PC v1.x Developer Diary

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I think theses are going to be my favorite sets. I hope the athlete helmet is a football helmet! 

And I wonder what the hat is for the preacher

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It probably won't be, but dear lord (lol) I hope it's one of these because it would be SO funny

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POIs are looking great, too. Y'all are knocking it out of the park with each new version. Every pass they're looking more and more realistic, and I'm sure the new blocks are helping! Hopefully all those lore notes that Lathan spoke about will make it into the story line update because having those tidbits of lore as notes would be pretty cool, like survivor notes and journals/warnings.

Performance is also doing pretty damn well, I remember Lathan saying that despite there being stutters in the stream itself, he wasn't having them in his game (understandable, streaming is never perfect 60fps 1080p because of internet and all, yknow?), even when he was in the new High School and all those zombies were on screen, the game was running really, really well.

 
At this point, if you really can manage 2-3 new block font sets (I know folks have concerns about too many blocks being added), the POIs are going to look bananas good. Right now that stuff is standing out REALLY REALLY hard, but even the slightest amount of variety would go an extremely long way towards fixing that.

Better yet, 2-5* Large Signboard blocks maybe? Just a bigger, more formal version of the writable signpost, with a choice of maybe a dozen fonts and pickable textures for both text and background? Absolutely would be more work but could revolutionize POI appearance across the game and actually lower block counts. Especially if you can decouple characters from being forced to always be 1 block in size.

*Okay, maybe more than 5. Would probably need 1x3-1x9, and maybe a 2x6, 2x9, and 2x12? Would be 10 blocks in total, maybe a couple more sizes for a dozen.

Even just a more modest implementation with only a handful of larger and more formal signposts would still have very broad use cases. And the game already has fancy signpost blocks in the traders. The difference here is so stark!

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Not expecting anything for 1.0, especially since a large number of POIs would need retrofitting (simple, but tedious). But the effect would be dramatic and very wide-ranging.

 
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At this point, if you really can manage 2-3 new block font sets (I know folks have concerns about too many blocks being added), the POIs are going to look bananas good. Right now that stuff is standing out REALLY REALLY hard, but even the slightest amount of variety would go an extremely long way towards fixing that.

Better yet, 2-5* Large Signboard blocks maybe? Just a bigger, more formal version of the writable signpost, with a choice of maybe a dozen fonts and pickable textures for both text and background? Absolutely would be more work but could revolutionize POI appearance across the game and actually lower block counts. Especially if you can decouple characters from being forced to always be 1 block in size.

*Okay, maybe more than 5. Would probably need 1x3-1x9, and maybe a 2x6, 2x9, and 2x12? Would be 10 blocks in total, maybe a couple more sizes for a dozen.

Even just a more modest implementation with only a handful of larger and more formal signposts would still have very broad use cases. And the game already has fancy signpost blocks in the traders. The difference here is so stark!

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Not expecting anything for 1.0, especially since a large number of POIs would need retrofitting (simple, but tedious). But the effect would be dramatic and very wide-ranging.


We have some plans for "sign" tech.  But not for 1.0.

 
New place to find those party girls! 

"Get your boogie on in this new downtown Business strip complete with a Disco Dance Floor. One of hundreds of new POIS coming to the 1.0 PC launch in June and PS5 and Xbox X/S series launch in July.

You can still pick up 7 Days on Steam now for the early access price of $24.99 before the price goes up to $44.99 with the launch of 1.0."

Also I spot a new cargo truck!!! I hope one day we get army jeeps! 

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At this point, if you really can manage 2-3 new block font sets (I know folks have concerns about too many blocks being added), the POIs are going to look bananas good. Right now that stuff is standing out REALLY REALLY hard, but even the slightest amount of variety would go an extremely long way towards fixing that.

Better yet, 2-5* Large Signboard blocks maybe? Just a bigger, more formal version of the writable signpost, with a choice of maybe a dozen fonts and pickable textures for both text and background? Absolutely would be more work but could revolutionize POI appearance across the game and actually lower block counts. Especially if you can decouple characters from being forced to always be 1 block in size.

*Okay, maybe more than 5. Would probably need 1x3-1x9, and maybe a 2x6, 2x9, and 2x12? Would be 10 blocks in total, maybe a couple more sizes for a dozen.

Even just a more modest implementation with only a handful of larger and more formal signposts would still have very broad use cases. And the game already has fancy signpost blocks in the traders. The difference here is so stark!

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Not expecting anything for 1.0, especially since a large number of POIs would need retrofitting (simple, but tedious). But the effect would be dramatic and very wide-ranging.
 Perhaps they could add neon light letters like the ones many businesses use on their store fronts.

