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Peetfighter

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    Peetfighter reacted to Astenlinkfir3 in Project Zomboid is In Need Of A Change Of Design   
    What I’m about to say might come off as rash or come off as me attacking the game and the developers themselves. But believe me I really care about this game and have been following the development long before it was in 3D.
      So what do I mean when I say that Project Zomboid is in need of design changes?
      One of the biggest gripes I have with the game is it’s artistic design, I don’t mean the environments, 3D models, or actual artwork. I’m talking about the UI, Loading Screen, Music, and other elements of the game that are outside of the world itself.
      I say this because the game takes place in 1993, yet there is not that many definitive indicators that it is. The game looks so stock-like at times that it can be embarrassing from an outside perspective. The UI is not appealing at all, and does not follow the aesthetic that’s supposed to be the game’s core aesthetic. It looks like the Windows 10 desktop interface and it could to be changed to fit something more 90s like. That’s just my preference though, but it’s kind of generic. Why is it such a big deal? Because graphic design represents the game itself, without proper graphic design it makes navigation a chore. If navigation must be a chore do so in a way that it’s stylistic. The art direction seems sort of underdeveloped. It’s safe to say it is absent from the menus and actual in game HUD. It looks really generic, so much so that it makes it hard to get immersed. You could change the font a bit to make it look less generic, take a look at games that came from the early 90s like Final Fantasy, a bit of liberty from everything.  or even the first Resident Evil for example; Your player health and inventory is all on the same screen. But please find a way to simplify it. For example, whenever I get injured I don’t want to use a separate injury menu aside from the inventory. If you merge the two it’d make managing your supplies a lot easier. Below are some possible alternative fonts you could use.
      https://www.dafont.com/vcr-osd-mono.font
    https://www.dafont.com/final-fantasy2.font
    https://www.dafont.com/abduction-2002.font
      For something stylistic maybe you should make the game have a slight CRT filter and post processing for when you get hurt. Fast forwarding, pausing, etc should have VHS effects. Or maybe when you’re about to die the screen goes into a vcr glitch post processing mode. Below is an example of it being done in unity.
    https://www.youtube.com/watch?v=gf9Uk2L95II
     
    Notice how everything is connected to each other? It’s simple and fast. Not saying the current design doesn’t already work but it’s a bit tedious.
     
    Animated heartbeat, a nice touch.
     

    Another example of everything being on one page, it’s difficult when everything is separated.


      The music, what’s wrong with the music?
      Look I don’t mean to criticize Zach Beever as a composer himself, but it was a poor decision for the compositions to be the way they are. None of the compositions are necessarily bad but they sure can be lacking in some areas.  The instruments sound as if they came from Finale’s midi soundfont and it gives off a real placeholder vibe which is very unappealing. I do see that he tried to fix it in the remaster of the soundtrack but in turn it made things seem less intense and more mellow, which in my opinion does not fit the theme of struggling to survive. When getting my friend to play the game for the first time he insisted that the music be muted but then to his dismay there was not that many ambient sounds. What are some other gripes about it? I’m Half-Moroccan so believe me when I say that the Arabic lyrics from the woman is a bit off putting. Why did Zach choose that? I could see it being used for some of the music, but it’s so prominent that it takes away from the actual Kentucky vibe.  It’s harsh to say but I found it really annoying and unfitting, so maybe you could ask Zach to find a substitute for it. Also, from a cultural standpoint it’s difficult to see where the use of the Arabic singing is coming from. I don’t know much Arabic aside from Shukrahn and salam alaikum so I don’t know what she’s saying. Though I feel like it gives a bad portrayal of Middle Eastern culture and people as scary. But I could see from the view that it’s supposed to have some flare of mysticism and hopelessness, but it fails to encapsulate me into the feeling that I’m struggling to survive the apocalypse and makes me more confused than distraught. I would like to keep the whole Banjos and Violin ensemble because it’s Kentucky though it should not be used for the entirety of the soundtrack. Because people will be making different maps like New Denver or Louisiana it’ll take away from those public creations and get rid of the vibe those community creators want to establish. If you’re adamant about the current soundtrack then consider giving us the ability to replace the soundtrack without complicated effort so people can have custom server music and custom soundtracks tied to their maps. But if you are open to suggestion on adding a bit more of a John Carpenter dark synth vibe,  listen to these playlists and songs. These are all things you could try incorporating into the soundtrack to make me feel like I'm in a zombie flick from the 80’s-90’s. Some of the tracks are upbeat but what I want you to take away from it is the intensity of it which Project Zomboid lacks in it’s now mellow soundtrack. I know 13 more are to be released from Zach Beever but send these links to him, I don’t think he’d be opposed to give the time to experiment with a new style. I even added films and commercials to help with the vibe.
      Dark Synth
    https://www.youtube.com/watch?v=G9M8hbUSAPQ&t=1216s
    https://www.youtube.com/watch?v=uskjIktAXzs
    https://www.youtube.com/watch?v=ZeSN4PntOos&list=RD9YqhhPGe8eM&index=9
    https://www.youtube.com/watch?v=b_4X2NVlw2M
    https://www.youtube.com/watch?v=b4nd-pUEuLk
    https://www.youtube.com/watch?v=kO2gJ4Alrcg
    https://www.youtube.com/watch?v=orHrAEU-W84
    https://www.youtube.com/watch?v=Ur9YfB31cPI
     
