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Faalagorn

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  1. Like
    Faalagorn got a reaction from Golgothan in To Zomboid with love (UI Design)   
    Looks nice; I guess it all could be made into a mode; thogh that'd require some work, not sure someone posts it, but if you do want to try, you can check either the modding section here on forums, or maybe on Discord, as that's where most folks are nowadays at https://discord.gg/theindiestone
     
    Sadly the interface revamp wasn't mentioned since 2018 and 2019, tentantively scheduled for before 1.0 back in 2018 and loosly-made WIP in 2019, see https://steamcommunity.com/app/108600/discussions/0/3160848559790468622/ and https://projectzomboid.com/blog/news/2019/07/reloaded/ but we haven't heard since, I guess things like that may start popping slowly after b42 eventually, though I bet that after b42 iwbums release tentantively this year, there will be lots of polishing and deserved break, so I guess it may be not sonner than 2025 hearing about it, if not later, especially as Vehicles will need some love down the line I guess (they wasn't really touched since the https://pzwiki.net/wiki/Build_39 and there are already mods that are based upon the unfinished idea of interactable doors in vehicle you can spawn in debug.
     
    As far as crafting goes, that is device interface we might actually see something in build 42, even if not the initial IWBUMS then later, so maybe that? Tomorrow's a new blog post, so we'll see if there's anything new being teased there.
  2. Like
    Faalagorn got a reaction from draxo in To Zomboid with love (UI Design)   
    Looks nice; I guess it all could be made into a mode; thogh that'd require some work, not sure someone posts it, but if you do want to try, you can check either the modding section here on forums, or maybe on Discord, as that's where most folks are nowadays at https://discord.gg/theindiestone
     
    Sadly the interface revamp wasn't mentioned since 2018 and 2019, tentantively scheduled for before 1.0 back in 2018 and loosly-made WIP in 2019, see https://steamcommunity.com/app/108600/discussions/0/3160848559790468622/ and https://projectzomboid.com/blog/news/2019/07/reloaded/ but we haven't heard since, I guess things like that may start popping slowly after b42 eventually, though I bet that after b42 iwbums release tentantively this year, there will be lots of polishing and deserved break, so I guess it may be not sonner than 2025 hearing about it, if not later, especially as Vehicles will need some love down the line I guess (they wasn't really touched since the https://pzwiki.net/wiki/Build_39 and there are already mods that are based upon the unfinished idea of interactable doors in vehicle you can spawn in debug.
     
    As far as crafting goes, that is device interface we might actually see something in build 42, even if not the initial IWBUMS then later, so maybe that? Tomorrow's a new blog post, so we'll see if there's anything new being teased there.
  3. Like
    Faalagorn reacted to draxo in To Zomboid with love (UI Design)   
    Thank you for your reply. I really appreciate that.
    It is very inspiring to read that someone liked what you've done. 
     
    I thought about your idea about customizable corners.
    We have 4 corners, so there may be top/down or left/right changes. As I see it, when it comes to text, our eyes find it more comfortable to look down rather than up because we read in this way, scroll in this way, and just got used to it. I guess the main reason why players put UI on top of the screen right now is that it always collapses to the top header, so it's not possible to pin it to the bottom of the screen. But again, I might be wrong, and maybe a lot of people just find the top UI more comfortable. So maybe for them, the top UI option would be justified.
     
    About the left and right panel swap I personally see nothing wrong with that (except extra programming work, of course), but the reason I put Inventory to the left for now is because looting is a big part of the game, and this way the loot panel becomes closer to the center of the screen.
  4. Spiffo
    Faalagorn got a reaction from draxo in To Zomboid with love (UI Design)   
    I like it! The UI overhaul was teased some time ago, not sure how far it progressed since, probably not so much given the effort being put elsewhere, so I guess when it comes, especially when it comes to the inventory and item management, as that needs a lot of love (managing items is counter-intuitive really.
     
    I like the immersive UI, reminds me Escape from Tarkov. I guess the corners could be customizable too? Maybe even letting players move the moodles? That in hand reminds me the UI customization from various MMOs.
     
