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Marauder29

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  1. The current method of canning involves using vinegar to "pickle" the foods before boiling. Adding vinegar is required to can low-acid foods such as meats and vegetables, but is not required for canning high-acid foods such as fruits and tomatoes. The following is my recommendation for expanding the canning recipes in-game: All fruits and tomatoes can be canned using water and sugar and cooking the result. Vegetables, seafood, and meats can be canned using the current method of pickling (water, sugar, vinegar). Optionally, if a pressure cooker was added to the game the recipe could forgo vinegar as the higher temperature and pressure would make it unnecessary. This is a simplification of the canning process for playability. The actual process of canning involves a lot more ingredients and steps. If the developers wished to expand canning even more, there are a lot of fun things they could add, such as: Canning fruits in alcohol instead of water Turning fruits into jams and jellies Canning salsa's, salads, and soups Pickled eggs, sauerkraut (from cabbage), and kombucha Additionally, some method of reusing lids or creating new ones would be appreciated since lids are consumed in the process and are limited in number.
  2. That's a neat idea. Would make searching for stashes more like a treasure hunt.
  3. Issue: I was farming cabbages on my fenced off plot of land and realized the musical score doesn't quite fit in situations where the player is mostly safe. It lends an air of suspense and unease to a monotonous task taking place in a well defended location far from any zombies. Solution: Introduce ambient music tracks for times where the player is safe/far from zombies. This music should still contain hints of danger (we're not making Stardew Valley here), without being as dramatic as the current ambient music. Benefits: This would give players a sense of achievement in having made a safe spot for themselves in a world that wants to eat them, and make leaving this zone for supplies all the more dramatic. Drawbacks: The development team would have to define the line between the current music and this new music, whether that be a completely fenced off area, a tile devoid of all/most zombies, a tile with farmland in it, etc... . Calmer ambient music may also take away from the sense of dread that this game tries to create and make players too comfortable.
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