      Grunge and Alternative Rock
    https://www.youtube.com/watch?v=v8q52lrKMV8&list=PLZCfG2LMycXf5VQMHYblEqlnsH0K83_eG&index=1
    https://youtu.be/WDswiT87oo8
    https://www.youtube.com/watch?v=zUzd9KyIDrM&list=PLo5Ncw2lfdoGvIG-1GscyTpfrdp0cHx10
    https://www.youtube.com/watch?v=Qzlc9iejLho
    https://youtu.be/ouqt7tJiCbc
      Commercials
    https://youtu.be/vxnQamgVYyM
    https://www.youtube.com/watch?v=_6wFr2SHsmY
      Horror Movies and Horror Music
    https://www.youtube.com/playlist?list=PL17Ho36k3DLO3vdC7mpO3dzeGE59mDzJK
    https://youtu.be/iMP42SoWajQ
    https://www.youtube.com/playlist?list=PL12D9AE75EA344995
    https://www.youtube.com/playlist?list=PLwd2dpqAu5rj7-cuk9xl210Tsr0CPX5Js
    https://www.youtube.com/playlist?list=PLzT3E3ChVyBmkPRaF8PwvqZXsI7RpfK0e
    https://www.youtube.com/watch?v=G9M8hbUSAPQ&t=1216s
      VHS Head
    https://www.youtube.com/watch?v=wKcI4tQVLuQ&list=RDGMEMYH9CUrFO7CfLJpaD7UR85wVMI-v3sVWT8pA&index=8
    https://www.youtube.com/watch?v=5PAbG2AcqPI&index=33&list=RDGMEMYH9CUrFO7CfLJpaD7UR85wVMI-v3sVWT8pA
      This is the music that belongs in Project Zomboid, it’s ominous, it has dark synth nostalgia, it’s scary and it’s intense just like a zombie apocalypse is. If you could pair that alongside the Southern American Kentucky banjo it’d be so badass! But from the standpoint of someone who watches a lot of retro horror movies, the soundtrack is in need of some rework. Maybe I could converse with Zach and give him some opinions as to how to bring a different outlook on sound direction. I could even ask artists I know of if they want to be a part of the project. I’ve listened to some of Zach’s music from his portfolio and thought that he’s had experience with different tones of music, but he still could use a bit of work. I’m no wizard with music myself, but I do have a good ear, and I know I’m playing the devil’s advocate when I say that the soundtrack would sound lacking to new people playing the game. When taking a class on film I’ve learned that music can effectively set the tone and create any vibe you want. But with the current soundtrack it’s much too mellow. The game’s music sounds a bit generic, but the compositions themselves are okay to say the least. To balance out the mellowness of the soundtrack, you could make the soundtrack intensify as the situation worsens. But you don’t have to trash the entire soundtrack at all. If you’re not convinced I can tell you that this sort of style has worked very well for titles such as: Far Cry 3: Blood Dragon, Trials of the Blood Dragon, Hotline Miami, Hotline Miami 2: Wrong Number, Super Time Force, Dead Pixels 2, Strafe, Manhunt, Manhunt 2, Ruiner, Retro City Rampage, Hyper Light Drifter, and so many more.


