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Talksintext

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  1. After skipping a few major versions, I've come back to see how things go. I am quite impressed. The game is definitely improving, and I especially love the weather systems. Still, some rough spots remain. Ground Aesthetics Visually speaking, this is the weakest aspect of PZ currently. The ground remains generic, static, and fairly uniform throughout the world. It gives a very bland impression, especially since we don't have shadows to break it up. Much needs to be done to add variety to this beyond the erosion system. 1. Much of the world should be in a full state
  2. Talksintext

    ZedLocation

    I'm curious as to how it could and who's saying that.
  3. Yessss do it. Do it. Do it. It doesn't. Do it.
  4. Well, that swaying part at least. Now... onto gusts... then, zombie raptors. Anyway, looks really good guys, good job A+ would buy again!
  5. Dividing this into a discussion of "just regular wind animations" and "the gust system on top of that": Unless I missed something, all they're adding in are weather systems that move over the map and fog and precip and shaders. I've looked back at all the recent weather vids, and I don't see any of the sprites actually swaying in the wind or anything like that. It's sorely missing in this game (gusts or no gusts), and makes the map just look so static. Understandably it's a good bit of work to execute well, but on the other hand visual wind is extremely common in games (the propose
  6. Basically, have gusts of wind spread over vegetation/etc and animate a "swaying" effect, but not all on screen at once (well, excluding base wind effect), so you see "lines" of wind propagating through the world, depending on direction. It seems like it would be easy to do once you got a swaying animation for objects. It wouldn't work in interiors (except curtains on open windows, imagine those blowing about, would look cool), and perhaps not have it be exact lines, but slightly curved crescents that propagate. You guys know what I'm on about, right? I mean, you can get
  7. I might mod it in down the road. I know from doing previous loot mods that the system is mostly moddable. I'm not sure if there's a way to edit the main code so you can take all the containers in a room at once, which is required for such a mod. I never got that into the weeds on modding this game. If the code works like: [i have a new room spawned],[for each singular container run a loot gen script] then it might be hard to do. I need: [i have a new room spawned],[here's a list of all the containers],[take the entire list and run a loot gen script] I would guess i
  8. The current* loot system has a very rough feel to it, in that you have very random assortments of objects in a given "room" container. As in a kitchen cabinet might have a spoon, a bag of flour, and a hammer in it. I don't know what sorts of kitchens TIS has at home, but it makes me very concerned for them lol I propose a saner loot system with sub-room categories (SRC), like "dishes cabinet" and "food cabinet", even down to the level of "baking cabinet" if we want to go crazy with it. It's all just a few lines of code, so why not? Currently, I believe, when you spawn a
  9. First question: they'll continue working for TIS, which will fund another game. NPCs are not really necessary for Zomboid to be "complete". They could expand the map a bit and release the current version as final, and it's more than met whatever objectives they originally had. They'd get a lot of blowback from a no-NPC release, but I don't think it'd tank the studio's chances at another crowdsourced game. And yes, I understand what NPCs are supposed to be. My point was that -at the point they released the unfinished NPC product in this scenario- it might still be in such a simple s
  10. I'm sort of happy to let the game keep evolving, rather than have NPCs finished and they release 1.0, on to the next one. That said, I've been putting off playing the game for a while now, because without NPCs or something "more" to the game than a very old and tired map there's little to get me interested. Certainly, a lot of the new systems and traits and such are nice, but I'm still going to find it all a bit pointless without something more than "lone survivor kills lots of zombies and builds up a small fort and loots the same 5 stores again." Anyway, there's not mu
  11. Perhaps you don't realize what a giant sized bite of coding they've decided to take with this NPC system. Far larger developers have struggled with far lesser AI goals. I would be seriously impressed if they get the NPCs they promised out by the end of the year. Not only do they need NPCs that can avoid getting killed by zombies and react accordingly to ever-changing threats, they need ones that can create dynamic social groupings, fight with teamwork, build forts and safehouses, interact with a player, have the player alter their behaviors, and eventually drive vehicles, know when to move ste
  12. There are ways you can make the game more challenging AND realistic AND have this tied to the new food system: Whatever happens, you should be required to have a higher caloric intake than your base needs in order to gain strength. It's practically impossible in reality to gain muscle without gaining fat, meaning having more calories than necessary. Obviously, higher protein is necessary, but besides that a lack of caloric surplus basically prevents the body from adding lean muscle mass. So strength increase should be tied both to activity AND caloric/protein intake being above "normal
  13. It's totally 3D terrain and flowing physx water and rainbows.
  14. It would be very resource intensive (both dev time but more importantly CPU time and RAM footprint) for all 100+ zombies you might have in play to each have their personal map of the world constantly cataloged and updated. You basically need to have 100s of maps saved to RAM/disk and have the CPU spend time each cycle to update where each zombie is looking and what it sees. Tell me one other game that has this feature. I am aware of none. Every game I've ever played has had the AI pathfinding had full awareness of the level geometry. Just turn off pathfinding altogether if you don't want i
  15. Thanks for the answers! I feel greedy for getting 4 different questions answered
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