    I like the logos for the cars too. Too bad they aren't official else I'd add them on the wiki :D. I also wonder if the team got anything in mind with the logos; we have a lot of companies having logos in the game and more lore coming in build 42, though I don't think vehicles logos are part of it, but I guess we'll see…
  5. Like
    Faalagorn reacted to draxo in To Zomboid with love (UI Design)   
    #1 Overall UI
     
    All this is based on three ideas.
    Immersion, respect for the original design, scaling, and splitscreen safe.
    There are no distractions in the default view, so you can really focus on your story.
    Any panel can be expanded by moving a mouse to the corner of the screen.
    Easy for the new players, familiar to the advanced ones.
     
    Inventory.
    Categories. Sort by category view changed to display every category name once on top. The reason for this is the extra space occupied by repeating the category name for every item. As a result, you should be able to find anything you want fast and easily.
    Number of items. Near icons on the same line. Again, for faster comprehension.
    Container icons. Placed at the bottom of the window to be on the same line with the rest of the interface to make it more coherent.
     
    Time controls.
    I didn't come up with any particular reason for the player to see time controls all the time (pun intended), so it auto-collapses. Maybe it should collapse to the pause icon instead of the clock icon. I don't know, you tell me.
     
    Weapons.
    Quick access is visible only when you move a mouse near the weapons panel.
     
    Stats.
    This includes all other menus in a compact and easily accessible window in the right corner. The health menu opens first by default. 
    Players on a controller can open it with just one button. So it's much easier. 
    Splitscreen players benefit because the window doesn't cover another player's screen. (The skills window killed a bunch of characters when we played with friends. That actually was pretty funny, but still...)
     
    Moodles.
    They are already in a perfect spot, so no changes here. So in a collapsed view, moodles and "the shaking heart" are the only distractions.
     
    I'd really like to hear everyone's opinions about this.
    And check the first message for source files and contacts.
     



  6. Spiffo
    Faalagorn reacted to draxo in To Zomboid with love (UI Design)   
    #3 Car Logos
     
    So the aim here is to add a teeny tiny bit of immersion with authentic car logos. I wanted to make them 100% original and, at the same time, add a little dejavu feel to them. I tried to show every car's original character as best I could.

    Let me know what you guys think.
     


  7. Spiffo
    Faalagorn reacted to knightshousegames in Small but Important Suggestions Thread   
    There should be an option to automatically dump all the contents of a container onto the floor rather than loot it, in situations where you want to quickly deconstruct containers, like in schools with lockers and desks
  8. Like
    Faalagorn reacted to knightshousegames in Small but Important Suggestions Thread   
    The ability to leap over counters in places like restaurants and banks similar to low fence jump
  9. Like
    Faalagorn reacted to Zombiologist in Large enough hordes should be subject to spontanious synchronization.   
    Look at these metronomes:
     


    shortly after this video was taken the metronomes invaded poland


    Spontaneous synchronization requires no intelligence to happen, it is caused by physics and randomness, and it does affect humans. In fact bridges are built with the knowledge that the sway of the bridge will cause spontaneous synchronization that can collapse a bridge. This is why some bridges have signs on them prohibiting marching, and soldiers are order to "break step" when walking across. Spontaneous synchronization can also collapse floors during parties as happened in a parking garage, and collapse walls and flip cars. I believe zombie should be able to aggro through non-opaque barriers like fences but only able to break them down if there is a large enough horde to create spontaneous synchronization. In fact I think they should be able to destroy almost any barrier and even flip cars and things that are in their path if the horde gets big enough. Humans already do this during riots and stampedes in some cases and it doesn't require any coordinated effort or even conscious thought, so I don't think it's unrealistic for zombies to do it.
  10. Like
    Faalagorn reacted to CaptKaspar in Small but Important Suggestions Thread   
    1162. Socks from fishing should be wet. 
  11. Like
    Faalagorn reacted to CaptKaspar in Small but Important Suggestions Thread   
    1163. Harvest leather strips from shoes. 
  12. Like
    Faalagorn reacted to CaptKaspar in Small but Important Suggestions Thread   
    1165. Sledgehammers should leave “unusable wood” after destroying wooden objects. 
  13. Like
    Faalagorn got a reaction from Sedgwick in (Stale) mark added to the name of the food that is in between (Fresh) and (Rotten)   
    It would be nice that if stale items (the ones with reduced hunger and unhapiness & bordem maluses) would be marked as so in their name, in the similar fashion to Fresh and Rotten food. That would be helpful in distinguishing why the food have the maluses, especially for newer players that don't know all the food in-game yet and especially since the icon does not indicate it in any way.
    Would be nice to include that in Build 34, which is mostly Food focused build
  14. Spiffo
    Faalagorn got a reaction from Sedgwick in Add the (stale) condition to food, similar to (fresh) and (rotten)   
    I mentioned that originally back in 2016 here:
     would be nice to have it in game eventually
     
