Page 2 of 8 FirstFirst 1234 ... LastLast
Results 16 to 30 of 113

Thread: For newer people, here is our Kickstarter stretch goals list

  1. #16
    Tracker deadbolt's Avatar
    Join Date
    Dec 2013
    Posts
    241
    Rep Power
    0
    You forgot to add the plan with $1 000 000! lol

    $1 000 000 -Able to kick and ban without the player changing their steam name and coming back in over, and over, and over again;
    -Default spawns enabled. Griefers no longer spawn right next to you and destroy your base;
    -Bedrolls can only be accessed by the person who laid them down and not just some random guy looking to kill you; and
    -Party mode enabled allowing people to work as a team if they want.

    Haha just kidding..... but seriously.

  2. #17
    Refugee
    Join Date
    Jan 2014
    Location
    UK
    Posts
    6
    Rep Power
    0
    Great ideas but I'd like to see oculus support later on the list. Needs of the many above that of the few and all that

  3. #18
    Leader Fox's Avatar
    Join Date
    Oct 2013
    Location
    Under the snow
    Posts
    5,753
    Rep Power
    1
    Quote Originally Posted by deadbolt View Post
    Able to kick and ban without the player changing their steam name and coming back in over, and over, and over again
    That's easy, it's called IP ban, they just need to add that in.

  4. #19
    Scavenger
    Join Date
    Jan 2014
    Posts
    33
    Rep Power
    0
    Well if the animal will jump around like actual dogs do... No thanks.. Hate those lol
    And actors voices? Anyone can do that why spend money on that ?
    All the other things seam great...
    Using the imagination that a zombie can as a new abitlity to shoot us... Would be nice to get some protection to our body? Armor stats ...?

  5. #20
    Community Moderator Red Eagle LXIX's Avatar
    Join Date
    Jan 2014
    Location
    NJ,USA,North America,Earth,Sol System
    Posts
    3,281
    Rep Power
    1
    A lot of people seem to not know what goals exist before the stretch goals.
    I've had to post this quite a bit on the Steam forums, so might as well add it here as well.
    Quote Originally Posted by Red Eagle LXIX
    Since so many seem to not know what is planned, and what they've bought into:
    Here are The Fun Pimps goals for 7 Days To Die as outlined, paid for, and promised on Kickstarter.
    All of these should eventually make it into the game at some point, hopefully. Although there may be some delay compared to the original May 2014 date that was claimed.
    Source for the delay comment since it doesn't appear anywhere official: http://www.quartertothree.com/fp/201...ie-apocalypse/
    Quote Originally Posted by Richard Huenink
    We’re making an ambitious game and our original Kickstarter estimates had us finishing in May 2014, but realistically it could take the rest of this year. That said, I think we’ll be close to beta by this summer but we won’t punish our Settler Kickstarter backers so we’ll send them keys near the time frame promised. After launch, supporting the best workshop mods, making DLC, and maybe even console ports are all possibilities, but we’ll just have to see where this great journey leads us.
    All goals including the $500,000 were unlocked.
    Sources:
    http://www.kickstarter.com/projects/...-survival-game
    http://steamcommunity.com/app/251570...4841561148348/
    Quote Originally Posted by 7 Days To Die core game features from The Fun Pimps
    The World - Explore a beautiful, hand crafted, voxel world with a multitude of biomes including: wastelands, forests, snowy mountains, pine forests, plains, deserts, burn forests and radiation zones.

    Points of Interest - Discover hundreds of great Points of Interests ranging from caves, campsites to cities and skyscrapers. Each and every building can be explored inside and out.

    Dynamic Story Generation - The story unfolds through our “Dynamic Story Generation System” which guides the player to other survivors, better loot and undiscovered Points of Interests through story note quests.

    Basic Survival - Scavenge the world for food and water maintaining and boosting health, food, stamina and hydration levels. Grow and harvest a variety of crops and hunt, track or domesticate a multitude of wildlife to live off the land.

    Day and Night Game Play - Spend the day looting, mining, crafting and building up your forts defenses as light slows down and weakens the zombies. Hold up somewhere safe at night as the lunar cycle speeds up and strengthens the zombies.

    Looting, Mining and Crafting - Loot and mine a multitude of items and ingredients to create hundreds of items including melee weapons, guns, traps, generators, motorized tools, motion detectors, landmines, auto-turrets, salves, potions and more using our 5x5 grid Crafting System.

