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D_Malachi

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About D_Malachi

  • Birthday 09/10/1983

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  1. Hm. Would suggesting "multiple assorted traits randomly applied to all zombies" go against the "no special zombies" thing? I mean, not all humans are created equally, so a handful of subtle traits (vision+, vision-, hearing+, hearing-, etc... distributed by a weight) wouldn't be too far out of left field, would it? Yes, it MIGHT allow for mods to add stuff, but on its own, would only shake up the player's tactics a bit in-game. Probably would require a rewrite of the generation engine, so also probably definitely a "not going to happen," but I wanted to put this out there.
  2. I've also witnessed quite a few zombies path up to the second floor of a building I was in, then they routed their pathway through the open window at the top of the stairs, and fall to the ground below. In this situation, they couldn't see me standing at a safe distance, so I was able to observe this happening for quite some time. Not sure if they're supposed to be smart enough not to do something like this, so it would be nice if their stupidity actually does them a bit of damage.
  3. Bit of a necro, but... Wooden shutters, as a replacement for curtains when you finally decide to head deep into the woods and there's not a sheet to be found. Acts as a curtain to block vision both ways, likely more durable than a glass window (though easier to open from the outside, unless barricaded or locked with an above-mentioned "door latch"). Would also insulate against heat and cold, assuming that becomes a part of the season/weather system later. Functional, would save time and effort to the player in that they don't need to fully barricade a window to completely block sight with one of these, nor would they need to remove all of those barricade boards to make a quick escape if/when a horde marches on their shack.
  4. Not a bad idea, though your average cardboard box could easily be disassembled. Remove the tape, fold it up, stuff it in your inventory, but only if it's empty. Then you can put it back together at your base with a bit of duct tape. Easy no-hassle storage that doesn't require the Carpentry skill and, on its own, weighs very little - maybe 0.5 - 0.8 depending on how they'd factor the "bulk" into its weight. Also being able to carry it around, drop it wherever, or possibly throw it doing damage dependant upon the weight of the box and the strength of the thrower... but it would be destroyed after a few throws, less if it were wet of course.
  5. Agreed, that's not a feature I'd want in the main element of the game, which I assume is Survival or, if such a thing came to be, any form of "story" mode, because the main focus of that would be surviving, not screwing around. Still, if t doesn't fit, it doesn't fit.
  6. Unless this will be part of the 3D engine. Not exactly sure what he's working on, but if this is the (possibly far) future visual style of the game... https://twitter.com/CaptainBinky/status/403193921850703872/photo/1 ...not off to a bad start. Either way, probably not what the devs mean by 3D engine, and simple The Sims style cut-away would be a significant improvement as far as locating things goes.
  7. Well, not exactly a nearby character. This has probably been part of the discussions had before, but I'll lay it out as best I can. My original explanation may not have conveyed exactly what I was trying to say. Most of this would definitely not work without the NPCs added back in. Multiple characters saved per world. When one is being played, the others are off doing their own thing. Forming bands of survivors, or more likely dying horribly. Poaching any supplies the others you have could have found. When you go to load a game, the image only shows the last one you played, the others' locations or status would be a mystery. Attempting to load them, if they're dead, would report as such and boot you back to the "select a character" element. Also, just because they're created by you doesn't mean that the AI type the game chooses for them would make them any more likely to work with you than any other. I don't mean anything of the sort similar to "dying and being able to jump into a nearby NPC to play as them." New characters would still start randomly, wherever the game thinks is a good place for them, with nothing more than the clothes on their back. Now, thinking back about it, I do see that it would change the dynamic quite a bit.
  8. Yeah, I did some legwork and found the topic with several mentions to that. Mondoid Reposts 3D engine is mentioned several times, though I don't see much in the way of screenshots depicting it in action (aside from some neat lighting effects), so my guess is either it's a fair ways off, or they're keeping the visual details secretive... or I'm dense and can't tell the difference visually.
  9. A 3D engine overhaul. Is that an actual planned feature? If so, is there any planned ETA on this, version-wise, or the standard "when it's ready"? Have checked the main site and nothing shows up regarding that, so I'll assume the latter, and quite some time away.
  10. I wouldn't be opposed to being able to play as my zombie self. In fact, I'd like to go one more. Once NPCs are back in, multiple characters per world. Then you choose which one to play as when you load... unless they're dead, and neither alive nor a zombie. It wouldn't ruin the balance of the game too much, at a guess.
  11. Probably a limitation of the current map engine, but it would be nice to have the ability to build taller structures. Though on point, yeah, preventing things like that, which could kill you in some situations if you were to fall to the ground floor from that height, would be quite vital.
  12. Aha, good to know. Wasn't completely clear on whether the current functionality was a planned fixture or not. Good to know it may be handled in the course of the development.
  13. If making a folder in your Documents folder, whatever the exact directory for it is, is too complex (it wouldn't be worth the time to me, as that requires creating a mod.info and such), you can always add it to your game's directory itself. The script for the item would go in the media\scripts folder, in a standard .txt file. The recipe would also go in a standard .txt file, same directory. I'm assuming they can't be the SAME file, so one for the cooked item(s), and one for the recipe(s). Also, I wouldn't go directly adding these to the pre-existing items.txt or recipes.txt as your additions will be wiped when it updates next. Edit to add: Important. The files MUST be structured like this: module Base { (everything else in the file goes here) } ...else the game may overlook it.
  14. Looking through the files, there's already a few types of Wine (Chardonnay and Red) programmed in (media/scripts/items.txt) though I don't see them in any of the Distribution files, so... future update maybe?
  15. I like the concept, but think it could be improved on slightly. I'm fine with window positions being reset when you reload. Some people may have managed to misplace one of those status windows. Hasn't happened to me, but I wager it's happened, so having them revert to their default positions is fine by me. As for how your idea could be improved is, in the options menu, choose one of four states for the status window to open to when you load the game. Closed (the default state of it), Health, Status, or Info. Whichever the player thinks would be the most useful. Alternatively, a choice that would (again, on game load, no other time) open to the Health tab if you're losing health for whatever reason when it starts. This would prevent forgetful players from dying because they forgot to check, and were too oblivious to notice any of the mood things on the right related to that.
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