PC v1.x Developer Diary

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As spud42 pointed out above, you can make it square instead.  It'll just be a diagonal that is rotated 45 degrees.  So instead of the path from home plate to the pitcher's mound being north/south or east/west, it'll be NE/SW or NW/SE. Makes it easy to make look good.  :)
Not bad for an Aussie... lol  we dont go in for baseball too much though it is played here its just not a big deal.

 
3 hours ago, AlexsandrDark said:

That very moment when he mixed up the technical assignment and, instead of rotten walking corpses, portrayed hyperactive violent people from a mental hospital.



I think you will get the same answer that the First Mate of the Santa Maria would have gotten if he  had asked Christopher Columbus while he was looking at the coast line of the american continent whether they should turn back to Spain to resupply their storage with citrons.

 
I don't like their animation; their bodies should fall apart from such movements. I don't like that 7DTD zombies have emotions and start screaming when they see you or get angry when you hit them with a critical hit.
Should we expect any changes to the zombies that will make them more like classic zombies (like those from The Walking Dead)? Or should I immediately start learning modding and try to remake the zombies myself?
I'm a pretty big snob when it comes to zombies. For example, it bothers me that there is never an instance where zombies crawl out of the ground/grave in the game. 

But zombies come in different varieties. Big Daddy in George Romero's Land of the Dead yells to get the attention of other zombies, and gets angry and screams when he sees zombies getting killed. Bub in Day of the Dead cries when he finds Dr. "Frankenstein" dead. 

And Return of the Living Dead has zombies that can carry on full conversations. 

So I think there's a lot of lore wiggle room when depicting zombies in the game. 

But you should definitely learn how to mod. To do it correctly, based on what you're requesting, you're going to have to learn how to add unique animations for your zombies. I would love to have a giant Walking Dead-like zombie pack.

 
Я довольно большой сноб, когда дело касается зомби. Например, меня смущает то, что в игре ни разу не было случая, чтобы зомби вылезали из земли/могилы. 

Но зомби бывают разных видов. Большой Папа в «Земле мертвых» Джорджа Ромеро кричит, чтобы привлечь внимание других зомби, злится и кричит, когда видит, как убивают зомби. Баб в «Дне мертвых» плачет, когда находит доктора «Франкенштейна» мертвым. 

А в «Возвращении живых мертвецов» есть зомби, которые могут вести полноценные разговоры. 

Так что я думаю, что при изображении зомби в игре есть много места для маневра. 

Но вам обязательно стоит научиться модифицировать. Чтобы сделать это правильно, в зависимости от того, что вы запрашиваете, вам придется научиться добавлять уникальные анимации для ваших зомби. Мне бы очень хотелось иметь гигантскую стаю зомби в стиле «Ходячих мертвецов».
To implement a large flock, I think you can try to reduce the intelligence of mobs in 7DTD in order to free up resources, and also divide them into groups and individuals, groups will have one intelligence, and individuals will have the appearance of diversity. This is roughly how it works in Days Gone

https://youtu.be/g2uQq36ec1M

 
To implement a large flock, I think you can try to reduce the intelligence of mobs in 7DTD in order to free up resources, and also divide them into groups and individuals, groups will have one intelligence, and individuals will have the appearance of diversity. This is roughly how it works in Days Gone

https://youtu.be/g2uQq36ec1M
that won't work in 7D2D. You forget this is a fully voxel and destructible world.

You can't calculate the path a "group" will follow because 1 entity will occupy 1 block (+1 vertically). Unless you want them all to move in a silly single line.

 
SNIP (doesn't like reactive zambs)
I get what you are putting down.  I believe the lore for these zambees is more akin to the walking dead, where they are infected by a virus.  So they aren't exactly undead zombies, but more like 27 days later.

It definitely provides life sustaining qualities like the crawlers, and mutations like the @%$#.

 
Dear TFP

I have a few things on my mind.

I am excited about the look of my new player character.
Along with that feeling I am curious as to what the character making features will be.
In the past, I had Grand Admiral Thrawn and Shrek on my server.

The renewal of the equipment is also highly anticipated. Of course you can paint it colors, right?

 
One thing I've not seen mentioned or asked yet - the helipads at the trader compounds. Are those still going to be or do something? I didn't see them mentioned on the roadmap either.

