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Nick Laughlin

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  1. 90's nostalgia feeling: BOTTLECAP I suggest beer and soda bottles that need bottle openners, so you can have a KEYCHAIN, SWISS KNIFE, or either open it with a survivalist skill with a SCOUT POCKET KNIFE or HUNTING KNIFE (I know lever techniques to safely open bottles and canned food with a tiny but sturdy scout pen knife or a Hunting Knife. WATER TILES OVERHAUL-- different Water tiles have different data like DEPTH, FIRMAMENT TYPE, CURRENT, etc. The car wont crash on water tiles, but it will get slower, stuck and sink the morr water and mud it gets. So you could walk and drive on shallow waters, on knee water you could get dragged by current and the car could get slower or maybe sink in mud. Make it so the car could get a % slower/stuck on mud or sand if the water is up to one foot tall. FIRE TILES THRESHOLD- hier tier the stronger the fire and near center distribution. Some materials wont ignite in lower fires, and fire tier is distributed gradientily. More and different trees of PICKLING, CANNING, CHEESE, YOGURT, and JERKY: I sugest diferent approaches for canning, pickling, cheesing, brewing, drying beef, so: Recipe sugestion trees: ---CANNING: Main Ingredient, Acid mean adjust*, Temperature, Airtight cover and Pressure**. *Tomatoes and low acid foods require different adjusts with either lemon juice, vineagar or glacial acetic acid, other sour acidic foods requires no adjust. **Airtight prevents contamination. Airtight canning covers are disposable just like they are in the current game, I suggest makeshifting a jar cover with an old cover, an esterile cloth and a rubber band for airtight sealing with a % penalty of contamination. ***Pressure Canners devices are required for canning meats and other low acid foods. Canning preserves food through boiling in esterile mean and keeping it air sealed. Ingredients taste almost the same as plain BOILED ones. Examples: Canned corn, canned tomatoes, canned peas, canned carrots, canned potatoes. ---PICKLING: Main Ingredient, Acid mean adjust*, Jar Esterilization, Spices, Fermentation Time. Pickling Chenges ingredients through fermentation and spicery. Ingredients taste completely different from raw ones like a SPICY BREW. Examples: Picked Cucumbers pickles, Pickled Lettuce Sauerkraut, Shoyu sauce from fermented soy and corn. ---Cheese: Cream, Salt and Spices, Yeast, Cure Time. Different cheese can be made from different yeast and different cream (different process of separating serum from proteins can achieve different creams. High protein cream comes from a good separation process though creaming machines and low protein could be hand maded) Yogurt: Milk, fruits and sugar, yeast. Beef Jerky: Meat, Cutting, Salting, Dryer type. I suggest that large sacks of SALT are added for survivalist reasons. SALT BANKS could be renewable and located near beaches. ---BEER, WINE, CIDER, SPIRIT--- Brewing: Beer- Different beer through different: Grains (Different proportions of Wheat, Barley, Oats, Corn etc), yeast, lupulo/spice, fermentation process and temperature control, filtration. Wine Grapes, yeast, fermentation, Cider Berries/ Citric fruit /Lemongrass /Apple, yeast, enzymes, fermentation. Spirit, Cachaca, Vodka, Sugar canes/Potato/Beetroot/, fermentation, destilation. ---- Fermentation processes left ignored can have undesired results like making bad vineagar byproduct. Wine takes months to make, requires specific yeasts for breaking specific carbos, Beer is made in weeks maybe a month, can use a large array of yeast (I once heard about a IPA with no yeast just natural ferm) Cider are more yeast compatible, sometimes just natural fermentation. Fermentation take weeks, just like spirit or cachaca. (Just approaching, I can bring accurate time if necessary) Chemistry stuff could be added to purify alcohol for medicine.