      Leveling Up
      Please rework the leveling system!  From the level up sound to how levelling up feels like. Every time you level up you get those Arabic vocals, but it’s sort of out of place for a fanfare. It doesn’t make me feel like I accomplished anything, hell I didn’t even know that it was the level up sound because you just can’t tell without any indicators. Without any indication that I did level up it took me awhile to figure out that I actually did so why not add a notification either in the text bar or above the player. You could even go with the player status icon lighting up. The player should feel rewarded, it should feel like crossing a milestone and be apparent that you have,  instead of the current “Why the hell do those noises keep coming back?” To shorten it, change the noise and add an some sort of indicator. The voice clip doesn’t serve that well as a fanfare and sounds more like something you’d see from Man Vs Wild than a survival horror game. I know you got the Arabic sample from Arma II it’s really not needed. Every game has a fanfare to remember, Project Zomboid should have one too in my opinion. Below are some examples of fanfares. Why not have an ominous banjo strum?
    https://www.youtube.com/watch?v=dObMPDzECCQ
    https://www.youtube.com/watch?v=ERImCyRcOAU
    https://www.youtube.com/watch?v=mlN4d5zLliQ&index=13&list=PLFbSMvGVpOAnqg58xTkb_6vhYwDK8nS2V
    https://www.youtube.com/watch?v=3suGfhnT2Sg&index=11&list=PLFbSMvGVpOAnqg58xTkb_6vhYwDK8nS2V
    https://www.youtube.com/watch?v=y1tyK9BCSL0&list=PLFbSMvGVpOAnqg58xTkb_6vhYwDK8nS2V&index=12







      Loading Screen and Title Screen
      The loading screen is quite redundant and could use some work. Sure it was cool seeing it for the first time but after further analyzation I noticed that it was a bit flawed. If you show the text of things that are loading with the narration above it’s confusing because both are battling for your attention. Plus some of the sentences are a bit meaningless i.e “There was no hope” The loading screen is also a bit annoying when you are restarting a game, joining a game, etc. Because you have to wait for the whole narration that you’ve seen over and over before you start the game.  I opt for something like a VHS tracking screen to fit with a 90’s vibe and then whenever you click to start it’d be like playing the tape. For first time playing you could do an FMV of a television news broadcast, though it’s still not a good idea to use the same loading screen for everything.
      The title screen has gotten really old, and if I was someone booting the game up for the first time in awhile I’d think that it hasn’t been updated for long. For one, Kate and Bob have not been a part of the game for some time now, so maybe put something else. Though the loop is cool, if you are keeping it at least enhance it because the animated background appears to be really jagged on most monitors. The title screen music is also kind of generic too, it’s a bit too generic for my taste. It sounds sort of like a bland copy of 28 Days Later (No offense). Most games have a theme to remember for its iconic nature. Think of it like an elevator pitch, a first expression. Also, for the title screen options you should have noises tied to highlighting your options, it gives a sort of reinforcement satisfaction so to speak. Below is the example of post screen load that I feel would be a nice addition to the after loading screen.
    https://www.youtube.com/watch?v=sp571uEnWpg

      If used enough VHS Post Processing in a game can give off a real nice nostalgic vibe and when used subtly it won’t take away from the gameplay. You could also have it toggled on or off.
     

    Maybe this screen could be an example of what the screen looks like after death, though instead of the complete blackness you have this as an overlay over your death or have this fade in, where it says “You only survived for … Had Killed…. And etc”
     
      Screen spazzing out before death
     
    When I talked about the post processing effect...
     

