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MrDeliberto

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  1. Like
    MrDeliberto got a reaction from Gustav in Bee keeping.   
    His suggestion was so good that I praise in my language..
     
     
    Excelente! Seria maravilhoso se isso fosse implementado no jogo
  2. Like
    MrDeliberto reacted to lonchez in Police Station and coffee shop by lonchez   
    pardon my English so limited, I'm from latin america.  
     
     
    Police Station. 
     
    Today I share another structure that I managed to finish and a few minutes ago. 
     
    it is a police station, worked with a little more detail comparison of the current in the original maps. 
     
    contains: 
     
    * 4 floors 
    * cells 
    * Waiting 
    * offices 
    * bathroom 
    * fourth weapon 
    * interrogation room. 
    * surprise for survivors. 
    * viewpoint 
    * parking 
     
    I leave no more pictures. 
     
    3rd floor. 
     


     
    2nd floor. 
     


     
    1st floor. 
     


     
    entries. (only possible down the front) 
     


     
    parking. 
     


     
    full view.
     


     
     
     
    coffee shop
     

    structure in more detail in terms of impairment, giving the feeling that the structure was already inhabited by other survivors or suffered a zombie attack. 
     
    This time create a small modern cafe. with 2 floors and a parking lot completely neglected over time. 
     
    please give their opinions and some ideas for future buildings more.
     
    1st floor.
     


     
    2st floor.
     


     
    full view.
     



     
     
     
     
     
  3. Like
    MrDeliberto got a reaction from MandatoryMangoes in Bee keeping.   
    His suggestion was so good that I praise in my language..
     
     
    Excelente! Seria maravilhoso se isso fosse implementado no jogo
  4. Like
    MrDeliberto got a reaction from EnigmaGrey in Bee keeping.   
    His suggestion was so good that I praise in my language..
     
     
    Excelente! Seria maravilhoso se isso fosse implementado no jogo
  5. Like
    MrDeliberto got a reaction from Necromatic_Corgi in Switching to NPC's   
    This is how you died .The game is clear you play only with your character that represents you
     
     
     
     
  6. Like
    MrDeliberto reacted to Demonic_Kat in More a Joke?   
    I like that we can find Spiffo in the game. I collect them and put them all around my base.
     
    I would like to find different versions of Spiffo though! I was thinking of all the people here who use him as an icon and how many different styles he has. I would love a Fisherman Spiffo!
  7. Like
    MrDeliberto got a reaction from Dude4Life in Air drops and new realistic revenue   
    1-Air drops :Caixotes de itens que serão jogados por helicopteros(se opoe a sugestão de nukes)
     
    2-supply items, realistic-this is not my suggestion I saw the skirt of steam suggestions in the community but did not have many views.
     I think in many ways this game makes it harder to survive a zombie nightmare than it would be in real life.

    If I could loot my IRL home in Project Zombiod I'd walk away with hundreds of nails/screws, any tool that I was missing, as much canned food as I could carry, a well stocked first aid kit, and a gun WITH ammo. I don't think I stock my home much different than most people. Everyone has these things in their home to some extent. Sure, some people have no self reliance, but it seems that literally every home in PZ belonged to those kind of people.

    You could say, 'Well, when things started going south there was a lot of panic and looting. You get to pick through the random things that no one else took.'

    I'm mostly cool with that idea, but if that were the case then where did all that loot go? Poof into thin air? I'd expect to find stashes from time to time. I'd expect to find items in the zombies pockets. A pocket knife, a pack of smokes, some chewing gum, car keys.. Something.. Remember that guy with the backpack that got bit? Well you just blew his head off, but his backpack is no where to be seen. I bet it had cool things in it.

    Here is a list of things that should be changed:

    Nails - made much more common. MUCH more.
    Tools - made more common. What are the odds that five random houses don't have a hammer?
    Trash bags - who keeps one trash bag??? I'd say 99% of homes have a whole box of them IRL
    Trash cans - I bet it has a trash bag in it! Maybe if I just dump it out I can use it..
    Nails - made much more common.
    Beds - I bet that bed has a sheet on it! Maybe if I just tugged on the corner..
    Trash cans - If I take the lid off maybe some water from the sky might get in there. Maybe..
    Nails - everything made with nails should yield a few if you destroy it.
    Seeds - should have no weight. I have a pack of onion seeds here. 1.8 grams. That's .004 lbs.
    Cooking - don't think it could make less sense
    Grills - I can pick my grill up off the porch and move it. I do it for fun sometimes.
    Trash cans - Go get a trash can -> carry it home -> take the lid off -> +magic -> water catch

    Here is a list of things that should be added:

    Bent nails - I know for a fact that they can be reused. Right click -> straighten nails.
    Burn cream - burns exist in the game, so why doesn't this?
    Powertools - ?
    Chainsaw - ??

