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Okamikurainya

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  1. Pie
    Okamikurainya got a reaction from jasp402 in Custom Tile Templates   
    Floor Tile Template:
     

    The red square tile is the base, brown blending tiles are for dirt/sandy blends while the green ones are for grassy blends. Difference is subtle and probably doesn't matter too much though. Each tile is 128x256, so these would go with the 2x textures.
     
    Example:
     
    Wall Tile Template:

     
    Door Tile Templates:

    First two are for closed doors. second two are for open doors.
     
    Advertisement and Sign Templates (by Хибити\Hibiti [BLR]):
    https://theindiestone.com/forums/index.php?/topic/25449-templates-for-retexture-шаблоны-для-ретекстур/

  2. Like
    Okamikurainya got a reaction from Ciber Ninja in Custom Tile Templates   
    Added templates for custom doors.
  3. Like
    Okamikurainya got a reaction from Ciber Ninja in Custom Tile Templates   
    Added link to topic for Advertisement and Sign templates by Хибити\Hibiti [BLR].
  4. Like
    Okamikurainya got a reaction from Ciber Ninja in Custom Tile Templates   
    Updated with wall tile templates.
     
    If a mod would be so kind as to maybe move this to Tutorials and Resources? Think it would be better suited there.
     
    Edit: Updated floor tiles with transparency.
  5. Like
    Okamikurainya got a reaction from Hermago in IsoZoid Tool   
    ISOZOID

     

     
     
    I struggled immensely with trying to make floor tiles for Project Zomboid, no image editor seemed capable of doing what I needed without warping the texture and breaking the seamlessness of the tile... So I made a tool to cleanly map a 64x64 flat texture to an isometric Zomboid tile (2x variation).
     
    I'm not a great programmer and there isn't really much in the way of a GUI, so you'll have to forgive me in that regard.
     
    Instructions for use:
    Replace the respective input.png of floor, wall or reverse with the texture of your choice and run IsoZoid. IsoZoid will then show you how the conversion turned out. Hit Enter to export the tile to the Output folder, hit Escape to quit. Clicking "Refresh" will reload the texture file.
    Floor textures work best at 64x64.
    Wall textures work best at 64x193
     
    Changelog:
    0.6
    Added "input_floor.png", "input_wall.png" and "input_reverse.png" for each respective type to use. 0.5
    Fixed a minor export bug with exporting flat textures. 0.4
    Fixed minor GUI issues Added a reverse mode for getting flat textures from floor tiles 0.3
    Expanded GUI Added blends for floor tiles Added ability to make wall tiles IsoZoid no longer closes after export. IsoZoid will adapt the texture if the dimensions are incorrect rather than giving you a prompt 0.2
    Spiffed up the GUI Tiles are now exported as transparent PNGs The tool recognizes invalid input tile measurements and will give you a prompt  
    Download:
    IsoZoid 0.6.rar
  6. Like
    Okamikurainya got a reaction from Rupta in IsoZoid Tool   
    ISOZOID

     

     
     
    I struggled immensely with trying to make floor tiles for Project Zomboid, no image editor seemed capable of doing what I needed without warping the texture and breaking the seamlessness of the tile... So I made a tool to cleanly map a 64x64 flat texture to an isometric Zomboid tile (2x variation).
     
    I'm not a great programmer and there isn't really much in the way of a GUI, so you'll have to forgive me in that regard.
     
    Instructions for use:
    Replace the respective input.png of floor, wall or reverse with the texture of your choice and run IsoZoid. IsoZoid will then show you how the conversion turned out. Hit Enter to export the tile to the Output folder, hit Escape to quit. Clicking "Refresh" will reload the texture file.
    Floor textures work best at 64x64.
    Wall textures work best at 64x193
     
    Changelog:
    0.6
    Added "input_floor.png", "input_wall.png" and "input_reverse.png" for each respective type to use. 0.5
    Fixed a minor export bug with exporting flat textures. 0.4
    Fixed minor GUI issues Added a reverse mode for getting flat textures from floor tiles 0.3
    Expanded GUI Added blends for floor tiles Added ability to make wall tiles IsoZoid no longer closes after export. IsoZoid will adapt the texture if the dimensions are incorrect rather than giving you a prompt 0.2
    Spiffed up the GUI Tiles are now exported as transparent PNGs The tool recognizes invalid input tile measurements and will give you a prompt  
    Download:
    IsoZoid 0.6.rar
  7. Like
    Okamikurainya got a reaction from chromarict in Custom Tile Templates   
    Floor Tile Template:
     

    The red square tile is the base, brown blending tiles are for dirt/sandy blends while the green ones are for grassy blends. Difference is subtle and probably doesn't matter too much though. Each tile is 128x256, so these would go with the 2x textures.
     
