Jump to content

Seustace89

Member
  • Posts

    31
  • Joined

  • Last visited

Posts posted by Seustace89

  1. Alright guys, quite a while ago I posted a topic

    (found here http://theindiestone.com/forums/index.php/topic/6902-door-mechanicsanimations/)

    on the suggestions page regarding 'door mechanics' which received a fair bit of attention. It's something that I personally, amongst others, think would add an extra level of depth to the gameplay. Is it something you would consider adding into the game?

    TL;DR would you be interested adding in these 'door mechanic' features into the game?.. http://theindiestone.com/forums/index.php/topic/6902-door-mechanicsanimations/

    Many thanks, keep up the awesome work TIS!

  2. I was just thinking it would be pretty cool to see the doors of PZ take advantage of the new 3D engine coming in. My suggestions:

    - DOORS SWINGING if it's a windy day, would look cool and could possibly creek if it's an old door or on a shed and possibly opening the front and back door chance of wind rushing through house/building causing one of the doors to slam loudly.

    - PEEK Mechanic where you can open door slightly to see if there's any Zombies behind door, but could cause zombies to rush the door and push you back. Possibly even drill and carve a hole into door to prevent rushing...

    - PICKING locks (I know it's already been mentioned, but...) could be done by using a 'bump key'. Very easy and effective method of breaking into houses with old locks and keys can be easily crafted with a filer and any key that can slot into lock but can't turn. the skill can determine speed, sound and quality of the bump key.

    - DIVERSION mechanics where you could open door on building and attach fish wire or whatever to which you can slam door from distance providing an opportunity to sneak past to objective. Or an object like a bucket or glass on top of half opened door that would crash into ground causing either a diversion or a poor mans intruder alarm to your safe house.

    - (Edit) BARGING through the door animation could cause injury but may need to do it desperate situations.

    - (Credit to Etsamaru) KNOCK ON DOOR where you can attract zombies to that specific location. Useful to attract zombies in a building to draw them out... Or lead zombies to certain area of building and you sneak around to a window or other door to escape.

    Just some ideas I'd thought be cool... Let me know what you think.

    TIS keep up the good work, games amazing.

    Excellent ideas. I think this would add a perfect dose of immersion and make clearing buildings all the more fun and interesting. Good thoughts, now to see if the devs will do anything with it.

    Thanks, I feel that kind of immersion too! Hopefully if the Devs catch this when their flicking through then perhaps so! Suppose we just have to keep highlighting thus on the front page of the suggestions.

  3. Even though i like the idea. Does anyone really know how far the Devs want to push the Iso-Evolution?

    As far as i have read most parts of the Game still stay 2D (don't know why)

    Don't know if this applies to doors though.

    As far as I understand they have a huge option door opened (no pun intended lol) to them. I'm not too sure how far it will go I.e. Landscape height, ditches, etc. but for the zombies, NPCs, animals and the actual player they can now make a huge array of animations and mechanics with them I.e. If your player breaks a leg... You will see a broken leg and your going to struggle to get around. However even saying that they will remain with the ISO look as they want to keep it like that. Having inspiration from the original xcom that type of look and feeling in a game is what the Devs want for their own... And too right as xcom enemy unknown/defence is 2nd only ever to PZ. ;-)

    For the doors I can only imagine making a rectangle block that uses the same animation software (As well some tlc in details) as the characters wouldn't take an awful amount of time and it would suit the game perfectly... Something that's worth doing they'll work out a way doing it because their awesome like that!

    We should have an option to "KNOCK ON DOORS" That would attract zombies inside to the door, then you could wait a bit then sneak around to a window or the back door, or just see if zombies are inside. 

     

    If you like this feel free to add it to your OP.

    Awesome idea didn't even think of that... I even saw it on walking dead the other day as well lol.

    Also added with the credits to yourself, Thank you. :-)

  4. I was just thinking it would be pretty cool to see the doors of PZ take advantage of the new 3D engine coming in. My suggestions:

    - DOORS SWINGING if it's a windy day, would look cool and could possibly creek if it's an old door or on a shed and possibly opening the front and back door chance of wind rushing through house/building causing one of the doors to slam loudly.

    - PEEK Mechanic where you can open door slightly to see if there's any Zombies behind door, but could cause zombies to rush the door and push you back. Possibly even drill and carve a hole into door to prevent rushing...

    - PICKING locks (I know it's already been mentioned, but...) could be done by using a 'bump key'. Very easy and effective method of breaking into houses with old locks and keys can be easily crafted with a filer and any key that can slot into lock but can't turn. the skill can determine speed, sound and quality of the bump key.

    - DIVERSION mechanics where you could open door on building and attach fish wire or whatever to which you can slam door from distance providing an opportunity to sneak past to objective. Or an object like a bucket or glass on top of half opened door that would crash into ground causing either a diversion or a poor mans intruder alarm to your safe house.

    - (Edit) BARGING through the door animation could cause injury but may need to do it desperate situations.

