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Haoksihriano

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  1. Like
    Haoksihriano got a reaction from Vagrant in /sit and /rest   
    I think it would be great if we had the option to sit our characters down somewhere!  Without delving into the added complexity of context-sensitive seating, a simple option to sit on the floor would be a nice touch for RP and general gameplay. 
     
    I view this as a viable solution to the Sleep problem in multiplayer and a potential replacement for the current sleep system overall, as it allows one unified mechanic across singleplayer and multiplayer.
     
     
    So, here's how I think it should work:
     
     
    /sit (or a keybind)
     
    Your character sits down on the floor. (bonus points for a random pose each time!)
     
     
    -Vision is locked to the direction faced when seated. (bonus points if the implementation lets us sweep a 270ish degree arc)
     
    -Provides an extremely slight boost to healing
     
    -OPTIONAL:Begins to accumulate boredom over protracted periods (negated in the presence of others)
     
    -Any input from the movement keys stands you up instantly
     
     
     
    Next up, /rest!
     
     
    /rest (or a keybind)
     
    Your character lays down/nods off/passes out on the floor (bonus points for a random pose each time)
     
    -Vision is cut down to the perception circle (That very small area that extends around the character, I think it represents hearing?)
     
    -Provides a low boost to healing.  Amplified if the "Fed" moodle is in effect.
     
    -OPTIONAL: Incurs a random adjustment to happiness (good dreams and bad dreams!)
     
    -Any input from the movement keys stands you up, but with a short animation delay.
     
    -Loud noises(gunfire, windows smashing, alarms) wake the character and inflict the "slight panic" moodle
     
     
     
     
     
    How does this fit into the current gameplay?
     
    Mostly, there are three parts:
     
    Part one is dealing with illness or injury(*not* infection). 
     
    Right now, when we get sick/hurt the only option is to eat a lot of food and try to outlast the cold.  Currently we have to do it standing up or by sleeping in a bed/on furniture (Singleplayer only) in a process that takes us out of the game (blackout screen with fast-forwarded time).  The Queasy moodle tells us to "Take it easy" and these functions would let us do just that, and in a way that keeps us in the game and could work both in singleplayer and multiplayer.
     
     
    Part two is the roleplay factor
     
    Right now, our characters are always on their feet, weapon held comfortably in front of our waists, these functions would allow some visual variety in groups and bump up the immersion a fair bit for a relatively small change.  We'd be able to sit down around a campfire and chat our worries away, or rotate watches while others in our group recover.  It gives us just a smidge more control over our characters and further grounds them in the world.  It makes them seem more human.
     
     
    Part three is the effect on the metagame
     
    Particularly in the multiplayer environment, this addition would also communicate how aware/vigilant players were.  For example, if we see a zombie shambling up behind a standing player, we do not know if they necessarily need assistance, as they may just turn and whack it.  If we see our friend sitting down/resting with a zombie creeping up on them, we know immediately that we need to act.
     
    On the flip side, those with contentious relationships with their fellow humans also are affected.  Sneaking by people becomes much more plausible when you can read their body language!
     
     
     
    Anyways, those are the highlights of the suggestion.  On the grand scheme of things, I think this could be implemented in a pretty straightforward way.  It could be done with minimalistic animation, or with some added visual variety, and it plays nice with existing and potential future systems (longer term fatigue, perhaps).
  2. Like
    Haoksihriano reacted to harakka in /sit and /rest   
    Sitting has the animations implemented already, they've just not been tied into the game, so that is very likely to happen.
  3. Like
    Haoksihriano got a reaction from Sieben in /sit and /rest   
    I think it would be great if we had the option to sit our characters down somewhere!  Without delving into the added complexity of context-sensitive seating, a simple option to sit on the floor would be a nice touch for RP and general gameplay. 
     
    I view this as a viable solution to the Sleep problem in multiplayer and a potential replacement for the current sleep system overall, as it allows one unified mechanic across singleplayer and multiplayer.
     
     
    So, here's how I think it should work:
     
     
    /sit (or a keybind)
     
    Your character sits down on the floor. (bonus points for a random pose each time!)
     
     
    -Vision is locked to the direction faced when seated. (bonus points if the implementation lets us sweep a 270ish degree arc)
     
    -Provides an extremely slight boost to healing
     
    -OPTIONAL:Begins to accumulate boredom over protracted periods (negated in the presence of others)
     
    -Any input from the movement keys stands you up instantly
     
     
     
    Next up, /rest!
     
     
    /rest (or a keybind)
     
    Your character lays down/nods off/passes out on the floor (bonus points for a random pose each time)
     
    -Vision is cut down to the perception circle (That very small area that extends around the character, I think it represents hearing?)
     
    -Provides a low boost to healing.  Amplified if the "Fed" moodle is in effect.
     
    -OPTIONAL: Incurs a random adjustment to happiness (good dreams and bad dreams!)
     
    -Any input from the movement keys stands you up, but with a short animation delay.
     
    -Loud noises(gunfire, windows smashing, alarms) wake the character and inflict the "slight panic" moodle
     
     
     
     
     
    How does this fit into the current gameplay?
     
    Mostly, there are three parts:
     
    Part one is dealing with illness or injury(*not* infection). 
     
    Right now, when we get sick/hurt the only option is to eat a lot of food and try to outlast the cold.  Currently we have to do it standing up or by sleeping in a bed/on furniture (Singleplayer only) in a process that takes us out of the game (blackout screen with fast-forwarded time).  The Queasy moodle tells us to "Take it easy" and these functions would let us do just that, and in a way that keeps us in the game and could work both in singleplayer and multiplayer.
     