    Example:
     
    Wall Tile Template:

     
    Door Tile Templates:

    First two are for closed doors. second two are for open doors.
     
    Advertisement and Sign Templates (by Хибити\Hibiti [BLR]):
    https://theindiestone.com/forums/index.php?/topic/25449-templates-for-retexture-шаблоны-для-ретекстур/

  8. Like
    Okamikurainya got a reaction from Zer0ne1 in IsoZoid Tool   
    ISOZOID

     

     
     
    I struggled immensely with trying to make floor tiles for Project Zomboid, no image editor seemed capable of doing what I needed without warping the texture and breaking the seamlessness of the tile... So I made a tool to cleanly map a 64x64 flat texture to an isometric Zomboid tile (2x variation).
     
    I'm not a great programmer and there isn't really much in the way of a GUI, so you'll have to forgive me in that regard.
     
    Instructions for use:
    Replace the respective input.png of floor, wall or reverse with the texture of your choice and run IsoZoid. IsoZoid will then show you how the conversion turned out. Hit Enter to export the tile to the Output folder, hit Escape to quit. Clicking "Refresh" will reload the texture file.
    Floor textures work best at 64x64.
    Wall textures work best at 64x193
     
    Changelog:
    0.6
    Added "input_floor.png", "input_wall.png" and "input_reverse.png" for each respective type to use. 0.5
    Fixed a minor export bug with exporting flat textures. 0.4
    Fixed minor GUI issues Added a reverse mode for getting flat textures from floor tiles 0.3
    Expanded GUI Added blends for floor tiles Added ability to make wall tiles IsoZoid no longer closes after export. IsoZoid will adapt the texture if the dimensions are incorrect rather than giving you a prompt 0.2
    Spiffed up the GUI Tiles are now exported as transparent PNGs The tool recognizes invalid input tile measurements and will give you a prompt  
    Download:
    IsoZoid 0.6.rar
  9. Like
    Okamikurainya got a reaction from JAK in Older versions...   
    To play 0.2.0q, just extract the contents of this zip to the main folder of your 0.2.0q directory and overwrite the zombie folder and all files within.
    Start up the game and minimize the login screen and just play.
    Just leave the login screen alone, clicking "login" or closing it will make the game think you're failing or quitting so just minimize it and leave it.
     
     
     

    Mods, feel free to delete this post if this goes against the terms or anything.
  10. Pie
    Okamikurainya got a reaction from xXMoksXx in IsoZoid Tool   
    ISOZOID

     

     
     
    I struggled immensely with trying to make floor tiles for Project Zomboid, no image editor seemed capable of doing what I needed without warping the texture and breaking the seamlessness of the tile... So I made a tool to cleanly map a 64x64 flat texture to an isometric Zomboid tile (2x variation).
     
    I'm not a great programmer and there isn't really much in the way of a GUI, so you'll have to forgive me in that regard.
     
    Instructions for use:
    Replace the respective input.png of floor, wall or reverse with the texture of your choice and run IsoZoid. IsoZoid will then show you how the conversion turned out. Hit Enter to export the tile to the Output folder, hit Escape to quit. Clicking "Refresh" will reload the texture file.
    Floor textures work best at 64x64.
    Wall textures work best at 64x193
     
    Changelog:
    0.6
    Added "input_floor.png", "input_wall.png" and "input_reverse.png" for each respective type to use. 0.5
    Fixed a minor export bug with exporting flat textures. 0.4
    Fixed minor GUI issues Added a reverse mode for getting flat textures from floor tiles 0.3
    Expanded GUI Added blends for floor tiles Added ability to make wall tiles IsoZoid no longer closes after export. IsoZoid will adapt the texture if the dimensions are incorrect rather than giving you a prompt 0.2
    Spiffed up the GUI Tiles are now exported as transparent PNGs The tool recognizes invalid input tile measurements and will give you a prompt  
    Download:
    IsoZoid 0.6.rar
  11. Like
    Okamikurainya got a reaction from Bizzer in Power Fluctuations   
    Something I've been having to deal with IRL lately is power outages and fluctuations.

