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7 Days to Die – Statement zur Alpha 11 veröffentlicht4 min read

9. Januar 2015 3 Minimale Lesezeit
Patrick Kirst

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7 Days to Die – Statement zur Alpha 11 veröffentlicht4 min read

Reading Time: 3 minutes

Seid ihr auch so im 7 Days to Die-Fieber wie unser Team? Dann haben wir nun gute Nachrichten für euch. Nicht nur, dass das Team von The Fun Pimps zurück aus dem Weihnachtsurlaub ist und somit weiter an dem Survival-Titel schrauben kann, auch haben sich die Jungs und Mädels zu dem aktuellen Status der Alpha 11 geäußert.

So ist der Plan, dass die neue Version des Spiels spätestens Ende Februar zum Download zu Verfügung steht. Folgende Sachen haben sich die Entwickler dabei auf die Agenda geschrieben:

„New Gun System – We’ve been planning on a new Gun system for a few months now and we’re finally ready to start on it. The new system allows players to find whole weapons that can be broken down to yield a specified number of good parts. The parts and assembled guns have 7 quality ranges including broken, damaged, poor, average, great, flawless and legendary. Once the player collects enough good parts he can assembly a working gun. The sum or average quality of all the parts determines the sum or average quality of the assembled weapon. The parts themselves govern attributes like damage, accuracy, degradation rate, scope zoom level, knockback strength, penetration and falloff range. This will allow for hundreds of thousands of permutations of guns. Later this system will also be used for Armor, Tools and Melee Weapons.

New FPS Hands and Animations – We have some awesome new high res first person male and female hands and will be integrating these as well as a whole new awesome set of first person animations.

New Weapons– We have a new makeshift Blunderbuss Muzzle loader and a new handmade bow that we’re working on integrating.

New First Person Camera Control System – We’re working on integrating a new first person procedural spring physics system with simulated gravity, mouse smoothing and acceleration

Wellness Improvements – We’re improving wellness stat change and top capacity feedback so players can understand the wellness system better.

Leveling & Leveled Loot – We’re enhancing our current player leveling system improving the criteria and adding leveled loot lists to the game so higher leveled players get better loot drops. This is needed to work with our new gun, armor, tool and weapon quality systems.

New Random Gen Mixing XML – We’re rolling out an XML random gen mixer so users can set up their own world including the selection of world size, biomes, height intensity, prefabs per biome, prefab chance to spawn and more

Usability Enhancements – We’re adding a new windows like Right Click function Menu for items in the players backpack, belt or loot containers. The player simply needs to right click on an item and a popup menu displays showing a list of item related actions which include: Take, Craft, Equip, Use, Eat, Drink, Read, Examine, Scrap and Compare. We’re also doing many smaller usability enhancements that just make the game a lot easier to play and learn.

Integrate Steam Networking – We’re adding, evaluating and integrating new Steam Networking code and are optimistic we will gain performance, stability and more reliable Nat punch through

Server Browser Enhancements – We’re integrating better server stat options that are easier to read as well as integrating a new server filtering system, icon tips and scrolling

That’s the main stuff and if time permits these features might make it into Alpha 11 :)

New Armor System – Inspired by our new gun system we’re will also be working on new armor system where the player can craft or find in loot Leather and Iron armor pieces with 6 quality ranges including damaged, poor, average, great, flawless and legendary. Once the player reads the associated book or accumulates the minimum skill points he can begin crafting the lowest level leather or iron armor. To craft the higher tiered armor the player must either boost his skills or find higher tiered armor through looting.

Drivable Minibike –We’re adding a drivable minibike. Players must gain mechanical knowledge through books and skills and then find parts to craft and assemble a chassis, break and throttle cable, small engine, gas tank and more.

New Localization System – We’re integrating a new Spreadsheet based localization system allowing much easier multi-language support for in game items, crafting, dialogue, tips, in game help journal and quests.

Improved Random World Generation – We’re improving the random gen pathing system to allow vertical cutting as well as tunnels and a more robust town code.“

Weitere Hintergründe und Informationen zu der Arbeit an 7 Days to Die findet ihr fortlaufend bei uns oder auf der offiziellen Website. Wenn ihr euch für Survival-Spiele interessiert, checkt doch mal unseren Artikel Highlights 2015 – Die 10 wichtigsten Survival-Spiele des Jahres.

Patrick Kirst

Nintendo is love. Nintendo is life.
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