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Ayrton Orio

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Everything posted by Ayrton Orio

  1. As the game got a new water rendering system, i was wondering if some work was being put into implementing rock blends, or possibly elevated rocks?
  2. Good idea but I can only start to imagine what kind of unacceptable trolling this kind of feature would bring to the game... Also, the time scope of one life in PZ is probably too short to really contemplate the next generation, after a 2 minutes research, I could not find a player surviving for more than a few months or a year. Apparently, you more or less "beat the game" after a few months, which seems fair. Maybe it will change in the final game though. I think it's a great idea because of the emotional value it would bring to the game, having to take care of a vulnerable AI (a bit like in ICO) would make surviving more relevant and varied. Especially is the AI is limited in some ways compared to the player, for instance you would have to carry a kid over a fence, or through a window, the kid would get tired faster when walking, you could carry him but you'd get tired faster. The kid could get sick, get scared or go crazy more easily, maybe he could be careless too and leave a window open, a door unlocked or start a fire! At this point it's more a "Home Alone" simulation than anything, but you get the idea.
  3. 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... :/
  4. 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!
  5. So why is it that I can't find the x2 in the tileset? Those global illumination + AO + ray casting mockups look really amazing
  6. 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.
  7. 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
  8. thank you! I silently pray for boats
  9. https://theindiestone.com/forums/index.php?/topic/21951-the-one-stop-tilezed-mapping-shop/
  10. Great tutorial about mapping from ringo
  11. 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...
  12. 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.
  13. 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:
  14. 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)
  15. 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.
  16. I heard adding cows to an isometric game tends to lead to problems
  17. the approach is very cool, instead of using a frame by frame animation, it animates the tile as a whole, very clever.
  18. Ringo D123 helped me out! Actually my problem was that the spawn points did not record in the .lua for an unkown reason, as a result the game could not spawn my character (I guess) Now it's solved. Thank you!
  19. all good then, thanks for answer
  20. you mean the character animation update?
  21. Would it be possible to have moving trees? I guess it would be quite hard on performance to animate all trees, but that would be nice to have a few trees moving a little from time to time to make the world a bit less static
  22. this is a great idea, and that would probably lead to some other use: restraining suit for the asylum, handcuffs, burlap sack race (wait...)
  23. Some updates on the Normandy Map I had to familiarize myself with the building editor, World Ed and Tilezed in order to go forward with the map. It took me a while because I'm an idiot, but I think I'm up to date now. Here is some news with medias attached: - French looking buildings (residences, mansions, greenhouse, stores, garages, etc) - Better crop fields, now there are many different types of fields depending on their use (cattles, veggies, fruit trees, etc) - roads are now all connected and make sense. Smaller paths are being done, especially for foresty areas. - revamped "boccages", better definition of tree lines, in-between paths, etc - bridges of different sizes and use were designed - layout of cities streets are in progress - Vehicles spawn more naturally (for a french scenery) as they will stand in on side of the street, parked in front of houses (as we Frenchies do) - Defined every landmark of the map to make the navigation more interesting and easy. (cities, harbours, relais chateau inn, main church, military base, vineyards, larger gas station, and probably a bunch of other things I forgot to mention The map is not yet ready to be uploaded on the workshop as I want every major area of the map to have lootable buildings and vehicle spawns to allow player to go from one town to the other with more ease. I have added a video to showcase what drove me to do this map: Having more fun driving the cars on non linear roads. (unfortunately the video is very laggy) There is clearly tons of work to be done (as you can see in the attached files), but I think I will be able to upload the map at the end of June and make it playable for everyone who wishes to. My short term TODO list is as follow: - 10-12 residences to be done + variations - 8-10 unique buildings (lighthouse, gas station, monastery, etc) - Towns layouts + vehicles spawns - roads and streets signs and decoration The longer term list is as follow: - Apocalyptic feel (burned cars, fortified houses, corpses, etc) - Foraging areas - lootable map - Community feedback - Polish path Have a good sunday!
  24. I have followed the steps of this excellent tutorial to create a custom map: https://steamcommunity.com/sharedfiles/filedetails/?id=853478035 and at the step of testing my map, I can't seem to launch it (how frustrating!) The game recognizes the mod, the spawn points, launches and then gives me an unexpected error type. I think I have all right files needed (I triple checked at this point), but still the same error. this is what the console says, can anyone help me please? console.txt
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