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Fortport

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Everything posted by Fortport

  1. [ girlish giggling intensifies ]
  2. You also can't even see secondary items! Invisible shopping bags in off hands.. but that's probably planned already, so no biggy.
  3. Basically, I feel like these little moodles and actions you do don't change how your character moves and behaves enough. You basically stand still like a statue unless you're fighting, or climbing! And I understand that this stuff is expensive, and ambitious, so take it with a grain of salt. Staggering around when shit-faced.Holding or favoring an appendage that is in pain/injured.Character eating from their hands when consuming food, knocking back/sipping from drinks.Character rubbing at their belly periodically when starving, some body language suggesting malnourishment.Crouching down and rooting around in containers.Wrapping bandages around wounds.Sitting when resting, laying down before sleeping, etc.Character wiping at their nose when ill, catching sneezes even though they're audible anyway.Backpack manipulation.Various animations for different crafting recipes, or possibly just one repeated for everything as long as it's reasonable. Like acting busy with the hands.
  4. I've decided to make a list of sounds I feel like the game lacks, to make this post less vague for developers! Mentioned above: pages turning when reading books or the newspaper; scribbling when writing on notepads, sheets of paper, etc. Preparing food/butchering, vague sounds of cutting vegetables, gutting an animal, etc. Foraging, e.g audible rustling, twigs snapping, shaking branches and stuff falling off. Plastic crackling and foil sheets being popped open when waiting for the progress bar to fill up after selecting "take pill." When it fills, you hear a gulping sound. Dressing and undressing. Vague fabrics rubbing together and zippers being pulled. Splashes when you pour something out on the floor/ground. Unfastening the cap on a water bottle before you drink from it, or the plastic sides popping subtly when you're done. Like in real life. Opening containers, this is a big one! The sound of a fridge door coming open, and slamming shut.. or its electric hum when idle. Sound of a trash-can lid being pried off when you peek in the garbage, lockers clicking, drawers sliding out and back in, etc, etc. This makes looting a more satisfying experience, since you do it all the time.. the fact you hear nothing but your bags while you do this, feels empty. Climbing over fences and through windows, wired fences could jingle, the sound of feet hitting the ground when you scale it. Weapons sounding different! The same-old, generic thwack sound makes combat feel plastic. Golf clubs having shrill, metal impact.. baseball bats that have a wooden crack with their deep, rib-shattering, crunchy thumps, etc. Dropping items. Even if it's generic, and there's no variation, something is better than nothing. Stringing up, closing, and opening curtains. First-aid sounds. Picking glass out of wounds, dumping a bottle of disinfectant, wrapping bandages, etc. More global sounds, but not quite ambient. Generators humming, lights buzzing, a distinct sound when a horde is migrating outside.. like indistinct marching, and an ominous chorus of moaning. Traps snapping shut with their prey, as well as the sound of the animal that had died inside. Glass crunching under your shoes when you walk in front of a window that was shattered.
  5. READ THIS POST FIRST BEFORE REPLYING! DO NOT SKIM OVER THIS, PLEASE; READ EVERY DETAIL. I made a similar post to this in the "exhaustion feedback" topic. This mechanic has always been vague and difficult to understand unless it was explained to you via a text document. This almost means, every time, that if someone new doesn't known about the tutorial they'll consequently miss out on this mechanic. There's no visible representation of this, in-game, audibly or visibly of the science happening. It's no wonder everyone doesn't understand. Your character stands and attacks the same regardless if he's "charged" or spam-attacking. So here are my suggestions. There are numerous ways we can accomplish this without having text notifications in the corner of your game, or some immersion-breaking gauge-bar on the side. More or less your character visibly winding up with their weapon, and becoming slightly rigid when it's "charged." When you attack from this stance, and connect, the screen jerks and the hit-sound is more crunchy and audible, thus voicing its effectiveness.. and ultimately making this technique more satisfying and easy to notice. The cursor could also have a reticule around it that, when charging, fills to the edge and pulses when ready. When wound up with your weapon, the character can begin rotating his weapon subtly in a batter fashion, looking more ready for that perfect, solid swing. Zombies, when hit by a charged attack, could recoil with a different animation. Like they got hit really hard, compared to your standard swing. For example, their head snapping to the side on impact, with their torso rotating. Anything to let the player know that this is working more than erratically spam-clicking.
