Jump to content

trombonaught

Member
  • Posts

    699
  • Joined

  • Last visited

Everything posted by trombonaught

  1. I would love a toggle to remove the cap on zed armour (currently 79%). If this means I run up against dead players with full-body 100% armour, so be it. Sounds like a pretty sweet lore-friendly "boss!"
  2. Another video for my horror survival game One Wicked Night. Survive the monsters and save your friends in a procedurally generated mansion, now with... toilets?
  3. I've never had this thought before but now that you say it, I am 110% on board. Romero lore is a guiding force behind PZ I would absolutely love to see zeds fear fire in this game. Maybe someone will make a mod one day
  4. Every wonder how the virus got out of Kentucky? Check out this second Day 3 video, again with stock footage! Been a lot of fun throwing these together
  5. A quick one here just to say, I'd love to see the new CotDs announced in discord (à la Thursdoids) so I could push them to my own servers! Not sure if this is already happening in some channel and I'm missing it, if so someone please fill me in. And if it's not happening, so be it! I've said my piece.
  6. A little roadmap for the current phase of my One Wicked Night project! So I'm nearly done putting some player commands into Kevin's AI, but you'll see he still has some strong opinions of his own... Full dev blog here: https://sites.google.com/view/trombospace/news2023-06-22
  7. A mini dev update on One Wicked Night. I shared an ai navigation gif on reddit and people wanted me to add music to it, so without further ado:
  8. This is the last broadcast of day 2, and it really sets the stage for what's to come.
  9. My co-op horror puzzle project has shed its project name and is now One Wicked Night! This is how things look after 10 part-time weeks. Full blog here
  10. Panic really kicks off outside of Kentucky at the end of Day 2:
  11. Got a new one for you: Let's meet our first military scientist, John Ramirez.
  12. I haven't heard of that but on a related note, I'm working on recording the entire LBMW frequency and making that available in-game. I'll drop the playlist here in case you want to follow, #9 comes out this week but there's 30+ episodes. Once they're all done I'll announce the mod. Link here: https://www.youtube.com/playlist?list=PLrA-XqbeIGKvGV63LpBjWLVqDLUQ-B-rw I'm also making full-day videos that cut out any repeat quoted segments from that day for easier YouTube listening: https://youtu.be/imqdex4lk8M Also following because if anyone recommends you a mod I wanna know, so I can peak at their code
  13. Back with a new video format! Love to know what you think in the comments:
  14. Annnd we're back with a new compilation format! This one's been very well received so far:
  15. Sounds like a lot of tinker for a game that hasn't completed it's promised foundational milestones yet. Early Access and all that. Animal threats, raider threats, and the professions overhauls are already going to shake things up a lot (I'd imagine farming and medicine will be impacted by the new possibilities with crafting, both because of the new stations & the rewrite on the recipe system). A lot of what your saying is tweaks on existing systems, but the game's systems aren't done yet. No one knows what the feel or difficulty curve will look like once every promised milestone is in place. Any tweaks before then may need to be retweaked for the final context once the game is finished, making for double work and slowing development overall. But anyways raiders, wild animals, and reworked professions (with new crafting possiblities, likely opening up future reworks for farming, medicine, etc) are already going to be a huge change to the mid game. And, assuming wildlife populations develop over time, and that raider groups become larger and more organized over time, the late game is already going to be dramatically more challenging too. Not to mention the fact that, naturally-emergent raiders aside, there'll be a whole new factional & personal relationship development system to play with from the get-go. So I wouldn't worry about anything yet. This is an insane amount of content for a game that only asked us to open our wallets one time, almost 10 years ago depending when you got on board, and I think it's very clear they know how to steer this ship.
  16. New Project Kevin dev blog where I *finally* say the words "co-op action horror puzzle game." https://www.trombospace.com/news2023-05-11
  17. This series is still active! Bit of a hiatus while I polish off a deep dive video, but LBMW returns next week
  18. Another Thursday, another Project Kevin dev blog! Now that some of the core systems are falling into place I need to choose an approach to graphics and art style. What do you think so far?
  19. Not a proper dev blog but a little Project Kevin update here: The AI can navigate the procedurally generated space! I'm so happy Got another YouTube short to go with this if you're into those:
  20. Forgive me for thinking General McGrew's apology was... lacking. From today's broadcast:
  21. I'd toss this at the Superb Survivors page, not sure you'll get a dev response for mod support
  22. You may have seen me posting about radio broadcasts or deep dives from my Zomboid YouTube channel, but now I've got a new channel going for (another) side project! Project Kevin is the codename for a larger project I'll be announcing once the prototype is in place. Until then, you can try piecing together its details yourself if you like. So far your available evidence can be found on my first dev blog and its associated video, both available here on my website. You'll get a new dev blog every other Thursday, with the next one coming on the 27th. If you follow my Project Radio zomboid series, don't worry, those will still come every Thursday! Stay safe survivors.
×
×
  • Create New...