    The title is the main focus because of where it is placed, being more prominent to the player.
    https://www.youtube.com/watch?v=GHp9l9arcvM
    (In this you’ll notice the menu sounds)
      Small Suggestion But Maybe Change the Name of The Game?
      I know a lot of people are going to oppose this but maybe find a different name for Project Zomboid once the game rises out of Early Access. Maybe “Zomboid 1993” (Just an idea) or just Zomboid or even Zomboid: Isometric Zombie Survival Sim. “Project” sort of has a negative connotation of something never being finished. I’m well aware that it would basically wipe all search results off Google but this is just a small suggestion. Just consider that if you did change the name it could mean a new beginning for a finished legacy of a game which is the contrast from the non three-dimensional sprite-based game.


      Please Update your Steam Page!
      Being the fan I am I try to mention Project Zomboid to every friend and they love the idea of a zombie apocalypse simulator that factors in more than just your base needs. But when I send them the Steam page they always have second thoughts as to buying it. It’s superficial I know but I was kind of hurt when someone said “This presentation looks like a high schooler’s project for Unity”. Then, I realized that they did have a good point. Sure the trailer shows the game mechanics, barebones information, and everything that you need to know about the game. I don’t mean to offend whoever was chosen to narrate it, but it is not well voiced at all. It’s a bore to watch and it fails to hype anyone up for the game. Maybe it was acceptable about 4 years ago, but for the amount of time the game has been out and the things that have been added you should hire someone to redo a trailer or maybe have your fans send in some trailers to become the official video for the Steam page. I had an idea for a 1990’s style horror commercial in live action, kind of like the comical  “Strafe” trailer. Or the badass Dead Pixels 2 Steam video that pans from action to action. Those have beautiful steam pages and screenshots. If you show anybody Project Zomboid’s current Steam page they’ll put it on the same level of those mobile game ports.
      There’s already so much to do in development we can’t focus on this right now.
      Look I know you guys at The Indie Stone are busy, but please do pay some mind to this. Because if you don’t you just may not be getting any new players to play this great simulator of a realistic zombie apocalypse. With the game having gone through so many changes, it’s a shame that it looks like nothing changed on the outside looking in for anyone considering to buy it. Your efforts may be going to be waste if  people don’t want to play the game because it doesn’t look finished due to it’s underdeveloped aesthetic. I’m saying that I love the game still, this is your team’s passion and you’re working hard to create it. But listen to me when I say that the best way to get people interested is to work on the small things that make the big picture.
      Look if you agree with what I’m saying, I wouldn’t mind discussing what would be good alternatives to the current aesthetic of the game. Please just come to this with an open mind, because I want to make this game more engrossing for new players. I don’t want to see the game die because of a lacking player base due to the generic style it has . I have so many ideas for the game. You could ask me for more advice or even ask the community collectively.
      Thank you for your hard work at The Indie Stone! I really appreciate what you guys do!
      Warmest Regards,
      Asten.
     
     
     
     
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    Peetfighter got a reaction from dnk3912 in RELEASED: IWBUMS Build 38.15   
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    Peetfighter reacted to Virindi_Screenwriter in More Starting Scenarios   
    CONTAINMENT:
    You are an independent contractor for a Private Security Company. Your contract with the government has given you this assignment. Your job is to avoid detection and place transponder beacons at randomly placed sections of the map for tracking and deployment runs. You start with a military backpack, MREs, fully automatic military grade weaponry, etc.
     
    You start each round next to a "goodie crate" dropped by a PSC military surplus helicopter. The crate has supplies and a mission map. Each round has X many successful transponder placements to finish it. At the end of every round you get a walkie-talkie call giving you the location for a new "goodie crate" dropped by chopper at a random place close to your position.
     