    - (Credit to Etsamaru) KNOCK ON DOOR where you can attract zombies to that specific location. Useful to attract zombies in a building to draw them out... Or lead zombies to certain area of building and you sneak around to a window or other door to escape.

    Just some ideas I'd thought be cool... Let me know what you think.

    TIS keep up the good work, games amazing.

  5. Was thinking similar to that of xcom enemy unknown when you loose a soldier you can look back at their results I.e. Number of aliens killed, etc. this can be seen on a list.

    Would be cool to see this in PZ... No. Days, no. Zombies killed, stealth quality and bunch of other stats which make you look back and think 'aww james was an awesome survivor, lasted 5 months and killed 600 zombies' or whatever. Next to stats could be a photo of your final moment or even as far as a video a few minutes before your death of how you died.

    Just thought it would be a nice little feature...

  6. It's not going to be a year. We know the date we're going on Steam Early Access and I can guarantee it's sooner than you'd probably guess. Once that happens, and the initial rush of fixes and whatnot, the 3D stuff will be finished off. We're talking weeks for that. Then onto NPCs, which let's not forget we're far from 'starting from scratch' and have working (to an extent) on another branch of the game already that encompasses Kate and Bob, the meta-game, groups going looting, fighting or joining other groups, and so on. 

     

    With NPCs comes Kate and Bob, and we were long adamant they HAD to be in the Steam build. But we were also adamant we had to be on Steam this year. 

     

    The only reason we decided against doing this before Steam is because the codebases of NPC and the active development build split what must have been a year ago now. While working on NPCs I'd periodically merge code changes romain was working on the active branch into the NPC code, to keep them in-line and get the latest features and fixes into the working NPC build. And each time was a supreme head ache despite only being a week or two of changes, and each time there was a multitude of issues carried over from two different builds being merged together. Romain changes code X to do this, I change code X to do something completely different on NPC branch. I go to merge, and there's a conflict I have to resolve so both Romain's fix or addition continues to function, and so does mine.

     

    Then there are various hacks I made to the NPC stuff to get NPCs to function for testing purposes, like disabling the lua triggered spawn points, and tying it into the flowcharting system we detailed a long while back. Likewise to allow the NPCs to work some systems have been heavily changed.

     

    And this is before I was drafted onto the development build to do engine changes, optimizations and fixes and whatnot alongside Romain as we geared up for a new version. 

     

    So the situation we have now is we have two code bases that over the past few months have diverged and diverged. At some point, for NPCs or just Kate and Baldspot, I'd have to do a code merge in the opposite direction, from NPCs into the development branch, and in that process I come across a line of code different on the NPC end and different on the current build end. IT's up to me at that point to remember if that particular piece of code was something I changed for the NPC build, or if it's been changed by Romain since, or heaven forbid a line of code that we've both changed independently and differently. I have to then copy the code across, possibly altering to fit.

     

    This over thousands of java files, all with hundreds, sometimes thousands of lines of code. Will it work? Yes. But you can imagine even a photographic memory super genius to make at least a few errors. Overwrite one of Romain's fixes with the broken code that was branched off so long ago and suddenly people are complaining about bugs reappearing that were fixed six months ago, or perhaps I don't merge something subtle across that's required for the NPCs.

     

    And so on and so forth. The result? Almost certainly, the main development branch of the game would regress to being a buggy mess (and to those critics of the last build, I mean buggy to the level of closed test version 1 of 40 before anyone here ever saw the 2.9 builds. It would then require probably a month maybe even two of testing and bug fixing to get the general build back up to scratch. It's end of October now. Assuming we did this tomorrow, what's a month or so from now? December. Exactly the worst time we could pick to launch on Steam. So then we're into next year, and let me tell you delaying Steam until then isn't going to help the game reach the pinnacle of NPC brilliance in the long run.

     

    So we could give you NPCs now. They would be buggy, and wouldn't do themselves justice, but we could totally do that. Then when that Steam release date crops up, we have a choice. Release what will be a near unplayable crashing buggy stuttering mess (and we're giving ourselves hernias trying to get THIS build fast, polished and stable for Steam in time), or wait until its ready again, which would be way after Christmas.

     

    This is why NPCs are delayed. It's more important to us, the game, and the future of Zomboid that we get on Steam soon with as stable and polished build as possible. In terms of going on Steam the existing community getting bored of Zomboid doesn't matter, as much as it may displease you and us in the meantime. New Steam people will be looking at it with fresh eyes and won't miss NPCs that they've never seen or heard of being in the game. They have all that time to explore Muldraugh and West Point out of the box, build a base, try some farming, making videos or writing their survival stories, and that buys us some time.

     

    And then, we can start merging over code into a beta build, and hopefully get Kate and Bob in rather quickly after Steam, though as said above 3D stuff has to come first. There's a ton less work involved in getting that in too, but we delayed it for similar reasons. An engine change immediately before going on Steam? We know what affect that would have. Once we're on Steam and we've planted our feet, dipping into destabilizing the build won't matter so much since I can take the time to fix it all up while Romain continues supporting the active build, and we could release special NPC beta versions as we go.

