7 Days To Die

7 Days To Die Dev Tracker




23 Jul

Comment
    faatal on Forums - Thread - Direct

1 In A21. I think most have been replaced at this point.

2 TAA needs the flicker or it does not work.

3 It probably needs HDRP.

Comment
    faatal on Forums - Thread - Direct

You collect "Water". It is shown as water in a jar. When you use it, it adds water to the player and disappears.

Comment
    faatal on Forums - Thread - Direct

They should, but I have yet to find a working machine.

Comment
    Shurenai on Steam Forums - Thread - Direct
Mining isn't useless. Just mining certain materials make a LOT more activity than others. Iron, in particular. Pace your mining efforts, and you'll never run into a screamer.

If you must, turn on debug mode (f1, type dm, enter.) and then press F8 twice to bring up the debug info for activity- just dont let that number reach 100% and it wont spawn a screamer.

The reason you didnt run into an issue at first, and now are, is because you hit harder- higher quality tools, better tool tiers, better mods on your tools; and more frequently due to better stamina management options and the like. You're making activity faster than it can fade away which eventually summons a screamer- And you've set up no precautions to protect your venture.

And for the record, Screamers do NOT scream and summon more zombies unless they see the player. So if you can get the drop on them, you wont get a wave of zombies.

22 Jul

Comment
    faatal on Forums - Thread - Direct

I've been doing some overall play testing lately. My current game (8k RWG and default settings) is starting day 4. The water struggle is real. I've had to drink about 5 bottles of murky water so far and managed to not get dysentery. I can boil water now and make 2 kinds of tea. I've never been so excited to loot a red tea. Tea is +4 water over boiled, so definitely making tea. Got my water back up to 90%, but the only drink I currently have is one golden rod tea. Trader so far has had no water. I know how to make the dew collector, but don't have the filter. Hopefully I can find a filter at a trader.

Comment
    faatal on Forums - Thread - Direct

1 Not planning on them looting anything. If time permits, they may get some fun bonus abilities, but that is a big if.

2 They move like zombies, so jump/crouch and any future modes of movement.

3 Not decided.

4 Both. Lite ones fast and heavies less fast. Stamina use is not planned.

5 Don't know if art has plans for that.

6 Feet.

7 No. If they could loot your corpse, they would take your dukes, but as it said....bonus.

Yes. Chunk distance is quite far. That final LOD culling is important to performance, else you are paying for a lot of draw calls, even if it was just a billboard.


21 Jul

Comment
    faatal on Forums - Thread - Direct

It already does that. Block models are Unity prefabs. Most have LODGroup components in them which determines the render height at which each LOD is shown and when it is culled. Getting them consistent with each other is a challenge as there are many heights and differing amounts of LODs. You also want more trivial models to disappear sooner.


The Video>Quality>Object Quality setting determines how quickly distance causes it to step through those LODs, but it gets expensive using the higher settings. Is actually one of the more expensive graphics settings.

Comment
    faatal on Forums - Thread - Direct

We would not track weather on a container. It would be of the world and not per player. My point was, I'm not spending time tracking weather on anything.

The idea is to have balanced systems. Not have useless parts of the game. Balance takes time and is subjective.


20 Jul

Comment
    faatal on Forums - Thread - Direct

There are ways to make it work, but they would require a good amount of work, which we do not have the time for in a21.

Weather does not have a history. It could, but it would need to track many days worth and for every biome.

Comment
    faatal on Forums - Thread - Direct

Unloaded chunks and weather don't mix, so there is no current way to make it work with rain.


19 Jul

Comment
    Shurenai on Steam Forums - Thread - Direct
I don't see mention of unreal- But it does appear to be a collaboration thing.

The blurb on the right:
"7 Days to Die
Dekogon Studios had the pleasure to assist The Fun Pimps with asset support for the game 7 Days to Die.
We are extremely proud to present some of the accomplishments of the Dekogon team in collaboration with The Fun Pimps here from our talented artists! Dekogon was responsible for the creation props and assets with respect to voxel sizes on the grid."

So TFP worked with Dekogon Studios on the assets.

18 Jul

Comment
    faatal on Forums - Thread - Direct

Not decided.

1 Maybe. Not decided on what their damage will be.

2 Yes.

3 Not that exciting yet. They do talk too much.

4 Like 5 (that is more a heavy group, could be 2 or 3).

6 Only to the extent artists add the content and I don't know if design/art is wanting to do that.


14 Jul

Comment
    faatal on Forums - Thread - Direct

As of now, yes, but it is a gimped copy of the normal club so basic bandits don't just wreck you. Bandits will probably get a game staged strength bonus, so tough ones will hit harder with the same club. The final version may have them using the player weapons, but with the strength mod added.

Comment
    faatal on Forums - Thread - Direct

1 Not bad.

2 Recently I made bandits hold and use a club melee weapon, which mostly works. I then worked on some dismemberment bugs. Worked on explosions being able to dismember multiple parts and dismember corpses.

3 Not just now.

4 Maybe, but our schedule is full right now.