Ayrton Orio

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About Ayrton Orio

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  1. Cap Levi, Normandy, France

    Hey Ciber, First yes very good idea to use the spwan map to create choke points, that's very clever. I want to work on that and car wrecks simultaneously to make driving around the map more difficult and interesting. About crop vegetations, do you have some resources you could point me to? this is indeed very time consuming... :/
  2. Map of Normandy, France

    Hey Mr Dany, Thank you! Well I haven't touched yet the car modification part, if you are any more knowledgeable about it than me (that should not be too hard) I would greatly appreciate the help!
  3. bigger and more detailed trees?

    So why is it that I can't find the x2 in the tileset? Those global illumination + AO + ray casting mockups look really amazing
  4. bigger and more detailed trees?

    you are absolutely right, that looks fantastic. But it's not implemented yet, or did I not venture far enough to see those trees? As for the "too detailed", you might be right since I really wished the forest gameplay was a bit more interesting so I might have overdone it a little bit, but I think it also anticipates on the future animation update visual improvement and on the latest sprite additions... Agreed with variety for sure, that's were giving more details could come in handy.
  5. bigger and more detailed trees?

    Hey TIS team, I have not found the question on the forum so here it goes: are you planning on improving trees? Because essentially everything is on scale in the game except for the trees that don't exceed more or less 2,50 (1 floor). I know that there are some deep forest areas where trees are blown up but i was guessing it was a placeholder. I can completely understand why something like this would not be a priority considering what your team is working on at the moment, but that would be a very nice visual improvement and would impact almost every frame in game... It would also make all forest area less repetitive and more scenic. It might actually save some performance advantages (but I might be very wrong) as it would mean drawing one big tree instead of 9 small. I drew one just to illustrate my point
  6. Cap Levi, Normandy, France

    thank you! I silently pray for boats
  7. Your first death as if it were irl

    I had a similar experience, with different decision making but I did not last much longer. I actually found that feeling back when cars were implemented, it turned the game around for me, making everything even more organic in terms of actual surviving.
  8. Editing vanilla Knox County map?

    https://theindiestone.com/forums/index.php?/topic/21951-the-one-stop-tilezed-mapping-shop/
  9. Editing vanilla Knox County map?

    Great tutorial about mapping from ringo
  10. Cap Levi, Normandy, France

    There was also a need to focus on the sea side areas, for now I want to work with the vanilla tileset only but maybe I will expand on it eventually. I have made many offroad trails that will be fairly easy to go through with a 4x4 not so much with city car. here is the base layout for the military base in the center east of the map. And finally, the island in the North, I will add a spawn point here but as long as there is no boat it will be a commitment to stay...
  11. Map of Normandy, France

    A few images to give some update about the Normandy map: I have been working on crop fields in order to diversify and make them interesting to visit for loot. As I am now working in a more cell by cell process I can put more focus on individual elements I have also been working on towns, it took me a while ot get it right but I wanted the driving to feel more like what you have in Europe, small streets, many one ways, cars parked on the sides on reserved locations, etc. When you drive in it you can't rush it un less you want to turn your car to a wreck. I am at the very beginning of making the building blocks of the ....blocks. Will do different corners, longer buildings, restaurant, etc.
  12. Cap Levi, Normandy, France

    Some updates on the normandy map : I am now focusing on a more tile by tile approach so I can give detail to the world, it's not always obvious to see what should be added as a building or directly through tilezed. Especially when it comes to avoiding repetition as much as possible. I have now diversified a bit more the types of crop fields you can encounter on the map:
  13. Few ideas to make the late game more challenging

    Actually now I think about it, you could simply simulate zombies starving, and as a result boosting their detection senses over time (like radius of detection getting larger, or chances of aggro increased), which, I guess, would organically form hords. I would actually decrease their resistance over time in addition to that (as the general lore says)
  14. Few ideas to make the late game more challenging

    For me that's the only real option, because even if you had stronger zombies, around the mid to end game, you are supposed to have a confortable stock of weapons and ammos, so it would not be too hard to kill them anyway (unless you make them reallllly resistant, in which case it would be silly imo) The horde would be a good justification for stockpiling ammos, and gathering npcs, and it would possibly destroy your base. Or at the very least turn it to shit for a while. I don't know if the new animation update will enable fill screening hordes though.
  15. Cap Levi, Normandy, France

    I heard adding cows to an isometric game tends to lead to problems