    Also, here was my small suggestion about renaming "rotten" to "spoiled": https://github.com/TheIndieStone/ProjectZomboidTranslations/pull/388
  15. Pie
    Faalagorn got a reaction from OxManZomboid in Small but Important Suggestions Thread   
    1129. I might have already mentioned it explicitly, and I for sure mentioned littering mod but:
    Chip Bags should leave bags usable as container (Neo Scavenger vibes anyone?) that you can hold in hand. Empty pop cans should hold water Empty tin cans should hold water and be able to gather it when it's raining
  16. Like
    Faalagorn got a reaction from captainstank in Wheelbarrow, Transport dead bodies for clean house or others   
    I'd also like to include shopping carts at one point. In early versions wheelie bins could be dragged and moved, but the game has changed a lot since then and the code would have to be made anew
  17. Like
    Faalagorn got a reaction from HEL City Survivor in Wheelbarrow, Transport dead bodies for clean house or others   
    I'd also like to include shopping carts at one point. In early versions wheelie bins could be dragged and moved, but the game has changed a lot since then and the code would have to be made anew
  18. Like
    Faalagorn got a reaction from Axezombie in Wheelbarrow, Transport dead bodies for clean house or others   
    I'd also like to include shopping carts at one point. In early versions wheelie bins could be dragged and moved, but the game has changed a lot since then and the code would have to be made anew
  19. Like
    Faalagorn got a reaction from gabriel rodrigues brandao in Add possibility to be infected after eating spiffo's burger.   
    I think it's not that the burgers are what actually poison people, it's what a guy on the radio believed.
  20. Like
    Faalagorn got a reaction from cat enthusiast in Tuna as Salad Ingredient   
    I'd love a more advanced cooking system somewhere down the road, but I wholeheartedly agree in the meantime
  21. Spiffo
    Faalagorn got a reaction from TrailerParkThor in Tuna as Salad Ingredient   
    I'd love a more advanced cooking system somewhere down the road, but I wholeheartedly agree in the meantime
  22. Like
    Faalagorn got a reaction from TrailerParkThor in Pull Up Sheet Ropes   
    You wouldn't even need animations for it for starterss; opening curtains, windows and doors woek without animations anyway. 
     
    Like @Shagyee wrote, that wouldn't change the game; there's still options to cheese the game which needs to be solved first, so while I agree sky bases are something to solve eventually, adding an option to pull up sheet rotes aren't something to be avoided because of that. 
  23. Like
    Faalagorn got a reaction from cat enthusiast in Small but Important Suggestions Thread   
    1111. Toiler paper should be a real multi-tool as in real life:
    a) it should be used to contain sneezing (I think some mod allows that already)
    b) it should be used to dry the player
    c) it should be used as a fire starter
    d) potentially should also allow writing on it
    e) it would be funny, but it could also be used as a really low quality bandaid
     
    That alone would make it even more valuable than now!
  24. Like
    Faalagorn got a reaction from gabriel rodrigues brandao in [41.46] Add buildings that is not exist on real world map, is that misstake or you continue do this?   
    The "Knox Country" is not something that exist in in real life by the way, it was made for the game purposes and it is references in the lore (currently the radio). The area we had during early alphas was dubbed Knox County, but the Louisville and surrounding cities we already have in game are not even a part of it.
     
    I get your point, but there's no reason to panic; you won't be able to recreate an area 1:1 anyway with the tools zomboid have (map scale is just 1 tyle and there's not enough tile types plus there's no easy way to see all buildings that existed 20+ years ago)  and no game really attempted it in the first place (there'd be privacy issues when you'd have to model each and every house for example) and it's fine, we don't even know if these buildings stay, but I really like them, especially the one you mentioned. 
  25. Like
    Faalagorn got a reaction from gabriel rodrigues brandao in [41.46] Add buildings that is not exist on real world map, is that misstake or you continue do this?   
    I'm not sure, but I have impression that the game wasn't supposed to be 1:1 copy with the real world, though you have a point about some buildings could not exist back in 1990s.
     
    About the two new buildings in Muldraugh; I personally like them, though they might have been exported by mistake.
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