    Remember driving by that trailer park the other day and seeing that kid with the mullet swinging around a katana? I do, and I think it'd be just great against zombies. He also had a machete..
    Other things but I'm tired of wasting my time on this..
     by:Google translatorBrazil's embrace
  8. Like
    MrDeliberto got a reaction from RichCoconut in Air drops and new realistic revenue   
    1-Air drops :Caixotes de itens que serão jogados por helicopteros(se opoe a sugestão de nukes)
     
    2-supply items, realistic-this is not my suggestion I saw the skirt of steam suggestions in the community but did not have many views.
     I think in many ways this game makes it harder to survive a zombie nightmare than it would be in real life.

    If I could loot my IRL home in Project Zombiod I'd walk away with hundreds of nails/screws, any tool that I was missing, as much canned food as I could carry, a well stocked first aid kit, and a gun WITH ammo. I don't think I stock my home much different than most people. Everyone has these things in their home to some extent. Sure, some people have no self reliance, but it seems that literally every home in PZ belonged to those kind of people.

    You could say, 'Well, when things started going south there was a lot of panic and looting. You get to pick through the random things that no one else took.'

    I'm mostly cool with that idea, but if that were the case then where did all that loot go? Poof into thin air? I'd expect to find stashes from time to time. I'd expect to find items in the zombies pockets. A pocket knife, a pack of smokes, some chewing gum, car keys.. Something.. Remember that guy with the backpack that got bit? Well you just blew his head off, but his backpack is no where to be seen. I bet it had cool things in it.

    Here is a list of things that should be changed:

    Nails - made much more common. MUCH more.
    Tools - made more common. What are the odds that five random houses don't have a hammer?
    Trash bags - who keeps one trash bag??? I'd say 99% of homes have a whole box of them IRL
    Trash cans - I bet it has a trash bag in it! Maybe if I just dump it out I can use it..
    Nails - made much more common.
    Beds - I bet that bed has a sheet on it! Maybe if I just tugged on the corner..
    Trash cans - If I take the lid off maybe some water from the sky might get in there. Maybe..
    Nails - everything made with nails should yield a few if you destroy it.
    Seeds - should have no weight. I have a pack of onion seeds here. 1.8 grams. That's .004 lbs.
    Cooking - don't think it could make less sense
    Grills - I can pick my grill up off the porch and move it. I do it for fun sometimes.
    Trash cans - Go get a trash can -> carry it home -> take the lid off -> +magic -> water catch

    Here is a list of things that should be added:

    Bent nails - I know for a fact that they can be reused. Right click -> straighten nails.
    Burn cream - burns exist in the game, so why doesn't this?
    Powertools - ?
    Chainsaw - ??

    Remember driving by that trailer park the other day and seeing that kid with the mullet swinging around a katana? I do, and I think it'd be just great against zombies. He also had a machete..
    Other things but I'm tired of wasting my time on this..
     by:Google translatorBrazil's embrace
  9. Like
    MrDeliberto reacted to lemmy101 in The Silver Lining of NPC Delays Etc   
    This is something I've wanted to say for a while, and something everyone should remember when getting frustrated by the delay to the NPCs.
     
    We started development of this game in early 2011. It's our baby and has literally consumed some 80%+ of my waking life (probably similar for the others) since 2011. We've had our lows (and some lows at that) and we've had our highs. The community we've built is incredible, and the love and pride we have for the game and community is immense. But...
     
    This game has been in development for over four years now, and that is a long time for your life to be consumed by one thing (This goes way beyond 9-5 job levels). We'd never ever abandon PZ before it's the game we set out to make, but that's not to say we're not tired, worn out, and missing that feeling of working on something new. As well as the rewards, of which we are very grateful, PZ has taken its toll. Even when the day finally comes that some of us move on, as we've said before, we'd continue to support development of PZ for as long as it makes the money to support itself, and likely even some time after that. But there is that ache there for the truly fun and exciting feeling of exploring new ideas and the potential and wonder of a new game, an ache that strikes every developer and truth be told is years old at this point. I hope we score points for resisting it.
     
