Jump to content

Burger_Time

Member
  • Posts

    249
  • Joined

  • Last visited

Everything posted by Burger_Time

  1. There'd be no one left alive to drop those in the first place. The whole world kinda dies in about two weeks and I'd say those remaining survivors would neither know how to control planes nor want to share their supplies.
  2. You've already had your answer.
  3. I've had one pretty interesting concept on my mind for quite a bit now that I think would help expand on the game's RPG aspect once the final iteration of NPCs come out, which is character backstory generator. Basically, the idea behind it is Rimworld's childhood/adulthood thing, except working the other way around: instead of character's abilities and skills varying with background, we could have some randomized brief stories of our characters that would reflect character's traits, occupation and maybe even scenarios they're in. A general background would consist of a three different parts: 1. Character's birth date (If age selection will be a thing) and place (may be completely randomized with some bias towards the towns near the game's setting). 2. How did character acquired their traits. 3. How did character get into the situation they're in right now (Especially fun if some scenarios like Prison/Hospital escapes are implemented) In between those there would be some random bits added such as education, moving from town to town etc. For example, I created a character: a chain smoking, unemployed brawler and runner named Chris Anderson, born on 3rd of December, 1960. After making sure my dearest boy Chris looks all fine and dandy the game would present me with something like this: Chris Anderson was born on 3rd of December of the year 1960 in Nashville, Tennessee. At the age of 13 Chris has joined school's Baseball team. He became quite good at sprinting. Chris has studied in the local school until the age of 14 (random number), when he and his parents moved to Louisville, Kentucky. At the age of 17 he has acquired a smoking habit and became interested in illegal street fights and even had a chance to take part in a few. After completing high school at the age of 19 he started attending local University but soon dropped out. Until the age of 33 worked as labourer, and currently resides in Muldraugh, Kentucky. This short story would then be used as material for small talk of the character, personality and maybe it'd even create relatives, friends and their initial relationships (Let's say, Chris' mother's name was Angelina Anderson, and his father's name was Michael Anderson). I think this feature would make characters have a lot more depth to them and the way their relationships progress. Besides that, it'd be really fun to see how it could describe some absolutely fucked up characters like morbidly obese, ugly asthmatic cops people are able to create. Fin.
  4. You can repair it if you take it off.
  5. Why would they rewrite the lore of the game if everything in this article (written by the players, by the way) is true? The map is based off of the area in Northern Kentucky and it shares a lot of similarities in general landscape and town location. Also Knox Country is not even the real name for the area the game takes place in.
  6. Based on =/= A full on copy. I don't see how a single building can hurt a whole map. If you believe the map should be a 100% accurate recreation of the real world towns I think you need to reconsider the things that you value in games. You don't even live there, and I'm certain you didn't even know those towns existed before you played the game, so there's no way a building can ruin your immersion or whatever.
  7. The map was never really supposed to be a 100% copy of the real world and I don't really see how adding some new buildings could possibly hurt the game in any way?
  8. You can already move windows with a crowbar and carpentry skill.
  9. 1160. Some more clothing and customization stuff. 1160.1. Some new clothes: Cargo pants/Shorts, Sweatpants, Compression pants/top, Denim/leather skirts, Mini skirts, Short-sleeve lumberjack/plaid shirts, halter tops, different colored formal shirts (like TINT version for T-shirts and other clothes), Cardigans, Sandals (especially great combined with socks), Canvas shoes, sweatshirt, wool socks, rubber gloves, mittens, cooking gaunglets. 1160.2. Ability to cut off sleeves/pant legs to turn sweaters into sweater vests, shirts into short-sleeves, pants into shorts etc. with a cutting tool and a needle. Maybe the other way around as well with enough tailoring skill. 1160.3 Ability to wear T-shirts over Button-ups. Not sure how hard/easy would it be to do, but AFAIK both of these are drawn as a texture over character's body and they don't have a separate model, so I think changing the layer priority wouldn't be too challenging.
  10. Про рефанд и негативный отзыв написать забыл, а то не солидно как-то.
  11. You can take windows through furniture tool using a crowbar.
  12. I mean I could argue who writes normally here.