    Transponders change in function each round. The function of the transponder has different effect on gameplay. Ideas for transponder functions include (but are not limited to):
     
    alt1-ATTRACTOR BEACONS: The military is trying to see if it can lure zombies with signals, concentrated chemical blood essence, etc. Placing and activating the beacon instantly attracts zombies to it, giving you scant time to escape. Essentially activates the alarm meta-event. alt2-CHOPPER BEACON: The military needs to save fuel for limited overhead flights for its choppers as sight-to-sight radio-relay  becomes more unrealistic. Place these beacons to coordinate the flyovers. Will call military helicopters, essentially creating the chopper-attracting-zombies meta event. SURVEILLANCE BEACONS: These beacons allow synchronization with overhead camera satellites. Doesn't attract zombies or make noise, BUT these must be placed on a flat roof of a former survivor building. Good luck with that. npc1-RESCUE BEACONS: You find survivors whom have called for help and are holed up in a house. Clear the rescue box of zombies, and place a beacon for chopper rescue pickup. |Obviously requires NPC implementation| npc2-DEPLOYMENT BEACON: You need to clear an area for a drop-off for a special operations team. When successful friendly NPC soldiers appear to secure and claim the building. |Obviously requires NPC implementation| STERILIZATION BEACON: The outbreak is out of hand. The only way to stop the spread is to burn away the contamination. Placing the beacon initiates a countdown. You have X seconds to get out of the area before the beacon releases a living firewall of self-igniting accelerated incendiary deployed from a horizontal spray. RECOVERY BEACON: Sensitive materials were left behind in buildings throughout the area. Loot the building and retrieve the materials. Place the recovered materials in the beacon, and then deploy and activate the beacon for pickup.  
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    Peetfighter got a reaction from Bourbon in RELEASED: IWBUMS Build 38.15   
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    Peetfighter reacted to RobertJohnson in RELEASED: IWBUMS Build 38.15   
    Build 38 changelog:
     
