making a simpler AI to use on horde nights but not sure if that is still the plan or not. They also said the smarter AI they gave zombies around A17 or so was testing it for when bandits came in, which made me think once they did add bandits, that zombies would go back to a simpler AI.

I wouldn't mind zombies staying smart during the day, or maybe just having sleepers spawn with the better AI so they can navigate buildings better, but horde night AI should be simpler. As it is, zombies try to get to your height first, then try to get close. They should reverse that and make them try to take a straight path to get close first, then worry about the height. That would make them more dangerous again as they wouldn't be as easy to cheese with pathing.

 
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As we were talking about before, that isn't the problem. The game only has a handful of zombie types. There is barely any more stress having 10 of one zombie on screen versus 100 as far as graphics go, other than maybe the jiggle physics stuff they added. The AI is mostly what drags the game down when the zombie counts get high. They had mentioned making a simpler AI to use on horde nights but not sure if that is still the plan or not. They also said the smarter AI they gave zombies around A17 or so was testing it for when bandits came in, which made me think once they did add bandits, that zombies would go back to a simpler AI.

I wouldn't mind zombies staying smart during the day, or maybe just having sleepers spawn with the better AI so they can navigate buildings better, but horde night AI should be simpler. As it is, zombies try to get to your height first, then try to get close. They should reverse that and make them try to take a straight path to get close first, then worry about the height. That would make them more dangerous again as they wouldn't be as easy to cheese with pathing.


Or do both. Spawn 10-25% "better" navigating versions and rest the simpler etc.

 
As we were talking about before, that isn't the problem. The game only has a handful of zombie types. There is barely any more stress having 10 of one zombie on screen versus 100 as far as graphics go, other than maybe the jiggle physics stuff they added. The AI is mostly what drags the game down when the zombie counts get high. They had mentioned making a simpler AI to use on horde nights but not sure if that is still the plan or not. They also said the smarter AI they gave zombies around A17 or so was testing it for when bandits came in, which made me think once they did add bandits, that zombies would go back to a simpler AI.

I wouldn't mind zombies staying smart during the day, or maybe just having sleepers spawn with the better AI so they can navigate buildings better, but horde night AI should be simpler. As it is, zombies try to get to your height first, then try to get close. They should reverse that and make them try to take a straight path to get close first, then worry about the height. That would make them more dangerous again as they wouldn't be as easy to cheese with pathing.
Then remove it for console. I don't care if the zombies boobs jiggle. Lmao 

But in terms of the zombie AI. 

Normal zombies should be dumber but feral zombies should be smarter

 
On 4/12/2024 at 1:49 PM, Laz Man said:

- The thunder sounds awesome.

- The zed color variants (for me) do make a difference, it's not just eye candy.  I think with the old standard colored zeds, once you get used to knowing the zeds sounds/movements the "surprise" element when you see a zed wears off as you start just seeing their color (like "yellow" for example) and you know immediately which zed it is, and how to respond to it as a threat/target. Now its a bit more mental processing to figure it out, and thus more of a surprise. It did seem that the old colors were spawning more often than the new ones though?  I would love to know/see more "special clothing" variants like the camo shirt I saw the moe? zed wearing.

- Small point: I notice opening a dew collector resulted in some... very non dew collector items like the magazine. Dew collectors in the wild are fairly rare so I would want them to yield filters or water/parts to make dew collectors... though maybe that's the drop when they are harvested. but still: just put water/sand/etc in the loot group?

- A trophy block appears!!

- I really like the balloons and "strung lights" look in the wedding? poi.  I assume "strung lights" is a new block but if not that was a very creative design/build. It seemed there were more POI lights on (in general in an area, in the distance, etc) than usual so I hope "lighting" is less of a drag on the game and more lights than before will be available to be "on" in pois/bases without FPS issues. Additionally, turning "on" the dance floor poi didn't seem to trigger a bunch of zeds, it was just "for fun/effect" and that was a nice change from the normal "push button, prepare for swarm".

 
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Could jiggle physics be disabled during BM?
It wouldn't have any impact in performance. The bottleneck for BM is on the CPU. Jiggle physics are managed using the physx processor on the GPU. 

Also, why the hell is everyone talking about this all of a sudden. It is like it has been completely ignored for a couple of years, and now suddenly everyone is complaining about one developer spending a few hours on a single feature like it stole years of development and optimization.

 
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