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  1. Hello, this is my sugesstions: ZOMBIE LORE: (new) Zombie horde mode: on/of -will sometimes attack a group of zombies, which over time will become very big Speed: Zombie mix: (10% are sprinters 70% fast Shamblers 20% shamblers) (you can also mix other features zombie creating poor sprinters And crawling Up Strong etc.) Transmission: - Only blood - Only saliva - Infected meat (see below) Infection Mortality : 2-3 days (You have a 20-30% chance to survive) 2-3 days (You can survive if 'll survive 2-3 days) 1-2 weeks (You have a 20-30% chance to survive) 1-2 weeks (You can survive if 'll survive 1-2 weeks) ( can also be given antibiotics to cure zombification which are very rare) Infected meat: When you use " forage " in the forest you can find meat infected by zombies (rabitts, deers, etc)
  2. Simple, a Sandbox option that would make zombies immortal, as in, revive after customizable amount of hours\days unless their corpse is burned. Just like players who died from infection. With additional option of only having random zombies revive while some stay dead for additional paranoia. It would be a nice option to have. That is all.
  3. https://www.youtube.com/watch?v=NQ9_J-h7DbI You awaken to the dawn of a new world. It's streams are clean, the forests lush and the local wildlife is hungry. You're cold and in need of shelter as you hear other voices on the wind. You are not alone. Your Quest: Establish civilization and explore the new world. Your Quest is a casual 2D Strategy/RPG with progressive gameplay where you gather resources to construct a village, craft new weapons and armor, and try to survive the depths of a procedurally generated dungeon under the surface. Can you explore the entirety of this new world? Help us get Greenlit on Steam! Vote Yes Here Current Features Turn-based CombatBuild a village the way you want itCraftable Armor and WeaponsProcedurally generated dungeon (accessible via Cave) with 10 levelsResources: Wood, Stone, Fur, Meat, Leather, Cooked Meat, Herbal Medicine, Iron, Steel, FishJobs: Lumberjacks, Stone Miners, Hunters, Tanners, Cooks, Foragers, Iron Miners, Coal Miners, Fishermen, SmeltersBuildings: Home, Houses, Quarry, Lodge, Tannery, Mess Hall, Herbalist, Iron Mine, Blacksmith, ArmoryMisc: Campfire, Roads, Flowers, Torches, Fences
  4. First of all, I wasn't sure where to put this, so if an admin wants to move this to a better fitting category, that'd be great. So I, like many of you probably did, made a mistake when choosing Sandbox options for the first time for a playthrough. Maybe you didn't choose enough zombies (guilty as charged), maybe you just want to tweak a few settings. Whatever. Well, on discovering that the Save Editor mod didn't work, as it was for an older build, I was slightly disappointed. My big fort would have nothing to be tested with. So I searched around and found bits of information that allowed me to finally come up with a temporary solution (temporary as in, until in- or post-game editing is added to the game, if it will be). So without further ado... Step 1 Make a new game with the options you want, the character you create doesn't matter, as it's your "main" character we want. Once you made it in game, save and exit. Step 2 Navigate to your Zomboid folder. Mine is in C:\Users\*User*\Zomboid where User is your Windows User. For Macs, I'm sorry I don't know, but I'm sure there's one, you might have to Google around for it. Go into the Sandbox folder (and be careful here) and grab the newly created world folder and your main world folder and back them up somewhere, the desktop is fine. Somewhere where you know where they are. Step 3 I hope you didn't close your Zomboid folder, we still need it! Go into your main world folder and copy the map_p.bin file, it should be at the bottom if you filter by name, a-z. This is your player file. Copy that player file to your new world you created, and replace the other map_p.bin file. You've successfully transferred your player to a new world! **Below is an optional step for replicating the world if you've interacted with it in ways you want to keep the same.** *If all you wanted to do was transfer a character, you can stop reading and go and play with it in his/her new world!