 
One thing I've not seen mentioned or asked yet - the helipads at the trader compounds. Are those still going to be or do something? I didn't see them mentioned on the roadmap either.
I don't remember where it was said by TFP (possibly the Neebs interview) but there will at least be no fast travel, which is what some expected the helipads to be for. 

 
To implement a large flock, I think you can try to reduce the intelligence of mobs in 7DTD in order to free up resources, and also divide them into groups and individuals, groups will have one intelligence, and individuals will have the appearance of diversity. This is roughly how it works in Days Gone

https://youtu.be/g2uQq36ec1M
I have a menu options mod by WookieNookie installed which gives you the option to increase the number of zombie spawns. I increased it to 150 zombies at once and just played a game with it. There were zombies everywhere. It made Tier 1 POIs very difficult because they were constantly being broken into by a number of outside zombies. I have a really good PC and the performance didn't seem to be impacted much. I didn't run a benchmark but I kept an eye on the FPS and it seemed to run close to how it usually does.

They weren't grouped up, but I wasn't envisioning a gigantic World War Z type horde anyway. I was thinking more like 30-40 zombies in a wandering horde and a constant presence of zombies sprinkled everywhere. But more balanced like how you'd see it in stuff like the Walking Dead. Higher concentrations in formally high populated areas, and lower concentrations in areas like the forest. 

 
that won't work in 7D2D. You forget this is a fully voxel and destructible world.

You can't calculate the path a "group" will follow because 1 entity will occupy 1 block (+1 vertically). Unless you want them all to move in a silly single line.
they could certainly use Unity's new ECS system though. but the zombies are far from the only performance issues with this game.

 
I don't remember where it was said by TFP (possibly the Neebs interview) but there will at least be no fast travel, which is what some expected the helipads to be for. 


That combined with what Rick started saying in one interview/dev stream, last year... probably why Lathan has to babysit him.

 
probably why Lathan has to babysit him.
I don't think Rick needs babysitting by anyone. He's one of the founders of TFP, if he wants (even accidentally) to leak stuff, he can.

This narrative that has gone around for years that Rick and Joel somehow have to answer to their employees it's kind of ridiculous frankly.

I'm not attacking you, I'm just saying this condescending attitude is kind of ludicrous, don't you think?

they could certainly use Unity's new ECS system though. but the zombies are far from the only performance issues with this game.
I don't even know what ECS is... I'm not a programmer.

 
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I don't think Rick needs babysitting by anyone. He's one of the founders of TFP, if he wants (even accidentally) to leak stuff, he can.

This narrative that has gone around for years that Rick and Joel somehow have to answer to their employees it's kind of ridiculous frankly.

I'm not attacking you, I'm just saying this condescending attitude is kind of ludicrous, don't you think?


In small companies with employees often also being friends this is possible. It could even be that Rick or Joel themselves tell someone to stop them if they start to leak something they don't want.

Not saying this is actually the case.

 
That combined with what Rick started saying in one interview/dev stream, last year... probably why Lathan has to babysit him.


I don't think Rick needs babysitting by anyone. He's one of the founders of TFP, if he wants (even accidentally) to leak stuff, he can.

This narrative that has gone around for years that Rick and Joel somehow have to answer to their employees it's kind of ridiculous frankly.

I'm not attacking you, I'm just saying this condescending attitude is kind of ludicrous, don't you think?

I don't even know what ECS is... I'm not a programmer.


My take on it is sort of similar to Old Crows...slightly.

I think Rick is so excited with the game that he sometimes projects what he hopes they can add or stuff they are currently attempting to put in the game but not 100% if it will work out.

Lathan being lead on stuff being worked on sort of tries to be more practical of what is feasible. I think Lathan likes to keep it to what he knows is possible than what is probable.

Not trying to put words in your mouth Prime lol, just my take on some stuff I have read over the years.

 
Yeah, about what Rick said, it was in one of the last dev streams about A21. Cool idea, indeed, but Lathan knew that some words need to not be said as it would make some noise. I remember Joel talking about a blimp also.

The thing is the game can have some really good stuff which the modders have undoubtedly proved, but also devs need to stick to their plan

Sooo, fingers crossed 🍀 

 
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