Jump to content

Seustace89

Member
  • Posts

    31
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Seustace89 got a reaction from grammarsalad in Door Mechanics/Animations   
    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.
  2. pillow
    Seustace89 got a reaction from trombonaught in Door Mechanics/Animations   
    It's been 3 years... I don't think the devs are going to see this... I should have done something with my life since then really... instead of sitting here and repeatedly pressing refresh... ... ...  ... ... ... dammit.
  3. Like
    Seustace89 got a reaction from EchelontheEyeless in Door Mechanics/Animations   
    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.
  4. Like
    Seustace89 got a reaction from Bughunter66 in Door Mechanics/Animations   
    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. Like
    Seustace89 reacted to lemmy101 in The Silver Lining of NPC Delays Etc   
    This is something I've wanted to say for a while, and something everyone should remember when getting frustrated by the delay to the NPCs.
     
    We started development of this game in early 2011. It's our baby and has literally consumed some 80%+ of my waking life (probably similar for the others) since 2011. We've had our lows (and some lows at that) and we've had our highs. The community we've built is incredible, and the love and pride we have for the game and community is immense. But...
     
    This game has been in development for over four years now, and that is a long time for your life to be consumed by one thing (This goes way beyond 9-5 job levels). We'd never ever abandon PZ before it's the game we set out to make, but that's not to say we're not tired, worn out, and missing that feeling of working on something new. As well as the rewards, of which we are very grateful, PZ has taken its toll. Even when the day finally comes that some of us move on, as we've said before, we'd continue to support development of PZ for as long as it makes the money to support itself, and likely even some time after that. But there is that ache there for the truly fun and exciting feeling of exploring new ideas and the potential and wonder of a new game, an ache that strikes every developer and truth be told is years old at this point. I hope we score points for resisting it.
     
    But we won't and can't even think about other projects seriously, even if we dabble in our spare time. It's too dangerous to even think about because we can't have any distractions as we need to deliver the full map, the vehicles, the NPCs, before we can hit 1.0. At the point PZ goes 1.0, a few of us will likely finally be able to explore what's next after PZ, and we hope our community is looking forward to whatever we do next too. As I said before, to reiterate, we'd make sure PZ was well supported as we don't want the day to come when PZ stops getting new content. I don't want to presume what the devs we've taken in from the community would like to do post 1.0, but I imagine PZ would continue with long standing devs the community knows and trusts to steer the ship straight, and of course even if working on something else we'd still be heavily involved.
     
    So I guess around to my point: I know waiting for NPCs is hard. I know they keep getting pushed back, seem vapourware at this point, and trust me I want NPCs out there more than any single one of you, by a factor of like 10000000. I know many of you are patient, I know a few aren't, but I also know their impatience is a good sign as to how much people care. I also know that these NPCs are one of the most ambitious NPC systems in the history of games. It feels arrogant to say as much but I can't really argue against that statement. I'm aware of what we're biting off here. I'm totally confident we can do it, but the fact is after this huge delay we HAVE to deliver, and we HAVE to deliver something brilliant. So that's ironically the reason for the delay. They won't be released until they are brilliant. It's as simple as that. I don't want to say NPC development is a nightmare, because it is also wonderful and exciting in equal measure, but it's a shit ton of pressure that is on around the clock. It only makes me want to weep with sympathy imagining what GRR Martin is going through with the sheer monstrous scale of pressure on his shoulders compared to ours. 
     
    BUT. This is a good thing. Not for us, but for you. Why? Right now, EVERY member of the Indie Stone is working full time on PZ. We need to provide you with stuff, meaty content, to keep you happy, interested, and to improve the game in the meantime while we get our shit together with the NPCs and whatnot. We can't have 6 months or a year of no updates while we tick off our last remaining big bullet point planned features. We can't go 1.0 until NPCs are in. If that took a gazillion years that means a gazillion years of updates and support for PZ. If you think of all the many many great features that have been added into the game in the past couple of years since NPCs were removed. A lot of them would have made it in anyway, of course, but many of them may not have been.
     