* But wait, I had stuff on the ground, stuff in storage, a fort! Where is that? Well, for that you need to do one additional option Step 4 From your main world folder, you need to copy all of the map_####_###.bin files, all of the map_ files that have numbers trailing them. These are your edits to the world, whether by you, the erosion mod, zombies or whatever. Copy all of them. The best way to do it is to select all (control + a for windows) and then deselect any files that don't say map_####_### (the amount of numbers may vary, but that's how they look to me) Copy those files to the new world you made with the new settings. Make sure if you moved your character when checking if it was in the new world that you don't start the new world up and become stuck in your fort or something (again, guilty as charged). If you ever want to make everything the same before all of these steps, then you would navigate to those backups I told you to make, copy the map_p.bin and the map_####_### files (if applicable) and paste and replace them in said world in the Zomboid folder. If you made those backups (which you should have, because I specifically said to) you will never lose your character and world, they'll always be there if you make a mistake or wish to return immediately (obviously if you interact with the new world but then choose to go back, if you copy and paste the backup, those actions wouldn't have been done. An alternative would be to copy the map_p.bin from the new map as that would be the "latest" character. This could be pretty exploitative, but it's up to you how you want to play your own game. Perhaps you want a new character to replace the old one (because of the Build 31 professions update), why not drop everything on your current character, create a new world with a new character and just copy the old map_####_### files over so you get everything your old character had? Really sandbox is just that: a sandbox which you create your own rules, your own story, your own game. Why be limited at the start? Enough rambling, hope you guys have fun with your new settings, new world, refreshed zombie spawns e.c.t! I hope your fort gets tested to its full extent and you get rekt! Or whatever your new plan is for the new world!
  5. I just thought it would be nice to have some profession specific starter kits when that option is enabled in Sandbox examples: Lumberjack: Axe Gardener: Trovel\Shovel, Random Seeds Police Officer: Pistol + Box of Ammo Doctor: First Aid Kit Chef: Kitchen Knife + Random kitchenware Park Ranger: Hunting Knife Carpenter: Hammer, Saw, Box of Nails Etc... There could be another checkbox under Starter Kit like 'Profession Specific'. It think it would be nice for both SP and possibly some RP servers.
  6. Name: Sol-Ark Genre: Ā«Sol-ArkĀ» - is an indie-project focusing on 2D space faring real-time strategy/sim (RTS) with some Rogue-like and Sandbox elements. Itā€™s an old-school hand-made flash project Short description: Sol-Ark is a 2D Space RTS with sandbox and rogue-like components. Expect gameplay mechanics designed with player choice in mind and an immense universe to make those decisions in. Missions and storylines drift from seriously somber to hilariously violent with every new area explored, and random events punctuate these encounters to create a dynamic experience thatā€™s part procedural generation, part astrotechnic action puzzle battle-scarred deep space handcrafted indie celestial celebration A few of Sol-Ark's Features: Crew morale systemOne of the most interesting mechanics we've introduced is a morale system for NPCs, consisting of varying degrees of four moods. These moods affect how any given NPC will perform a task. Ask a happy NPC to switch out a reactor core and they might do it in half the time, whistling all the while. Ask a depressed NPC to do the same task and they may open the airlock and jettison themselves, and other crew members into the unforgiving void of space. Random eventsThe game will feature dozens of events ranging in class and severity. You'll encounter pirates, miners, derelict stations and celestial phenomenon that will alter your crew's mood, send you on quests, and engage you with ambushes, full frontal assaults and other intergalactic shenanigans. Expect naturally occurring lasers to sever your ship, and be wary of the allure and intrigue of alien-infested cargo adrift in space. Sandbox Style ConstructionYou'll be building your ship from frame, to floor, to wall and ceiling. You can shape and build the ship to your own liking and compartmentalize its systems however you see fit. Do you want your ship to look like a massive triangle of death, surrounded by torpedo turrets, lasers and cannons? Go for it. Want your ship to be shaped