    Ah cool... So what's the ETA then?.. Haha only joking wicked explanation we know when your all happy then we will be ecstatic!

  7. Sorry i know this has been asked a million times over but i have completely lost where i am in relation to what build/map etc im supposed to have..

    So ive got Muldraugh on both Steam & Desura builds but remember West Point being mentioned a cple of weeks back and maybe even mentioned at being released after a Mondoid sometime soon..

    Soooo has it been updated an im being a chop or am i still stuck with Moldy?

    (correct me if I'm wrong TIS Community) the recent 'Halloween' release on the download section is the latest build on desura, which has West Point in it to the north (long time to get there).

    Would really like to see the inclusion of a large city at some point, it would take a very long time to work on I'm sure but, imagine how intense supply runs would be:

    1. The city would be chocka-full of supplies

    2. The city would be chocka-full of zombies

    I can imagine that with skyscrapers we'd be going roof-to-roof to navigate the city, kind of like in The Walking Dead comics they generally stick to travelling on rooftops when in cities since the streets are like a sea of undead.

    However I think that it would be pretty awesome to see some really large buildings like hospitals and 5-star hotels, or maybe a prison. Places that would take a long time to explore indoors and possibly get lost in.

    Personally though, I think that before any big new places are added, the devs should get vehicles in, and in the meantime continue to work on the current maps and add smaller areas, vehicles is something I'm looking forward to, especially with the 3D engine. Perhaps before USABLE vehicles are added maybe we could have some non-working cars all over the place that can be looted? I feel that abandoned vehicles will really add that apocalyptic feel to the world.

    Would be amazingly more intense and can you imagine what your last stand would be like on top of a sky scraper with the whole tower swarmed with Zeds... Fight them to the death, jump off... Or potentially reach the other roof risking a broken leg hobbling away to safety.... Getting excited just imagining it!

    Having vehicles would be awesome, but having so many new doors open with the 3d engine I reckon we'll all have a few surprises for both fans and Devs in what can actually be achieved! :-)

  8. Sky scrapers would take soo long to clear.... I remember the old map and some of the buildings being 10-12 levels high with few rooms... And that sometimes took half a day at the very quickest...

    I don't think digging holes would be too tower defense like... The game is suppose to be for the average person (as told) and something like that would soon be a normal creative idea to protect yourself! It would take a few days to do a fair amount of work but even then it would fill up quickly if a horde was to attack... It would just buy a short amount of time to perhaps escape. The same applies if it were traps... To fully grasp it's full effect would require a serious amount of digging over many days before it could prevent a horde from entering your safe house...

    You are never safe.... :-D

  9. Right so now we have a Pygmy hippo sanctuary on the way... :-s haha!

    And polishing up the game with the new engine potential with maybe new areas that we'll frantically run into... Or in near future fall, climb, swim, etc... Into. :-D

    Who knows what those Devil Devs are up to in their safe houses... All we know is... Its gunna be good! :-D

  10. Okay cool, so currently (I think) we have decided between option A, D and (a new but important one I didn't recall think of tbh) E which is improving the current new map. So it seems the new question amongst the first would be...

    What would you like to see done and able to do in the current and future maps with the new 3d engine in full swing?

    No point giving options... Soo much to suggest like regularX's or Walthers ideas or fast wings imagination

    I personally would like to be able to dig a moat or deep ditch around my safe house, but use the dug up dirt as a wall for extra protection...

    Or potentially, with much effort, do one of those grand design houses into the side of a hill as some weird Eco anti zed shackle home of beauty...

    What about you?

  11. So with the much anticipated wait of West Point just around the corner, it can only be said we are all squealing with excitement of new places to hide, survive and ultimately stand off from the horde of our once friendly community! But looking at the world around the current map does beg the question... Where to next?

    Where would you like to see TIS take PZ next?

    A) North - Louisville - huge city with unimaginable amount of Zeds and loot potential

    B ) East - Depths of the wild - huge terrain heights possibility with 3D engine

    C) South - Knox County - military town would be good with quarantine story line and NPC army clearances.

    D) West - mix of wilderness, sparse building and fairly open layout.

    Choose your answers and why you would want to go there!

    Congrats on West Point TIS! :-)

  12. 1) How much is planned for actual survival techniques in the future? I trained with the Royal Marines for 6 months and we did a survival exercise in dartmoor where we met survival experts (super human tough lads) where we was shown things like solar stills, creating fire with just sticks and strings, making shelter out of whatever was around, killing and preparing a chicken with your bare handstand, purifying dirty water naturally... the list continues!

    2) is wind going to be implemented into the weather system? because that plays a challenge against survival and moral! That's speaking on experience with wet clothes on a winters night! And surprisingly on a summers night with wet clothes...

    3) does TIS know how truly awesome PZ really is? :-D

×
×
  • Create New...