    Relentless and Special Enemies - Enemies will claw, jump, climb and break their way through the world in order to get to you. They can see, smell and hear the player and can work in a group. And watch out for the unique special infected enemies like the Acid Puking Hulk whose acidic vomit can melt blocks.

    Block Physics and Stability - Our Physics System simulates real-time structural integrity, durability and mass. Blocks don’t float in the air nor can you build an unsound unsupported structure. Build it right or watch it come crumbling down. Weak blocks can even fall from the weight of the player or zombies.

    Item Quality and Food & Water Purity - Every item in the game has a quality level and degrades with use and combine items to create better items. All Food and water items have a purity level the higher the purity level. The higher the health and stamina benefits. Improve crafting to make better items. Improve cooking to make purer food and water.

    Stealth and Distraction System - Crouch and sneak your way past enemies or throw objects to distract them. Find or craft sight, sound or smell deterrents and attractor recipes and items to exploit the sight, hearing or smell of the zombies to throw them off track.

    XP and Skill Trees - Earn XP and upgrade your skills to become the ultimate Bruiser, Gun Nut, Gadget Man, Chemist or Stealth Agent. Upgrade your melee skill learning to craft better melee weapons and swing them harder & faster and even learn special finishing moves.

    Solo, Cooperative and Multiplayer - Play solo, coop or multiplayer in our unique Zombie Nomad Mode be a human, a bandit or a zombie for a no rules experience. Watch the leader boards and fight to be the Big Clan of the Wasteland or the Duke of Navezgane.

    Creative User Tools - Build your own worlds and play them with friends using the Creative Mode Tools featuring hundreds of block shapes, prefabs and random generation tools. Create dedicated servers with your own unique game rules and settings.
    Quote Originally Posted by 7 Days To Die stretch goals from The Fun Pimps
    Stretch Goals
    (all these features are planned, but can be implemented earlier with a larger team)
    $200,000:
    (Base Goal) Part-time artists & priogrammers join full-time to accelerate feature development

    $250,000:
    Existing world expanded, more locations added
    More items and weapons
    More special infected enemies, with more abilities
    Skill tree and Exp system enhanced further

    $300,000:
    Additional player characters
    seasonal weather effects implemented
    Temperure based survival effects
    Oculus rift support - (virtual reality headset) - more info at www.oculusvr.com

    $350,000:
    Enhanced, professional soundtrack!
    More wild animals! Mountain lions, coyotes, cats, and dogs living together, mass hysteria!
    Animals can turn into zombies too! (zombie bears!)

    Some items appearing below this point may appear in a post-release update.
    Goal funds tied to these items would be saved to begin development on them beginning immediately after release version.

    $400,000:
    Character customization tools
    Interchangable clothing system
    Expanded story\mission programming.
    NPC characters and merchants
    NPC controlled safe houses added

    $450,000:
    Professional voice actors hired to record lines.
    Multi-player mode expanded with new features
    Random world generation expanded
    World building tools expanded - Design your own zombie apocalypse for your friends!

    $500,000:
    Major world terrain enhancement - Cubic landscapes become smooth terrain - World remains fully destructable and buildable
    Drivable and customizable vehicles added
    New additional NPC characters to discover
    Expanded story missions

  6. #21
    Refugee
    Join Date
    Jan 2014
    Location
    West Virginia
    Posts
    3
    Rep Power
    0
    Thank's. And also sweet!

  7. #22
    Refugee
    Join Date
    Jan 2014
    Location
    Germany FFM
    Posts
    25
    Rep Power
    0
    i think that you have to Strech the goal a little bit further!

    600.000$ ... Improve the Graphic massive,
    700.000$ ... add Local-Coop, (that is my biggest wish... i know its complicated and hard to implement but ... that were unbelievable great)
    800.000$ ... Support XBOX-360 Controller,
    That is MY Wishlist ... =/

    900.000$ ... Improve sound of Weapons!
    1.000.000$ ... add 9 new Zombie Characters just for more fun, to give variety and long-term motivation! ...


    More Weapons would be awesome! ... And Pistol's with Flashlight like L4D2 (easy to craft so i think!)
    and Laser for SMG's and other! ... Flamethrower were also nice
    Thank you
    Last edited by -Ps-Y-cO-; 01-27-2014 at 10:18 PM.

  8. #23
    Refugee
    Join Date
    Jan 2014
    Posts
    1
    Rep Power
    0
    is there like two guys working on this game? "Because it takesssss SO...... Long for a small update."

