-
Posts
699 -
Joined
-
Last visited
Everything posted by trombonaught
-
Wow I won't have time to play again until September but maaaaan am I looking forward to it! This all looks awesome, I love where it's going!
-
That new building collapse/transparency system sounds awesome and looks good even in the little demo (although not seeing the other side of the street could be a concern)!
-
Just found this for the first time. Sounds amazing, hope to try it tonight! Looking forward to NOT levelling whole cities of zombies with ease.
- 31 replies
-
- zombie
- duplication
-
(and 4 more)
Tagged with:
-
The shading on the textures of the darker cars doesn't match the duller (less than shiny?) look of the PZ world. Green car wins in my books for its flatness.
-
Animations will one day be released hype thread.
trombonaught replied to Jack Bower's topic in General Discussions
My understanding is that there are different people working these different features, and I imagine that if they thought moving all people onto one feature would improve progress, then they would do that. Developing these features concurrently is probably the more advantageus route anyways because they can better prepare to integrate these things as they go, instead of making one system and then realizing they need to redo it all using a different system in order to make future features work together best.- 111 replies
-
- oooh pretty
- look at them go!
-
(and 1 more)
Tagged with:
-
I've seen in 37.7 a small single wall shelf above a corner cabinet, looked full but contained nothing. Don't remember if the house was empty though.
-
YESSSSSSS Best update of 2017!!!!!! Down with the compost-fortresses!
-
Cars are lookin gooooooood! Obviously this feature is being developed one priority at a time, but I'm looking forward to seeing how cars are balanced out in terms of damage and vulnerabilities (running over zeds/zeds breaking in/zeds waiting inside). Also looking further down the pipe... gooooood luck to whoever is writing the NPC behaviours with this stuff! Solid mondoid and loving the new implementation/update pacing.
-
I gotta say I am super pumped to reintroduce some people to this game after anims/cars/blood accumulation/server cleaning drop in. This will address everything my buddies wanted in this game a year ago. They've since dropped out but I can genuinely sustain my hype for years... Thanks for stickin it out Devs!
-
If we are ever on the same server I will come and MAKE you a container, if it means I no longer have to play Garbage Patrol
-
This is exactly what I thought when I wrote it Dawn of the Dead 2004 credit reel anyone?
-
This is a spinoff idea from two threads which have popped up regarding elements of the HUD (Help Guides for Simple Info-Trombonaught, and Unified world item picking- Faalagorn). The big idea in both of these: What if the HUD elements could be made even less visible by weaving them more seamlessly into the gameplay? Small ideas: Eliminate: Move Furniture This essentially duplicates the context-menu and inventory-menu ability to move around items, but is specific to world objects and includes the ability to rotate items. The proposal is to weave together furniture management and item management into a single system contained to context and inventory menus, and eliminate the furniture icon. See Faalagorn's thread for update on discussion. Crafting The spirit of these menus can be reimagined into a more useable and informative literature (inventory) item referred to generally as a Help Guide. See that thread for update on discussion of what that could look like. The proposal is to eliminate the crafting icon entirely. Modify: Health Proposal to repurpose and move this icon. This could be moved to the moodles side of the screen and display as the top moodle, which could also indicate overall health status. This would replace the "minor/moderate/severe" damage moodle and also include a "no damage" state (with a better name). Clicking the moodle would open health menus. Inventory Another "repurpose and move" idea. I believe we need on-screen "clickable" access to our inventory menus. However, I propose we add another function to the Inventory icon: The capacity moodle. Like what I suggested for the Health icon, Inventory can function to indicate your current load (fairly heavy, heavy, etc) with the addition of a "light load" neutral-state indicator. tldr; The new HUD would look like this: Two "equip" slots on the left, two permanent "menu/status" interactive moodles on the right. What do you think?
-
This would be an excellent direction to move in. To avoid frontloading too much development, the simplest form could be to open the relevant crafting menu information when a book from any level of the skill is being read. Later on, the absent information regarding treatment of wounds and trap use, as well as carp/metal object creation, could be added in as well. The current in-menu crafting functionality would probably be left out to facilitate the reading progress bar, but I think this is fine (does anyone actually craft within those menus anymore?).
