View Poll Results: A18 Developer Diary

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Thread: Alpha 18 Dev Diary!!

  1. #20071
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    Quote Originally Posted by madmole View Post
    If I could do it all over again I'd have thrown out the diggable terrain. Alpha 1 could have had static Unity terrain, a simple water plane, ran 30% better, used way less ram, console wouldn't have been so beat down, allowed faster vehicles, looked as good as 18's terrain does now, (Minus the Justin talent) and we wouldn't have wasted energy on mining, cave systems, multiple versions of trees, etc. Mining could have been mining POIs with respawning nuggets like rust/skyrim/subnautica with a nice model. We'd anger 10% and gain 200% new players that don't give a ♥♥♥♥ about deformable terrain and buggy water.

    At some point we might release a static terrain option for 7 days just to see the performance gains. IMO most people would run it for the performance gains and better pvp, none of this wimpy underground base business, fight like a man like in TWD. You don't see those guys living in caves/mines.

    What may have made us great has also slowed us down and kept us indy looking/performing. I think mining is ok but its not part of the secret sauce, we'd still have mining it just wouldn't be ugly 3d mining. At this point we'd kind of solved it mostly but it could have saved us a lot of time and headaches, allowing us to focus on cool stuff like we are able to now.
    Just gotta say that marching cubes is what makes the game what it is. Without digging, the game isn't "adult Minecraft" as it has become to be known. Would the game work with static terrain? Sure. It would, however, lose all the magical moments of digging trenches and creating massive underground bases. Also, the lottery-style digging wondering if you'll find an ore vein would be gone. Mining surface rocks is cool because it's convenient, but I always get warm fuzzies when I start a fresh mine.

  2. #20072
    Leader Aldranon's Avatar
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    Quote Originally Posted by Alpacko View Post


    The next video was funny too! https://www.youtube.com/watch?v=uwmeH6Rnj2E
    This explains the look on my cat before he starts running through the house!

    Also... Its shows the minds of TFP as they work on A18! They leave no rock unturned (or sub-atomic particle).

  3. #20073
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    Quote Originally Posted by madmole View Post
    If I could do it all over again I'd have thrown out the diggable terrain. Alpha 1 could have had static Unity terrain, a simple water plane, ran 30% better, used way less ram, console wouldn't have been so beat down, allowed faster vehicles, looked as good as 18's terrain does now, (Minus the Justin talent) and we wouldn't have wasted energy on mining, cave systems, multiple versions of trees, etc. Mining could have been mining POIs with respawning nuggets like rust/skyrim/subnautica with a nice model. We'd anger 10% and gain 200% new players that don't give a ♥♥♥♥ about deformable terrain and buggy water.

    At some point we might release a static terrain option for 7 days just to see the performance gains. IMO most people would run it for the performance gains and better pvp, none of this wimpy underground base business, fight like a man like in TWD. You don't see those guys living in caves/mines.

    What may have made us great has also slowed us down and kept us indy looking/performing. I think mining is ok but its not part of the secret sauce, we'd still have mining it just wouldn't be ugly 3d mining. At this point we'd kind of solved it mostly but it could have saved us a lot of time and headaches, allowing us to focus on cool stuff like we are able to now.
    7DTD being a voxel game is one of its strongest selling points and its major factor in what sets it apart from other experiences. I really, really don't think that would be a good idea to remove it. Also very few play this game for PvP, if I wanted to play a base building PvP game I'd play rust. I'm here for an amazing PvE voxel game where I can destroy and build whatever I desire.

  4. #20074
    Guppycurian Forum Whore Guppycur's Avatar
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    Quote Originally Posted by madmole View Post
    How would building change?

    What about pois?
    Not being able to mold the terrain to build? That'd be huge!

    ...and you were saying something about a high GS guy running through a biome and an unfortunate low GS guy behind him getting all of his spawns, and I was pointing out that the same happens in POI's, so there's no difference.

  5. #20075
    Inventor Kattla's Avatar
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    Quote Originally Posted by madmole View Post
    If I could do it all over again I'd have thrown out the diggable terrain. Alpha 1 could have had static Unity terrain, a simple water plane, ran 30% better, used way less ram, console wouldn't have been so beat down, allowed faster vehicles, looked as good as 18's terrain does now, (Minus the Justin talent) and we wouldn't have wasted energy on mining, cave systems, multiple versions of trees, etc. Mining could have been mining POIs with respawning nuggets like rust/skyrim/subnautica with a nice model. We'd anger 10% and gain 200% new players that don't give a ♥♥♥♥ about deformable terrain and buggy water.