 
There might be something related to this on camera at one point of the 2nd dev stream for those who have a good eye.  Happy hunting / theory crafting. 😎


Is that the tall blue boxes at the POI entries in the editor? That's the first thing that popped into my head as seeming odd (though I don't use the POI editor so maybe it's a normal thing)

 
There might be something related to this on camera at one point of the 2nd dev stream for those who have a good eye.  Happy hunting / theory crafting. 😎
The one thing I saw was the "city circles" in the preview, which led me to believe that's a no. Of course, POIs and tiles can be terrain elevation differences, and they already do. On the video we can see Am I Gone is at a higher level, and it looks like it's a tile thing.

 
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I've heard some perks will be updated/possibly changed in 1.0. Will this include rewording unchanged perks? Some, like Healing Factor and Light Armor have vague or even incorrect wording.

HEALING FACTOR

"Specialize in boosting your natural healing rates as long as you're not starving. Self-healing will not work when you are out of food or water."

While this one does explain that it doesn't work if your Hunger and Thirst meters are empty, it does NOT tell you that it makes you hungry and thirsty faster.

LIGHT ARMOR

"Specialize in light armor to increase armor rating and armor durability."

This is just plain WRONG. Your armor rating does NOT increase with this skill - Only the durability of said armor does.

 
Hello @faatal, this is Dmitry, I also remember in the old version there were bees 7 days to die, they had honey!I have 7 days to die, 3000 hours have been played, I started playing with alpha 3-6 from a pirate, I was lagging on the computer, I bought 7 days in steam to die with alpha 8, I really like this game,I will continue to play it with pleasure!And I wanted to ask if hostile insects (bees) will be added again?Do you plan to add not only bandits in the game, but also allies, such as survivors, who need to be protected from zombies!Would it be fun to add zombie kids???Thank you in advance for reading my answer, thank you very much, let the game become popular for everyone)
Sorry, not planning to add bees or other insects. Bandits are planned, but while we are not doing followers, there could be friendly NPCs that attack bandits.

We will not be doing kids.

Thanks for playing!

Watching the stream made me think about one question on future content after 1.0.

Has the idea of Bosses and mini-Bosses been completely discarded?

We still have only Grace as a unique boss, and she's not even a (human) zombie!

It would be great to see something like that added to the game at some point.

Imagine reaching the end of a T4 or T5 POI and having to fight an end-level boss (like in 90' games) and having it drop legendary parts!  :hat:

Any news on that?

@faatal @madmole or anyone who can reply...
Boss ideas are not discarded. Those are simply things we are not thinking about right now. Bandits need to be in a good place before I concern myself with special ones.

 
Hello FATAAL!

How many bugs are still left to fix? If you can say of course.

Last time was like: 3 10 86 18 1 = 118. From highest to lowest priority.

 
Hello FATAAL!

How many bugs are still left to fix? If you can say of course.

Last time was like: 3 10 86 18 1 = 118. From highest to lowest priority.
Highest and High are 3, 26, which are the ones we are trying to fix before experimental. Those numbers generally go up at first as it usually takes less time to find bugs, than fix them.

In some cases you fix a bug, but then it comes back to you. Like I fixed the mountain lions rear end jittering when turning, but then they found a case where it does it when sliding around cars, so have to figure that one out. Cue funny remarks...

 
Highest and High are 3, 26, which are the ones we are trying to fix before experimental. Those numbers generally go up at first as it usually takes less time to find bugs, than fix them.

In some cases you fix a bug, but then it comes back to you. Like I fixed the mountain lions rear end jittering when turning, but then they found a case where it does it when sliding around cars, so have to figure that one out. Cue funny remarks...
You're the man!

Thanks for the really quick reply. Always nice to know where you're at with all those bugs.

And yes, I know... Fix one bug, create 3 new ones. 😁

Keep up the excellent work Shawn.

 
Highest and High are 3, 26, which are the ones we are trying to fix before experimental. Those numbers generally go up at first as it usually takes less time to find bugs, than fix them.

In some cases you fix a bug, but then it comes back to you. Like I fixed the mountain lions rear end jittering when turning, but then they found a case where it does it when sliding around cars, so have to figure that one out. Cue funny remarks...




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Boss ideas are not discarded. Those are simply things we are not thinking about right now. Bandits need to be in a good place before I concern myself with special ones.
Thanks for the reply... good to know!

but then they found a case where it does it when sliding around cars, so have to figure that one out.
Easy fix: just remove cars!  :lol:

 
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There might be something related to this on camera at one point of the 2nd dev stream for those who have a good eye.  Happy hunting / theory crafting. 😎


: O

@%$# yes??? Hello?? Y'all are the gift that keeps on giving!!!

Keeping it on topic and not just as a praise response, out of all the POI's shown so far (either from Twitter or the dev streams), which one's your favorite, if any? (and If not, is there a favorite you can "name drop" without showing a preview or something, if you're allowed)

 
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