  2. --Some games has NPCs as tools for puzzles, with complementary skills etc (Linear + Adventure). Some other games treat NPCs as ants, reactive filling (Open World + Action). Some other games, NPCs are gossipful beings with reactive opinions about you and other npcs (Farm Marriage and other Simulation). So I think NPCs are inseparable from these games, as plot and gameplay are intrinsically orbitating them (just imagine those mentioned above games without npcs, inhabitated Great Robbery of Vehicles, one man army farming at Crop Natural Satellite (if I am allowed to mention trademark franchises I edit) or a one-citizen society where before had a political power struggle with npcs that could permadie with their plot-related quests, like 'RadiactiveParticlesIntheAir BrandNew Vegas'. I watched some gameplay about some zomboid survivors mod. I think NPCs like that simulates another multiplayer entry, and does not makes npcs look alive (roleplay+gameplay alive just like 'RadioactiveAir BrandNew Vegas') neither makes them intrinsically related to gameplay or plot (the gameplay was not build around npcs as means, objectives. Bad part about Survivors Mod: -A.I immitates another multiplayer perception and input -- impact on performance for more npcs. -Buggy or not, the major issues in their gameplay is: they do not feel they are alive neither have any personal objectives/tasks. Asking/buying help is not the same as giving orders and ruling them. -They are just walking by with no personal major project- objectives like: find my family, revenge, get meds on city and return etc. -Buggy or not, when danger comes, mods have a poor fighting, because its mechanicaly manipulated (whenInRangeSwingTo HitOrPushEtc Algoythm), so mechanical operated NPCs prone to get swarmed and chewed. A strategical overlook (npcs see hordes comming and has a dynamic pathfinder etc) would be performance impacting. Good--- NPCs related stuff already in Vanilla: -Sound events. -Car crash events. -Notes on maps -Barricated Houses -I suggest: Each NPC have: His identity (social) related to his hidden entity id. A locked table of other npcs he knows (including you) and his opinions(related to"what who owes who", places he likes and locked-base evaluations A dynamic table of the people he meets, places he visits with dynamic evaluations A locked table of objectives and how to get them and how to do it in case of how 1 doesnt works and a what to do if fail and if it is something that deserves grief or something renewable like try next week etc with their priority related to risks. A dynamic social table of promisses, revenges, gossip, etc. A misterious table of ethics and limits of when and with who crossing them (so a limit or excuse is different for each sinful act, npc, strrssful states etc. A hidden but revealing table of social perks that is related to deadly or mindless personas a.k.a 'dont date this npc': (coward, dissimulated, violent, thief, cheater,). These traits could be revealed easily with relationships tests that could put the player on danger a.k.a treason. So this makes useful -6 trait "Intention Expert etc" where this table of treason, cowardice, m*rder, is revealed easily. About rendering, coding, etc: 1- When rendered - (they render when you are following them or bump on their table of possible locations (entitty id table of time and date locations related to their daily needs, long term tasks, leisure etc either locked or dynamic table). Forced/Increased Invincibility: --They have more health than the player. Like boss for daily work injuries. --They will not get bitten. Invincibility is disabled when Npcs become team members (a.k.a resolved major quest of this one), are less important than plot important npcs or are trapped in a calculated closed room with a spawned horde a.k.a minimum threeshold example (so there is a big threeshold of minimum hazards to break invincibility and another medium threeshold to harm them after invincibility is broken). NPC Needs: --NPCs needs are reduced and simulated, he eats if he sees the player eating or is invited to. Famine could be simulated by major climatic events. --If the npc depends on you, food is discounted from his bag or a team shared inventory. if food/water is scarce, the npc is stressful with a building up aggresiveness and social/behaviour penalties until he abandons team. Reactivity plus Routine: --A conic aura of sight reacting with containers, holstered objects (they see your weapon on your holster and get an alert state), items on the ground, ( with a basic alert system in case stuff appears where they were not naturally supposed to) etc- food and danger -. Every important object is given a priority (priorities are dymamic and each npc should have its dynamic priority table vulnerable to quests and needs) is queued as information, given a related prioriry sum and resolved as 'ignore if priority is less than current quest either is unrrlated to this quest'. --Dynamic table of Routine (places, resources, alternatives) that resolves into sleep, shelter, work, amass goods, eat, leisure, curfew (get home if late or bad weather), sleep, panic mode, moms number to call a.k.a radio gossip guy, etc.: this reactive plus dynamic routine (when rendered only) make them feel alive. 