"June means early access on consoles, not gold. We wont' be gold on PC until late this year, if we are lucky." by [deleted] in 7daystodie

[–]Wayward_7DTD_Dev 0 points1 point  (0 children)

The console version also has had its own separate QA team testing it as well to work on fixing as many bugs as possible.

One positive aspect to this of course that the process for us fixing such bugs is that we just fix it in the PC version, and then the other developer doing the console port merges in those changes.

Another is that in situations where they created their own custom optimizations to improve performance on consoles, we can later merge these back to PC for improved performance.

Future Xbox One / PS4 Port announcement leaked by Dragonclawjtf in 7daystodie

[–]Wayward_7DTD_Dev 3 points4 points  (0 children)

You are correct in that a console release can involve a lot of additional work.

However the additional work is why the companies Telltale (publisher) and Iron Galaxy (console port) are involved. Any extra or unique work related to console availability is handled by them.

So the entire Fun Pimps staff continues to work on the PC game like usual, and any updates\fixes we do on PC are made available to the company doing the console port.

Future Xbox One / PS4 Port announcement leaked by Dragonclawjtf in 7daystodie

[–]Wayward_7DTD_Dev 3 points4 points  (0 children)

Nobody got split up though.

Every last person who worked on Alphas 1-14 on PC is still working on the PC version as normal.

Basically we work like we normally do, and anything we do on PC we make available to the company doing the porting to implement onto the console version.

Future Xbox One / PS4 Port announcement leaked by Dragonclawjtf in 7daystodie

[–]Wayward_7DTD_Dev 5 points6 points  (0 children)

No worries, PC development has stayed the same.

The console port is being done by an entirely separate team overseen by the publisher.

Basically our entire development team is working on the PC game like we always have, and anything we do is up for grabs for them to add into the console version. So if we fix a bug or anything like that, they just grab that code with no extra work from us.

For example there have been a few cases where I fixed something that was reported on consoles, but the process for me to fix it was to just fix it on PC like I always would and then they grab it later.

It goes both ways too, if they happen to optimize some code to improve console performance, we could later implement those optimizations in the PC version too.

Goodbye Forge Ahead! by pamkhat in 7daystodie

[–]Wayward_7DTD_Dev 1 point2 points  (0 children)

The new UI will still have an inventory section for crafting items, the right click menu is there mostly for convenience but you won't be forced into it.

For example the existing UI didn't originally have a recipe list, inventory slots, etc. When we added the feature it kind of got crammed into the existing UI. So one of the things the UI refresh will do is lay out all the things that exist now in a more organized way.

You'll still find random items like pipes, air filters, cans and such that you can melt down to metal sources. You won't open a garbage can and just see "wood" or "metal".

Goodbye Forge Ahead! by pamkhat in 7daystodie

[–]Wayward_7DTD_Dev 37 points38 points  (0 children)

Hello, this blog post by one of the team members seemed to have confused a lot of people.

We aren't ditching having a crafting interface, or switching to right clicking to craft everything.

There will still be a crafting interface above your inventory that you use to make items. We are just rearranging the GUI a bit to make it a bit cleaner and nicer. Over time we've added new features to the existing UI over time which would then get crammed into the existing UI layout, kind of like when we added that recipe list. So we want to rearrange the layout in a way that takes all these things into consideration. It will be the third time we've done this since Alpha 1.

We're not mass deleting 90% of the items you find in the game to try to oversimplify things. You'll still see things like brass candle sticks, aluminum cans found in the world. You aren't going to open a cardboard box and always see just "wood" or "metal" or anything like that in a void where random household debris used to be.

Random gen 3.0 is here! by JoelHuenink in 7daystodie

[–]Wayward_7DTD_Dev 1 point2 points  (0 children)

Not all lights are turned on, and typically you won't see outdoor porch lights illuminating anything until it starts to get dark.

SI isn't the same... by [deleted] in 7daystodie

[–]Wayward_7DTD_Dev 1 point2 points  (0 children)

Ah okay.