    [New]
    New map area added! The town of Riverside and the Knox Heights Country Club are now ripe and ready for exploration. It can be found west of West Point. [Foraging zones etc still need to be added, but survival can commence!] Added an easy way for modders to add columns to their scrolling lists. [MP] Added an UI for admin to manage player's inventory. [MP] When a server save will occur all client will be unable to perform anything (paused, server option). [MP] Got rid of TransactionID while it's bugged & it made server saving longer. [MP] Optimization to limit the amount of zombie placement and zombie movement data that’s shared between players. Released in preparation for the Wednesday community megatest. First Aid kits now spawn with sterilized bandages, rather than regular bandages. Can now sterilize cloth bandages in a boiling pot of water. Mattress can now be made using a suture needle as well as a regular needle.   You can now add spices as first item in pasta/rice (eg. marinara). Can use CTRL + A to select all items in a container. Command console in Debug now autosuggests functions and shows return types. Command console version now accurately reflects the current version of the game. Items used for fuel in campfires can now be used for fuel in BBQs. Sheet of paper can now be written on. Updated credits. Large piles of rotten corpses will make you feel ill and sad if you stay close to them for extended periods. You can now dig graves with a shovel. (Ability to bury multiple bodies in the same grave will come in 38.2) If you're carrying a corpse, you can bury it in an empty grave. Added new sub menu in carpentry "Misc". In "Misc" you'll find a wooden cross, acairn and a wooden memorial picket to go alongside the graves you dig. Changes in clothing: Clothing can now become dirty over extended periods, dependant on your activities. Fighting zombies will make your clothing bloody. If you're wearing dirty or bloody clothing over an open wound then chances of infection (normal infection, not zombie) will increase. Clothing now also has durability, every time you get hit you'll lose a little. Some clothing is more resistant than others. Added new sandbox options: Generator Spawn: Increase/decrease the chance of electrical generators spawning on the map. Generator Fuel Consumption: Impacts how much fuel is consumed by generators. A generator that needs no fuel should be set to 0.0. (Replaces GeneratorFuelConsumed server option) Randomized House Chance: Increase/decrease probability of discovering randomized safe house on the map: either burnt out, containing loot stashes, dead survivor bodies etc. Annotated Map Chance: Impacts on how often a looted map will have annotations marked on it by a deceased survivor. Zombie Construction Damage: Governs whether or not zombies can destroy player constructions and defences. Free Trait Points: Adds free points during character creation. Player-built Construction Strength: Gives player-built constructions extra hit points so they are more resistant to zombie damage. Day/Night Active Zombies: Governs whether zombies are more active during the day, or whether they act more nocturnally. Inactive zombies will be slower, and tend not to give chase. Nocturnal Darkness: Governs how dark it gets at night. Don't forget your flashlight Injury Severity: Increase and decrease the impact that injuries have on your body, and their healing time. Bone Fracture: Enable or disable broken limbs when survivors receive injuries from impacts, zombie damage and falls. Time Before Corpse Removal: Number of in-game hours before zombie corpses are automatically removed from the map. (Replaces former HoursForCorpseRemoval server option). Decaying Corpse Health Impact: Governs impact that nearby decaying bodies has on the player's health and emotions Clothing Degradation: Governs how quickly clothing degrades, becomes dirty and bloodied. (Can be disabled.) Added random selection on zombie's: Strength, Toughness and Cognition. Fire spread (previously No Fire spread on server): allow or not spreading fire. TV and Radio programmes now have an impact on the character's moodles. If watching an instructional show then an XP multiplier is received. [MP] Added a "Level Up" button on the player stats UI to quickly level up a perk without using global point. Changed how custom maps are loaded:
    After selecting your mod, you now arrive on the "select spawn location" screen and no more "select map" screen to avoid confusion. Every map mods enabled is now loaded, including their spawnpoints. It means you don't need to code your own multiple maps mod to load more than one. Added a mod order UI, use it if you have conflicts (copy a cell over existing one) in your modded map! Changes on world view:     Building levels above the player are ONLY hidden for the "current building". "Current building" defined as the building you're inside OR if you're outside, the building blocking our view of the player character OR a building whose window you're look through. To peek through a window stand adjacent and face it. Building levels are also hidden when the nearest visible zombie is behind a building. So if your character looks behind the back wall of a building and there's a zombie there the building's floors will be hidden just as they would if you walked behind the building. Building exterior walls are no longer stencilled to transparent when you're outside unless they are actually blocking the view of your character.  
    [Balance]
    Increase player's constructions hit points. Removed starting year sandbox option. Increased a tad the nutrition values of fishes & berries. Sleeping outside in rain will wake players up, unless they are in a tent or under a player made structure with roof.  
    [Bug Fix]
    Fixed zombie memory "none" sandbox option not working. Fixed a bug with season making moon not afecting ambient lights at night. Fixed water pouring bug. Fixed lampost still active when electricity was down. Fixed being able to build thing inside player's safehouse. Fixed being able to climb through windows into a player's safehouse. Fixed bodies corpses zone sometimes overlapping. Fixed bodies corpse zone not being properly synced in multiplayer. Fixed bugs on the new riverside map. Fixed lot of UI non-working with a gamepad. Large amount of smaller items will now correctly fill up container space available. Book Reading is now interrupted when player aims a weapon. Fixed Characters losing fraction of xp on save. Added missing "spawn point" options in the server settings GUI. Added missing world filler. Fixed possible bug with alarm being reset. Fixed Rare bug with the craftingUI. Fixed Mod order button being missplaced. Fixed Bug with the getLightFoodMod() calculation. Fixed Evolved recipe drinks not being able to be drunk when an item could be added to it (the coffee bug). Fixed Crafting issue with Hot Cuppa.  
    [Optimization]
    Optimized Garbage Collection Added WorldReuserThread LightingJNI optimized Fixed surge in memory usage of 2-300 MB that can stall the game Optimized map loading Fixed: Voice Manager being enabled in SP. [Should give slight improvement in FPS, especially on slower systems]
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    Peetfighter got a reaction from Kuren in DrivPZr   
    @RobertJohnson There is 1 thing I've always wanted to see in Sandbox. Simply the removal of points when picking traits, make us able to pick all the positive traits without having to pick a single negative one. Thanks for considering.
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    Peetfighter reacted to RobertJohnson in DrivPZr   
    It's done, you have a new sandbox option to add as many free traits points as you want
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    Peetfighter got a reaction from xXxFANCYCAPYBARA36xXx in DrivPZr   
    @RobertJohnson There is 1 thing I've always wanted to see in Sandbox. Simply the removal of points when picking traits, make us able to pick all the positive traits without having to pick a single negative one. Thanks for considering.
  18. Like
    Peetfighter reacted to Margera in Sounds in project zomboid - are important!   
    Hello!
     
