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Dan_hibiki

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  1. Like
    Dan_hibiki reacted to MashPotato in Mash's secret project.   
    I'm communicating the secret through this mysterious dance:
     
                     
  2. Like
    Dan_hibiki reacted to ethanwdp in Mash's secret project.   
    It's the Illuminati. They're taking over the video game industry, and they've finally corrupted Project Zomboid.
    They're further going to convince the sheeple that the Illuminati isn't real and they don't actually control video games. But they do! They killed the real Gabe Newell and replaced him with a greedy alien from the planet Zimbabwe (Or is that a country? Shit.)
     
    Here's proof of the take over!
     

     
    You see? Robert Johnson is in on the plot!
  3. Like
    Dan_hibiki reacted to ethanwdp in The patch 33 anticipation / theoretical gambling thread   
    He's never going to give you up, nor is he going to let you down, but he IS going to run around and hurt you.
  4. Like
    Dan_hibiki reacted to Zorak in Project Zomboid, RULE 34.   
    ENLARGE YOUR SPIFFO !! FOR 0,99£ A WEEK
  5. Like
    Dan_hibiki reacted to MashPotato in Art Print Poll!   
    Allo, all! For our upcoming appearance at EGX we're going to be doing a small print run of PZ posters, and we'd like some feedback regarding what size people might want   If these sell well, we'll look into printing more and/or expanding what merchandise we sell.
     
    These will be high-quality prints, btw, not the thin kind. Giclee print on 240gsm Poster paper.
     
    Here is a small preview of what they'll look like:
     

     
    Please vote in the poll and respond below if you have any other thoughts
    Thanks!
  6. Like
    Dan_hibiki reacted to Onkeen in Your move RJ ;)   
    So I have read the mondoid earlier and I saw something about our dear dragons...
      
     
    I looked upon my saves and here we are 
     
    http://image.noelshack.com/fichiers/2015/35/1440448260-exibit1.png
     
    http://image.noelshack.com/fichiers/2015/35/1440448239-exibit2.png
     

     
     
    Your move RJ 
  7. Like
    Dan_hibiki reacted to Zorak in Ask Project Zomboid Developers TIS Anything 5!   
    Any plans to expand TIS team ?
  8. Like
    Dan_hibiki reacted in Ask Project Zomboid Developers TIS Anything 5!   
    How is the progress with NPCs? Which obstacles have to be overcome for the finishing line? What tasks remain left to be done?
  9. Like
    Dan_hibiki reacted to Blasted_Taco in Immersion involving items...   
    So i wasn't the only one thinking that it was some kind of lemonade?
     
    God damn now that i think about that, its disgusting, i was thinking my character was freshing up with some sweet ass lemonade after a day of logging trees, now i can imagine him with tartar sauce all over his face while crying and choking back tears.
  10. Like
    Dan_hibiki reacted to Spracky in Ingame videogames   
    I literally can't stop laughing. I called it the "Cookie" engine because in some thread a while ago some guy asked what the PZ engine is called and said "he left a cookie for the dev". Well eventually RJ responded saying that he "ate the cookie" and that the PZ engine can be called the "cookie" engine. Sorry for the confusion
  11. Like
    Dan_hibiki reacted to Spracky in Ingame videogames   
    Great idea, but it won't happen. Why waste time coding some 3-D game inside PZ when you could be working on NPCs or cars? Plus, I'm not even sure that the PZ "cookie" engine would support something like this (lol)
  12. Like
    Dan_hibiki reacted to EnigmaGrey in Removable and buildable roofs.   
    Has been planned for a very long time. Since the original crafting stuff (floors, walls .etc) was added, there've been supports. There's code in the game to check if these supports are holding anything up .etc
    One day the sky forts will fall.
  13. Like
    Dan_hibiki reacted to Batsphinx in Mondoid discussion 20.7.2015 - The Creative Revolution   
    Today we come to you with an awesome new mode for Build 33 that should have an explosive impact on the Project Zomboid modding and mapping scene, as well as providing a fun new way to play the game.

     

    Creative Mode is something we first experimented with in the dim and distant past, but came back to mind when we were looking at the speed of our own map production and the tools that we use. The Louisville map we’re building is very ambitious so, alongside EasyPickins’ awesome existing mapping systems, we started to think about ways we could populate our world more quickly.