    As we say, we don't plan on abandoning PZ at any point in the forseeable future. But the fact still remains, that when NPCs, or Vehicles, or the completed map, go into the game, the longer they took, and the more delays and frustrations they had in getting here, they WILL go in. And if they take a long time: The game they will be dropped into will end up better, more feature rich and deep because of it. All the while having the entire Indie Stone dev team dedicated to the game with zero distractions.
     
    So yeah. Brain dump, but its a point of view I wanted to share with you all. hope you don't hate us for dreaming of new adventures at some point in the future.
  6. Like
    Seustace89 reacted to lemmy101 in Operation Fix Late Game By Killing You Before You Get There   
    This is still to be determined. This whole thing was conceived just yesterday, and we're still figuring it all out. But the point is our aim is for PZ's difficulty graph to increase over time, but start off as close to how it is now on day 1 as possible. 
     
    But in short, with the introduction of the beginner mode, we are finally unbound by 'make it fun for someone playing for first time' issues that led us to be way too restrained with zombie numbers and refrigerator effectiveness, loot amounts, combat difficulty etc etc. We can be truly brutal motherf**kers again.
  7. Like
    Seustace89 reacted to Croak90 in Build 29: Barks   
    And here I thought this was going to be about dogs.
  8. Like
    Seustace89 reacted to GodWaffle in Door Mechanics/Animations   
    The devs need to see these ideas, definitely would add a ton of depth to the game, I mean, in a real zombie apocalypse, who would be walking around slamming doors open and shut without a shed of caution?
     
    They would be a vital obstacle that can save your life (or doom it, if locked) and I think they should have a bit more depth.
  9. Like
    Seustace89 reacted to GeneralRambler in Door Mechanics/Animations   
    I love the idea of peeking through doors. Just seeing a slight sliver of vision into a questionable room may save your life.
  10. Like
    Seustace89 reacted to 13thGeneral in Door Mechanics/Animations   
    I agree. All those garage and storage rolltop doors are just beggin to be opened. This is on my top ten list of desired features.
  11. Like
    Seustace89 reacted to tomtentp in Door Mechanics/Animations   
    What about physics for pushing a door to shut while zombies are pressing up from the other side?
    Imagine having to force a door to close while a zombie is trying to get in. Hard to make but would provide cinematic immersion!
  12. Like
    Seustace89 reacted to philthy mcnasty in Door Mechanics/Animations   
    Spiked doors:, you make them with butter knives and forks, so when a zombie tries to break it down, it kills itself in the process.
  13. Like
    Seustace89 reacted to dra6o0n in Door Mechanics/Animations   
    Double Doors would be handy for warehouses and industrial areas, where they usually have to move large containers and stuff through them.
     
    Garage Doors should animate too! Maybe a animation where you can try to 'lift' up a garage door if it's unlocked.
  14. Like
    Seustace89 reacted to Anvilman6 in Door Mechanics/Animations   
    I require these immediately for all future base building 
  15. Like
    Seustace89 reacted to Sieben in Door Mechanics/Animations   
    Hmm, so after toying with the BuildingEd there are doortypes, that I'm missing:
     
    1. Slide doors: If they're automatic and electricity is on: normal easy opened like any other doors. If electricity is off: Open like windows with pure power (maybe at least longer).
     
    2. Double Doors: better looking than placing two normal doors.
     
    3. Revolving Doors: If they're automatic and electricity is on: normal easy walkthrough. If electricity is off: pushanimation with pure power (duration like windows opening, maybe longer).
     
