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Jasdan

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About Jasdan

  • Birthday 10/09/1999

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  1. If my guess about ends up being correct, this means that manually playing musical instruments will be a possibility, instead of your character performing a pre-recorded song. This also means being able to select full songs in a Jukebox.
  2. Build 42 is coming, and at the time of writing the latest Thurstoid, Snack Attack has opened our eyes to some exciting new possibilities that will come with the Crafting Overhaul. So I would like us to have this space to discuss how the modding scene could implement the so called "Machine Scripting System" in ways that stray away from traditional crafting stations. Like the Vending Machines that are coming to the vanilla game. I would like to number some characteristics that the machines seem will able to get with the information we've been given. The machines can be multiple tiles in size They can make the character perform different animations depending of the process taking place Could make your character execute an animation by pressing a button, or successfully achieving something when using them Transformation/Interchange of an Item for a different one Buttons and input of codes to get the desired outcome Storing items inside of them (an inventory) Processing a transaction over a lapse of time Having different pieces than can be taken out of them, repaired, or upgraded Being able to navigate through different sections, and display custom pictures and animations Having designated slots for items We can interact with them using specific Keys to unlock certain sections The machines will be able to connect with one another in some way Probably will have the capacity to play specific sounds upon completion of something or when pressing a button The Machine Interface will likely be able to be used by Items as well I will now mention some general ideas of ways to use the system based of what we know of it so far: Keypads and anything that uses a numerical combination to produce an outcome. Containers with a limited amount of slots for placing items in then. Tiles from which you can take pieces without dissembling them. Segmented Containers, a single container being able to have different inventories, each of which could be individually locked by a key or other item. Containers that display a special graphical theme. Navigation inside containers, they could have a welcome screen, and submenus. Containers with hidden compartments, only accesible by placing a specific item in a slot, or by pushing a secret button. Puzzles that require you to find a certain item or to press buttons in a specific order, with different outcomes. Interactive displays, (rearrange the order of pictures in a board, or change the priority of a list written in wooden planks perhaps?) Tiles than can show pictures, not unlike the way items can at the moment, but also animations. Minigames perhaps? (I'm sure they have been contemplated). Does anything in particular come to your mind now?
  3. And that would also remove the protection (of any immediate threat) +re-equipment benefits of respawning at your base,it's not ideal.
  4. Oh, hi Joker, I like this idea, even tho the server is no longer PvP, heh.
  5. Or can you twist the doors knob with a rope tied to it? Even if you could, not all doors are knob based.
  6. Could this even work? I mean, how would you twist the doors handle? You would have to open the door slightly, to pull it wide open, but then, the zombies would just pour out throught the door as it's now unlocked and open.
  7. So does adding farm animals that need your attention to stay, alive, yet those are getting added.
  8. Some of the game river zones could be marked as available for building basic Hydroelectric stations, enough to power a settlement, and maybe big enough for a section of a city. Other stations would use fuel, we could also have large generators that use steam.
  9. I would be pleased to see a new category for consumables which made it's members not be immediately eaten by the character, instead, they would be carried around in the character's mouth until they disolved, or became useless. Such food would be primarily be candies and chewing Gum, but even things like cigaretes could work this way. This would basically give a durability to the item, and the player would carry it in their mouth, (with a visual representation in the case of lollipops or cigarates, these two would also share the need to hold them with your hand for a proper consumption), making you unable to eat food unless you took the item out of your mouth and stored it, threw it away, or swallowed it (smokables would instead have a quick smoking function, with the downside of making your character cough and impact their exhaustiont). Every so often the item would lose a bit of it's durability, providing some benefits, a couple of points of happiness for most candy, and some relief of boredom for lollipops, and Gum, for example.
  10. I was thinking about it the other day, Blocking should be a conscious action (not like carrying the shield wouldn't protect you, but manually blocking would be better) I would like if shields didn't just pushed enemies, instead it would be a Bashing. A quick bash would do very small damage but could stagger an enemy, giving you enough seconds to hit them with your main weapon or run away. While strong bashes would be able to push the target to the floor, with the concussive damage making them take longer to get up than usual. Also, running while blocking with the shield would result in a potent bash as you run into someone or something, similar to how it works with Spear weapons.
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