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Batsphinx

The Indie Stone
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Everything posted by Batsphinx

  1. Hey everyone, So now the food and nutrition stuff has been in the IWBUMS test build for a while, and people have been playing around with it for longer than a week or so, we wanted to ask for feedback. How is it impacting on your survival, and how would you improve it? We've seen various discussion threads popping up around the place, so wanted to centralise the chat a bit. Thanks everyone! Will, RJ and the TIS gang
  2. Batsphinx

    Death Metal

    And what if wake up early and forget to turn off the alarm EG? What if you're sneaking past zeds and it goes off?
  3. Batsphinx

    Death Metal

    Yeah, I think it was Chris' idea - but having an alarm clock that could be manually set in a room with three co-op players who want to go to sleep (for example) is probably a good avenue to go down.
  4. Batsphinx

    Death Metal

    We've actually got some ideas for that - I was going to write up a suggestion for RJ that I'm pretty pleased with. I really want to get back to the feeling the game used to have in terms of fearing the dark, and being woken up early by the unexpected. Hopefully it's something that we can do when RJ's done this latest crafting whatnot.
  5. Yeah, unsure exactly how it would work at the mo, as it's clearly RJ's thing, but my comparison was that low-level welding stuff would look a lot more rough and ready. Kinda like how low-level carpentry looks crap, but better carpentry looks more professional. My thought was 'What would my Dad do during a zombie apocalypse?' and the answer was to weld the shit out of everything he could put his hands on BUT lots of noise, lots of light...
  6. We've actually been discussing welding etc. only this morning EG.
  7. No probs. I think you'll be pleasantly surprised tbh
  8. As Teesee says (although my French is rusty!) if we do go that planned route it will be to double-check existing translations and make sure that all community translations are up to the same standard. I'm aware, for example, that the French translation is up there with the best examples - so I doubt there'd be much 'caught' during this process in this instance. (btw Teesee WordZed 2.0 is very nearly here, if it's cool I might get Turbo to send over a beta version to get feedback? I'm really, really pleased with it and it should make everyone's' lives a lot easier tbh when it comes to the radio and tv translations)
  9. Soon (tm) in the Indie Stone sense yeah, but I think we'll have an internal testing version going over the next week or so. I'm really, really pleased with it. Turbo has played a blinder.
  10. Frequency scanner option is one of the next things on Turbo's to do list. also: stuff appears on top of the hour if you listen continuously, but would play if you... Say... Tuned in at ten past the hour too. If if you want to do your own stuff then the release of WordZed 2.0 is fast approaching. Turbo sent over the latest version and it's AWESOME.
  11. What excites me the most is being able to have doctor zombies in the hospital, chef zombies in the restaurant etc. It's going to make it all feel so much more real
  12. Just leaving this here... A nice treat for us all this Mondoid. An update on the new animation system, along with a video that we feel really underlines just how much of an impact it will all have on PZ once it goes live. Alongside the fruits of The Secret Mission it’s a great thing to see in motion! First the video, then a few explanations… Background work featuring Martin the animator man has been ongoing for a while now, and we now have a huge library of animations for players and zombies that we’re in the process of implementing. We’ve got everything in the can from core stuff like combat and character movement, all the way to vomiting, rubbing painful body parts and swigging from bottles. In the recent implementation work one aspect we got working far better than expected were ‘masked animations’ and more specifically ‘upper body only’ ones. This means that we can play animations on the player’s top half (and that of the zombies) without interrupting what their feet are doing. This is proving useful for zombie attacks and player emotes – seeing them work on characters who are standing, walking, sneaking or shambling. Some things to note about the video: Please be aware that not all the zombie and clothing variants are in. You’ll probably notice a lack of ladies, and an awful lot of ‘professional’ zombie. Ladies are coming, but it’s easier to focus on one model at a time. Likewise, there’ll be a bunch more civilian zeds in the final thing, in fact ‘profession zeds’ will likely be found in/around relevant buildings and areas. We just wanted to ramp up the cool hat-wearing zombies during the testing process. Also, bear in mind that if there are any glitches visible in the video or non-synced animations then they’ll be fixed by release. The new animation system has come on a long way, and we now have what feels close to a working system. There is, however, still some work required before it could be put into internal testing. It’s not clear if this will make it into the Build 34 IWBUMS public test or not, and similarly not clear if Animation or Creative will be first out of the gate. It largely depends on how both of these go, what unforeseen problems we may hit, and which passes the finishing line first. We hope you agree that it’ll be awesome when it arrives though! It’s fantastic to have the animation system at the stage it’s at so that we can show off all Martin’s amazing work who, like Mash with the Secret Mission, has been working out of the spotlight for so long. Oh and the ‘easy set-up’ co-op is in testing. There are still a few UI things to sort out, as well as a few bugs that have cropped up, but it’s edging closer.
  13. Batsphinx