    I was thinking it may be a interesting mechanic to have in the early game, when running on the main power.
    Have it possible that the power may flicker on and off during a major storm, maybe even for an hour at a time during tropical storms, and have it start to falter a day or two prior to the power going out completely as the back up generators at the power plants struggle to handle the load without human intervention.
    Could be a cool thing to get you really looking for a generator and a small bit of a warning for what is to come.

    The same could be applied to generators with under 10% fuel, having the power flicker on and off if there isn't another generator to pick up the slack, a clear warning sign that you need to refuel.
     
    What y'all think?
  12. Like
    Okamikurainya got a reaction from Jesse in Small but Important Suggestions Thread   
    The basis for this is that you have a mouth...
     
    You're dying of dehydration and it starts to rain...
    Water, the very thing you need, is literally falling from the sky... What would you do?
    I don't see most people throwing up their hands and being like "Welp... All this water ain't in a bottle. Time to die!"
    No. They'd open their mouths and drink.

    But yeah, it is a thing that happens and something that I've used on hikes to save water.
    If you're wondering about the "taint", well unless you're living in a very polluted area, rainwater shouldn't have any (all water used where I live is rainwater stored in large plastic containers connected to the roof). Outside of gameplay balance, the reason water in barrels and such are tainted is because they're left open and standing, allowing bacteria, debris, animals and such to all leave their essence in it.
    That said, if they do ever add puddles... Would be cool if you could get tainted water from them.
  13. Like
    Okamikurainya got a reaction from Ciber Ninja in Project Zomboid BaseMap   
    For the use of map additions and such, so you know where to place things.
    Up to date with current version, you'll need to resave it as a .BMP to use it in WorldEd.

    BASE PREVIEW:

     
    BASE DOWNLOAD:
    https://drive.google.com/file/d/1yNOj2HtOG1MNaBMENLXDru6ecacm8Qjv/view
     
    VEGETATION PREVIEW:

     
    VEGETATION DOWNLOAD:
    https://drive.google.com/file/d/12gGjdu89LATwgqZELu4EFfh47XlxwWyz/view
  14. Like
    Okamikurainya got a reaction from gabriel rodrigues brandao in [n] Beginning the game before the infection should be tentative yes   
    This is why I've said before:
     
    When the first signs started to happen, your character hunkered down and in the next three days, thinking rescue was imminent or the thing would tide over, you went through all your supplies.
    This makes sense narratively and from a gameplay standpoint.
  15. Spiffo
    Okamikurainya reacted to MadDan in It's Coming to Roam   
    Damn haven't seen you around in a while Okami. I remember you frequenting Discord. I remember myself frequenting Discord, to be fair, ha.
  16. Like
    Okamikurainya reacted to nasKo in It's Coming to Roam   
    And then, suddenly, fourteen days had rolled around once more…

    41.51 IWBUMS BETA RELEASE
    41.51 is pretty much cooked at this point, and the past few days we have been primarily addressing any potential incompatibilities on different / more elderly operating systems. We intend to release this early next week.
    The latest changelist for 41.51 can be found here.

    Some items of note:

    As previously mentioned, 41.51 contains significant optimizations to our save game system. As such any saved games played in 41.50 will NOT be operational or loadable.
     
    A separate Steam beta containing the previous 41.50 build will be provided so that you can continue and finish your current game.
    Similarly, in a changelist as big as this some mods WILL become incompatible – especially those dealing with loot distribution.
     
    We have kept the PZ Discord modding channels informed of the primary forthcoming change, but there will inevitably be a period of waiting before some of your favourite mods (and certainly mod packs) are fully operational again.
     
    Again, if you enjoy playing modded PZ then the 41.50 beta will still be there for you to use in the meantime.
     
    If you’re a modder who would like further information on what’s changing then please click through to this thread on our forum, where mapper extraordinaire TheCommander has also made a very handy forum post and easily understood infographic.
     
    Please be patient with all the community’s modder crew while they find the time to update their/our beloved mods!

