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Spracky

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Everything posted by Spracky

  1. Spracky

    Operation Big Tree

    Touché. As it has been said before however, the devs often go with gameplay over realism. Instead of being realistic about dragon breath, we should stick with gameplay importance and make the dragons take longer to melt the steel.
  2. But let's assume you're starving to death. Would you rather have food or sex? Food is obviously the dominant requirement.
  3. My hypothetical hypothesis: Zombies still have extremely basic cognitive abilities. This means that when they want into a building, they go for the entrances they used before turning: windows and doors. Of course this is all just lore and imagination, it doesn't change the fact that they are programmed this way. Still, maybe it will give some peace of mind.
  4. Spracky

    Operation Big Tree

    You have to consider how long the steel walls will be exposed to dragon heat however. A room temperature pot of water doesn't boil the second it touches 212° Fahrenheit (we Americans still haven't moved to metric). So, chances are the breath will be short enough lived that the walls won't melt, at least not entirely.
  5. Already done. Honestly I'm suprised you didn't taste the bleach in that eggplant soup you just ate. Or drank. Hmmm....
  6. I'm in a tenth grade chemistry class, and we've been working on water filtration for the past few months. Though this filter is very popular, it actually doesn't work very well at all. In fact, one student last year used this method and ended with water that had a higher TDS rating then when he started (high TDS is bad). We discovered that most bags of charcoal, sand, and gravel are chemically treated, thus making the water worse than before. Also for the charcoal, you have to use activated charcoal which is different than the charcoal you put in/get out of fires.
  7. Sure, it'll be released in about... Just kidding, no ETA policy on this forum. *drops mic and tips hat, then proceedes to do a 360° turn and moonwalks away*
  8. Ha, right. Well actually it's a game I'm making on my own for educational purposes and for me and my friends to play
  9. That would make sense. I'm just curious because I'm working on a game in Unity that has a similar tile with prefab system.
  10. Agreed. The art is beautiful, the genre is unique and fun, and it seems like it will have good replay value. I'm just really interested in how they generate their maps.
  11. I'm assuming you read "Overland" as "Overwatch". Overland is much different, an indie game set in the apocalypse with a similar play style to Oregon Trail. Google it, you might be interested. The reason I figured it was Overland is because the day you posted this, the devs of Overland gave out 500 alpha keys to people on their mailing list. Basically the timing was impeccable.
  12. In my opinion weight in bags should slow you down, and leveling up sprinting would reduce the weight penalty. Then, to go faster, leveling up sprinting should add points to fitness, which would allow you to run faster (but not ridiculously fast). Also, for all we know this animation update could add animations for different levels of exertion, so we could have walking, jogging, running, and sprinting. Then better fitness and/or sprinting could allow you to stay on a faster phase for longer or something. In this way, players' focus with sprinting would go away from simply going fast, and instead become more about going faster with more weight and exerting slower. Plus, I love the idea of having a bag full of loot and going as fast as you can while running from a horde, but you have to drop your bag because you can't out run them. As it is now, as long as you don't pass that weight threshold, you might as well not be carrying anything.
  13. Moderators we need to ban this thread, it's full of spam.
  14. Precisely. And you could still keep the style, just have the functionality of 3D, especially now with the x2 tiles since it won't look like a 3D 90's game. A locked camera would still work, everything would just look smoother. Heck, if you wanted to you could then add shadows and atmospheric lighting, etc. If I sledged a wall pieces could crumble to the floor. Now I'm not saying this will ever happen, I know it won't, but it's fun to fantasize.
  15. I agree... Don't get me wrong, I like the style, but it would be really cool 3D. I dunno, maybe after 1.0 we'll get something. Also, if they plan on realistic vehicle physics, it's going to look really weird with a 3D car and proper physics driving around isometric tiles.
  16. Spracky

    Animated Antics

    Thanks for the update! I'm mostly excited just to have different clothes and make myself look like a bandit
  17. Just a suggestion my friend The examples are just that, examples. The more important part of this suggestion is the system itself.
  18. I agree with the fact that it would take a lot of balancing, but as for complexity I have to disagree The idea behind this suggestion is to create something flexible yet simple. I personally feel it would be simple to implement because it is very similar to the cooking system already in place. Thanks for the feedback!
  19. The idea is this; It would work similar to cooking. I take an aluminum bat, and want to attach nails and barbed wire to it. Just like cooking, you will need the right tools (such as soup needs a pot, barbed wire would need wire cutters to get it the right length and a welder would be necessary as well). So in the crafting screen I choose aluminum bat and I am given the list that shows all attachments I can add. I select nails and wire. To make this it now requires I have the right tools like I said earlier. When I craft this, it remains an aluminum bat in the inventory screen, but when I mouse over it I can see what components are on it just like ingredients in a cooked meal. The components i add will adjust the damage and condition of the weapon. I now have an aluminum bat with barbed wire and nails, which does high blunt damage and has average quality. The higher your welding skill, the better condition/quality your weapons will be. This also works the other way around with a bad skill at welding, which will give you bad condition/quality weapons. I have a few more examples here: Spears: Metal Pipe + Kitchen Knife = Metal spear with good damage and low condition Metal Pipe + Hunting Knife= Metal spear with high damage and good condition Wood Axe + Screwdriver = Halberd with average blade damage and average stabbing damage Fire Axe + Hunting Knife = Halberd with strong blade damage and strong stabbing damage Aluminum Bat + Nails + Barbed wire = Powerful blunt damage with average condition Aluminum Bat + Sawblade = Strong bladed damage with average quality The list could go on and on. The great thing about this system would be its flexibility and lack a needing to make a ton of custom sprites and models besides the basic spears and halberds and other baseline weapons. All you would need to do is mouse over your weapons and you could see all its components. On a side note, I apologize for the font change. I copied a few things in from my notes on my iPad and could not figure how to change the font back, hopefully it's not an issue.
  20. Guys, think when basements are added and we can go underneath industrial buildings into the utility rooms and stuff... Flickering lights, water dripping, "dead" silence (sorry), and a shuffle of feet behind you...
  21. I believe you're correct in that you can add your own custom tiles. I'll look into it and see what I find. Edit: a quick search turned up this, so yes, custom tiles are possible.
  22. Ha, you joined a month ago and already know about the dragons. I thought the devs were trying to keep that under wraps and kill the hype.
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