    At some point we might release a static terrain option for 7 days just to see the performance gains. IMO most people would run it for the performance gains and better pvp, none of this wimpy underground base business, fight like a man like in TWD. You don't see those guys living in caves/mines.

    What may have made us great has also slowed us down and kept us indy looking/performing. I think mining is ok but its not part of the secret sauce, we'd still have mining it just wouldn't be ugly 3d mining. At this point we'd kind of solved it mostly but it could have saved us a lot of time and headaches, allowing us to focus on cool stuff like we are able to now.
    -1
    I don't play a game for what it could have been, just what it is. Without the diggable terrain, i probaly
    wouldn't even considered this game at the first place. If it is any comfort, i haven't even played TWD.

    And to fight like a man? How do men really fight? Any way they can , with whatever they think is
    best suited for the task. If they could lure someone to fall off a cliff, they'd sure did. Tunnelling, yes.
    Charlie did quite good in that manner and in trap construction.

    As for mining, i think A11-A13 had the best mining experience, in A12 it was so dangerous i had to
    put down a sleeping bag before i went mining (because of the gravel).

    And i do not mind if development is slow, as long as those who develop the game have a good time
    without too much stress. Rush it and more often then not do we have to flush it.

    Whatever, i'm just babbling.
    In my left brain there is nothing right, and in the right side there is nothing left. That's how i feel
    today.

  6. #20076
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    Quote Originally Posted by Guppycur View Post
    Not being able to mold the terrain to build? That'd be huge!

    ...and you were saying something about a high GS guy running through a biome and an unfortunate low GS guy behind him getting all of his spawns, and I was pointing out that the same happens in POI's, so there's no difference.
    Good point, you can't build basements, spike moats, nothing below terrain level. I mean sure you could build foundations and just elevate everything, but that's just not the same. Voxels and 7DTD are intertwined for me.

  7. #20077
    Leader Aldranon's Avatar
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    Quote Originally Posted by madmole View Post
    Yeah the main thing is destroyable POIs.
    Whatever it takes to have New York City as the main map, then I'm all for it!

    Edit: A non-destructible underground would keep the trolling down as people could destroy skyscrapers too easy. The underground (subways, sewers, secret locations) would be much more dangerous as the options to cheese them are gone!
    Last edited by Aldranon; 5 Days Ago at 03:15 PM.

  8. #20078
    Tracker CannedSmeef's Avatar
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    Quote Originally Posted by madmole View Post
    Must Fix, not Might Fix or Maybe Fix. Of course when it gets down and there might be 10 stubborn ones left, we could possible punt them to KS, depending on the issue. Ideally everything gets fixed, Rick is adamant on a smooth launch, and at first I was like "lets get this out there its awesome" I really think we're doing it right now and its worth waiting for and bugs just block the spotlight of how awesome something could be.
    I really think if you have say 10 or less MFs by the 20th you should release anyway. I think that's manageable for the experimental build of an alpha. Delaying for another 2 weeks for that number would be pretty silly IMO, pretty unnecessary. Again this is going to be an experimental, the only way someone can access and play it is if they sign up for it in the betas tab.

    I mean, what if by the 20th there's only 3 MFs left? Would you hold up release just for those 3?

    If you're worried about people complaining regardless of experimental status, you can try what Project Zomboid does. When you release the experimental build, make it only accessible with a passcode on steam, and make the passcode literally say something like "IAcknowledgeThisIsntFinished". Put that passcode in a disclaimer paragraph in your announcement on steam, boom. If you drill it in to your audience they'll remember, I can't say Project Zomboid has ever had a problem with unreasonable experimental testers.
    Last edited by CannedSmeef; 5 Days Ago at 05:20 PM.

  9. #20079
    Fun Pimps Staff Gazz's Avatar
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    Quote Originally Posted by Roland View Post
    Just as long as you donít look during the explosion.
    Only the cool guys are not allowed to look at explosions. It is mandatory that they turn around and walk away.