    MP STRIKE FORCE
    As discussed previously we are now updating on all things MP every month – for the reasoning behind that decision please click on through.
    And so, here’s a run-down of what Yuri and Andrei have been up to over the past few weeks, followed up by a nice little vid that Yuri made for us.
    First of all, we added FPS data to our statistics. Servers will now collect FPS data from each client and collect it their statistical data. Seeing as the introduction of local ownership may lead to performance degradation on clients, knowing client FPS will help us to improve performance and as such we can use this tool in load testing. We then spent some time investigating zombie desync. We noticed that our zeds were pausing after they changed ownership between clients. As such we’ve made a fresh implementation of how zombie behaviour syncs. Right now the zombies will continue moving to the target and restore their state on a new client after changing ownership. What’s currently in the build is an initial implementation – we’re going to test how it works before developing it further. We implemented ‘get up’ sync for zombies. This bug could lead to zombies that were laying down on one client, but standing upright on another. We synced zombie falling. Zombies in local ownership now calculate the position and rotation of their fall point, and the client sends this information in the hitCharacter packet. Now all clients will show the same falling anim, and desync where zeds dropped in different places for different places is avoided. This issue also led to players seeming to finish off invisible zombies while you were playing. We had a long think about how we can improve a fight between a zombie and more than one player. A primary issue was how a zombie should react to hits from other players, as often ownership change can lead to desync. We had the idea that zombies should react to hits from their target player, but hits from other players would only lead to splashes of blood and a decrease of their health without a change in ownership. We’ve made an initial implementation of this, but it doesn’t seem to be a full solution yet – as such we will debug it, and potentially think of ways to improve or replace the system. We’ve spent some time updating our tools, specifically the fake clients we use to simulate a full and active server. Now clients can process zombie AI, we needed to simulate the same in our fake clients. This will help no end in our future testing and edge-case scenario simulation.  
     
    NOISEWORKS
    Tomorrow (barring minor fixes) is the last day we have booked in for work with Noiseworks on their PZ Sound Revolution – although we are also making plans for a ‘Round 2’ to further improve the PZ soundscape, put some more work into the implementation of the procedural music system and respond to the feedback of the PZ community once it’s been released out into the wild.
     
    As such the Noiseworks build shouldn’t be *too* far behind the release of 41.51 into the public IWBUMS beta.
     
    The primary final polish that’s been put into Noiseworks over the past week or so has been on vehicles, music selection and general mix balance and bug fixing. Vehicles, especially, needed a little more love as gear changes / RPM and how the new sounds interacted with the existing PZ framework needed a fair bit of love.
     
    The vehicles are now 10x better than the angry lawnmowers currently in Build 41, though we intend to come back to them in Noiseworks Round 2 when we have more time to make some code-side improvements to help them out.
     
    Here’s a quick video of what they’re sounding like at the moment.
     
    (Please note there will be improvements to zombie collision thuds, car door and trunk noises before we release!)
     
     
    Something else we intend to release with the Noiseworks build are the 3D items that Rockstar Mark and RJ have been working with, but that’s not 100% at the moment as they’re working out the best ways to scale/rotate items in their export process. This is the way that a box of jars currently appears in-game, which isn’t… ideal?
     

      VCRS
    We want to shake up the current ‘spend the first week watching TV’ meta, while also introducing some new and typically 90s loot, and as such Turbo has been working on the PZ entertainment systems.
     
    This will be a simplified media playability version of the Devices branch that Turbo has had as a side project for a long time now, and will include retail CDs and VHS tapes – with common, rare and exceptional spawn changes depending on the recording. Clearly, some of these will also be the shows shown on the television with XP and skill bonuses. There will also be unique home VHS tapes, which will either be shows recorded by the people of the area or camcorder recordings, that have a 1 in 5 chance to attempt to spawn instead of a blank tapes.
    Clearly all this will be textual, just as the current TV and radio channels are, but we hope it’ll be a nice way of adding some more flavour to the world. There will be lots of new movies, TV shows and general new writing content.
     
    The ability to record material will not be in the build however, and will have to wait until Turbo’s fully fledged Devices side project (which includes computers and security systems) comes to fruition.
     
    Here’s a quick video of its current implementation, along with the ways that recordings can impact on your player’s skills and moodles if we so choose.
     
    PLEASE NOTE this won’t be how it ends up in the game proper. Being terrified by a horror movie to such an extent that it would leave you vulnerable to the zeds probably wouldn’t be much fun – so please consider WIP!
     