like a massive cat head? Please give it a shot, and send us some screenshots. Last video: Approximate release date: middle/end of 2016 Technology: ActionScript 3.0 with AGAL, API - FlashDevelop. Platform: Multisystem Language: English, Russian Inspirations for developers: ā€œFaster than Lightā€ (FTL), ā€œDwarf Fortressā€ (DF), ā€œAncient Domains Of Mysteryā€ (ADOM) and ā€œLaser Squadā€ (LS) projects. Project's beginning: May, 2014 Status of project: pre-alpha version, preparation for Steam Greenlight campaign Sol-Ark's official website Press-kit Official blog (devlogs) Page on Steam Community Page on IndieDB Pages in social networks: Facebook Twitter Instagram Music: The game has its own OST (examples here). Composer - Eugene Guliugin. Team: Main core of the teamAlex Sayenko (Ukraine) - game-designer, producerJustin Hellstrom (USA) - second game-designer, writer/scenaristDmitrii Demenkov (Ukraine) - lead programmerEugene Guliugin (Russia) - composer, sound-designerEugene Usmanov (Russia) - lead 2D artist, concept-artistOlga Petrovskaya (Ukraine) - web-designer These guys helped us in their free time Tomas Seniunas (Lithuania) - second programmerLuke Bourne (UK) - third programmerAlexander Horiakov (Ukraine) - community-manager More info about the project you can find on the Sol-Ark's website and on the Sol-Ark's blog with devlogs. Special thanks (indie helps indie): 1. HASTE project's team for their assistance and consultations.2. Indie Games Developer group on LinkedIn and its creator - Julian Ross for his mentorship3. EmpiresInRuins project and its team leader - Emiliano Pastorelli4. UMOGA platform for team searching and its creator Maxime Lutin
  7. So here is what I want to do. I want to be able to locally have my sandbox game with my wife on split screen but we want to make multiple characters to switch between to play as. But the first character can't be switched out eg. I make Bob she makes Jill we quit reload make other characters, Bill and Jane, but now the screen is split into four and Bob is now sitting where I left him last. So I want to be able to start the game and and make Bill be on the left and Jane on the right and have the screen only split in two. Any help would be appreciated.
  8. I suggest adding a [Advanced] checkbox somewhere in sandbox menus. If checked it would allow setting certain things not by presets (High, Very High etc.) but by numbers ex. Very High spawn rate is 4.0, such option would allow a player to set it to anything they want like 10,0 or 0. It would be a very nice addition to the game for those who want to customize their game to the max without hackish mods.
  9. Hey everyone, I stumbled across this awesome game series a few years back called Hegemony Gold you can find it on steam. I will provide links. You can Find Hegemony Gold and Hegemony Rome on Steam. That said they are running a kickstarter campaign right now to fund their next title. It looks awesome! They did a live preview a few days back. Which you can find below. That said this is not StarCraft in the sense that it is a fast paced RTS. But more a thinking mans RTS where you have to capture / raze settlements, establish / maintain Supply Lines, Think about troop placement and play to your troops strengths. They even have mod support in the form of an editor (Which will be made available to modders) and a bunch of other stuff. With that said they have a large scale map of the Italian Peninsula. Set prior to the rise of Rome. You can find the Kickstarter here Have an awesome holiday season. - Headclot
  10. Hey everyone! With all these new sandbox settings coming in, and seeing the "8 months after the apocalypse" preset, I got an idea. So you know how you can choose your settings right when you create a world? Well what if you could enable a "timeline" of settings. Let me explain. Let's say NPCs are out and I want to make a simulation of 12 hours after the breakout of the virus. I set the NPC count extremely high, loot high, zombies low, erosion 0%, abundant locked doors and alarms, etc. But in reality after about 5 days the survior and loot count would shoot way down and the zombie levels would skyrocket. So what if we could enable a "timeline" at the creation of a world, where we could customize the sandbox settings to change after a few days or weeks. So day 1 has this set of settings, day 3 has this set of settings, and so on. You could customize each day's settings or just customize each week's settings. Thanks for reading, feedback is appreciated!