-
I had these exact thoughts last night after posting about crafting interface suggestions. This is a single function in rl ("move stuff," be it in bags or in world) that is carved up and inplemented over distinct systems. It's easy to understand how it has come to it's current state by necessity, but hopefully there are plans to unify this. While I agree about my appreciation of the generator/corpse "equipped" item movement, I will also be sad if a day comes when I cannot load my bags full of mannequins and coffee tables at the mall to outfit my base in Muld But for realism's sake, I woud favour a system in which excessively large items were given an "equip" tag for transport.* *Side note, this might include logs as well. I think logs should be carried in hands and should not be as "stackable" as they are now- 4 long trees are still 4 long trees when bound together. I think planks should be made the preferred transport form for wood, as it can be reasoned that they can be shortened, stacked and otherwise arranged in bags more efficiently than logs. It would also be necessary to "bundle/stack" planks for capacity reduction similar to current log stacking. Tldr; I wish every function in game was accessed in context menu via right click for simplicity. Tutorial for new players: "How do you X?* "Right click."
-
This whole game is all about pain with little reward... the true PZ player revels in disappointment!!
-
Not sure exactly how to implement the following suggestion, but here's my beef. When baiting traps, I find myself relying on the wiki to figure out where I place my traps and what I place in them. It would be great to have an in-game item that could be used for reference (such as a "trapper's help guide" or something distinguishable from books and magazines), or to have the information revealed gradually through trapping experience. The goal being I can learn everything I need from the game, without breaking immersion. Similarly, treatment of wounds is something players need to know, but are never told explicitly. While it may be common sense for some that a deep wound requires stitches, common sense for others might not cover this information, especially if they don't know suture needles exist in the game- some sort of "first aid help guide" could be used to provide basic instruction on actions that are otherwise hidden without the correct wound and item combination. Stretching the idea further, I think the crafting interface could use some refinement or smoother integration into the game. Digging through the menus which sometimes contain an exorbitant amount of mundane recipes (I'm looking at you, Farming) feels tedious and is sometimes misleading due to the omission of many capabilities (world-object creation via carpentry/metalworking, treatments with first aid, etc). I'd ask you to entertain the idea of presenting all recipes through additional help guides, perhaps grouping "help guide editions" as they appear now in the crafting menu (carpentry, survival, fishing, etc) or by some other means ("Log Work," "Primitive Tool Making," etc). tldr; What if immersion were streamlined with literature documents in-game that provided "tips" information to players while having no mechanical function (no XP boost or stress reward)? Great idea from Dr_Cox1911 reads:
-
Also, this:
-
If spoons can be weaponized, corkscrews should DEFINITELY be weaponized. +100 The matchbook appears to be of the sort where matches are torn from the book, so while you could loosely store them in the fold of another matchbook as individual matches, the open-folded nature of the matchbook means they'll spill out and you'll have a bag of loose matches. It's most realistic to keep seperate matchbooks I think. Disagree; all food should remain edible for those desperate days when you need the choice. Just some thoughts I had while reading your post.
-
I would contribute to a Patreon account or something like that. I definitely put enough time into the game to put a little more money in. That said, while this could boost revenue for TIS, it would also likely boost the expectations of the fan base. If the expectations became too great, I could see this backfiring and demoralizing fans and devs alike.
-
I currently have one in that same position but it works fine. Someone is going to ask you... are you running with any mods?
-
Sleep enabled or no?
-
I think there's a misunderstanding here @Butter Bot, binding specific doorknobs to specific keys within your inventory is different from acquiring locks and keys that match without player intervention.
-
I agree(ish), but think the two higher speeds should be only one function in the control bindings. Sprinting should be the default for as long as it can be maintained, but quickly reduce to a jogging speed (to keep controls simple).
-
Sorry for spamming the thread everyone D: But I agree, the speed itself isn't the issue. It's maintaining an Olympic 100m dash Sprint for miles. I realize that sprinting speed does transition to lower speeds over a sustained distance, but the rate of this pre-exhaustion decline needs to be waaay boosted. Zobie behaviour is different in SP compared to MP. I don't know the technical reasons for it (only that there are reasons) but zombies that are nearby in SP can stop your movement. Being flanked by 2 zeds can kill you. This effect seems only 10% as prevalent in MP, be it public server or local.
-
When zombies can grab you in MP, I think they'll be dangerous again. 40 SP zeds is a different battle than 40 MP zeds.