4sheetzngeegles
Well-known member
Abridged version
No they are not facts from anyone. I put these thoughts together from reading all of the different posts from when I first joined to now,
originally I used a mind mapping program, the brain and created a chart. But now I just look at exactly what each system and subsystem
does when I play, and try to adjust them to play nicely together.
What Faatal posted regarding the kit, is a MacGuffin, but what system could tie it together for inclusion of the other systems. Then Roland
replied to Mr. Perfect, "Currently, the first challenge in the chain for getting the wasteland survival kit is that you possess the snow survival
kit. The first challenge for the snow survival kit is that you possess the desert survival kit. And so on". That made sense to me. Which made
me think of the book the lord of the rings. One ring to bind them all. All what, all of the systems.
Since the systems they were talking about are environmental, it's basically all of the aspects that personally drive my motivations. Basically
the mods that I do for myself I have tried to make parallels of what is written about future releases and just change the variables in the
systems to see how they work individually, and can work as one.
So I guess my source is the forum?
So i started writing in notepad++. Earlier And kept asking myself how this and how that could work, then thinking as a player how to I use a system to intuitively
counter, specific counters that were proposed in earlier posts. Building a better mousetrap.
Not so abridge notes I wrote earlier
So in the end; it was posted earlier that pretty much all that we post, is conjecture. This is mine for the most part.
I forgot one reference, Sylenthunder Posted about a pill, which made me think of the Matrix, which was a story about choices.
No they are not facts from anyone. I put these thoughts together from reading all of the different posts from when I first joined to now,
originally I used a mind mapping program, the brain and created a chart. But now I just look at exactly what each system and subsystem
does when I play, and try to adjust them to play nicely together.
What Faatal posted regarding the kit, is a MacGuffin, but what system could tie it together for inclusion of the other systems. Then Roland
replied to Mr. Perfect, "Currently, the first challenge in the chain for getting the wasteland survival kit is that you possess the snow survival
kit. The first challenge for the snow survival kit is that you possess the desert survival kit. And so on". That made sense to me. Which made
me think of the book the lord of the rings. One ring to bind them all. All what, all of the systems.
Since the systems they were talking about are environmental, it's basically all of the aspects that personally drive my motivations. Basically
the mods that I do for myself I have tried to make parallels of what is written about future releases and just change the variables in the
systems to see how they work individually, and can work as one.
So I guess my source is the forum?
So i started writing in notepad++. Earlier And kept asking myself how this and how that could work, then thinking as a player how to I use a system to intuitively
counter, specific counters that were proposed in earlier posts. Building a better mousetrap.
Not so abridge notes I wrote earlier
Thoughts about dynamic weather before it is completely decided to just be shelved. Even if it is not to be a part of the inital roadmap anymore, I wouldn't
want to offer interference or suggestions to slow down internal processing. There's lots to do, and always will be. That is the nature of this particular
game dev-structure. This is a personal thought, after Faatal's post it feels that he/TFP may have found the potential ring to bind them all. I am using the
Lord of the Rings as a metaphor, not because of magic or the Frodo or Rudy hobbits. It was the principle that I began to understand, when I read the books.
My word of the day, is MacGuffin. A "MacGuffin" is a plot device, typically an object or event, that drives the story forward by motivating characters
to pursue it, but the actual nature or details of the MacGuffin itself are not important to the overall narrative; it's essentially a catalyst for
action without any intrinsic value.
You need a desert MacGuffin, to get it you need a combination of a specific forest, burnt, winter, waste under water and cave widgets to build it. Each MacGuffin level of these is progressively harder to find, and can be pointed to in a map that is only found in a quest, that is received from a trader, after specific prerequisites are fulfilled, that has another MacGuffin to drive the plot, that sends you to the next trader. So it would add foraging, mining, fighting "which needs some love", poi searching, questing, trading, hunting, and buried treasure. It's a vicious cycle but it would include the (useful need) for other aspects of the game that are under used now. Rinse repeat. All the while you accumulate the arms and ornament tiers necessary for the combat portion.
The 7DTD MacGuffin is the kit, proposed by Faatal. Along the way there has to be some filler or it becomes stale quickly. There also would be a need for the environmental variances, or what are you doing it for. One thought I had was Radiation levels as a constant. But simplified to a constant health and attribute reduction over time. Example: If there are 5 levels of radiation, and wasteland is the max which is basically insta death unless you have level 4 upgrade, or a player uses a temporary rad pill that traders possess, is expensive because it comes from a random reward and only is given at the end of a random Neeganish 5th or sixth level quest. The reward only works for a limited time still allowing the rad poisoning to continue. Now expand that principle to all biomes. The red pill it your temporary passport into the No Lone Zone. Once the Poi that would have to be cleared and specific machinery repaired, is complete then you receive the kit and you head to the next trader. But because of extenuating circumstances meaning Rad poisoning, Weather and visibility, freerange entities, and good old death. You would probably only be able to clear partial poi at a time, return to safety, rest relax and return to the poi. To expedite quests it would promote working together to accomplish it. In single player it would mean getting geared up, to handle the obstacles. But redistribution of the resources needed to craft the upper tier gear means taking chances to find or dig it up in the other rad zones. For which you would need a pill, A poi for instance that would contain a needed resource could be an excavation pit, or digging in a high tier basement, or on one of the zombies in the middle of an army encampment. Just as long as it's not in the middle of the road.