     
    Part two is the roleplay factor
     
    Right now, our characters are always on their feet, weapon held comfortably in front of our waists, these functions would allow some visual variety in groups and bump up the immersion a fair bit for a relatively small change.  We'd be able to sit down around a campfire and chat our worries away, or rotate watches while others in our group recover.  It gives us just a smidge more control over our characters and further grounds them in the world.  It makes them seem more human.
     
     
    Part three is the effect on the metagame
     
    Particularly in the multiplayer environment, this addition would also communicate how aware/vigilant players were.  For example, if we see a zombie shambling up behind a standing player, we do not know if they necessarily need assistance, as they may just turn and whack it.  If we see our friend sitting down/resting with a zombie creeping up on them, we know immediately that we need to act.
     
    On the flip side, those with contentious relationships with their fellow humans also are affected.  Sneaking by people becomes much more plausible when you can read their body language!
     
     
     
    Anyways, those are the highlights of the suggestion.  On the grand scheme of things, I think this could be implemented in a pretty straightforward way.  It could be done with minimalistic animation, or with some added visual variety, and it plays nice with existing and potential future systems (longer term fatigue, perhaps).
  4. Like
    Haoksihriano got a reaction from President Rattlehead in /sit and /rest   
    I think it would be great if we had the option to sit our characters down somewhere!  Without delving into the added complexity of context-sensitive seating, a simple option to sit on the floor would be a nice touch for RP and general gameplay. 
     
    I view this as a viable solution to the Sleep problem in multiplayer and a potential replacement for the current sleep system overall, as it allows one unified mechanic across singleplayer and multiplayer.
     
     
    So, here's how I think it should work:
     
     
    /sit (or a keybind)
     
    Your character sits down on the floor. (bonus points for a random pose each time!)
     
     
    -Vision is locked to the direction faced when seated. (bonus points if the implementation lets us sweep a 270ish degree arc)
     
    -Provides an extremely slight boost to healing
     
    -OPTIONAL:Begins to accumulate boredom over protracted periods (negated in the presence of others)
     
    -Any input from the movement keys stands you up instantly
     
     
     
    Next up, /rest!
     
     
    /rest (or a keybind)
     
    Your character lays down/nods off/passes out on the floor (bonus points for a random pose each time)
     
    -Vision is cut down to the perception circle (That very small area that extends around the character, I think it represents hearing?)
     
    -Provides a low boost to healing.  Amplified if the "Fed" moodle is in effect.
     
    -OPTIONAL: Incurs a random adjustment to happiness (good dreams and bad dreams!)
     
    -Any input from the movement keys stands you up, but with a short animation delay.
     
    -Loud noises(gunfire, windows smashing, alarms) wake the character and inflict the "slight panic" moodle
     
     
     
     
     
    How does this fit into the current gameplay?
     
    Mostly, there are three parts:
     
    Part one is dealing with illness or injury(*not* infection). 
     
    Right now, when we get sick/hurt the only option is to eat a lot of food and try to outlast the cold.  Currently we have to do it standing up or by sleeping in a bed/on furniture (Singleplayer only) in a process that takes us out of the game (blackout screen with fast-forwarded time).  The Queasy moodle tells us to "Take it easy" and these functions would let us do just that, and in a way that keeps us in the game and could work both in singleplayer and multiplayer.
     
     
    Part two is the roleplay factor
     
    Right now, our characters are always on their feet, weapon held comfortably in front of our waists, these functions would allow some visual variety in groups and bump up the immersion a fair bit for a relatively small change.  We'd be able to sit down around a campfire and chat our worries away, or rotate watches while others in our group recover.  It gives us just a smidge more control over our characters and further grounds them in the world.  It makes them seem more human.
     
     
    Part three is the effect on the metagame
     
    Particularly in the multiplayer environment, this addition would also communicate how aware/vigilant players were.  For example, if we see a zombie shambling up behind a standing player, we do not know if they necessarily need assistance, as they may just turn and whack it.  If we see our friend sitting down/resting with a zombie creeping up on them, we know immediately that we need to act.
     
    On the flip side, those with contentious relationships with their fellow humans also are affected.  Sneaking by people becomes much more plausible when you can read their body language!
     
     
     
    Anyways, those are the highlights of the suggestion.  On the grand scheme of things, I think this could be implemented in a pretty straightforward way.  It could be done with minimalistic animation, or with some added visual variety, and it plays nice with existing and potential future systems (longer term fatigue, perhaps).
  5. Like
    Haoksihriano reacted to Kajin in Pre-Apocalypse   
    I would like to know if it would be possible to control starting NPC density and starting Zombie density. Set NPC density to as high as possible and set Zombie density to as low as possible. Then set resources to highest setting. First few days see all hell breaking loose as all the NPCs form groups and fight over supplies while zeds pour in from all corners of the map and descend on the fighting NPCs.
     
    Most of the resources like food and weapons would probably be consumed during the initial days while NPC population is still high. After a week or so most of the NPCs would be dead, having killed each other off while fighting for resources while zeds tore apart the weaker or battle-weary groups.
     
    That seems like the most plausible way to do it without changing any code, though I doubt the game engine could handle such a huge amount of meta events going on.
  6. Like
    Haoksihriano reacted to Koregan in Light in Fridge   
    Perhaps I just didn't recognise it in game, but I think actually there is no way to see if the fridge is working or not.
     
    Normally if you open your fridge, the little lamp inside will switch on and you see the light in the fridge.
    If there is no power any more, the lamp would not work any more and you would recognise it just by opening the door.
     
    My suggestion would be to just change the icon of the fridge if it is not working any more.
    There could be a light and a dark (or inverted) icon.
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