     

    At the same time in development, meanwhile, TurboTuTone's awesome furniture decoration system arrived on the scene for Build 33 – while General Arcade and EP’s work on Steam Integration meant that Steam Workshop was also suddenly in the offing.

     

    Put them together, and what have you got?

     



     

    When we started Zomboid, and agreed upon a static map for the game, we (perhaps optimistically) anticipated hundreds of maps for players to download to provide almost unlimited amount of exploration. Despite there been some amazing map projects already released, this didn’t quite happen. The learning curve for the toolset, the drudge of copying files, the exporting and all the rest made it an intimidating process.

     

    Creative Mode, we hope, takes all that away. It lets you build maps faster, have fun and work as a team. In essence, it lets you edit the map in any way you can imagine. You can use any buildings or other map pieces available: whether you’re subscribed to them on Steam Workshop, copying and pasting them from the existing PZ map or creating them yourself.

     

    It’s a mode that lets you, as an in-game Zomboid character, create extra buildings, districts, even complete towns and cities. What’s more, absolutely anything can be shared to the Workshop - at the moment via an external app, but soon straight from the game itself. Coming back the other way, anything you’re subscribed to will automatically be available to place within Creative Mode.

     

    Furthermore, Creative Mode works completely in online multiplayer, so players can join forces to build an entire town on their server - before using it as a fun and engaging place to die from zombies. Split screen support isn’t currently coded, but will certainly be something we look into as we refine the system.

     

    In terms of Build 33 – the first version of Creative Mode will cover only the essentials: containing basic house construction, furniture population, landscaping and so on. As we roll it out further, however, we’ll provide additional tools that will let you create neat road systems, sidewalks, gardens, fences, levels of erosion and all that fun stuff.

     

    It's our dearest hope that by empowering everyone and anyone to make map content and share it via the Steam Workshop, and in making the process of building as fun and as co-operative as we possibly can, we’ll foster a new community of building-obsessed doozer players and a flood of new map content. Every player’s game world could potentially be many orders of magnitude bigger than the current Zomboid map, and potentially completely unique to them, or their server and their community.

     

    Then if all servers have their own unique maps, who's to say we couldn't see about giving them an option to have their borders connected one day? With Build 33 the Zomboid infection will be easier to spread than ever before. Exciting times!

     

    OH, AND….

     

    Before we go something else that happened last week and was a bit exciting was that Mike Laidlaw the Creative Director of the ace Dragon Age games at BioWare streamed some PZ – and provided what was an excellent guide and tutorial for the game. It seems Twiggy has some competition! You can view his butterknife and bacon adventures here. Byeee!

  14. Like
    Dan_hibiki reacted to Spracky in Mondoid discussion 20.7.2015 - The Creative Revolution   
    Disappointed. Expected to hear about dragons.
  15. Like
    Dan_hibiki got a reaction from Asparagus in Dev Bait Post (Shhh!)   
    Hey devs, I'm going to leave a cookie here, I hope someone wants it.
    *puts beneath the cookie a piece of paper with a note saying "does your engine have a name?"
  16. Like
    Dan_hibiki reacted to Spracky in Dev Bait Post (Shhh!)   
    "For build 34 we decided to update our engine to the new version, chocolate chip cookie."
    "Project Zomboid runs on our own homemade Cookie engine."
    "This Cookie engine is made specifically for the most advanced NPCs ever."
  17. Like
    Dan_hibiki reacted to RobertJohnson in Dev Bait Post (Shhh!)   
    *take cookie*
     
    Engine's name is now cookie!
     
