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YTDoc

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  1. EDIT** If anyone is having issues with rendering, make sure you don't have the wrong/same layer selected accidentally when placing your tiles. I've made that mistake far too often.
  2. If your BuildingEd screen often looks like this, and you don't know why - make sure you select the correct layers often. The layer you've got selected (and checked or unchecked) will impact the way your tiles render as you create your building.
  3. I did a quick and cursory search and found nothing much on this topic being introduced into the main game so I figured I'd suggest another idea! I'm super passionate about the game so I'll keep 'em coming if you enjoy them. So I was thinking, recently on my own survival sandbox world I came upon arcade and pinball machines. Wouldn't it be cool if there was a way to POWER those arcade machines and use them for a little mood boost? I was thinking something along the lines of this : Once you've got the arcade machines (and the pinball machine), they are able to be powered just like any electronic - but only if you've got good enough electricity skill. Once powered, the screen has a new "lighting" affect where it glows (maybe even give it some ambient arcade-game noises), and it eats up a fairly moderate amount of power. Here's the kicker though, rather than just being able to spam out the machine to be happy all the time, you must -just like any other arcade machine- insert money into the machine to play which consumes the (currently useless junk item) money allowing you to use the machine once. This would not only give one building item, and one useless junk item a use, but give players a whole new reason to venture out and collect any dollar bills they find laying around - or even rob the banks! If you wanted to go even further with it, maybe even make it to where over TIME using the arcade machine over and over would start to give diminishing returns - until eventually it would make you bored and you'd have to take a break before you could gain happiness and lose boredom from it. I've tried to explain the idea in a balanced and game-functioning way that would hopefully catch the eye of any of you fine people with similar interests to mine. I'd love to hear feedback, and thank you for taking the time to read my post! Once again, best of luck developing this great game! - Doc
  4. I did a quick and cursory search and found nothing much on these topics so I figured I'd suggest a few small ideas! Survivor Door Blocking - The concept is simple enough, right click the door and block it via leaning your back onto/pushing up against it which would keep the zombies from pushing it down for a short time. I assume this would make it take less damage over time, with the caveat that holding it for too long until the zombies break it would basically have you swarmed; maybe even knocking you down when it breaks. I've given this idea some thought and in my opinion the best way to balance it would be as an emergency procedure; scaling the reduced damage to the door with your characters strength, over time as the zombies bash the door down you would gain stress, and panic, as well as exert yourself. Maybe this is asking a bit too much, or asking for something unnecessary, but I legitimately think it's a cool feature and could also prove to be very immersion building in multiplayer if the idea was implemented. (On a side note, I'm sure someone's already asked but I second any suggestion to add in using chairs to put under doorknobs and block doors that way). Speed Bumps - I don't know about you, but in my residential areas and in some more urban city-like areas we have speedbumps all over the roads, almost every 200 feet. If placed correctly, those could act as a cautionary danger for those of us who tend to drive too fast in our cars while out looking for loot; damaging the wheels or suspension if you go over them too fast. May even make some people think twice about using their car EVERYWHERE they go, and change up the gameplay a little. Junk Distractions - A good concept for a bit more tactics in interaction with zombies could come from the use of junk items and other set pieces to cause noises or temporarily block areas. Being able to throw tin cans and empty soda cans once they're fully consumed to attract zombies with the clanging noise - throwing empty glass bottles for a bit of a louder noise - and knocking over trashcans/shelves of items could cause a larger crash that also spreads any items in them on the floor while also providing a new static object for zombies to have to traverse over; in essence giving you a bit of extra time to distance yourself from the pursuing zombies while they traverse over the object at the cost of MAYBE luring new ones to your location. Thanks for taking the time to read these suggestions, I'd love any feedback if possible. I mainly decided to bring these up since I had it in my head that the first and third suggestions would look really cool in the games art style and animation style - so there's that lol. Best of luck developing this great game! - Doc
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