Mixing the idea of having a near infinite universe in terms of stars and solar system, with the idea of having a near infinite number of populated worlds is one of the main fallacies I see with the original LT. There is no need to have thousands of populated worlds, nor would it add to the gameplay,...
Shrug, so long as BFett signed off on it, it doesn't matter to us. :V BFett is their god, and so long as they remember that, then all is well. It's only a dictatorship after all. I dont think its bad to have a defined lead on a project. I doubt that a "democratic" approach to making a game or any o...
If the problem with float precision is the reason not to use Unity, there are ways around that issue. You can make an almost infinitely large playspace, as long as you introduce a dynamic system that shifts the origin of localspace relative to the world-coordinates as needed when exploring. The enti...
How I see it: He should have release public (or to backers) version way more early on, to keep up motivation. This also allows players to give feature requests to currently relevant ingame mechanics, which would be way more on point than generalized thoughts. I have ton of fun with my world generato...
I dont even think its a good idea to release the code. Lots of personal time went into it, and its very questionable that anyone else would create a usable game out of it. It would mainly serve the curiosity of others. (And why would someone create a proper game out of it, it would always be conside...
The development has had its (usual) share of quality assurance issues. The where problems popping up all over the place. Something normal testing should have found easily. It feels like they hack in a feature, and then hope for the best. (cowboy programming I would call that) Also moving to Vulkan d...
Ooooooh. That is nice -- seeing these immediately makes me want to get down in there and start exploring. Some quick (and maybe inaccurate) thoughts: 1. Do you use a "biome" concept? I see what look like broadleaf (deciduous) and conifers mixed together, which feels a little off (at least from a "h...
Wrote a world generator tool for 7 Days to Die, as a replacement for the buildin RWG world generator. It offers customization options for the maps and building placement, and uses a different aproach on generating the random terrain. (7DtD uses layered noise functions, I use prepared terrain stamps,...