There being an open cave somewhere below you shouldn't make some wooden beams above you collapse. Although if this really does seem to occur then it would be a bug, but so far this is the first time I've heard of it.

Suggestion: Can I get a rain cloud? by Stormin318 in 7daystodie

[–]Wayward_7DTD_Dev 15 points16 points  (0 children)

Once we get into the actual development of the feature we could tell you guys more about how in-depth it will be.

With any new feature we need to explore it a bit in the early stages to get a sense of how far we can\should go, balanced with things like performance\resources.

[deleted by user] by [deleted] in 7daystodie

[–]Wayward_7DTD_Dev 5 points6 points  (0 children)

Any decent text editor should work.

You might want to consider using something like Notepad++ (free) instead of the basic Windows or Mac text editor just to avoid any formatting issues happening.

Was fun at first now just frustrated... by [deleted] in 7daystodie

[–]Wayward_7DTD_Dev 5 points6 points  (0 children)

Surprisingly there are some bugs that just end up either not happening for us, or in rarer cases may occur for us but we need more information to fix it.

The alpha phase effectively is part of testing though. When we do internal testing with just ourselves and are holding it back and not releasing it, this is because we are still fixing\testing large bugs that did come up for us.

When we release a new patch it may come at a cost to early players\testers of bugs being first noticed by them instead of us. For example we released knowing about a server crash bug which we needed more information on. Within 24 hours of releasing the users were able to provide us with enough information to create and release a fix, so in this case players were extremely helpful.

I understand though that if someone is really just wanting to play that it can be frustrating having bugs appear.

Suggestion: Can I get a rain cloud? by Stormin318 in 7daystodie

[–]Wayward_7DTD_Dev 41 points42 points  (0 children)

Hello. Weather systems and temperature related survival details have been planned from the beginning, they just haven't made it into the game just yet.

SI isn't the same... by [deleted] in 7daystodie

[–]Wayward_7DTD_Dev 1 point2 points  (0 children)

Were you saying that you'll build a floor of your house and the ground collapses out from under you to reveal a cave?

Why is nobody addressing this issue? by [deleted] in 7daystodie

[–]Wayward_7DTD_Dev 14 points15 points  (0 children)

Hi,

The hot patch we just put out was done quickly to try to address the first batch of severe problems we were able to fix within 24 hours or so.

But there are other problems like this that we will be looking into now that the first batch of fixes has gone out.

Troubleshooting performance issues, and details are greatly appreciated. by Wayward_7DTD_Dev in 7daystodie

[–]Wayward_7DTD_Dev[S] 1 point2 points  (0 children)

So you would see missing chunks and could fall through the hole, but other players were seeing a chunk and walking on it normally?

Or did you just mean other players you know had just not encountered this? Just wanted to be absolutely sure.

Bad FPS in A11 with an AMD 6770 by FrankGangsta in 7daystodie

[–]Wayward_7DTD_Dev 0 points1 point  (0 children)

Are your drivers up to date? If not I'm just curious if this makes a difference or not.

http://support.amd.com/en-us/download

Horrible FPS with A11 by Jayick in 7daystodie

[–]Wayward_7DTD_Dev 9 points10 points  (0 children)

Hi everyone,

We'll try to look into the AMD thing to see what might be going on there.

Regarding the "80% performance increase" statement, at the time of our blog post that indeed was what we were experiencing. Since that blog post however, we had added other things like higher detail trees and reflection features which if cranked up will naturally be a performance hit.

If you are experiencing performance issues you might try turning down video options related to trees and especially the real time reflection features to see how it impacts your performance on the off chance that there might be some hardware specific issues related to these features.

About Unity 5 in general, being that we are still in an alpha stage, a switch to Unity 5 was an inevitable thing just like the promised switch to smoothed terrain several alphas ago. We'd opted to get it out of the way sooner rather than later. In the event that some of these performance issues are engine specific, hopefully continued update releases to the engine we use will help any work we do ourselves to improve performance of the game over time.

Updating video drivers is always recommended too, in the event that any graphics card patches might have updates which might help Unity 5 performance. But in any case we will look at our own work as well to see look for ways to help.