    But we won't and can't even think about other projects seriously, even if we dabble in our spare time. It's too dangerous to even think about because we can't have any distractions as we need to deliver the full map, the vehicles, the NPCs, before we can hit 1.0. At the point PZ goes 1.0, a few of us will likely finally be able to explore what's next after PZ, and we hope our community is looking forward to whatever we do next too. As I said before, to reiterate, we'd make sure PZ was well supported as we don't want the day to come when PZ stops getting new content. I don't want to presume what the devs we've taken in from the community would like to do post 1.0, but I imagine PZ would continue with long standing devs the community knows and trusts to steer the ship straight, and of course even if working on something else we'd still be heavily involved.
     
    So I guess around to my point: I know waiting for NPCs is hard. I know they keep getting pushed back, seem vapourware at this point, and trust me I want NPCs out there more than any single one of you, by a factor of like 10000000. I know many of you are patient, I know a few aren't, but I also know their impatience is a good sign as to how much people care. I also know that these NPCs are one of the most ambitious NPC systems in the history of games. It feels arrogant to say as much but I can't really argue against that statement. I'm aware of what we're biting off here. I'm totally confident we can do it, but the fact is after this huge delay we HAVE to deliver, and we HAVE to deliver something brilliant. So that's ironically the reason for the delay. They won't be released until they are brilliant. It's as simple as that. I don't want to say NPC development is a nightmare, because it is also wonderful and exciting in equal measure, but it's a shit ton of pressure that is on around the clock. It only makes me want to weep with sympathy imagining what GRR Martin is going through with the sheer monstrous scale of pressure on his shoulders compared to ours. 
     
    BUT. This is a good thing. Not for us, but for you. Why? Right now, EVERY member of the Indie Stone is working full time on PZ. We need to provide you with stuff, meaty content, to keep you happy, interested, and to improve the game in the meantime while we get our shit together with the NPCs and whatnot. We can't have 6 months or a year of no updates while we tick off our last remaining big bullet point planned features. We can't go 1.0 until NPCs are in. If that took a gazillion years that means a gazillion years of updates and support for PZ. If you think of all the many many great features that have been added into the game in the past couple of years since NPCs were removed. A lot of them would have made it in anyway, of course, but many of them may not have been.
     
    As we say, we don't plan on abandoning PZ at any point in the forseeable future. But the fact still remains, that when NPCs, or Vehicles, or the completed map, go into the game, the longer they took, and the more delays and frustrations they had in getting here, they WILL go in. And if they take a long time: The game they will be dropped into will end up better, more feature rich and deep because of it. All the while having the entire Indie Stone dev team dedicated to the game with zero distractions.
     
    So yeah. Brain dump, but its a point of view I wanted to share with you all. hope you don't hate us for dreaming of new adventures at some point in the future.
  10. Like
    MrDeliberto reacted to lemmy101 in The Silver Lining of NPC Delays Etc   
    I won't deny there's been an element of the NPCs needing to grow to fit the expectation. It's kind of unavoidable to an extent after such a delay. However, the truth of it is is that the NPC system we're building now is the NPCs we talked about in the really early days. We gave an example in really early interviews of a clumsy kid in your survivor group who keeps leaving doors open and making noise, and you finally choosing to take him out and put a bullet in his head, go back to the safehouse and claim they were got by zombies. Dark moral choices, deceit and safehouse politics. That in a nutshell described our vision for the NPCs, and instead we implemented a quite shoddy implementation that didn't really even register on the chart of where we wanted it to be. that was our attempt to get a version in there and expand and improve, and it was a disaster. rotten at its core because it was just implemented in a naive way, and needed ripping out. And it turned out the vision of NPCs we had early on was a big ask. Bigger than we imagined. Then people were confused as to why NPCs would be removed. You can't build on shaky foundations.
     
    I've had to learn a lot to be able to reapproach the NPCs from scratch, built upon a proper framework. It's been a tough job expanding my knowledge to be up to tackling what the NPCs need to be to complete that early vision. It's why it's been difficult to give a time frame, since a lot of the work is pretty experimental. And it's difficult to find good resources/libraries on the subject on the internet (considering a search for behaviour trees on google yields an article about Zomboid's AI code as the first result  but hopefully this should inspire confidence too)
     
    It'll take as long as it takes. I know enough to know it can be done. There's enough of the system there to be proof of concept x 1000. It's just very very ambitious and with a high bar it needs to be reach before it can go public.
  11. Like
    MrDeliberto reacted to nasKo in The Silver Lining of NPC Delays Etc   
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