Along the way is also the constant of weather, if in the desert then temperature constantly rises, causing extreme water loss, stamina loss, and strength loss is
reflected in the backpack slots being locked and adding burden over time constantly. Once locked they only unlock over time when radiation is not a factor. The creatures in these zones are that's right you guested it, radiated and each zone creature is stronger, they don't have to be fast, becuase the player will have more than enough to think about. A plan and time management are a factor. Back to weather, Fog and water have been worked on time to use them, Rain is radioactive, getting wet accelerates radiation poisoning, snow is just frozen rain, Temperature in desert, burnt, and waste go up over time to 150 degrees, snow goes down to 0. So add necessity for the liner, and clothing, and lightweight armor to conserve stamina, foods to help slow but not stop temperature, You can build a fire, but heat is an amplified attractor for the radiated scout hordes, so high damage weapons and armor would be necessary, while still trying not to freeze to death, and on top of it all you are trying to find a MacGuffin to propel your quest forward. Fog combined with the storm particles, when above .4 begin to severely limit distant visibility. Rendering wise it presents the opportunity for drastic geometry and texture reduction, the fog after a certain level can become an occluder turning the entire outdoor arena into a small rendered chunk.
Having fog start a 0 2 meters off camera mean necessity for some form of light, which attracts entities.
want to offer interference or suggestions to slow down internal processing. There's lots to do, and always will be. That is the nature of this particular
game dev-structure. This is a personal thought, after Faatal's post it feels that he/TFP may have found the potential ring to bind them all. I am using the
Lord of the Rings as a metaphor, not because of magic or the Frodo or Rudy hobbits. It was the principle that I began to understand, when I read the books.
My word of the day, is MacGuffin. A "MacGuffin" is a plot device, typically an object or event, that drives the story forward by motivating characters
to pursue it, but the actual nature or details of the MacGuffin itself are not important to the overall narrative; it's essentially a catalyst for
action without any intrinsic value.
You need a desert MacGuffin, to get it you need a combination of a specific forest, burnt, winter, waste under water and cave widgets to build it. Each MacGuffin level of these is progressively harder to find, and can be pointed to in a map that is only found in a quest, that is received from a trader, after specific prerequisites are fulfilled, that has another MacGuffin to drive the plot, that sends you to the next trader. So it would add foraging, mining, fighting "which needs some love", poi searching, questing, trading, hunting, and buried treasure. It's a vicious cycle but it would include the (useful need) for other aspects of the game that are under used now. Rinse repeat. All the while you accumulate the arms and ornament tiers necessary for the combat portion.
The 7DTD MacGuffin is the kit, proposed by Faatal. Along the way there has to be some filler or it becomes stale quickly. There also would be a need for the environmental variances, or what are you doing it for. One thought I had was Radiation levels as a constant. But simplified to a constant health and attribute reduction over time. Example: If there are 5 levels of radiation, and wasteland is the max which is basically insta death unless you have level 4 upgrade, or a player uses a temporary rad pill that traders possess, is expensive because it comes from a random reward and only is given at the end of a random Neeganish 5th or sixth level quest. The reward only works for a limited time still allowing the rad poisoning to continue. Now expand that principle to all biomes. The red pill it your temporary passport into the No Lone Zone. Once the Poi that would have to be cleared and specific machinery repaired, is complete then you receive the kit and you head to the next trader. But because of extenuating circumstances meaning Rad poisoning, Weather and visibility, freerange entities, and good old death. You would probably only be able to clear partial poi at a time, return to safety, rest relax and return to the poi. To expedite quests it would promote working together to accomplish it. In single player it would mean getting geared up, to handle the obstacles. But redistribution of the resources needed to craft the upper tier gear means taking chances to find or dig it up in the other rad zones. For which you would need a pill, A poi for instance that would contain a needed resource could be an excavation pit, or digging in a high tier basement, or on one of the zombies in the middle of an army encampment. Just as long as it's not in the middle of the road.
Along the way is also the constant of weather, if in the desert then temperature constantly rises, causing extreme water loss, stamina loss, and strength loss is
reflected in the backpack slots being locked and adding burden over time constantly. Once locked they only unlock over time when radiation is not a factor. The creatures in these zones are that's right you guested it, radiated and each zone creature is stronger, they don't have to be fast, becuase the player will have more than enough to think about. A plan and time management are a factor. Back to weather, Fog and water have been worked on time to use them, Rain is radioactive, getting wet accelerates radiation poisoning, snow is just frozen rain, Temperature in desert, burnt, and waste go up over time to 150 degrees, snow goes down to 0. So add necessity for the liner, and clothing, and lightweight armor to conserve stamina, foods to help slow but not stop temperature, You can build a fire, but heat is an amplified attractor for the radiated scout hordes, so high damage weapons and armor would be necessary, while still trying not to freeze to death, and on top of it all you are trying to find a MacGuffin to propel your quest forward. Fog combined with the storm particles, when above .4 begin to severely limit distant visibility. Rendering wise it presents the opportunity for drastic geometry and texture reduction, the fog after a certain level can become an occluder turning the entire outdoor arena into a small rendered chunk.
Having fog start a 0 2 meters off camera mean necessity for some form of light, which attracts entities.
I forgot one reference, Sylenthunder Posted about a pill, which made me think of the Matrix, which was a story about choices.
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