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trombonaught

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Everything posted by trombonaught

  1. I want this so bad. I see it as something that could be tied to the zombie smell ability (currently unused I believe). To the Dorito's point, I get that, but I would want the zeds to sniff me out there eventually too. Maybe it could be connected to zoning, with zed smell accuracy modified by urban (high accuracy), suburban (medium accuracy), and rural (low accuracy). The logic being that higher building density makes for more focused wind/air patterns, while reduced density leaves your scent to scatter on the breeze. If that makes sense.
  2. This is all great. Regarding [3], I wouldn't want to make the early game grind any more tedious by applying a chance for random injury all the time. But, maybe a chance for random injury whenever the activity is interrupted? And the chance is pretty high to begin at early levels? That way players have more control and can avoid these aggravating interruptions, but if one grows impatient or has to break off to fight a surprising zed, there's a risk of an accident? Not a perfect solution but I'm hesitant to support a danger that is wholly left to an RNG and doesn't engage the player.
  3. 988. I'd love an advanced zombies option of "random" in sandbox that would randomly determine all zombie characteristics upon world creation. That way you wouldn't know what you're up against and could go through the process of figuring that out as the game unfolded.
  4. trombonaught

    Zed Tumble

    Holy shoot, new look makes a world of difference! Very nice. Looking forward to tripping on and getting mauled by some detailed zeds.
  5. 982. HUD Update Shameless self necromancy here. I think there's a lot of cosmetic and practical work that can be done to make the HUD more elegant to match/follow the anims update. Details in the link. https://theindiestone.com/forums/index.php?/topic/22268-down-with-the-hud/
  6. With all the overhaul happening right now I thought I'd necro this thread. I think there's a lot of interface work that could really help to polish the game along with the present cosmetic+++++ work on anims.
  7. Signal boost on this. If I envision the guard skills narratively they seem to be the same maneuvers, regardless of whether there's a blunt or bladed object in hand. Maybe it could level slower, but I think in any case it should be one skill. Same with lightfooted and sneaking. It seems too gamey to have different scores for different rates of movement. The way I think about RL sneakiness is either you know how to sneak or you don't. If anything, I think a single sneak skill should create a base sneak value that is then modified by a value from the slow/walk/run states. Unrelated, great update. Even withou flashy vids and whatnot it still felt really informative. Thank nasKo!
  8. trombonaught

    Jan(im)uary

    Hmm I just noticed that tree isn't shaking during the woodchopping. As said in the post though, I'm sure someone's on it! Wanted to say that the winter scene in the vid, with the new anims as well as blowing trees, grass, and snow, looks like a beautiful summary of the very cool visual work you've all been doing. Really hoping anims drop during one of my holidays so I can really dig into it.
  9. trombonaught

    Statedoid

    I may be stating the obvious as things are still in development, but the zeds' identical idle motion repeating at the exact same frequency is a bit "gamey." It's especially pronounced with the oversized Spiffo heads!
  10. Might want to edit to add "should." "NPK Fertilizer should empty to sack"
  11. I love this and want it tied to zombies' sense of smell, meaning if you stay somewhere too long they'll pick up your scent and head over. Preferably this would be a small effect but with a massive range (determined by zed scent abilities) that is heavily influenced by wind speed and direction. As for the raiders, I'd prefer if they discovered you via direct behaviour (eg. scouting territory for raids by default) rather than indirect meta stuff. This game has very few (none?) systems that track and respond to the player, and I love that- the world is its own beast and you're just trying to live in it.
  12. As an alternative, even being able to use them for changing hair/beard style would be great too (as per the mod that does this). The fewer useless items the better.
  13. Yes you can! Open the vehicle menu ("V"by default) and it's one of the options in the radial menu.
  14. 1. We should be able to sleep everywhere. Agreed. Gives us the choice to take on more risk in desperate situations. Risk-tethered choices = good gameplay. 2. Give additional functionality to pillows and maybe other items (put a big sweater under your head? A Spiffo doll maybe?). Good idea. There are too many "useless" items that in reality would be great to have. 3. Carbon monoxide poisoning from sleeping in a car while in an enclosed space (and/or maybe with a worn out exhaust?). Love it. Can be tied on to the same effect seen with indoor generators.
  15. trombonaught

    Waterway to Go

    Is it just my imagination or is the skybox reflecting on the water too, like it does with car windows?
  16. That trailer was awesome! Already sent it out to some friends who've been away from the game for a while and it's got us all jumping on for a game tonight. Also, totally feel you on that English degree sentiment, well done haha
  17. I'm much further North than this, and evrn here that's perfectly acceptable 9pm lighting for July.
  18. I'm not a fan of forced popups, but maybe leftclicking on the time could open the alarm screen in the same way that left clicking a mearby device opens the device interface
  19. I might see what you're getting at. For greater distances, telling someone which corner of their screen to follow is not a fine enough reference (basically between corners and sides you have a 45°) and they'll need frequent course correcting. With a compass item overlaying finer degrees (perhaps 15°), you could better direct players over larger distances. I support this. I know exactly what you mean with trying to shephard super casual players. My workaround has been to host locally and set only one spawn point so we start off together. Alternatively you ask everyone to spawn in one of the smaller towns. I like that meta navigation is limited in this game because it does force you to get creative and realistic, but there is a gap between realistic and fun in the situation you describe. Compass seems like an alright way to bridge that gap without really compromising anywhere.
  20. I'll just tack on here regardinn cooking, I've introduced 11 people to this game. 6 complained about the cooking after only a couple hours of play, one of them vehemently so. Hope the team is thinking about it.
  21. Maybe one solution could be for that 25x25 scan to be summarized in a checklist, and after selecting a dish (eg. Bowl) you could just tick off ingredient options, with options becoming greyed out if they're incompatible (eg. After clicking strawberries with bowl, carrots grey out because you can't make a fruit salad out of them). Then you click "done" and voilà.
  22. I don't remember these being so prevalent at the time.
  23. 929. Button/Click Creep Keep all player interactions to the following: Right click for menus/options Left click to execute Spacebar to cancel execution https://theindiestone.com/forums/index.php?/topic/24748-button-creep/
  24. Further to my post in Pea Super, I included some thoughts below on how to reduce some clicks in the game and make some interactions more intuitive. TLDR; My humble vision would say to keep the game down to three possible player actions: Right click to open menus/options. Left click to execute. Space to cancel execution. 1. Change the default ESC to cancel actions in cars: Is this indicated in the game anyplace? I think it's more intuitive to hook this function to the spacebar/shove action, which is likely what 90% of players use to cancel actions outside of vehicles. 2. Radial menu access when in cars: What if the vehicle action radial menu were made accessible by right clicking a car while inside of it? Pressing "V" is fine, but most of the game's interaction is "right click" or "E" as a substitute. Consistency here could keep button creep to a minimum. 3. Device interactions: Similar to #2. Could devices be set so that right clicking on them opens the device menu instantly? The character would still have to walk over to execute actions, but this saves us a click. Similarly, it would be lovely if clicking outside of these menus closed them, much as context menus or pinned inventory menus close when clicke out of. Finding that tiny little close X can be life or death sometimes. Anything else that could be trimmed down?
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