    I drove on new cars, tested the update and crushed the zombies.
    I wanted to see the possibilities of the car. I opened the windows, moved to another seat, looked at the amount of gasoline, and then came to the radio.
    I turn it on and I understand that there is no sound, but instead of a sound, the text line is running. Of course i know that this is a game style «project zomboid»!
     
    But! But! But you can't imagine a huge desire to destroy the dead along with quality atmospheric music content! The one who watched the series called "walking dead" probably will understand me. 
    Under the musical accompaniment, I don't mean any musical tracks, it can be simple melodies as well as those that are now involved in the game. Considering this idea, you can also add some simple sound for TV. It can be just a hissing sound with an illegible voice on the background. It can also be a variety of other extraneous sounds, like the squeaking of a microwave or an open faucet with water. (I confess, I don't remember maybe this sound is already in the game). The bottom line is, I think this absolutely does not break the general style of the game!
     
    You know in the game a «project zomboid» in principle, not many sounds... But it was very important for me, to hear in the game the sound of broken glass, recharging weapons, screaming zombies or a distant shot. I also understand that you are busy with more pressing questions. Like the animation (which we are waiting for) or the same machines, but I ask you not to forget about the importance of sounds, this invisible factor plays a very important role!
     
    I think that such a simple soundtrack, in my opinion, is simply necessary in order to feel this wonderful atmosphere of this wonderful game. Thank you, the creators <3
     
    Sorry for my English
    Yours faithfully, the guy from cold Russia.
     
  19. Like
    Peetfighter reacted to RobertJohnson in RELEASED: Build 35.26   
    This is now in public branch!
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    Peetfighter reacted to Name1234 in Mandatory Preferences on Character Creation   
    Personal preferences I find would have zero real world impact on an individual except in their own head. I'd find it tedious to have the game enforce something for me when I personally don't care and shouldn't have to make a choice. Why can't I like all color shirts and just appreciate the fact that my character won't die of hypothermia? Same with the food. Then again I'm a practical person in real life so maybe along with this you'd need a "practical" trait or something.
  21. Like
    Peetfighter reacted to Dr_Cox1911 in Composting - How Long Does It Take?   
    @LlostSoul Really? Haven´t tested it yet but if that is the case than it should be changed IMO. To my liking PZ has already to much looking at progressbars and with the newly introduced rain-collection with pots/bowls it´s already a similiar system implemented to compost the stuff over time.
     
     
  22. Like
    Peetfighter reacted to thiosk in EVAPORATED MILKS!   
    Canned milk is really common.  perfect in a pinch for cooking and coffee. 
     
    My suggestion is to add evaporated milk and sweetned condensed milk as canned nonperishable items. This would allow cakes to be prepared even after the power goes out. The function would be that canned milk could substitute regular in the recipe, and sweetened condensed milk would substitute SUGAR+MILK in the evolved recipes.
     
    In my current game I was able to concoct 4 cake batters (4!). Thats a LOT of looting with a huge priority on milk. 
     
    edit: and come to think of it, powdered milk as well. A  baker's home or bakery would be expected to have a lot of regular milk, canned, and powdered milks. 
     
    suggested distribution: high at bakery, low-med at supermarket, low at small markets, rare in homes unless "a baker's house"?
  23. Like
    Peetfighter got a reaction from NagashUD in RELEASED: Build 35.26   
    Haha, I remember playing PZ for the first time and I tried to collect water this way.
  24. Like
    Peetfighter got a reaction from Bourbon in RELEASED: Build 35.26   
    Haha, I remember playing PZ for the first time and I tried to collect water this way.
  25. Like
    Peetfighter got a reaction from Geras in What game should Indie stone make next?   
    A remake of the Commandos series. I need that in my life.

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