2- When not rendered - (Each NPC is basically its own table of route schedules.) About these tables: --Generated with a strucure of simulated familiesPerArea/ WhoKnowsWho/ Famous related to statistic/noise. These tables of tables could be created around key areas like schools and groceries (because people depend on groceries) so when the world is created, a rogue table of tables is creaed relating pseudo families/work relationships/schoolmates/etc (even adult npcs could be related to a school table of 1977 class) --Individual NPCs tables has schedules of date and times, I think they could act as a neural network just as zombie migration acts as a map full of dots. --When these date and times met, event happens as places get looted, safeplaces get reinforced, a campsite get preoared (for long term resolution), signs of presence like lit campfires, fresh food, trail of grass, snow, dirt etc for short term resolution a.k.a track this npc. --Do not farm npcs is a mechanic to make the game break-proof, is not karma. So new tables has a chance to spawn simulating a build to investigation/vengeance plan against massive npc removal. --Also new tables (a.k.a new npcs when rendered) could spawn with major events like a christmas vacation, new stuff and consequences related to car crash or sound events etc. Dynamic tables: --NPCs have a dynamic table of offscreen objectives that is related to a map tracer, if map traces are disturbed, his dynamic is properly recalculated) Offscreen fighting, snares or perils: --For performance reasons, fights against mobs should be simulated, based on the mentioned threeshold. No mechanic reactions happens, just a pre calculated outcome. How to make NPCs intrinsincally related to gameplay like games that has npcs: --Gossip system: remember table of table of history and society as "class off 1977 Riverside, worked 1980-1983 Muldraugh Fossoil and met peop.e there- reactant tag positive - worked 1983-1984 Riverside Bigmart and sued -- reactant frown tag"(player could also have a related table +6'Has enemies'trait): So some people will remember you or that npc with you and gossip on their PremiumTechnologies walkie. So expect vengence or acts of kindness. Acts of humanity and acts of disgrace on the same Big mart: --The first days, expect people desperatedly looting, some are harmless and some just want an excuse. Expect events like a seeing two npcs fighting for canned stuff, two npcs saying they got a fever etc ( a lot of infected NPCs on the first days) --On the first week, expect increasing violence. Remember Bigmart? There is a gang there. They will not let you in and might shoot who enters. So for the first week, expect a lot of territorialism.. -But, you could just drive a horde to these guys right? I expectthe game get patched at every easy trick, so screaming to a horde would attract attention of that sniper npc. At every easy trick, a patch with a cost or a deadly vulnerability. -But you could climb their fences right? More snares and pitfall-leaf traps with stakes, barbed wire, climbing with heavy stuff is nearly impossible (rope system to carry that fridge) etc -Reemember NPCs on farm simulator (gossip), Canadian Comedy Games about folks on the road (paranoid-revealing system), stuck in safehouse with bros making booze for war game (disgraceful-war civillian simulator where a kitchen knife is gold and is difference between life and death). NPCs will make a lot of difference if loot is scarce and meaningful, just imagine how difference a knife makes and how valuable it is in 'This ArmedConflict of My Posession' game. Scarcity is key. Knives last longer but are rare and demands knowhow to sharpen. ---SCARCITY is Key Also, a time system should be deadly too, nights should be more dangerous against zombies (sound) and daylight is deadly to the player. You shouldnt walk on day in cities because being seeing after first month could be a deaf sentence (because the shot of the sniper is so loud. snipers either from civillian and either from those guys receiving those AEBS orders) Also those guys receiving those orders and saying funny stuff on radio about activities, on zones could be playing hide and sickwith players? --CURFEW is Key Also, information is improtant, just imagine how dumb those guys are if they signal has no coding and is on an accessible bandwith, so one does need a npc or a way to get info to get that blessed signal containing precious information about rain for your crops or about that fog forecast to plan that Bigmart gang base looting or a escape from that sniper. -- ROGUEINFORMATION is Key. Just imagine great games with npcs and simply remove npcs from them. So some mechanics as Scarcity, Curfew, Gossip, Paranoid Reveal makes NPCs intrinsincally related to the game and no longer separable