  6. Again, having your character wind up for attacks fluidly sounds like the solution to me! But text is just as swell, indeed, as well as more cost-efficient. It's almost like people need a big, theatrical video clip for a tutorial.. illustrating Spiffo doing what should be done, and then what happens when he does what you shouldn't, e.g sprinting nonstop versus taking your time, charging attacks against spamming attack. 'S cute, but the fact you would have to do that for this one little thing is silliness.
  7. Does this mean that a swing that hits nothing, takes no endurance? And, presumably this also means you cant do more damage to the zombie than the zombie can take? I dont know how damage and hitpoints works, but I'd worry that, for example, I execute a hit that does 200 damage to a zombie that only has 1 hit point left. it would be capped to 1 hitpoint worth of endurance loss in your example there. And we'd likely put a small endurance penalty to missing swings. This also looks nice! Reminds me of the older Fallouts, and examining things in those games.
  8. Y'know, I was thinking that with this new animator.. why not just add a "winding up" animation? Pulling the weapon back a little slowly, and then when its peaked, tensing up a little, ready to swing? It would tell players that your character is "charging" an attack, and that there's something happening, while making it fluid enough to not break up a sloppy, fast swing. People just don't see a difference between charging and crazily attacking; and there really isn't any feedback, in-game, during combat that lets the player know there's even a charging system. The fact they have to open up a tutorial and such might seem a little excessive, when you can make it immediately obvious without breaking immersion with a gauge, or meter.
  9. Mhm. It definitively takes time to make all the sounds.. but I can't help but want to hear papers flicking in my book, or newspaper. Not to mention the new soundscape coming out.
  10. Yep again tho we want to balance realism for gameplay. People don't ACTUALLY get sick if they are out in the rain too long, etc, and people don't ACTUALLY become a better shot by popping some beta-blockers, or ACTUALLY suddenly stop feeling sad because they popped some anti-depressants 2 minutes ago. There is a certain level of gamefication that's allowed for the sake of balancing a fun game, and I think energy drinks having a balanced and not OP effect on giving you that extra push if required is a nice thing for gameplay. i think we walk the realism line quite well and are still leaps and bounds ahead of most other games in that regard, but we need to consider more traditional game design paradigms despite this philosophy. Mario style powerups it maybe, but subtley enough and with enough kinda 'that makes sense'ness about them to justify it. I don't think drinking an energy drink and slightly subduing your physical exhaustion is too far out the realms of logical realism to cause an issue in our game world, any more than sawing three perfect planks out of a log from a thin conifer tree trunk with a normal hand saw is We need to provide logical buffs and debuffs to any stat we can to provide the RPG experience alongside the sim experience. Lemmy what about a system like State of Decay? You have your stamina bar, you run for a while, it gets down quickly and regenarates, but after a while of keep running and then stopping for the regeneration, the overall bar starts to get a new limit. so you reach a point where you can only run half of what you ran when you first started, and you need to rest, sleep to gain back your full stamina bar. That's sort of exactly what I described. Except more simple resolutions. *EDIT Either I'm being misunderstood, or I'm not getting this out right. I'm not proposing you keep the same exact thing. As it stood before, you obviously couldn't take out eight zombies in one go. You would get tired a lot, between every other swing, and it was annoyin'. Killing several zombies before any of that starts happening, on the other hand is not entirely "short-term." Just like cutting down two trees would make you tired, I was saying killing ten zombies would, and without taking long breaks in between swings. But I will wait to play it myself, and it's probably better than I'm thinking. I'll drop it.
  11. I agree with that... right now the stamina is almost unplayable... I just woke up ingame at 7am... chopped 3 trees and killed 3 zombies and my character couldnt run... and i went to sleep again more 9 hours at about 12h...that means i slept like almost 16 hours from 22pm to 20pm in the next day... thats crazy XD Does the stamina increase over time ... like our character becomes stronger and fit??? For the nth time. If you're getting exhausted after chopping 3 trees down, then there is a BUG. This is not working as intended. You should be able to chop down 10-20 trees before getting exhausted* *number out my ass. But not 3 trees and 3 zombies. What we're discussing here is the general system, and the general system doesn't fall over because chopping three trees down and being exhausted sucks, because the entire point of the new endurance system is that it should take a LOT more than it used to to become exhausted. I like that, and I think it's great. But simultaneously doing this, while giving semi-realistic limitations would be exceptional; hence the short term and long term exhaustion. What do think about my concept, mm?
  12. [ !Wall of text! ] I can't quite play the new version until a few hours from now, but I have been reading up about the endurance system. I totally agree that backing off over and over pointlessly breaks up the pacing, but.. Well, with the new system, you're balancing that I see! I just want to know if it holds up well with your well of energy. Think of it this way: you can still get exhausted after facing so many zombies at once, in one fight.. right? Taking on eight zombies could still be a challenge, a daunting one; I cannot imagine a survivor kiting that many zombies around, beating them all down without getting winded, and then suddenly beginning to get tired from exhaustion hours later. Maybe there could be temporary stamina, and then long-term? Use up your temporary stamina, and when you recover, that counts against your long-term energy? As a demonstration, let's say we kill eight zombies in the morning. The last one goes down, but now you're out of breath.. some heard the scuffle, and are coming your way. You have to run off and hide because your stamina is low. Fighting them now would be suicide, because you're too slow to take on another horde. You use the remainder of your strength to quickly walk off and escape. Now you're back home. It's noon, and your body's a little bit tired. You've rested, you're not sleepy.. but if you took on eight more zombies, you would get more tired by the time you knocked down the fifth or sixth! And so on! So basically, the more stamina you use, the less you have when you recover! Not only that, but you get less vigorous when you're ready again. After taking on a little horde and resting up, your strikes don't have that much oomph. Your running isn't as quick. This might make firearms good for people who are overweight, or don't want to put up with fighting using stamina. As it stands, I think guns could use a little more affection; they're impractical and rare, with the system before. Melee is too simple and easy, while firearms are at the other end of the spectrum. Just, why bother? It also makes stealth a more viable option, when it's more fleshed out! Sneaking becomes the way to go, as it should be. I don't think anybody runs out and kills fifty zombies with a bat, in one day, without getting scratched, bitten, or maimed. Especially if he took them all on in chunks, rather than singling out the ones he needed to get rid of. I may have slipped off the main point a little bit, but I still think this adds up to it. Just my thoughts.
  13. Loving this idea. Would be neat to move a couch in the way of a door, and them having to find an alternate path or climb over it.
  14. I would just like to say, that I love that this game is getting some sounds.. but then, with all the small stuff (like opening and closing bags) some things really jarred me. How come I don't hear anything when I close or open curtains? How about put up a curtain, too? I don't think I hear anything when I forage either. (Not sure about that, but the curtains, yes.) Not to mention climbing through windows, hopping fences, (fishing? I don't know, I haven't fished, but I'm pretty sure you don't hear the reeling and stuff. Unsure.) There's no sound when traps catch something. Metal doors sound no different than wooden ones. I don't hear anything when I dump stuff on the floor, or when I use disinfectant. Yada-yada.. I just think these things bring us that much closer to a simulation! I would just get all tingly and happy to hear these.
  15. Huh. Well, since I'm relatively new, I wouldn't have known it was taken out. I heard about this game through steam, sorry. Close the thread?
  16. I like this, actually. Little sound waves, indicating the direction of the noises you just heard, would be very nice. Whenever you hear a gunshot, headset, speakers, or not, you really have to guess where the zombies are being lured. Whereas if you were actually the character, you would know exactly where the gun was shot, and how to utilize it. Helicopter going overhead? Totally confused! Probably more than the zombies. You have no idea where it's going in and out. Hearing zombies, also, is confusing. You know they're there, but not exactly. You could hear one banging on a window, but you do not know which window. If you were in the survivor's shoes, you would know these things.
  17. Being that this game is incomplete, there's bound to be a moment where a player has to restart their game to get things back to normal. Unfortunately, this means closing the application entirely, waiting for the game to load up again, THEN finally selecting your save, and loading it, too. My suggestion is to basically have the exit button back out to the main menu, instead of closing the entire application, as errors do occur from time to time! I don't have the patience to close the entire game over and over, and over, and over in a single playthrough. It makes me lose the drive to play, doing that. What do you all think?
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