Mise au point


par Madmole sur les forums suite (parait il) à une violente charge … :frowning:

copier-coller du Post de HEK (admin) du fofrum Survivarium (dés qu’il l’a traduit je colle celle ci)

7DTD - 7 Days to die à 75% de son développement

Sur le forum officiel, Madmole, pour répondre à un post un tantinet agressif, reprend les points listés dans le kickstarter et nous montre qu’ils ont respecté leur cahier des charges. D’après lui, il resterait 25% à réaliser.

Une traduction va venir ce week-end. En attendant, voici le texte original :

I’m not sure what your definition of a long way from goal is, but looking at the list here, I’d say we’re at least 75% there.

The World - Explore a beautiful, hand crafted, voxel world with a multitude of biomes including: wastelands, forests, snowy mountains, pine forests, plains, deserts, burn forests and radiation zones. DONE

Points of Interest - Discover hundreds of great Points of Interests ranging from caves, campsites to cities and skyscrapers. Each and every building can be explored inside and out. DONE

Dynamic Story Generation - The story unfolds through our “Dynamic Story Generation System” which guides the player to other survivors, better loot and undiscovered Points of Interests through story note quests.

Basic Survival - Scavenge the world for food and water maintaining and boosting health, food, stamina and hydration levels. Grow and harvest a variety of crops and hunt, track or domesticate a multitude of wildlife to live off the land. DONE

Day and Night Game Play - Spend the day looting, mining, crafting and building up your forts defenses as light slows down and weakens the zombies. Hold up somewhere safe at night as the lunar cycle speeds up and strengthens the zombies. DONE

Looting, Mining and Crafting - Loot and mine a multitude of items and ingredients to create hundreds of items including melee weapons, guns, traps, generators, motorized tools, motion detectors, landmines, auto-turrets, salves, potions and more using our 5x5 grid Crafting System. DONE except for generators and auto turrets.

Relentless and Special Enemies - Enemies will claw, jump, climb and break their way through the world in order to get to you. They can see, smell and hear the player and can work in a group. And watch out for the unique special infected enemies like the Acid Puking Hulk whose acidic vomit can melt blocks. DONE

Block Physics and Stability - Our Physics System simulates real-time structural integrity, durability and mass. Blocks don’t float in the air nor can you build an unsound unsupported structure. Build it right or watch it come crumbling down. Weak blocks can even fall from the weight of the player or zombies. DONE

Item Quality and Food & Water Purity - Every item in the game has a quality level and degrades with use and combine items to create better items. All Food and water items have a purity level the higher the purity level. The higher the health and stamina benefits. Improve crafting to make better items. Improve cooking to make purer food and water. DONE

Stealth and Distraction System - Crouch and sneak your way past enemies or throw objects to distract them. Find or craft sight, sound or smell deterrents and attractor recipes and items to exploit the sight, hearing or smell of the zombies to throw them off track. DONE You can throw rocks to distract them. We need the stink bombs yet.

XP and Skill Trees - Earn XP and upgrade your skills to become the ultimate Bruiser, Gun Nut, Gadget Man, Chemist or Stealth Agent. Upgrade your melee skill learning to craft better melee weapons and swing them harder & faster and even learn special finishing moves. XP is in, skills are working in a13. Trees need done yet.

Solo, Cooperative and Multiplayer - Play solo, coop or multiplayer in our unique Zombie Nomad Mode be a human, a bandit or a zombie for a no rules experience. Watch the leader boards and fight to be the Big Clan of the Wasteland or the Duke of Navezgane. DONE

Creative User Tools - Build your own worlds and play them with friends using the Creative Mode Tools featuring hundreds of block shapes, prefabs and random generation tools. Create dedicated servers with your own unique game rules and settings. DONE when we release the tools that are done.

Originally posted by 7 Days To Die stretch goals from The Fun Pimps:

Stretch Goals
(all these features are planned, but can be implemented earlier with a larger team)
(Base Goal) Part-time artists & priogrammers join full-time to accelerate feature development

Existing world expanded, more locations added
More items and weapons
More special infected enemies, with more abilities
Skill tree and Exp system enhanced further

Additional player characters DONE
seasonal weather effects implemented DONE
Temperure based survival effects
Oculus rift support - (virtual reality headset) - more info at www.oculusvr.com

Enhanced, professional soundtrack! DONE
More wild animals! Mountain lions, coyotes, cats, and dogs living together, mass hysteria!
Animals can turn into zombies too! (zombie bears!)

Some items appearing below this point may appear in a post-release update.This means any of these can come after beta and gold in patches.
Goal funds tied to these items would be saved to begin development on them beginning immediately after release version.

Character customization tools DONE
Interchangable clothing system DONE
Expanded story\mission programming.
NPC characters and merchants
NPC controlled safe houses added

Professional voice actors hired to record lines.
Multi-player mode expanded with new features DONE
Random world generation expanded DONE
World building tools expanded - Design your own zombie apocalypse for your friends!

Major world terrain enhancement - Cubic landscapes become smooth terrain - World remains fully destructable and buildable
Drivable and customizable vehicles added DONE
New additional NPC characters to discover
Expanded story missions

If you look at it, there is way more done than not done. We’ve made huge progress. Load up Alpha 1 and play it sometime, maybe your immune to all the good stuff we’ve done because you’ve seen it every step of the way, but we’ve made huge progress. NPC’s story, perks and quests and we’re pretty much there aside from little stuff which can be easily added as we do the big stuff remaining.

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