  3. ---I think animals should be harder to care. They should be rare to find, and harder to transport ( in game spawn animals are prone to poor nutrition or starvation unless you find and care livestock on time). Fence maintenance could be an important issue. They are noisy, they could easily get sick if they get cold or wet, mating season is annoying(males are aggressive and harming each other, also a weak breed could happen: gene system for apocalypse bacon would be fun). Nutrition and health system for animals (a table for each entity) should come along with related skills like vet and butcher (farm Veterinary: artificialy breeds, stitches, vaccinates, apply medicines to colds and infections etc; Butchery: knows how to properly and humanely k*ll (they will not beat the future bacon with a pan, the animal should be properly washed/sterelized, tied and stunned and finnaly an accurate incision should happen. Hemophobic trait should have higher penalties on butchery (sadness and innacuracy) and veterinary (hesitates to apply stitches, to castrate, higher sadness and panic penalties seeing a wounded animal, etc). Butchery is important, because a wrong cut could contaminate the meat ( skinning, dressing etc dive into survivalist and technical manuals and practice). Lifespan, natural breeding barriers (rejection, heat cycles, nutrition, ), birth cooldown, prone to get eaten on wilderness: non wild animals are prone to get extinct unless cared, secured and fed (bigger animals take almost longer as humans to breed and give birth: cows stay pregnant for 9 months just like humans, have 8 to 30 hours of birth session and needs 120 days of rest, and only cows that are alive for more that eight years are reproductive). Some pigs could survive because they eat absolutely anything. Adult plus non-castrated pigs (and oxes too) could act violently agianst player due to hormones, and their meat has a strong inedible taste, making castration an important issue. Chickens are vulnerable to predators like foxes and lizards, and have a short lifespan. Cows could kick and heavily injury the player if scared. Pigs are fast and smart enogh to outrun the player. Some pigs are smart and could get attached to the player just like dogs. Cows, sheeps and pigs require food and health attention when pregnant and after giving birth, natural breeding on some species is hard because females only mate alphas etc. Fresh milk --- Cows and goat naturally produces milk only after giving birth. Farmer occupation - should know some milking, some vet stuff and related butchery, also has a higher chance of not scaring the animals. (All occupations and should have an immediate and a long term exclusive advantage for both amassing goods and fighting) ---Wildlife bird eggs from birds nest - Forest trees could have a %chance to have a nest data, for foraging (or climbing trees to forage), also high places like church bells, attics, buildings tops etc. ---I suggest Milk Powder because it has a really longer shelf life, because its a common good on zedless life groceries, you could add it raw on sweet redipes or rehydrate as milk etc. 24g - 119 kcal and 9,4g of carbohydrates 6,0g of proteins 6,4g of fat Evaporated milk will only last about a week after it has been opened. A quick research: it lasts about three months after opened and can be vacuum sealed again to last indefinitely,
  4. I suggest new uses for known items: -Soda cans and canned food cans could be used for new crafts (see below) -Sturdy knives (kitchen and hunting) could open canned food (A player could learn this on a military fanbase survivalist magazine, or a new skill for Veteran, see below) -Yeast: For Quality brewing and makeshift brewing. -Olive oil (animal grease and Zombie Grease too): used for fuel in lamps, firecamps or torches, but their burning depends on fuses (torches and lamps) and produce an annoying smoke (overuse and lack of ventilation makes you sick) New crafts: - Makeshift bushcraft lamp, with soda/canned food cans (replace the fuse) -Makeshift lamp fuse from toilet paper/riped sheets (trust me, just twist them like a rope) and grease -Makeshift soap from grease (animal grease, olive oil, zombie grease) and lye (you could also use wood ashes for a low quality but still useful soap) New items: -Wood Ashes : A good fertilizer, also a makeshift lye (ashes +water) for a makeshift soap. -Plastic Pipes and rubber hoses: For many crafts like distillery fixes and makeshift distillery and brewing -Living Yeast: A WWI