  11. Hello fellow survivors! I have made a simple program to edit the sandbox parameters of a save in Project Zomboid. Initially it just started out as a little poking around as I wanted to change when the water and electricity shut off, but I made it into a full program. Check it out if you are interested, I could do with some feedback if there are any bugs with it (please post on the issue tracker on github). https://github.com/BytesGuy/ZomboidSaveEditor To download it (or the source code), visit the link below. It will only run on Windows Vista/7/8/10, sorry no OS X or Linux support (yet)! https://github.com/BytesGuy/ZomboidSaveEditor/releases This project and code is distributed under the terms and conditions of the GNU GPLv3 License.
  12. So last night I was finnaly able to get my server running and had 3 other friends join it. Before starting the server I did a lot of looking around and reading about how to set those sandbox variables for my server. I found the tool to generate the file ( SandboxVars.lua ), I changed all of the settings to my liking. Since this was our first time ever playing I wanted it to be easy so we could at least learn the game without dying to often. I made the loot abundant, made the water/electricity shut off 0 to 5 years and made the zombies very easy, and also made it so that we wouldnt get infected. I then proceeded to place that file here... C:\Users\Erick\Zomboid\Server\SandboxVars.lua and in here as well... Steam\steamapps\common\ProjectZomboid\media\lua\shared\Sandbox\SandboxVars.lua I read a couple of conflicting posts and went ahead and put it in both places figuring that it would cover everything. I also sent my friends the .lua file and had them place it in... Steam\steamapps\common\ProjectZomboid\media\lua\shared\Sandbox\SandboxVars.lua After reading another post mentioning that we must have the same file. When we played some of the settings seemed to have taken effect, but some didn't. The zombies were slow and when we got attacked we didnt get infected. The loot did not seem to change and the water/electricity went out really early on. What am I doing wrong? Since the water / elec was set to 0 to 5 years is it possble that it got 0 years and that's why it shut off? Also the loot did not seem so special just regular clothes / food / mele weapons. Any tips or advice for me?
  13. A sandbox editor mod would be amazing. It would be nice to have something where we can edit zombie lore and all that stuff during gameplay.
  14. Here's a random idea I came up with. It would be very cool to implement into the game, but it would be very hard, and would require a lot of time. It would also have to come out after NPCs are implemented. Here it is: In the Sandbox options menu, there would be a "Start from the beginning" check box. (I can't really think of another way you would go about starting something like this, other than that.) When you check it off and finish setting up sandbox and hit play, WHAT HAS HAPPENED, I SAY? You have spawned into your jobs building in the map. (Police: PD. Security guard: Bank. Unemployed: in an alleyway or in a cheap house. etc.) The next thing is that there would be human NPCs walking around the map, doing their normal business. You may think this is strange, but no. "Start from the beginning" means beginning of the OUTBREAK. Or however else the zombies came to Kentucky. After about 10 minutes of being in the game, the NPCs would start talking about how some strange virus is going around, and then that triggers the game to infect about a third of the NPCs currently alive on the saved game. After however long you set on Sandbox for the virus to take effect, the population will start turning and CHAOS HAPPENS! Summary: Basically, it's a mode where you get to see the outbreak start and consume Kentucky. I think this would be AMAZING, because seeing people zombify, and have chaos unfold unto the citizens of Kentucky... That's just something you usually don't see in a zombie game.
  15. Hello. I just wish to play in single player, but with Admin ability with the tools just like these. http://theindiestone.com/forums/index.php/topic/8149-server-admin-toolsv2/ That admin mod won't work in single player, yet I wish to be able to use the abilities of the mod just to build some stuff for fun. Just to make The Sandbox, More Sandboxy.
  16. Hello! In the Sandbox Presets thread, I said I'd make a little collection of some different sandbox loadouts with a few that resemble the lore of different zombie films, like 28 Days Later, Dawn of the Dead, I am Legend, All Alone, etc., so here it is! Please feel welcome contribute one you've thought of if you'd like to share it and stuff, or correct or improve an existing one so this seems a little less dismal and barren and stuff. 28 Days Later: Dawn of the Dead (2004): The Walking Dead/Night of the Living Dead (1968): All Alone: Stinky Walking Corpses: My Own thingy-bajiggle: Hellishly Hardcore: I am Legend: (probably much much much better with a mod or official night active feature thing to balance it) DayZ-ish: Left 4 Dead-ish:
  17. In a recent discussion on this thread, the topic of whether or not zombies eat only fresh human bodies came up and I made a suggestion for sandbox. I thought I'd ought to put it here to so people can discuss any aspects of it without derailing the other topic further. New sandbox setting: Pickiness! Picky - Only eats fresh human corpses Less Picky - Eats any human corpse it can find, fresh or stale. Not Picky - Eats any corpse or meat it can find, human or animal, fresh or rotten. Omnivore - Will eat any food it can find, vegetable, human, or animal, fresh or rotten. Progressive - Starts Picky, but later becomes Less Picky, then stops at Not picky. Sounds nice?
  18. What is River Town?River Town is a single-player rural-themed Role Play inspired by the classics, such as Harvest Moon, The Sims or Rune Escape. In River Town player comes into possession of a farm, and can populate his little rancho with a variety of animals, pets or crops. The town is settled by villagers with highly contrasting personalities, making the game an engaging combination of farming and social experience. What is unique about River Town is that player can create their own script about what they want to happen, with whom and when. Every action a character does affects not only him but all people around as well, which might lead to some crazy stuff! FeaturesFor a full feature set please visit our Kickstarter page. Crops - Choose from a wide variety of plants (fruits, vegetables, flowers) and trees to populate your farm. Some of them are required to be seeded only at a certain season, while others need a hothous.Animals - Buy, feed, breed and take care of your farm animals.Pets - Several pets to take care of. Some pets have special functions - dog, for instance, might help you with keeping wild animals away.Villagers - Every single person living in River Town is entirely unique and introduces different storyline. Some villagers might find you inspiring to change their behaviour and goals, some might try to avoid you, while some others even attempt to stalk you if they are extremely amazed by your person. They behave differently towards you as a stranger or a best friend, so take that into account.Date & Marry - Finding a second half is a strong part of the River Town storyline. It's possible to date, propose, marry, live together and finally raise a child. Festivals - Each season brings a set of different festivals organised by the town population. Participation in these might be a great chance to integrate with villagers or win precious prizes.Cooking - Discover new meals by watching TV series in your TV or experiment on your own. Serve your dishes for a dinner, share it with others or participate in cooking contests. Thank you for your time! I hope you like the game, we're very opened to your feedback and thoughts, so go ahead and write us a couple of words
  19. Would another speed setting between fast shamblers and sprinters be fun and worth the effort? I've been trying sprinters since the fast shamblers aren't as fast as I get spooped by, but then some of the sprinters are too fast and I get too spooped. I would like it and appreciate it, but I might be in the minority and not warrant this being added in the future while they have the time and resources and energy and tea. Spoiler Just to further clarify, I'm definitely not suggesting this be added in the near-near future.[<3]<3[/<3]
  20. Wait, flying whales aren't technically fish. My bad. The Kickstarter campaign for Windforge ends in four days. If you haven't heard of Windforge yet, it's an indie PC game where you build Steampunk airships out of anything you can find (including dead whale parts) and explore a Steampunk world of floating islands and cities. It's a 2D sandbox game where the entire world is destructible. There's my pitch. The campaign can be found here: http://www.kickstarter.com/projects/snowedinstudios/windforge Hope you take a peek, and let us know what you think!
  21. I remember from the old forum that a user named Eairle suggested a sandbox thing that emulated the lore of "Autumn." They haven't come back since, and I'm reviving it since I thought it was neat and wanted to continue any discussion on the topic. A disease kills a tremendous number of the population, and a portion of those who died revived after a while and started walking about. They begin fairly senseless and slow, but become progressively faster and more intelligent as their bodies begin to crumble. Lots of still corpses everywhere, and practically no danger in the first week of play, but quickly gets more and more dangerous as they get more sensitive and cognitive with time.