    *eat and run* (got it? like hit and run? bwahah, i'm so good at English.)
  18. Like
    Dan_hibiki got a reaction from Adamiks in Dev Bait Post (Shhh!)   
    Hey devs, I'm going to leave a cookie here, I hope someone wants it.
    *puts beneath the cookie a piece of paper with a note saying "does your engine have a name?"
  19. Like
    Dan_hibiki got a reaction from lucy the axe in Dev Bait Post (Shhh!)   
    Hey devs, I'm going to leave a cookie here, I hope someone wants it.
    *puts beneath the cookie a piece of paper with a note saying "does your engine have a name?"
  20. Like
    Dan_hibiki got a reaction from lerk in Dev Bait Post (Shhh!)   
    This thread made my day lol
  21. Like
    Dan_hibiki reacted to Svarog in Mondoid discussion 20.7.2015 - The Creative Revolution   
    Just... Wow! This is completely, absolutely awesome! I tried to make maps before but the editor was just too complicated for me, this will change everything when it comes to mapping! Just as I was slowly burning out with PZ, here comes a new mode that will suck me back right in, even without that PZ is the only game ever to hold my attention for over 6 months straight (I have a very short attention span). I need to buy PZ again sometime, I feel like I'm getting too much content for measly 15€ (Did you hear that AAA industry!?)
  22. Like
    Dan_hibiki got a reaction from CalmUnity in Zombie Shaming   
    What makes me laugh is that I'm usually attacked by a bunch of female zeds, I think that their were feminist and that I am a misogynistic male.
  23. Like
    Dan_hibiki got a reaction from Ghosk in A Spiffo plush toy you can buy   
    I was only 14 years old...
  24. Like
    Dan_hibiki reacted to lemmy101 in NPC questions I want answered   
    Will there be different skill levels of dragons?
     
    When dragons are spawned they will be given a random profession, traits, personality. As well as this they will be given a skill / xp boost inline with the amount of time since the start of the apocalypse. At that point they will gain XP normally for the time they are alive within the game code.
     
    Will there be fathers/sons and can you start the game with a dragon family member?
     
    Every dragon will have the potential to be a family member of other dragons in the dragon lair at the moment they are spawned. We want sister dragon/brother dragon, paired dragon clutches of either gender, mother dragon and young child dragons. The only restriction on this is that all dragons will be adult. We're not having any hatchling dragons for various reasons.
     
    Will there be big groups of dragons (6+) that have no affiliation to you?
     
    Very much so. We'll spawn smaller groups of dragons, and these are the ones more likely to have relationships between each other. These small dragon groups will then combine in the meta-game from the start onward, and the more time has passed if we ever need to spawn a new group then that time will influence the group size.
     
    How many total (hostile/neutral/friendly) dragons will there be on the map at one time?
     
    Potentially hundreds. It's not clear at this stage, but since most dragons will be far from the player and thus using simplified meta game processing and thus won't need complicated flight mechanics and flame breath animations, it means we could have hundreds feasibly without too much impact on the processing.
     
    Will new dragons spawn?
     
    Yes. We'll have migrant dragons flying in the side of the map frequently to keep the numbers up (while still having a downward trend in the amount of dragons you find as the population dwindles) but the meta game will allow dragons to survive as long as we wish, it's not a case of the combat and survival AI of dragons needs to keep them alive as a player would, so we can keep specific dragons the player meets alive long enough to become antagonists that impact the game for a long time.
     
    Will the dragons be tamable?
     
    Dragons will be able to join your nest, as well as you having the ability to join (with any other dragons you've tamed) their nest. Whether the dragon likes and trusts you will determine if they are tamable, or if they will be openly hostile toward you, as well as who would be the alpha dragon of the nest.
     
    Can the dragons kill you on sight?
     
    Yes. Though the sadistic AI director will probably step in to make sure their first flame breath isn't lethal or on path if it comes without warning.
     
    Will there be situations where a husband flies into a zombie infested gigamart to try and save his dragon mate?
     
    This is the sort of zombie/dragon movie scene we're going to be looking at in terms of these event scenarios, so I'd very much like to think so.
     
    Will there be situations where your best friend gets bit and he has to be taken out somehow?
     
    See above.
     
    Will there be situations where that new tamed dragon eats you in your sleep?
     
    Possibly. We need to keep the gameplay fair in terms of signposting. This may qualify as not fun for many, it's nice to have some kind of warning of foreshadowing.
     
    Is the military considered dragons?
     
    The military do have dragon rider members in the canon, but we're looking to get vanilla dragons in first before tackling military dragon riders. At this time we're only comfortable commiting to normal dragons but we've wanted to do military versions since the start so will be a priority once the normal dragons are released.
  25. Like
    Dan_hibiki reacted to nasKo in Admin/Multiplayer tools in singleplayer sandbox   
    This mod might help in the meantime http://theindiestone.com/forums/index.php/topic/3489-necroforge-item-spawner-utility/
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