trick, whenever you make bread, you keep just a pinch of the dough, so some yeast are still alive and you could make another bread, so they replicate when the new dough is resting so you pinch a new yeast generation and so on... I suggest new craft stations, and new crafting process: -Makeshift home brewing --plastic/glass bottles, plastic pipes etc. Prisoners makeshift alcohol is real, they dont use yeast but their dirty hands and spit has a low % of good yeast fungi for brew that toilet alcohol. This bad alcohol is impure. -Makeshift distillery -- some makeshift lamps, some pipes and bottles. This purify the alcoholic mix. -Quality distillery stations (build them with high cullinary and metalworks) they use metal pots, rubber hoses, metal pipes etc. Use quality yeast for a better % success. -Bushcraft furnace: dirt, water, and tree branches --> makes an incomplete furnace, you need burn the mud so it becomes a makeshift clay furnace. Bring fire material and and a new option "burn mud" to complete the furnace after a camplike fire buildup that is dangerous to nearby flamables. I suggest new skills Brewing -- learn recipes with magazines and skill with books. Creates alcohol from cereals and sugar like stuff. Sucess and alcohol quality comes from skill. Purifies the alcohol with bigger skill etc. So if brewing is not important to get its own lv skill like carpenty etc? Join this on a chemistry update or culinary skill. So cullinary is ok So I suggest new uses for skill Culinary -- brewing is succesful he higher the cullinary is. (Forget its own brewing xp, but purified makeshift alcohol from gardening corns and other cereals and other sugar stuff like grapes or sugar canes (sugar canes is a taboo but they existed in Kentucky) still important like a fuel for lamps, generators, green engines etc. I suggest new skill from professions - Veterans open cans with a knife and knows makeshift soap. - Gourmet Chef has some brewing knowledge (Buff the chef!) - Burglar knows makeshift alcohol and makeshift distillery. New skill from traits - Scout knows makeshift lamps and makeshift soap. All these skills like makeshift lamps, makeshift distillery, makeshift soap, scavenge grease from animals etc: -Bushcraft Magazines
  5. I suggest that fences, brand new walls and structures have a " SupportStructureValue" This value means the fence, logwall etc is attached to something sturdy like a post and a well buried concrete structure, so: -Log walls should be built supported by holes on the ground, first you make a hole with a new tool "two hilt digger". Walls supported by holes have "SupportStructureValue" = 80 -You could make Sturdy Columns with tiny trenches on the ground and concrete, Sturdy Columns have the "Support StructureValue" 100. -You could simply raise a wall by itself and hope it doesnt fall, so its "SupportStructure Value" is Zero. --BUT you could lean supported planks and logs behind it and tie/nail them to increase its support values -- You could also tie the unsuppprted wall to a nearby wall/collumn, so they SHARE the SupportValues in a radius pattern etc. -Bushcraft buildings with columns made from hole trench + cinderblock + concrete (or dirt mix with its penalties) + log. So I suggest new items: Power drill -- pierce walls to tie them with wire or rope. Also used for piercing planks for carpentry. Bohrwinden (drilling winches)-- Just like the drill, but has a rotating muscle powered handle. Two hilt hole digger tool (its like two shovels on a scissors pattern slender tool) -- dig a fast hole for a column, dig more holes for a trench New use for known items - stilletos, screwdrivers could pierce walls and planks like a drill, with a powered muscle and a blistered hand (I build fences in my garden so I know that a blister naturally comes to your hand when you makeshift a drill with a stilleto/screwdriver. -Shovels could dig tiny trenches formcollumns and logwalls but hoes and pickaxes are better. New injury -Blistered hands, so gloves are really useful when you overuse tools like shovels, pickaxes, axes, screwdrivers (trust me, my both hands are blistered right now) -Blistered foot, for unfit shoes etc (I suggest unfit shoes, glasses, tshirts, pants with different tolerat values and penalties for oversizes etc) -Blister makes BandAids more useful. And makes your hand vulnerable if you handle contaminated stuff like dirty rags or corpses. -Blister recovery naturaly, doesnt bleed etc, but your unprotected hand is vulnerable if you handle contaminated stuff. And you could get a infection if you dont remove your glove to treat them etc. -Scar and thick skin comes naturally sistem: as blisters comes and go, they form a natural leather like skin, that lasts for a month or so. So some blisters form this resistent skin as long as you dont pierce or injury the blister even more so they become cuts or scratches.
  6. Smell and Taste vs Hazardous and Pleasant -- Items/furniture/nature Values As liquid mix update will arrive soon, and animal hunting, it would be nice to taste stuff (take a sip, taste, spit) and have taste and smell related information and responses to players, animals, air quality, dangers and disgusting presences. So I sugest: A local grid with air information and a "gradient scent vector" related to "local grid wind direction". So if a item is starting to ignite, it would release a item-related scent/smoke, as you could SMELL your pot roast getting burned before seeing any foggy smoke. As items, players, zombies releases scents, the tile containing the source item updates information to the "local grid" that contains information about wind direction, umidity, temperature, to this local grid updates information to nearby tile grids, like a "smell rate gradient" in radius pattern vs "ventilationFactor" based on wind direction. Ventilation factor acts as a cooldown to remove scents from air information. Roast and igniting stuff release scents and fumes before visible smoke. As a radius pattern from its source, the air is affected but the player will only response to "minimum active concentrations". SCENT SOURCE contains a table of information about "Scent emission rate" "Source decay" and " Subsequent Gradient rates/range" (20, -10, (10, -3, 3)) LOCAL AIR grid could contain a specific smell information like a table with "id", "concentration" and its "ventilation permeability" Hazardous related groups: "Invisible Hazardous Fumes" "Volatile fuels" "Invisible Fire related Fumes" "Burned food fumes" "Cigarrete Fumes" "Body odour Related" "Rotting tissues related" "Rotting vegetables related" Pleasant related groups "Perfum Related" "Cooking related smells" "Fresh Vegetables related" So animals could feel human scent from distancem based on wind direction local vector/grids. So players could smell food before them burning, could smell igniting stuff before them setting ablaze, and could smell quiet zombie. Both SMELL and TASTE: So, capacity to smell or taste would depend on " minimum human detectable" "minimum animal detectable" but this doesnt mean a player would accurately detect the source of smell. Accuracy would depend on knowledge, health(cold) and if heavy deflective Spices/Fumes are present in enough concentrations to divert, like garlic taste, cinnamon taste, coffee smell, citric peel fumes, etc. So taking a sip of an unknown mix would not make the player say "its a 5,003% solution of 1950 specific brand wine with a pinch of nutmeg" But in 0 accuracy "its tasteless", 10% accuraccy " its a bit sour but its water, right?" 30% accuracy " it has some alcoholic and sour taste" 60% accuracy "I think its highly diluted wine with a bit of edible spice" "minimum hazardous" concentrations would start a toxic buildup etc. Taste/smell groups examples are "Fruit Related" "spoiling vegetables related" "Greasy Breakfast". (An extra id can be used to quickly join groups) So "greasy breakfast" would appear if you smell "sausage", "bacon", "eggs" and "spam" all at once. Groups are meant to join single smell and tastes to avoid spam. So after 3 specific smells detected, the player should only be able to detect the groups containing them. If there is a mix of eggs, spam, lettuce and sausage and spam, and strawberries and orange , it would print " I taste greasy breakfast food, lettuce and sour fruits". Taste Acrion -- Less than a sip, some drops on the tongue, degustate then spit. I think it Taste Action would act to preventing food poisoning if a bad ingredient goes to the pot, of if some player is applying pesticide near water containers. A buildup occurs to highly nasty substances, and detox cooldown would depend on health etc. Also, a mix and matching patterns of tastes and scents could make the player happy. Smell avoid perils like propane leaks, gas leaks, salad leeks, bad hygiene zombies, food intoxication, smokes, breakfast we forget in the oven etc. Wash your armpits and apply deodorant before hunting, breath, smell grass and flowers to forage stuff, follow feces trails etc. And, rotting carcasses should make the player enter on disgusting states, as zedless life rotting groceries are enogh to upset us. I think if you store wet, bloody, dirty stuff on bags or containers, nearby stuff could get dirty too, and wardrobe would get fungi infected, just like zedless life, but we can