  9. #24
    Leader Fox's Avatar
    Join Date
    Oct 2013
    Location
    Under the snow
    Posts
    5,753
    Rep Power
    1
    Quote Originally Posted by cmoney574 View Post
    is there like two guys working on this game? "Because it takesssss SO...... Long for a small update."
    I bet my life savings that you've never coded a game before. Also, they're not small updates, if you read the release notes and paid any attention at all, you'd know that.

  10. #25
    Reconstructionist Clauticus's Avatar
    Join Date
    Oct 2013
    Posts
    507
    Rep Power
    1
    Quote Originally Posted by Fox View Post
    I bet my life savings that you've never coded a game before. Also, they're not small updates, if you read the release notes and paid any attention at all, you'd know that.
    If the core engine is done (projectile math, drawing, texturing, sound, collision, etc.), then code-wise I don't think that there is that much to do; that being said there are a lot of other things that do take a long time such as: balance, code implementation (how something will be accomplished, which affects ease of writing, debugging, editing, and understanding code), UI (design simplification of complex devices for the player's sake, dwarf fortress is an extreme where this was not done at all), PR (forum, steam, etc.), and all kinds of other stuff.

    Also, a note from somebody who is learning code: its 40% writing it, 50% debugging it, and 10% pounding your brain trying to figure out why your code compiles and works in every instance except one.

  11. #26
    Refugee ringomertens's Avatar
    Join Date
    Jan 2014
    Location
    Holland
    Posts
    21
    Rep Power
    0
    I ther a list of all the weapons and other stuff they wanne add in the game ???

    by the way the game is ♥♥♥♥ing awsome

  12. #27
    Community Moderator Red Eagle LXIX's Avatar
    Join Date
    Jan 2014
    Location
    NJ,USA,North America,Earth,Sol System
    Posts
    3,281
    Rep Power
    1
    Quote Originally Posted by Clauticus View Post
    If the core engine is done (projectile math, drawing, texturing, sound, collision, etc.), then code-wise I don't think that there is that much to do;
    That is a big if, and we know the core mechanics are not anywhere near done.
    Further, a chunk of core coding around mutli-player will require re-visiting and re-writing to be more secure (short term stop-gap measure would be to have an AC# dll push from servers [this would also allow servers to run mods and push to clients{such as security mods}]).

  13. #28
    Refugee
    Join Date
    Feb 2014
    Posts
    17
    Rep Power
    0
    Quote Originally Posted by -Ps-Y-cO- View Post
    800.000$ ... Support XBOX-360 Controller,
    You can allready use XBox Controller. Take Pinnacle Game Profiler.

  14. #29
    Zombie Hunter brostoevsky's Avatar
    Join Date
    Feb 2014
    Location
    North Carolina
    Posts
    429
    Rep Power
    1
    Quote Originally Posted by Clauticus View Post
    If the core engine is done (projectile math, drawing, texturing, sound, collision, etc.), then code-wise I don't think that there is that much to do; that being said there are a lot of other things that do take a long time such as: balance, code implementation (how something will be accomplished, which affects ease of writing, debugging, editing, and understanding code), UI (design simplification of complex devices for the player's sake, dwarf fortress is an extreme where this was not done at all), PR (forum, steam, etc.), and all kinds of other stuff.

    Also, a note from somebody who is learning code: its 40% writing it, 50% debugging it, and 10% pounding your brain trying to figure out why your code compiles and works in every instance except one.
    I don't think you know what you are talking about as well as you think you do. By no means is there not "that much to do" from a code standpoint. The core engine is far from complete, they've already mentioned having to drastically rework the collision system for smooth terrain and I suspect other engine features like rendering have plenty of work (whether features or optimization/performance) yet to be done as well as the stuff you mentioned and more.

    On top of that, every new system they add (skills/experience, more AI systems like NPCs and animals, stealth system, recipes, vehicles, etc etc) just increases the overall complexity and requires careful integration, testing and balancing with the other systems including core engine features.

    I suspect they still have years of work (or at least most of 2014) before the game can be considered "done" in a non-alpha or beta state, and even then the kickstarter mentions many of the stretch goal features may come post-release.

    If you're learning to code let me tell you right now that whatever simple html5 or unity game or whatever you are building while you learn is not even a tenth of 1% as complex as a project like 7DTD.

  15. #30
    Reconstructionist BriBri1992's Avatar
    Join Date
    Feb 2014
    Location
    Canada
    Posts
    699
    Rep Power
    0
    What are we sitting at?

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •