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Austin

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  1. Like
    Austin got a reaction from Bejasc in Forbidden Colonies   
    Hello everyone, my name is Austin and this is my first dev log for my project "Forbidden Colonies". The game started off as a pretty simple idea, just have a world map with nodes each node representing either your base, a tribe, or some sort of special encounter which I believe can be well portrayed with this picture. The game takes place in medieval times, archers warriors and such.

    The goal of the game is to increase your civilian count for your base and to keep your civilians alive you must keep them fed, and to gain food you can either farm it, hunt it, or steal it from other villages. Whenever you choose to attack a tribe, initiation an investigation on a node which can lead to your party being attacked, or defending your base from an attack, the screen goes into a combat mode, as portrayed below.

    This mode does need lots of work, background tiles, and AI is currently being worked also party members being created. At the beginning of the game you get to choose the classes of your party members which will change their stats. Each stat(Strength, Perception, and Leadership) will effect their role in your party. More strength = more damage, more perception = more knowledge on nodes, and more leadership increases your parties combat knowledge, attacking the right enemy, ect...
     
    All of the images above were sort of the beginning stages 3 months back but now i'm down to world generation, loading and saving, and more "pleasant to the eye" combat. 
     
    After a few weeks or more of progress and constant coding and planning I have updated the world to look way better and more like an actual world map. I've also been able to implement attacking/pillaging villages so you're actually able to attack the villages, load the party of the tribal village, and loot resources. 
     
     
     actively worked on saving and loading world data to get on top of that before I decided to add more information and different node types into the world. So now that is finished I can easily add different nodes into the algorithm with no trouble. It's a pretty simple code that has a set integer for width and height and sets each NodeType to a set integer and does pretty much the exact opposite for loading the Grid.

    It didn't take very long for me to finish the process and statements to finish the world generation to "almost perfection." But after that I had to dig into much more "difficult" processes and actions such as Combat with NPC AI and coding the A* Path finding algorithm. The algorithm is complete and works but I have run into a memory problem which is fixable, just not convenient at this time of progress. I still need to implement player/party creation and trading, and much more content. Sometimes I think I may be too ambitious for this project but I know that's just my mind trying to get me to doubt myself

    I've also been working nonstop on the combat to make it more appeasing and have it actually work. So far the player is able to kill the enemy NPC's and is also able to be killed themselves. Attacking an NPC tribe will allow the player to gather food and resources. Allowing for upgrading of the base and the civilians to be fed. So far, each game tick will bring down the players food based on the amount of civilians the player base has. If the civilians run out and you have no one at your base/tribe, then you will lose the game, hence that being the whole point of the game.

     

     
    I do appreciate any feedback and I will update this thread as I work on the game itself. I'm very passionate about the project and with me being the only one programming the game it does take some time, especially being engaged and working a ton. As soon as I hit alpha and the game is in a playable state I will happily release a downloadable link for everyone to try out. Thank you so much for taking the time to read this, it means a lot. I've always been a super fan of Project Zomboid and The Indie Stone is definitely making very nice progress!
     
  2. Like
    Austin got a reaction from MadDan2013 in Forbidden Colonies   
    Hello everyone, my name is Austin and this is my first dev log for my project "Forbidden Colonies". The game started off as a pretty simple idea, just have a world map with nodes each node representing either your base, a tribe, or some sort of special encounter which I believe can be well portrayed with this picture. The game takes place in medieval times, archers warriors and such.

    The goal of the game is to increase your civilian count for your base and to keep your civilians alive you must keep them fed, and to gain food you can either farm it, hunt it, or steal it from other villages. Whenever you choose to attack a tribe, initiation an investigation on a node which can lead to your party being attacked, or defending your base from an attack, the screen goes into a combat mode, as portrayed below.

    This mode does need lots of work, background tiles, and AI is currently being worked also party members being created. At the beginning of the game you get to choose the classes of your party members which will change their stats. Each stat(Strength, Perception, and Leadership) will effect their role in your party. More strength = more damage, more perception = more knowledge on nodes, and more leadership increases your parties combat knowledge, attacking the right enemy, ect...
     
    All of the images above were sort of the beginning stages 3 months back but now i'm down to world generation, loading and saving, and more "pleasant to the eye" combat. 
     
    After a few weeks or more of progress and constant coding and planning I have updated the world to look way better and more like an actual world map. I've also been able to implement attacking/pillaging villages so you're actually able to attack the villages, load the party of the tribal village, and loot resources. 
     
     
     actively worked on saving and loading world data to get on top of that before I decided to add more information and different node types into the world. So now that is finished I can easily add different nodes into the algorithm with no trouble. It's a pretty simple code that has a set integer for width and height and sets each NodeType to a set integer and does pretty much the exact opposite for loading the Grid.

    It didn't take very long for me to finish the process and statements to finish the world generation to "almost perfection." But after that I had to dig into much more "difficult" processes and actions such as Combat with NPC AI and coding the A* Path finding algorithm. The algorithm is complete and works but I have run into a memory problem which is fixable, just not convenient at this time of progress. I still need to implement player/party creation and trading, and much more content. Sometimes I think I may be too ambitious for this project but I know that's just my mind trying to get me to doubt myself

    I've also been working nonstop on the combat to make it more appeasing and have it actually work. So far the player is able to kill the enemy NPC's and is also able to be killed themselves. Attacking an NPC tribe will allow the player to gather food and resources. Allowing for upgrading of the base and the civilians to be fed. So far, each game tick will bring down the players food based on the amount of civilians the player base has. If the civilians run out and you have no one at your base/tribe, then you will lose the game, hence that being the whole point of the game.

     

     
    I do appreciate any feedback and I will update this thread as I work on the game itself. I'm very passionate about the project and with me being the only one programming the game it does take some time, especially being engaged and working a ton. As soon as I hit alpha and the game is in a playable state I will happily release a downloadable link for everyone to try out. Thank you so much for taking the time to read this, it means a lot. I've always been a super fan of Project Zomboid and The Indie Stone is definitely making very nice progress!
     
  3. Like
    Austin got a reaction from Fritz in Forbidden Colonies   
    Hello everyone, my name is Austin and this is my first dev log for my project "Forbidden Colonies". The game started off as a pretty simple idea, just have a world map with nodes each node representing either your base, a tribe, or some sort of special encounter which I believe can be well portrayed with this picture. The game takes place in medieval times, archers warriors and such.

    The goal of the game is to increase your civilian count for your base and to keep your civilians alive you must keep them fed, and to gain food you can either farm it, hunt it, or steal it from other villages. Whenever you choose to attack a tribe, initiation an investigation on a node which can lead to your party being attacked, or defending your base from an attack, the screen goes into a combat mode, as portrayed below.

    This mode does need lots of work, background tiles, and AI is currently being worked also party members being created. At the beginning of the game you get to choose the classes of your party members which will change their stats. Each stat(Strength, Perception, and Leadership) will effect their role in your party. More strength = more damage, more perception = more knowledge on nodes, and more leadership increases your parties combat knowledge, attacking the right enemy, ect...
     
    All of the images above were sort of the beginning stages 3 months back but now i'm down to world generation, loading and saving, and more "pleasant to the eye" combat. 
     
    After a few weeks or more of progress and constant coding and planning I have updated the world to look way better and more like an actual world map. I've also been able to implement attacking/pillaging villages so you're actually able to attack the villages, load the party of the tribal village, and loot resources. 
     
     
     actively worked on saving and loading world data to get on top of that before I decided to add more information and different node types into the world. So now that is finished I can easily add different nodes into the algorithm with no trouble. It's a pretty simple code that has a set integer for width and height and sets each NodeType to a set integer and does pretty much the exact opposite for loading the Grid.

    It didn't take very long for me to finish the process and statements to finish the world generation to "almost perfection." But after that I had to dig into much more "difficult" processes and actions such as Combat with NPC AI and coding the A* Path finding algorithm. The algorithm is complete and works but I have run into a memory problem which is fixable, just not convenient at this time of progress. I still need to implement player/party creation and trading, and much more content. Sometimes I think I may be too ambitious for this project but I know that's just my mind trying to get me to doubt myself

    I've also been working nonstop on the combat to make it more appeasing and have it actually work. So far the player is able to kill the enemy NPC's and is also able to be killed themselves. Attacking an NPC tribe will allow the player to gather food and resources. Allowing for upgrading of the base and the civilians to be fed. So far, each game tick will bring down the players food based on the amount of civilians the player base has. If the civilians run out and you have no one at your base/tribe, then you will lose the game, hence that being the whole point of the game.

     

     
    I do appreciate any feedback and I will update this thread as I work on the game itself. I'm very passionate about the project and with me being the only one programming the game it does take some time, especially being engaged and working a ton. As soon as I hit alpha and the game is in a playable state I will happily release a downloadable link for everyone to try out. Thank you so much for taking the time to read this, it means a lot. I've always been a super fan of Project Zomboid and The Indie Stone is definitely making very nice progress!
     
  4. Like
    Austin got a reaction from The Good Noob in Commonly Suggested Suggestions   
    Today in RingoD's stream we we're having a conversation about the helicopters and shit and Silver said something about troops coming down from the helicopter and lemmy said some about it being able to happen in the future. 
     
    I'm pretty certain that's what he said.. 
  5. Like
    Austin got a reaction from MisterInSayne in [WIP] Scientific Mod   
    Scientific Mod
     
    Ever wanted to be able to spend your time trying to level up your research skills? Such as learning more about the zombies and discovering how to create an antidote that prevented you from getting infected for a limited time? Well, now you can. But that isn't all this mod will consist of. How will you research these zombies? Well, does shooting them with a tranquilizer you made specially for them count? You can set up your own lab, create antidotes. This mod will also add more scenarios into the game.
     
    Anyway, I will try to make videos for each new thing added into the mod. Thanks for reading all of this.  
  6. Like
    Austin reacted to UngratefulDead in UngratefulDead's Hunting Mod   
    So, this is my first attempt at a mod for Project Zomboid and my first attempt at a mod in general, but I'm pretty pleased with how it's turned out so far. My goal is to have a hunting system that requires the character to spend time out of doors and provides a source of meat as well as a use for the rifles when they often find themselves reduced to glorified noisemakers. Version 2.0 adds raccoons, skunks, opossums, foxes, beavers, deer, wild boar, and black bear to the existing rabbits, and squirrels, and now offers five types of birds rather than just one for both the hunting system introduced by Version 1.0 and the base game trapping system. Before hunting, a player must first track animals. This requires foraging, where any character will be able to find animal traces and combine them for animal tracks (and experienced foragers can find animal tracks directly). Animal tracks are needed to hunt birds or small game or can be combined again for large animal tracks needed to hunt deer, wild pigs, or black bears. Once the tracks are acquired, the player must have the appropriate weapon (kept) and four rounds (three will be expended), at which point they can attempt a hunt, the likelihood of success of which will be dependent on the character's Aiming and Sneaking ability. A totally unskilled character can expect to be successful around 40% of the time hunting with ideal weapons, expert hunters can more than double that. The probabilities are still being tweaked, so I'd appreciate any user input on that and any other aspect of the mod. The player can also hunt with throwing spears, expending three wooden lances, but this takes a substantially longer time and has a much lower chance of success (5% for an unskilled player hunting small game, so you'd better have a lot of animal tracks or a lot of Sneaking and Aiming). If unsuccessful, you will need more tracks for another attempt, but if successful the player will receive an appropriate carcass which can be butchered.   Version 2.0 is now out, adding many more species of animals to hunt as well as revising the base game trapping tables so that all small game can be trapped. Raccoons, skunks, opossums, and foxes are all nocturnal and can be lured with any bait that works on squirrels or mice/rats, while beavers will eat only the same bait as squirrels and can be found only in the forests. Of the new types of birds, only pigeons can be found in the city while larger birds will require traps in more rural areas. Balancing is a work in progress, right now it's intended to be in line with the game's survival difficulty i.e. fairly unforgiving rather than an easy source of lots of meat. I'd appreciate any feedback in that regard. It should take a while (and a little luck) to bring in an animal, but it should be possible. This mod overwrites some base game Trapping files so it will be incompatible with any other mod that does the same. It is currently not compatible with gun mods, although this can be added. It will be integrated into the current Hydrocraft release, so do not attempt to run both mods simultaneously. v2.0 DOWNLOAD LINK PLANNED FEATURES:Gunshot sounds that attract zombies when huntingVersion compatible with popular gun modsMore animalsAnimal callsMore hunting gear?Suggestions? CREDITS:Fox/Bear/Deer: Hydromancer/DajikunPawprints: OpenClipArt by timleschAll other work by myself or .exegirl
  7. Like
    Austin got a reaction from tommysticks in Named Weapons   
    This is really good, great job!
  8. Like
    Austin reacted to tommysticks in Named Weapons   
    Download Link
    http://pz-mods.net/weapons-items/NamedWeapons/

    I would like to thank RoboMat for helping me out with learning LUA. He once said something along the lines of "It doesn't matter if the code is pretty, as long as it works." Thanks.

    Also I used your rounding function.

    This mod adds incentive to hold onto weapons and repair them.
    After a certain number of kills a weapon will get a prefix that adds stats. After a second certain number of kills the weapon will get a suffix.
    These numbers are based off of the weapon's durability and are all different (thanks to ZombRand).
    For example: A spoon will require approximately 5 kills to get a prefix whereas an axe will be somewhere around 50.
    These two numbers are printed in the console and your player will announce it when he realizes the weapon he's using has been good to him.

    WEAPON MODS

    Durability is increased and condition restored when you hit the kill limits.
     
    This was inspired by Diablo 1.
  9. Like
    Austin got a reaction from prozomb18 in [WIP] Scientific Mod   
    Scientific Mod
     
    Ever wanted to be able to spend your time trying to level up your research skills? Such as learning more about the zombies and discovering how to create an antidote that prevented you from getting infected for a limited time? Well, now you can. But that isn't all this mod will consist of. How will you research these zombies? Well, does shooting them with a tranquilizer you made specially for them count? You can set up your own lab, create antidotes. This mod will also add more scenarios into the game.
     
    Anyway, I will try to make videos for each new thing added into the mod. Thanks for reading all of this.  
  10. Like
    Austin got a reaction from Tanner Dickison in Count on Me! [Beginning]   
    Count on Me!
    Created by Austin
     
    Introduction: 
        Hello everyone! It has definitely been awhile since I have worked on any sort of mod for Project Zomboid or even any other game. I've since the abandonment of my first two mods, Fletchery and the We Need More Guns mods, been thinking about revamping them or maybe even making a new mod. I thought out a pretty good idea for the new mod but I never got myself to even begin working on it..until today. Of course I am a bit dry when it comes to working with Lua and Project Zomboid but I figure that won't be a problem and I plan on working with it a bunch this weekend. Now..onto what the mod is going to be.. 
     
    What is this s**t?:
        Count on Me is going to be an addition to the medical part of Project Zomboid. Think making your own medicine from herbs and cutting your arm off. Maybe even studying dead zombies bodies? Figuring out how they died? My goal with this mod is to add more story to the game and more shit to mess around with honestly.. I can't really go into more information because I don't necessarily have all the answers and the mod entirely planned out yet.
     
    When???:
        I've already started progress on the mod but don't expect a whole bunch of progress in the first couple of days. I definitely need to warm back up in Lua before large portions of progress are made. After that I believe in about 4 days I should have a "playable" version of the mod out. I'll start with some of the simpler(herd medicine) parts of the mod first before I begin the more complex parts(limb removal). After school tomorrow i'll make the list of things needed to be done for all of you whom wish to follow the development of this mod can follow it a bit easier. I'll update it every time I finish something.
     
    Progress List(red-haven't started, yellow-working on, green-finished)
    Item Database & Research Item Integration(bound to expand) New Skill(bound to expand) Limb Removal & "Replacement" Corpse Expansion(bound to expand) ect..(will definitely expand as mod progresses   ) Anyways everyone, thank you for reading and i'm sorry if for some reason I wasted your time. This shit took awhile to type so don't be mad, it annoyed me too.
     
     
    edit: Added the "list'
  11. Like
    Austin got a reaction from Rekkie in Count on Me! [Beginning]   
    Count on Me!
    Created by Austin
     
    Introduction: 
        Hello everyone! It has definitely been awhile since I have worked on any sort of mod for Project Zomboid or even any other game. I've since the abandonment of my first two mods, Fletchery and the We Need More Guns mods, been thinking about revamping them or maybe even making a new mod. I thought out a pretty good idea for the new mod but I never got myself to even begin working on it..until today. Of course I am a bit dry when it comes to working with Lua and Project Zomboid but I figure that won't be a problem and I plan on working with it a bunch this weekend. Now..onto what the mod is going to be.. 
     
    What is this s**t?:
        Count on Me is going to be an addition to the medical part of Project Zomboid. Think making your own medicine from herbs and cutting your arm off. Maybe even studying dead zombies bodies? Figuring out how they died? My goal with this mod is to add more story to the game and more shit to mess around with honestly.. I can't really go into more information because I don't necessarily have all the answers and the mod entirely planned out yet.
     
    When???:
        I've already started progress on the mod but don't expect a whole bunch of progress in the first couple of days. I definitely need to warm back up in Lua before large portions of progress are made. After that I believe in about 4 days I should have a "playable" version of the mod out. I'll start with some of the simpler(herd medicine) parts of the mod first before I begin the more complex parts(limb removal). After school tomorrow i'll make the list of things needed to be done for all of you whom wish to follow the development of this mod can follow it a bit easier. I'll update it every time I finish something.
     
    Progress List(red-haven't started, yellow-working on, green-finished)
    Item Database & Research Item Integration(bound to expand) New Skill(bound to expand) Limb Removal & "Replacement" Corpse Expansion(bound to expand) ect..(will definitely expand as mod progresses   ) Anyways everyone, thank you for reading and i'm sorry if for some reason I wasted your time. This shit took awhile to type so don't be mad, it annoyed me too.
     
     
    edit: Added the "list'
  12. Like
    Austin reacted to Ekobrah in Count on Me! [Beginning]   
    SOUNDS PRE interesting brah, looking forward to it!
  13. Like
    Austin reacted to nasKo in Count on Me! [Beginning]   
    Mod idea sounds cool. Just a note that you might want to wait just a little to see what RJ is currently cooking up in terms of botany.
    From our last Mondoid:
  14. Like
    Austin reacted to b133d_4_u in Count on Me! [Beginning]   
    I can't wait for the finished product! And if you need some ideas for items and features, let me know!
  15. Like
    Austin reacted to Golde in Count on Me! [Beginning]   
    This is an ambitious idea... you have my support.
  16. Like
    Austin reacted to 956Texas in Count on Me! [Beginning]   
    I like this idea
  17. Like
    Austin reacted to b133d_4_u in Count on Me! [Beginning]   
    Is this still gonna happen?
  18. Like
    Austin got a reaction from SkylarZed in Count on Me! [Beginning]   
    Count on Me!
    Created by Austin
     
    Introduction: 
        Hello everyone! It has definitely been awhile since I have worked on any sort of mod for Project Zomboid or even any other game. I've since the abandonment of my first two mods, Fletchery and the We Need More Guns mods, been thinking about revamping them or maybe even making a new mod. I thought out a pretty good idea for the new mod but I never got myself to even begin working on it..until today. Of course I am a bit dry when it comes to working with Lua and Project Zomboid but I figure that won't be a problem and I plan on working with it a bunch this weekend. Now..onto what the mod is going to be.. 
     
    What is this s**t?:
        Count on Me is going to be an addition to the medical part of Project Zomboid. Think making your own medicine from herbs and cutting your arm off. Maybe even studying dead zombies bodies? Figuring out how they died? My goal with this mod is to add more story to the game and more shit to mess around with honestly.. I can't really go into more information because I don't necessarily have all the answers and the mod entirely planned out yet.
     
    When???:
        I've already started progress on the mod but don't expect a whole bunch of progress in the first couple of days. I definitely need to warm back up in Lua before large portions of progress are made. After that I believe in about 4 days I should have a "playable" version of the mod out. I'll start with some of the simpler(herd medicine) parts of the mod first before I begin the more complex parts(limb removal). After school tomorrow i'll make the list of things needed to be done for all of you whom wish to follow the development of this mod can follow it a bit easier. I'll update it every time I finish something.
     
    Progress List(red-haven't started, yellow-working on, green-finished)
    Item Database & Research Item Integration(bound to expand) New Skill(bound to expand) Limb Removal & "Replacement" Corpse Expansion(bound to expand) ect..(will definitely expand as mod progresses   ) Anyways everyone, thank you for reading and i'm sorry if for some reason I wasted your time. This shit took awhile to type so don't be mad, it annoyed me too.
     
     
    edit: Added the "list'
  19. Like
    Austin got a reaction from b133d_4_u in Count on Me! [Beginning]   
    Count on Me!
    Created by Austin
     
    Introduction: 
        Hello everyone! It has definitely been awhile since I have worked on any sort of mod for Project Zomboid or even any other game. I've since the abandonment of my first two mods, Fletchery and the We Need More Guns mods, been thinking about revamping them or maybe even making a new mod. I thought out a pretty good idea for the new mod but I never got myself to even begin working on it..until today. Of course I am a bit dry when it comes to working with Lua and Project Zomboid but I figure that won't be a problem and I plan on working with it a bunch this weekend. Now..onto what the mod is going to be.. 
     
    What is this s**t?:
        Count on Me is going to be an addition to the medical part of Project Zomboid. Think making your own medicine from herbs and cutting your arm off. Maybe even studying dead zombies bodies? Figuring out how they died? My goal with this mod is to add more story to the game and more shit to mess around with honestly.. I can't really go into more information because I don't necessarily have all the answers and the mod entirely planned out yet.
     
    When???:
        I've already started progress on the mod but don't expect a whole bunch of progress in the first couple of days. I definitely need to warm back up in Lua before large portions of progress are made. After that I believe in about 4 days I should have a "playable" version of the mod out. I'll start with some of the simpler(herd medicine) parts of the mod first before I begin the more complex parts(limb removal). After school tomorrow i'll make the list of things needed to be done for all of you whom wish to follow the development of this mod can follow it a bit easier. I'll update it every time I finish something.
     
    Progress List(red-haven't started, yellow-working on, green-finished)
    Item Database & Research Item Integration(bound to expand) New Skill(bound to expand) Limb Removal & "Replacement" Corpse Expansion(bound to expand) ect..(will definitely expand as mod progresses   ) Anyways everyone, thank you for reading and i'm sorry if for some reason I wasted your time. This shit took awhile to type so don't be mad, it annoyed me too.
     
     
    edit: Added the "list'
  20. Like
    Austin got a reaction from WolfeClaw in Count on Me! [Beginning]   
    Count on Me!
    Created by Austin
     
    Introduction: 
        Hello everyone! It has definitely been awhile since I have worked on any sort of mod for Project Zomboid or even any other game. I've since the abandonment of my first two mods, Fletchery and the We Need More Guns mods, been thinking about revamping them or maybe even making a new mod. I thought out a pretty good idea for the new mod but I never got myself to even begin working on it..until today. Of course I am a bit dry when it comes to working with Lua and Project Zomboid but I figure that won't be a problem and I plan on working with it a bunch this weekend. Now..onto what the mod is going to be.. 
     
    What is this s**t?:
        Count on Me is going to be an addition to the medical part of Project Zomboid. Think making your own medicine from herbs and cutting your arm off. Maybe even studying dead zombies bodies? Figuring out how they died? My goal with this mod is to add more story to the game and more shit to mess around with honestly.. I can't really go into more information because I don't necessarily have all the answers and the mod entirely planned out yet.
     
    When???:
        I've already started progress on the mod but don't expect a whole bunch of progress in the first couple of days. I definitely need to warm back up in Lua before large portions of progress are made. After that I believe in about 4 days I should have a "playable" version of the mod out. I'll start with some of the simpler(herd medicine) parts of the mod first before I begin the more complex parts(limb removal). After school tomorrow i'll make the list of things needed to be done for all of you whom wish to follow the development of this mod can follow it a bit easier. I'll update it every time I finish something.
     
    Progress List(red-haven't started, yellow-working on, green-finished)
    Item Database & Research Item Integration(bound to expand) New Skill(bound to expand) Limb Removal & "Replacement" Corpse Expansion(bound to expand) ect..(will definitely expand as mod progresses   ) Anyways everyone, thank you for reading and i'm sorry if for some reason I wasted your time. This shit took awhile to type so don't be mad, it annoyed me too.
     
     
    edit: Added the "list'
  21. Like
    Austin reacted in Count on Me! [Beginning]   
    Fantastic idea.
    We are in my group already Rping and trapping our OLD dead selves in a Zombie pen.
     
    It would be great to have to capture a live zombie to do research on them.
    Cutting off a limb is a great idea to save your life.
     
    Herbs is an great idea.
    I will watch this thread with great anticipation.
    Good luck.
  22. Like
    Austin reacted to fluffe9911 in Count on Me! [Beginning]   
    gl hope this goes fabulous  
  23. Like
    Austin got a reaction from Atoxwarrior in Count on Me! [Beginning]   
    Count on Me!
    Created by Austin
     
    Introduction: 
        Hello everyone! It has definitely been awhile since I have worked on any sort of mod for Project Zomboid or even any other game. I've since the abandonment of my first two mods, Fletchery and the We Need More Guns mods, been thinking about revamping them or maybe even making a new mod. I thought out a pretty good idea for the new mod but I never got myself to even begin working on it..until today. Of course I am a bit dry when it comes to working with Lua and Project Zomboid but I figure that won't be a problem and I plan on working with it a bunch this weekend. Now..onto what the mod is going to be.. 
     
    What is this s**t?:
        Count on Me is going to be an addition to the medical part of Project Zomboid. Think making your own medicine from herbs and cutting your arm off. Maybe even studying dead zombies bodies? Figuring out how they died? My goal with this mod is to add more story to the game and more shit to mess around with honestly.. I can't really go into more information because I don't necessarily have all the answers and the mod entirely planned out yet.
     
    When???:
        I've already started progress on the mod but don't expect a whole bunch of progress in the first couple of days. I definitely need to warm back up in Lua before large portions of progress are made. After that I believe in about 4 days I should have a "playable" version of the mod out. I'll start with some of the simpler(herd medicine) parts of the mod first before I begin the more complex parts(limb removal). After school tomorrow i'll make the list of things needed to be done for all of you whom wish to follow the development of this mod can follow it a bit easier. I'll update it every time I finish something.
     
    Progress List(red-haven't started, yellow-working on, green-finished)
    Item Database & Research Item Integration(bound to expand) New Skill(bound to expand) Limb Removal & "Replacement" Corpse Expansion(bound to expand) ect..(will definitely expand as mod progresses   ) Anyways everyone, thank you for reading and i'm sorry if for some reason I wasted your time. This shit took awhile to type so don't be mad, it annoyed me too.
     
     
    edit: Added the "list'
  24. Like
    Austin reacted to Tomwa in What are you listening to?   
    Currently playing in a loop also I'm drunk so solo post.
  25. Like
    Austin reacted to Tomwa in What are you listening to?   
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