    4. Dog Door: If you feel yourself slim enough and don't want destroy the door <-ironic
  16. Like
    Seustace89 got a reaction from Footmuffin in Door Mechanics/Animations   
    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.
  17. Like
    Seustace89 got a reaction from Burianu in APZDTISA IV - Ask Project Zomboid Developers The Indie Stone Anything   
    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!
  18. Like
    Seustace89 got a reaction from Serrate Bloodrage in Door Mechanics/Animations   
    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.
  19. Like
    Seustace89 got a reaction from Fryhizzle in Door Mechanics/Animations   
    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.
  20. Like
    Seustace89 reacted to Batsphinx in Just wanted to say…   
    Back when my line of work was a lot more journalist-y I’d do a lot of interviews with Executive Producers, Senior Marketing Vice Presidents and all other manner of other glorified mouth-pieces for the big publishers. Whenever they brought out the old “of course, we’re doing this for the community – they’re who matter!” line I’d start to roll my eyes. I wouldn’t stop rolling them until I’d asked my killer ‘DLC plans?’ question.
     
    I don’t want to be like that guy – the guy who talks about the value of a game’s community without once visiting it, and praises it as a part of some bullshit boardroom checklist.
     
    Without Project Zomboid’s community (without you - the person reading this – whether you’re a lurker or a regular) times could’ve been so much darker. We owe you a ‘thank you’ so massive it’s almost impossible to deliver. Your testing, your enthusiasm, your friendship, your shared passion for the game… it means more than I can convey in a simple forum post.
     
    I’m not going to whitewash the bad stuff. Two years ago TIS self-inflicted some wounds from which it took an age to recover and gave ruffians ample room to play, and I know that the fabled ‘winter of no content’ was tough on us all. (I don’t think we ever answered the question of what constitutes a ‘white knight’ and what constitutes a ‘troll’, but we certainly seemed to get closer to the answer than most…)
     
    So, before the Steam Early Access launch potentially stirs things up, I wanted to say thank you. To our moderators, to our regulars, to our lurkers, to our critics, to our fans, to those who dip in and out… everyone. Thanks for giving a shit about our zombie game.
     
    Speaking on behalf of all of the Indie Stone, all of our contributors and anyone else who’ve found themselves strapped onto this rollercoaster for the past couple of years – it wouldn’t have been the same without you, and it’s entirely possible that it couldn’t have happened at all.
     
    We’re really appreciative, and we’ll always do our best to do right by you – however we can.
     
    You started this. You incubated the PZ infection.  You'll forever have our thanks.
     
    LOVE Y'ALL
  21. Like
    Seustace89 got a reaction from Wilson SDS in Door Mechanics/Animations   
    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.
  22. Like
    Seustace89 got a reaction from parishkl in Door Mechanics/Animations   
    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.
  23. Like
    Seustace89 reacted to dra6o0n in Door Mechanics/Animations   
    What about a 3d model for character and a 3d model for a door, and a character would attempt to 'break' into the door by ramming it, sorta like the 'opening window' animation you try.
     
    You can hold E on a door to 'jiggle' and push/pull the door to get it to open, and see if it unlocks.
    So instead of the door instantly opening, you see the character 'animating' with the door.
     
    Then if there's zombies on the otherside, the animation to open the door can make you a bit vulnerable.
     
    To break into a door in one of the many possible ways:
    Right click the door and choose 'Kick down' and it'll judge the strength level of your character and the strength level of the door and lock.
     
    If it's a simple interior room door, it'll be kicked open on the first try.
     
    Kicking a door open may knockback or knockdown things on the other side of it as it swings open, but it does not work well if there are multiple zombies pressing on it on the other side.
     
    You can use a crowbar to 'break into' doors and windows and it'll use a custom 3d animation that's flatten into a isometric environment, of your character trying to pry the window open in that case.
     
    You can use a screwdriver to open doors and windows btw, but it may use up a some durability in that case.
     
    As to ramming a door, that's only usable if you are in a rush to escape and the door is unlocked. By sprinting towards a unlocked door you automatically open it but make a loud noise.
     
    Ramming a door has more strength than kicking it open, hence it'll immediately knock down a few zombies behind it.
  24. Like
    Seustace89 got a reaction from Anvilman6 in Door Mechanics/Animations   
    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.
  25. Like
    Seustace89 reacted to Daec in Door Mechanics/Animations   
    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. 
×
×
  • Create New...