    LOUISVILLE
    Work on our version of Louisville continues, which as discussed in previous blogs is now visible in the mid-distance.
     
    This week we won’t be showing any new chunks of the map, as our map team continue to be quite protective of their giant sprawling baby, but maybe we can have a quick look at some of the new brands and locations that the more urban environment will bring.
     

      This week’s featured image from Rexiem. A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  17. Like
    Okamikurainya got a reaction from LeetgamerBoi in Reduce the Rural Zombie Population   
    Population data for the region and time period exists, I actually started a mod for having realistic regional demographics a while back... Think I should continue that, though maybe drop the sex and race aspects out of it for now and focus on bulk population number... Would anyone be interested in that?
  18. Like
    Okamikurainya got a reaction from Zkott in IsoZoid Tool   
    ISOZOID

     

     
     
    I struggled immensely with trying to make floor tiles for Project Zomboid, no image editor seemed capable of doing what I needed without warping the texture and breaking the seamlessness of the tile... So I made a tool to cleanly map a 64x64 flat texture to an isometric Zomboid tile (2x variation).
     
    I'm not a great programmer and there isn't really much in the way of a GUI, so you'll have to forgive me in that regard.
     
    Instructions for use:
    Replace the respective input.png of floor, wall or reverse with the texture of your choice and run IsoZoid. IsoZoid will then show you how the conversion turned out. Hit Enter to export the tile to the Output folder, hit Escape to quit. Clicking "Refresh" will reload the texture file.
    Floor textures work best at 64x64.
    Wall textures work best at 64x193
     
    Changelog:
    0.6
    Added "input_floor.png", "input_wall.png" and "input_reverse.png" for each respective type to use. 0.5
    Fixed a minor export bug with exporting flat textures. 0.4
    Fixed minor GUI issues Added a reverse mode for getting flat textures from floor tiles 0.3
    Expanded GUI Added blends for floor tiles Added ability to make wall tiles IsoZoid no longer closes after export. IsoZoid will adapt the texture if the dimensions are incorrect rather than giving you a prompt 0.2
    Spiffed up the GUI Tiles are now exported as transparent PNGs The tool recognizes invalid input tile measurements and will give you a prompt  
    Download:
    IsoZoid 0.6.rar
  19. Like
    Okamikurainya got a reaction from Snuffleupagus in Custom Tile Templates   
    Floor Tile Template:
     

    The red square tile is the base, brown blending tiles are for dirt/sandy blends while the green ones are for grassy blends. Difference is subtle and probably doesn't matter too much though. Each tile is 128x256, so these would go with the 2x textures.
     
    Example:
     
    Wall Tile Template:

     
    Door Tile Templates:

    First two are for closed doors. second two are for open doors.
     
    Advertisement and Sign Templates (by Хибити\Hibiti [BLR]):
    https://theindiestone.com/forums/index.php?/topic/25449-templates-for-retexture-шаблоны-для-ретекстур/

  20. Like
    Okamikurainya got a reaction from KI5 in IsoZoid Tool   
    ISOZOID

     

     
     
    I struggled immensely with trying to make floor tiles for Project Zomboid, no image editor seemed capable of doing what I needed without warping the texture and breaking the seamlessness of the tile... So I made a tool to cleanly map a 64x64 flat texture to an isometric Zomboid tile (2x variation).
     
    I'm not a great programmer and there isn't really much in the way of a GUI, so you'll have to forgive me in that regard.
     
    Instructions for use:
    Replace the respective input.png of floor, wall or reverse with the texture of your choice and run IsoZoid. IsoZoid will then show you how the conversion turned out. Hit Enter to export the tile to the Output folder, hit Escape to quit. Clicking "Refresh" will reload the texture file.
    Floor textures work best at 64x64.
    Wall textures work best at 64x193
     