    Mondoid Reposts

    A nice treat for us all this Mondoid. An update on the new animation system, along with a video that we feel really underlines just how much of an impact it will all have on PZ once it goes live. Alongside the fruits of The Secret Mission it’s a great thing to see in motion! First the video, then a few explanations… Background work featuring Martin the animator man has been ongoing for a while now, and we now have a huge library of animations for players and zombies that we’re in the process of implementing. We’ve got everything in the can from core stuff like combat and character movement, all the way to vomiting, rubbing painful body parts and swigging from bottles. In the recent implementation work one aspect we got working far better than expected were ‘masked animations’ and more specifically ‘upper body only’ ones. This means that we can play animations on the player’s top half (and that of the zombies) without interrupting what their feet are doing. This is proving useful for zombie attacks and player emotes – seeing them work on characters who are standing, walking, sneaking or shambling. Some things to note about the video: Please be aware that not all the zombie and clothing variants are in. You’ll probably notice a lack of ladies, and an awful lot of ‘professional’ zombie. Ladies are coming, but it’s easier to focus on one model at a time. Likewise, there’ll be a bunch more civilian zeds in the final thing, in fact ‘profession zeds’ will likely be found in/around relevant buildings and areas. We just wanted to ramp up the cool hat-wearing zombies during the testing process. Also, bear in mind that if there are any glitches visible in the video or non-synced animations then they’ll be fixed by release. The new animation system has come on a long way, and we now have what feels close to a working system. There is, however, still some work required before it could be put into internal testing. It’s not clear if this will make it into the Build 34 IWBUMS public test or not, and similarly not clear if Animation or Creative will be first out of the gate. It largely depends on how both of these go, what unforeseen problems we may hit, and which passes the finishing line first. We hope you agree that it’ll be awesome when it arrives though! It’s fantastic to have the animation system at the stage it’s at so that we can show off all Martin’s amazing work who, like Mash with the Secret Mission, has been working out of the spotlight for so long. Oh and the ‘easy set-up’ co-op is in testing. There are still a few UI things to sort out, as well as a few bugs that have cropped up, but it’s edging closer.
  14. And a congratulations to Stulleman for creating the winning screen comparison! Simple, stark and also well taken - with nice use of barricades there too, Stulleman, I'll PM you about the prize
  15. We've got a new plan for moodles that should help in much of this. We'll hopefully share it in a Mondoid near you when we're a bit further down the line with it
  16. These are all awesome! I would say though that we'll probably need some zoomier-in ones so people can see the finer differences in the blog too though. thanks everyone!
  17. Still plenty of time to go for competitors, and plenty of other game codes to add to the prize pile too!
  18. Just whatever shows off the new sprites best, and is zoomed in enough to show the difference - as it's when people zoom in a bit that they really shine. I'd imagine key map locations like Twiggy's, Sunshine Motel, Mall, Spiffo's etc would all make good spots for comparison shots too If there's a ton of entries over the weekend then I have other game codes I could add to the prize pool too.
  19. What you've done there is find a screen of something Mash needs to fix, Kim Jong! That sign is wonky. (Overall I think slightly more zoomed in screens will show all this off a bit more too)
  20. I dunno. Why don't you go and take a look? [and screenshots plz]
  21. I thought I'd give this it's own thread As some have discovered, there might just be some new stuff we've stealthed out in the latest IWBUMS release. I need to get comparison shots of old and new for Mondoid, but I have a stinking cold and am mostly lying in bed feeling sorry for myself. I thought I'd open it up to the forum, with the chance of winning a spare GOG key for The Witcher 3 that I have handy for the best old vs new comparison shot that I use at the very top of the Mondoid? Sound like fun? We'd need something like what's below .. but less amateur / obviously done by me who is rubbish / clearly taken from the tutorial. Just post up here and if you're the lucky one who gets the top slot in Mondoid then you can get a free game Judge's decision is final, and I am the judge.
  22. I need to get comparison shots of old and new for Mondoid, but I have a stinking cold and am mostly lying in bed feeling sorry for myself. I thought I'd open it up to the forum, with the chance of winning a spare key for The Witcher 3 that I have handy for the best old vs new comparison shot that I use at the very top of the Mondoid? Sound like fun? We'd need something like this... but less amateur / obviously done by me who is rubbish. EDIT: Official thread here:
  23. Don't worry. Spiffo and Clyde will return, what you're seeing now will be getting a few licks of paint still
  24. Turbo should be finishing work on it soon, at which point de-encryption will occur. As you know we don't do ETAs, let alone on other peoples' work, but he has been making 'nearly done' noises recently. People will either be able to add and adapt from what I've written, or just do their own thing.
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