7 Days To Die

7 Days To Die Dev Tracker




30 Oct

Comment
    faatal on Forums - Thread - Direct

Probably.


How they react to volume triggers will depend on what the designers want.

Bandits have not been proven to be anything, since no code work has been done on them yet. It is a scheduling issue, since we have many other things we would rather work on before them.


I think the artists have done some work on their part and they will handle it just fine.


29 Oct

Comment
    madmole on Forums - Thread - Direct

The game is exactly as we described it on the kickstarter 7 years ago, but your interpretation of what those features might look like and play like is different than ours. Magical food? Dude food is magic IRL. You can cure diseases with the proper food, coffee gives you buffs in real life, etc. Ours is gamey so it makes sense to players. What is candy is really drugs, or drugs packaged in candy bags. Future drugs, set in a future game. It isn't that hard to believe.
UMA will be gone and no UMA code will work. If you want to add new zombies you model and texture them just like we do.

Comment
    madmole on Forums - Thread - Direct

Turrets are ranged weapons. Hold and shoot.

That is just role playing. The actual mechanics of the quest are what matters. Our game isn't going to be a heavy RPG, it is how it is with expanded variety of quests we can get a lot of miles out of. As much as I'd like to do one off quests with flavor, special items, etc I don't think we have the manpower or the code ready to fly on something that ambitious, but completing 7 days would be a good step to get more ambitious on the next game when we have time and budget to tackle more immersive stuff. But since it is a MP game, and resources are tight, we can't just spawn NPC survivors at a POI doing chores just for immersion sake. Once you leave the area it might get reset for another player to do the same quest, so I don't think we can do what you are asking without compromising the experience for everyone in MP.

Comment
    madmole on Forums - Thread - Direct

No, that would be like getting the book set bonus for not actually collecting the whole series. You will have to wear the entire outfit to get the full set bonus.


What repair quest? That isn't in the roadmap.

It is never coming. Requires starting over completely and we're basically 95% done with weapons.

Comment
    madmole on Forums - Thread - Direct

I don't know what you mean, but you can wear anything you find.

Comment
    madmole on Forums - Thread - Direct

Everything is getting deleted and there will be new outfits you can find and craft. The lineup isn't complete so I cannot confirm what might resemble old content, but a lot of the nostalgic things are sticking around in some way or another. Like I mentioned the skull cap is now lumberjack cap.

Comment
    madmole on Forums - Thread - Direct

Well think if everything has quality, and there's at least 10 sets of outfits how long it might take to actually find a full set. There is a cowboy hat, but it is part of a specific outfit. The skull cap is the lumberjack hat. A lot of the stuff we have now will sort of be there in some fashion, but everything has meaning to it now instead of everything useless except for steel or military armor. There might be a fair amount of choice deciding what outfit best works for your build, or strong desire to collect a full legendary miner outfit.

Comment
    madmole on Forums - Thread - Direct

No we don't really look at mods, we have a huge list of stuff we want to do and don't need ideas nor care what 1% of the player base might be doing to their game. I hope that doesn't sound arrogant, but reflects the fact that we have a clear roadmap and list of features we need to focus on. A larger inventory is something we would like to see though. The distant POI tech is coming from a modder though. So if something brilliant comes up usually we hear about it even though we aren't looking for things if that makes sense.

I did mention new AI like zeds crawling through 1 meter egress and windows, which will make horde nights a lot more challenging. Feral sense options. Game play is constantly evolving but will always be similar to A18. Progression is getting a complete rewrite from scratch.

OMG LOL.

Comment
    madmole on Forums - Thread - Direct

The first step is to replace everything, and get new HD player outfits working, which also opens the door to bandit models. If everything is running good yet there may be room for additional basic zombies.

Comment
    madmole on Forums - Thread - Direct

I'm not working on balance so I'm not looking at that data.

Comment
    madmole on Forums - Thread - Direct

They have been around forever. Screamer, fat cop, spider are all special. We have some new ones planned but are not sure when they will arrive. Tourist zombie will become a special infected once the code is in for him.

Comment
    faatal on Forums - Thread - Direct

The Robotic Drone should be in A20. Some code work may start on bandits, but they won't be in a20.

Post
    madmole on Forums - Thread - Direct

Welcome to the Alpha 20 Dev Diary. Here we will discuss upcoming features for Alpha 20.


Alpha 20 Dev Stream Videos

1) Alpha 20 First Look with Prime and Madmole October 28th, 2020


Alpha 20/21 Roadmap

1) Unity Update

Details Coming


2) Random Generation Update

Details Coming


3) Vehicle Mods

Details Coming


4) Shape Menu and Building Update

Details Coming


5) Dynamic Imposters

Changes to the world and player built forts will be represented in distant terrain


6) Micro Splat Improvements

Details Coming


7) Feral Sense Game Option

Set zombies to different states of awareness f...

Read more

28 Oct

Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by Blue Hasia:
Originally posted by Shurenai: I miss it too....But then I remember that in return for it's loss we no longer have to do the tedious process of converting 3/4 of our yield into seeds and replanting the entire field.

Replanting one or two plants per harvest due to mistakes > replanting entire fields every harvest, imo.
or if we press E on plants we planted it can auto plant also

the devs made a way to tell the difference between goldenrod th...
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Comment
    Shurenai on Steam Forums - Thread - Direct
Originally posted by CoinSpin: I often kinda miss the old "press E to pick the crop" method so you didn't destroy things by accident.
I miss it too....But then I remember that in return for it's loss we no longer have to do the tedious process of converting 3/4 of our yield into seeds and replanting the entire field.

Replanting one or two plants per harvest due to mistakes > replanting entire fields every harvest, imo.