    Changelog:
    0.6
    Added "input_floor.png", "input_wall.png" and "input_reverse.png" for each respective type to use. 0.5
    Fixed a minor export bug with exporting flat textures. 0.4
    Fixed minor GUI issues Added a reverse mode for getting flat textures from floor tiles 0.3
    Expanded GUI Added blends for floor tiles Added ability to make wall tiles IsoZoid no longer closes after export. IsoZoid will adapt the texture if the dimensions are incorrect rather than giving you a prompt 0.2
    Spiffed up the GUI Tiles are now exported as transparent PNGs The tool recognizes invalid input tile measurements and will give you a prompt  
    Download:
    IsoZoid 0.6.rar
  21. Spiffo
    Okamikurainya got a reaction from OxManZomboid in Small but Important Suggestions Thread   
    1061: Small chance to yell out in fear when suddenly stumbling upon a zombie and getting the Panic Moodle, with a larger chance for it to happen with Cowardly Characters. This may attract more Zombies.
  22. Spiffo
    Okamikurainya got a reaction from OxManZomboid in Small but Important Suggestions Thread   
    1051: Disable All button at the mod select screen.
  23. Spiffo
    Okamikurainya got a reaction from OxManZomboid in Small but Important Suggestions Thread   
    1044: Transfer bumps when a wheel enters a different type of tile, not including other road tiles, similar to how the car bumps and rocks when going over a corpse. Blend tiles should be ignored, focusing on the tile it is overlaying rather. This would come in four intensities...
    Weak:
    Moving from one type of tile onto almost any other tile. A slight bump and noise, but nothing dangerous.
    Medium:
    Moving from any tile into a pothole tile. This could knock you slightly off course but easily manageable.
    Heavy:
    Going over curbs or the parking barrier things.
    Very heavy:
    Going over a corpse, same as it is now.

    1045: Chance to loudly cough at high exertion levels depending on your player's fitness. "Smoker" trait and high thirst boosts the likelihood by a significant factor.

    1046: "Depressed" negative trait which causes slow but steadily rising sadness levels throughout the day. Sadness should have an overall negative effect on everything you do, from item transfer speeds to how fast you run to how fast you read to how much XP you get... Everything is affected. From a gameplay point of view, this makes the most sense. AFAIK it just does nothing now? Severely Depressed moodle should come with the chance of eating a bullet if you have a gun equipped or deep cuts to the wrists if you have a blade equipped. Blunt weapons would actually be safest in this scenario...
    In my head I see this as the character will just begin the process without the player having told them to do anything, though it can be interrupted by the player in the same way you'd interrupt any action, you could sprint, move or whatever and the character will give up on the specific attempt. Just don't leave your severely depressed character unattended else THAT will be how you die. The player choosing to off their character is a logical choice, the character choosing to do so is an emotional one, if that makes sense?
    On the opposite end of the spectrum you could have the "Easily Amused" positive trait which makes it far harder for you to become bored or unhappy.
     
    1047: Boredom moodle should increase player appetite.
     
    1048: Being able to choose an age between 18 and 50 at character creation. No effect, just if you're gonna show the character age at all, you may as well give the player control over it.
     
    1049: Chance of a zombie opening an unlocked door in Survival. It's not that they can think, but if they're bashing and scratching at a door, there's a good chance they'd open it accidentally by hooking their hand in the handle. Maybe this wouldn't happen with certain doors? Some doors have attributes as it is now, like the black security doors being always locked at first, so a door opening on damage chance attribute shouldn't be too far out of the way.
     
    1050: Zeds should migrate in the direction of thunder and in general should be more active during rain and heavy wind.
  24. Spiffo
    Okamikurainya got a reaction from OxManZomboid in Small but Important Suggestions Thread   
    1052: Save mod setup button for the mod select screen. The mod setup is already saved as a textfile, so it wouldn't be too hard to implement.

    1053: On that same note, option to load up a save game's mod setup when loading. Especially good if you can't remember what mods you had loaded for the game.
  25. Like
    Okamikurainya got a reaction from sleepyheaddreams in Dishing Up and Cutlery   
    Just a small little addition that I think could work well for group survival, as well as just some quality of life goodness...

    The ability to dish up up certain foods, such as stirfry, onto plates in a similar manner as adding soup and such to bowls.
    Then once added in, there would be a slot opened up similar to adding spices which will allow certain utensils to be added which will increase the happiness gained from the meal. Soup will allow for spoons, whilst stirfry and such on a plate or bowl could have a knife and fork added to it. On consumption, the utensils will be returned to the player, perhaps dirty. This will increase the usefulness of the utensils and give you a reason to keep them around, rather than just being disposable last resort weapons.
    Eating without utensils while you're covered with zombie blood and dirt could increase the risk of food poisoning by a bit.
     
    What y'all think?
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