  10. #20080
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    Quote Originally Posted by Roland View Post

    Codename: Conventional Ralston
    Me - simple minded as i am - typed that into google, and one of the first hits was an interview with somebody called "Stuart Ralston"
    He's just some cook who created a fish meal with broccoli sauce, and probably doesn't even know there's a game called "7d2d".

    ...but guess what, there's a picture of him, and that guy is the 100% pure prototype meme for (quoting Roland):
    "No one is going to get this one. heheheh...."
    He must be Rolands long lost twin or something

    Here you go and take a look yourselves:
    https://foodies.co.uk/aizle-stuart-ralston-interview/

  11. #20081
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    Quote Originally Posted by madmole View Post
    The problem is level 200 dude drives through on his motorcycle and some guy on foot behind him gets to deal with the high level enemies that spawned in his wake.
    Well obviously I don't know what's going on under the hood with GS leveled enemies, but if it's largely a stats thing then the enemy stats could dynamically shift based on the level of the player that they are currently targeting, rather than who spawns them

  12. #20082
    Refugee meilodasreh's Avatar
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    Quote Originally Posted by Dreyseth View Post
    Well obviously I don't know what's going on under the hood with GS leveled enemies, but if it's largely a stats thing then the enemy stats could dynamically shift based on the level of the player that they are currently targeting, rather than who spawns them
    That wouldn't be enough. What if there's more than one player targeting the same Z simultaneously?
    It would have to be that the code checks who's bullet (or club, whatever) takes the actual hit.
    I'm not a programmer, but it sounds to me like a hell of real-time calculations, because the hitpoints/damage dealt to the Z would have to be constantly checked and adjusted, according to the player's level who is hitting the Z at the current exact moment.
    Again, no deep knowledge in coding here, but sounds complicated to impossible.

  13. #20083
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    Quote Originally Posted by CannedSmeef View Post
    I really think if you have say 10 or less MFs by the 20th you should release anyway. I think that's manageable for the experimental build of an alpha. Delaying for another 2 weeks for that number would be pretty silly IMO, pretty unnecessary. Again this is going to be an experimental, the only way someone can access and play it is if they sign up for it in the betas tab.

    If you're worried about people complaining regardless of experimental status, you can try what Project Zomboid does. When you release the experimental build, make it only accessible with a passcode on steam, and make the passcode literally say something like "IAcknowledgeThisIsntFinished". Put that passcode in a disclaimer paragraph in your announcement on steam, boom. If you drill it in to your audience they'll remember, I can't say Project Zomboid has ever had a problem with unreasonable experimental testers.
    There is another solution: wait patiently for developers to decide when their baby is ready to be served with the right vegetables and spices ^^.

  14. #20084
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    Quote Originally Posted by madmole View Post
    The problem is level 200 dude drives through on his motorcycle and some guy on foot behind him gets to deal with the high level enemies that spawned in his wake.
    Couldn't you make it so higher level zombies despawn once the higher level player leaves the area?

  15. #20085
    Colony Founder Laz Man's Avatar
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    Quote Originally Posted by madmole View Post
    If I could do it all over again I'd have thrown out the diggable terrain. Alpha 1 could have had static Unity terrain, a simple water plane, ran 30% better, used way less ram, console wouldn't have been so beat down, allowed faster vehicles, looked as good as 18's terrain does now, (Minus the Justin talent) and we wouldn't have wasted energy on mining, cave systems, multiple versions of trees, etc. Mining could have been mining POIs with respawning nuggets like rust/skyrim/subnautica with a nice model. We'd anger 10% and gain 200% new players that don't give a ♥♥♥♥ about deformable terrain and buggy water.

    At some point we might release a static terrain option for 7 days just to see the performance gains. IMO most people would run it for the performance gains and better pvp, none of this wimpy underground base business, fight like a man like in TWD. You don't see those guys living in caves/mines.

    What may have made us great has also slowed us down and kept us indy looking/performing. I think mining is ok but its not part of the secret sauce, we'd still have mining it just wouldn't be ugly 3d mining. At this point we'd kind of solved it mostly but it could have saved us a lot of time and headaches, allowing us to focus on cool stuff like we are able to now.
    You make a good point. I would probably still be playing and creating custom POIs even minus the static terrain. On the flip side you would probably lose some players who love the mining aspect. Perhaps it would have been better to save deep mining and underground threats as an expansion pack to the main game so it gets proper love and attention where right now it seems like an afterthought or hinderance.

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