  22. Would customizing the zombie lore on Last Stand mode be do-able ever? I want to try it with ugly gross numbers of zombies who run and are cray frail. Not exclusively asking TIS to do this, and certainly not asking for it if it interferes with more important features and/or tuning.
  23. "Humm, di dumm, dumm, looting is my thing, deep-uh-meep-meep, looting like a mindless sheep, not looking where I'm go..." "Oh... Uh, hey. Say, you look familiarz, have I seen you somewhere before?" "Uuuruuuurrrrghghhhhhhhggh!!" "Im not comfortable with hugging..." "GRrrrRRRRrrrr!!" "Look, stay away alright!!" "GrrarrrrghhhhH!" "OK, THATS IT, DIE YOU CLASSY LOOKING GUY!!!" *Splat!* "Uurrrr..." "..." "Oh hey! Look at all this stuff you was carrying! Nice!" ---- Enough strained silliness. My suggestion is this: In sandbox-mode, when you die, your world is still the same, right? The houses you looted stay looted, the zombies killed stay killed, the smashed windows stay smashed, the boarded up doors stay... well, boarded up. There is just one thing that changes. The corpse of the character you played in your last play-through has vanished! Along with all the stuff he/she managed to loot! My idea, that I humbly ask the community to offer feedback on, is that you can travel to the location where you died in your last play-through, and kill your zombiefied former self! And get some of your loot back! (Not all of it, because, hey, balance). To make it a bit harder, the smell of (relatively) fresh human meat has attracted a lot of zombies (which is why your former self is always a zombie even if she died from bleed-out, starvation, etc, as opposed to zombification.) Your former self is just the same as any zombie, nothing special, only that he/she carries some of the stuff you were carrying previously. This idea sound familiar? Yes, OK, I shamelessly ripped it off of "ZombiU" a game for the WiiU that I much enjoyed. Still, I think it is a nice twist to the sandbox mode What do you think? (I hope this hasn't been suggested before, I tried searching, but couldn't for the life of me think of single words to summarize my idea. Old corpse, player corpse, etc., didn't give me any results.)
  24. Hi everyone, I'm Jean-Sylvain and I'm working at a small Ottawa (Canada's capital) Indie Studio. I'd like everyone to be aware of our Windforge game and am seeking for feedback! Please have a look at it! LinksSite: http://snowedin.ca/windforgeDeveloper Blog (tons of insights on development): http://snowedin.ca/category/windforge/Kickstarter Campaign : http://www.kickstarter.com/projects/snowedinstudios/windforge DescriptionWindforge is a building-block RPG that mixes 2D-shooter action with the freedom to create and explore. Players will take to the skies in fully buildable airships, as they embark on a journey of discovery and survival that will take them to the heart of the world and beyond. Quotes/Reviews"One of the best looking games I saw at GDC in March" - Rock, Paper, Shotgun (http://tinyurl.com/n3glpdv)"Windforge, gets to a very hard to reach placeā€”the one for gamers who really want to play something like Minecraft and Contra at the same time." - Kotaku (http://tinyurl.com/lpcdazy)"The concept is a blend of awesome things" - Destructoid (http://tinyurl.com/kb2jz4q) We are always open to (respectful) comments and critics! Let us know what you think about the game, they will help us improving the final experience! Other cool video (Created by community) Screenshots
  25. I was hoping for some certain added sandbox attributes. For example: Zombies over time (more, same, less, varying) - This would affect the # of zombies throughout the game.Starting Location (names of spawn areas) - Allows for a more custom startZombie Distribution (add woods/outside city to list) - This would allow a survivor to smash and grab whatever for a couple days and barricade against the incoming zombies. Used with increasing zombies over time, one could create a more in depth "holdout" scenario.Zombie Respawning (Yes, No) - would toggle whether zombies "respawn", allowing for a survivor to possibly "rid" the map of zombies.Have anything to add? Feel free to comment.
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