  13. As of right now, zombies can only grab your character when they try to bite you, leading to situations when you just run around them and there's nothing they can really do about it. So I thought it would be good to have the grabbing system reworked for a bit. Now, I have two examples of games with those systems. The first game: Resident Evil 2 Remake. In this game, zombies grabbing you was actually the only way to get injured by zombies. If Z's hand reached Leon or Claire (Depending on what you are into) they'd immediately grab you and if you don't have a knife, flashbang or a grenade, you'd get damaged. While this might be a bit overkill for the game where only a single bite is what takes you to die, we could take a few things from it such as depending on what weapon you're holding right now, the chances of getting out uninjured will vary. The second game: ZombiU. This game's system, in my opinion, will be a good base to work around in PZ. In ZombiU Infected can sometimes lunge at your character, making him unable to do anything until the player shakes them off by widlly swinging their controller. Except in PZ it could be made so you have to push them away by mashing spacebar. The way I imagine those systems in PZ is that if Zombie's hands reach your character the Z will grab them, making you unable to actually do anything. While you're grabbed, depending on your strength, the weapon you're holding and the amount of zombies holding you, your character will have a varying chance of successfully pushing away Zs. This system will prevent player from doing some wild shit and cater to the whole "Zombies ain't no toys" thing well enough. Fin.
  14. I'm not saying characters should freeze at this temperature. The character of the one's I quoted was feeling fine with a varsity jacket (which isn't really good at keeping you warm tbh) at 6 degrees, which is OK.
  15. He's wearing a Tank top, t-shirt, denim shirt and a varsity jacket and his character is feeling fine. I didn't take hat and pants into account, because as you can see, those parts of his body are real warm. Idk about you, but that seems ok to me.
  16. That seems reasonable. You ain't gonna walk around without a jacket at 6°C and feel comfortable.
  17. So, recently I was thinking how can the crafting system be improved, and I came up with an idea of tool quality system. While it may not be a very hard thing to implement, I think it could make the crafting system a little bit more in-depth and allow to implement more complex crafts and tools. Firstly, how's it gonna look like? Every tool, or item that could be used as one, will have a quality of some sort. There will be five qualities: "awful", "bad", "normal", "good" and "excellent." So, for example, a simple stone would have a hammering quality of "awful", a club hammer — "good" and a proper hammer would have an "excellent" quality. Here's a quick mockup of how you'd check the quality of an item. What is it gonna do? Firstly, some of the crafting recipes and building stuff will require tools with different qualities, and depending on how high the quality of the tool is, time required and quality of the crafted item will change. Example: Hypotetical Mister X has caught a rabbit and he wants to butcher it. Depending on his own skill, quality of his workplace and quality of the tool he owns, the results will differ. So butchering with, let's say, a hunting knife is going to be faster, yield more useful parts and less garbage than butchering with a sharp stone. Same with tailoring, hammering, screwing, bolting, cooking and many other stuff that you can do. Secondly, some of the crafting recipes will have the lower limit of the required tool, which means you will have to find better tools than you already have. Example: Mr. X moved into a new place and he decided that the first thing he'll do will be barricading. Now, while that one stone in his backpack might be good enough for denting stuff, cracking nuts and breaking windows, it's not the best tool for hammering, and he'll have to find a better tool for that. Or, perhaps, make a stone hammer, which is good enough. What good is it gonna do? Well, besides making the crafting system at least somewhat better, it'd slightly improve devs' ability to add new crafting recipes and tools, because instead of manually adding every possible tool to the craft, they'll just need to assign the required quality and set quality definitions for the tool. Fin. Thx to ma boi Vunder from discord for helping me with pics.
  18. Just decided to attach a screenshot of it's wild range. I could hit that zombie from this distance. Upd: it seems like some other new weapons have the same issues. E.g nightstick.
  19. No. That's not what they said. They said that they had to make character stop while hitting to prevent Horde-slaughtering, but y'all find a convenient way to cheese through that. Good on you, "hunter."
  20. You can't. At least not supposed to. Otherwise shit like you've shown in the video happens.
×
×
  • Create New...