store them in plastic bags to contain. I was wondering when I drop sterilized bandages, the item would get contaminated or dirt, but I suposse for sake of faster gameplay. Its unrelated, but I stored a metal sheet inside a tailoring kit and went home with it. Items/containers/sacks/moving furniture/nature tiles/windows could have reactant size limiters and shape limiters and could get dirt if dirt stuff is stored. I also would like to spill the water I am carryng on my pan if I jump or trip, I would like to %chance break some eggs if I trip when carryng them, just like glass bottles etc. But items states like sterilized should be memory-related to the player, as a non sterilized and a sterilized would have the same appearance. And I get upset when I read a map, a copy of the map gets instantly mapped. My main map could be a memory related that blurs my reccently readed map, or takes a buildup and to copy or learn, but some instant map or indestructive saws are worth, and I like them because they wont break the game and makes gameplay faster, dynamic, active etc.
  7. I sugest: Fire on a single grass tile should not ignite walls, fences or logs. All items/furniture/nature should have a Temperaure buildup based on heat gain and loss rates. So if temperature reaches some points, it will make stuff enter igniting, flaming, freezing, melting, boiling and furnace effect states. Note the "ing" means when temperature reaches these points, a complex process involving heat rates start to happen. The process process involves a local grid with umidity, temperature and wind direction, with gradient rates to nearby grid cells etc. Igniting process - "Ignite Temperature" and "Ventilation/Sawdust Factor" its way harder to ignite a log than the same weight in sawdust, as it needs a lot of heat and ventilation etc. The ignite process of sawdust is different from a log even if it is the same material. A SIMPLE APPROACH: When log and sawdust reaches their ignition temperature (the same because its the same material) a BUILDUP starts When 30% buildup, the material start small flames, the item durability decays, and the item becomes partially scorched, BUT IT CAN BE EASILY EXTINGUISHED and recovered, as we can still read some partialy burned books, documents etc because the main text is within the book, not on its corners. If the heat source stops at this point, the material cooldowns and extinguish itself. When 60% buildup, a SELF SPREADING fire starts, if the heat source stops, the buildup still increasing by ITSELF depending on material, wind, umidity or local temperature. A small heat influence of this material goes to the tile information, like a heat rate. Before 100% buildup, a lot of original material is still savaged, and the fire could be easily extinguished by hand with small or no injuries. Sawdust has faster BUILDUPS than logs. Logs burn longer than sawdust and are harder to extinguish. So all items/furniture/nature/ has a "Ignite temperature" a "IgniteBuildup" a "Melting Temperature" (metal) a "Furnace Effect Temperature Lenght"(bricks, rocks, clay, as I also sugest a survivalist clay furnace made from tree branches, water, dirt, and fire) and finaly a "Burning Speed After Ignition" "Energy emission Rate After Ignition" and a "Total Calorie". Dont be afraid with many values, these values makes sawdust different from sturdy heavy logs, as they have the same weight and are the same material A simple approach: just put this new value in a table value. (300, 20, -30, False , False, 30, 200, 500) Estimated (just a example as it has no metric scientific system etc) values for gasoline for all above "all items/furniture/nature must have". So, I think a single grass tile should never burn a fence, but if a grass tile has tree branches on it, it would, still depending on umidity, local temperature, wind etc. As items get burned, tiles, nature, furniture and walls could get burned to, the heat information sum of them get passed to a Heat grid. A heat grid could be another layer of tiles, each new tile with information like wind direction, whirlwinds events, local umidity (machines, boiling pots, rivers), temperature, heat rates, etc. As fire happens and renders, a tile that contains this fire passes information to the heat grid, and temperatures spread within a radius or a conic pattern depending on nearby flame related obstacles like stones or metal (some rocks and metals have furnace factors