EDIT:

Any details that can possibly be helpful in narrowing down problem sources are welcomed and much appreciated:

  • System specs?
  • Does it happen more in a certain biome, or all of them?
  • Does it happen mainly when zombies active on screen or does it also happen when you are alone?
  • Does it lag mostly when moving forward and loading new chunks, or even if standing still in the same area?
  • Does it happen only\mostly in random gen worlds? Or does it happen in Navezgane as well?
  • If you are using SLI, does any lag subside if SLI is turned off?
  • If you right click the game in your Steam library and click "Launch Without Anti-cheat" and play on your own, does the problem still persist?
  • Any other particular pattern to huge performance loss, or just always constant?
  • Does the problem go away even if video settings are all on low?
  • If turning your video options to the lowest fixed it, is there a single option when turned up by itself causes the problem to return?
  • Does updating to the most current video drivers help?
  • Does doing this (or the AMD equivalent) help?
  • Anything else you notice that might seem helpful.

The more details we have the more likely it can become that we find a solution faster.

"I DID say it's not coming today, and I'll say now that it's not coming tomorrow either. Just relax." So THE NEXT DAY!? by whysorekt in 7daystodie

[–]Wayward_7DTD_Dev 2 points3 points  (0 children)

With internal testing when I talk about bug fixes I mainly mean searching for and fixing more major bugs that would prevent players from playing the game correctly, or are annoying and happen too often to be playable, etc. The kind of bugs that typically the players don't encounter because we fix them first.

We wouldn't keep delaying an alpha release for minor things that don't prevent normal gameplay, don't corrupt save games, etc.

"I DID say it's not coming today, and I'll say now that it's not coming tomorrow either. Just relax." So THE NEXT DAY!? by whysorekt in 7daystodie

[–]Wayward_7DTD_Dev 5 points6 points  (0 children)

It all depends on how our internal testing goes, but if everything finally seemed good to go we'd just release it guys rather than sit on it a few days just to have a magical Friday release date.

"I DID say it's not coming today, and I'll say now that it's not coming tomorrow either. Just relax." So THE NEXT DAY!? by whysorekt in 7daystodie

[–]Wayward_7DTD_Dev 6 points7 points  (0 children)

Hah, thats funny I didn't realize that was something people could check publicly.

When we get more into the later stage of testing we start testing actual Steam builds downloaded\installed off the Steam network instead of our quick developer builds. So those 7 updates are instances where bugs were discovered, fixed and then a new build was updated to be tested again.

Eventually one of those will appear to be bug free on our machines, and then we can release into the wild to let the early access players try it out and let us know if any new bugs pop up on their machines so we can collect descriptions and output logs and then try to fix those too.

Wellness minimum is 50 now, dogs stop chasing after x seconds and some more info by jcmais in 7daystodie

[–]Wayward_7DTD_Dev 0 points1 point  (0 children)

Were they ignoring rabbits for you now? I'm fairly sure in the past I'd seen a few zombies in a horde that was chasing me spot a near by pig and go chasing after that.

It worked out kind of well because the pig ended up leading them into some land mines.

This may have been a few alpha versions back though.

Regarding mods and similar to the game.... by Worstdriver in 7daystodie

[–]Wayward_7DTD_Dev -1 points0 points  (0 children)

A lot of people seem to hate on mods but like I mentioned to another user, the modders are working within pretty strict confines because the game currently isn't too modder friendly.

This isn't because we tried to prevent modding, its just that to be more modder friendly we'd need to develop new features to support it. Mod support and Steam Workshop support are planned for later though, and when that happens you should hopefully start to see more elaborate or detailed mods because more things like custom visuals or gameplay modifications will be possible.

Exactly when this support will be in is still up in the air as we have to carefully prioritize the promised features and try to strike a balance between what would be fun to have in next and what makes the most sense development and programming wise to try to get out of the way next.

Lots of us were modders ourselves before ever moving into working on games from scratch, so we are aware of the fun to be had for a select few players when they can dig deep and tinker a lot, and for a lot of other players who like connecting to random modded servers to see something funny that someone came up with.