and melting temperatures, so they deflect heat before acting as furnaces or melting itself, respectively). So when an item is on fire, the furniture on the same tile start heating too, a small heat go to nearby tiles like a gradient radius. When the furniture ignites too, the nearby gradient increases, and a local heat grid gets updated, the heat grid contains umidity, wind and outmost temperature that could act as a cooldown to small fires. Its hard to start a campfire in zedless life using paper and logs, first, you get some tiny branches, make a pyramid hut, ignite the paper, the paper ignite the tiny branches, you add a bigger branch and hope it ignites, it hardly ignites, younadd more tiny branches, you add a medium branch, and if fire happens, you open a a log and hopes it ignites soon. So I hope zombie t-shirts could never spread fire to fences or walls, but in dry seasons, grass can ignite grass that could ignite bushes zombie clothing ignite bushes that could ignite tree leaves on trees that ignites trees. As many trees ignites trees on their foliaged dry top, but only on dry seasons as hydrated trees dont ignite like paper mache. SIMPLE APPROACH - heat grid - as tiles, but with local wind direction information, temperature, umidity, and if fire happens, heat goes gradiently (gradient + ly) on a radius or conic pattern deppending on heat reactant/deflectant objects. As fire should never render by itself, when rendered by player the heat grid calculates its obstacles and estimates all the damaged tiles and semi scorched stuff on the calculation end zones and the time to reach each tile, if the player evades the flame zone, the game map updates to the estimated damage within the calculated time. Alcohol, propane or gasoline should ignite immediately if fire, heat or sparkles breaches its containers. A heat buildup for the container is differently from a ignite buildup of the fluid (zippo lighters lockflints last long in zedless life, just the flint is necessary to ignite gas (no fluid is necessary unless you want the flame on the lighter, because the flint sparkle can ignite gas and propane) for the sake of unbreakable gameplay I think we wont have rechargeable zippos neither just the flint sparkle) Zombies still 70% water, just like us I think. So neither a zippo sparkle neither single burning grass tile should ignite them.
  8. I was playing just a minute ago and I just passed through a window with a dinning room table in my inventory. I sugest: Doors, windows and narrow passage tiles could have blocking values that react with your character size values and with values of things on hands. So a fridge would have a SIZE of 1x1x2 value, a dinning room table would have a 2x2x1 size (x,y and height) so if it would pass a window (0.5x1) neither would pass, but both could pass a door (1×2). The same logic could apply to long items as spears. Some containers could also use "size limiters" for example, you cant put a small fridge (1 area x 1.5 height) inside a slim locker (0.5 area x 2 height), but slim lockers could fit spears, bats, etc. I know all items have the value that represents a volume and weight, but I think it would be nice running through forest or jumping a window and getting stuck because a long or big item or funiture got stuck. I also sugest: TOLERANT "stuck values" - A spear on your back has a chance to slow you down as it would stuck on doors / windows/ tree branches --> TOLERANT means that this just slows you down a bit but rarely could make your spear drop or make you trip. ABSOLUTE "stuck" values --> you cant absolutely not never pass the big fridge though the tiny window. A SIMPLE APPROACH --> An encumbrance value, if it reaches a limit: Frige = 2 window = 1 So it would not pass, and in transit it would immediatelly drop the item or make you trip. Closer values like "small fridge = 1.5" and Medium window = 1.6" would slowly pass with a timing buildup, as it would represent a struggle to pass stuff through doors, like carryng new fridge to our home in real zedless life. I think containers and bags could also have a shape liming value, so a tip of the spear is outside your camping bag but you cant store a table inside the bag. As papers fly or get wet and destroyed, I think a local umidity value could react with item materials, as book left ouside or electric households would have a damaging buildup etc.
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