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  1. So I've been working (and mostly have working) doors that you can be 'latched' or locked from the inside. The major caveat is that they only work on building boundaries (much the same way current default locked doors work.) I'm also expanding it to allow for locking doors that can be locked/opened from the outside using keys. That's very much so WIP. The way I plan it to work is that keys will spawn in residential buildings (which works but needs loot balancing) and then the player will be able to knock out the building's doors for the doorknobs that those keys will work on. Keys will only work with doorknobs scavenged from the same building that they came from. I feel like this gives a good reason to go out and loot more interesting things rather then sit in place in base and craft up. And it's realistic. I'm not sure if I'll put a visual indicator or not for keys/doorknobs or if players will just have to guess what matches just like you have to in real life. I'm open to ideas there. If you want to see how I've done things or give what I currently have a spin you can find the code here: After getting keyed doors working well I might move on to trying locking containers. I dunno.
  2. dred

    Round garden

    Hello and greetings to all fans of Project Zomboid! I wanted to share with you a map that i've been working on lately. It's not a very big project, just a single cell, an idea i came up with for a last stand map. Because my set of tools wasn't working well(missing strings in blends.txt) i had to do all the blending by myself tile after tile. Also sets of tiles I chose from those that have adequate blends. Right now i am working on the buildings that i want to put on this map. Feel free to comment and give some possible ideas and thoughts, all feedback will be appreciated. Alright, enough talking, let's put some screenshots and links for you Important: If you want to use some of this buildings in your project be aware that many of it doesn't have room definitions set correctly (TBD - those set are the default ones when you create a new room) - recently I had quite a lot of new ideas so i do not pay attention to those details, it is still a W.I.P. Buildings: Entrance Gate Post Kiosk Ristorante1 Risto-bar Kiosk Security Hut Laboratory (not exactly for this map) Survivor hut Botanic Garden (W.I.P.) Thank you for attention and enjoy!
  3. killerline

    Dimmsdale

    Dimmsdale ================================================= PROJECT SHUTDOWN! Sorry but this would take too long time to make with this few staff (me and friend here) and it just happened that me and my friend isn't friends anymore. Sorry and thanks for all the votes and replies
  4. Purpose: This mod will allow users to choose from a list of objectives, goals, or scenarios that the players must complete after creating a new game. Idea: I was thinking that myself and others may want to start a project zomboid game server with a twist. Instead of creating a sandbox survival server, I would host a once-a-week session (kind of like a role-play thing) where players would be put into a situation that they must resolve. This would require scripting out different scenarios into a mod, so I figured - Why not release this mod? I will try to keep this mod as light as possible by only adding what is necessary for a scenario and not changing anything from the vanilla game. Hopefully this will allow the mod to work with almost any other mods that add to project zomboid. Progress: I have experience programming (LWJGL and Java included) so I'm getting familiar with the way things work in the PZ code and the lua side of things. I'm working on a list of different scenarios to script. So far, the first scenario is a simple rescue - Players must find a radio and batteries, wait for contact from the military (configurable amount of time ?) and eventually fight their way to an extraction point while remaining unbitten. Obviously still waiting on some planned features to be implemented in PZ, but no big deal!
  5. I want to make a make like whit an ambient from the movie I am Legend so only that you start you go to have water and electricity only if you desactivate , but the food will not be rotten :S so it detracts from its realism. I am working in this map like 7 or 9 hour in a week but i love to make it here some Pictures from the map I go to use some buildings from other creators Spoiler Trash Collection Inside New* Spoiler A abandoned House *Before *After Spoiler Abandoned Shop Spoiler Jail From DoctahWong's buildings *New Spoiler *Before Rich House Outside *After Rich House Inside Rich House inside 2 Spoiler Comertial Zone I will add more decoration to streets , and add more cities and a industrial zone whit the time and fix some bugs whit the buildings desing This Map is in BETA Changelog Spoiler Version 1.0 * Added a Jail From DoctahWong's buildings Version 1.1 *Added a Trash Collection whit a Abandoned compressing garbage machine *Added a public bathroom from Beastly Bean * Added Trafic light to the street * Added grass to buildings * Added a Old Park *Added Low Class home From DoctahWong's *Added Modern Villa from Mendonca *Added Car Wash More or Less Builded *Added More decoratives stuff for the street Version 1.2 *Added Tolls *Finished and added mechanic *Fixed Rich house roof and Normal house Roof and changed the wall *Removed some grass in the street *Added Abandoned Construction *Added Small Kiosk 2 From I cant find him :S
  6. okamixxx

    Make Shift Mod

    Please leave recommendations as what else to add/ change it will help me balance the mod also I am looking for a better artist my stuff is ok but I want this to be a high quality mod just noticed a new version of project zomboid came out I will make an updated version compatible with the newest version tomarrow Planned chisel: will be used to craft items stone: will be used to make tools stone Axe head: recipe = chisel + stone handle: Recipe = stick+ kichen knife stone axe recipe: handle, stoneAxe head,SheetRope, nails spade: will give the ablity to dig dirt Dirt-Bag: will have same use as sandbag will be crafted using 3x sheets 5x dirt hobo Stick: 1x sturdy stick,1x sheet exact stats to be determined but it will be better than plasitc bag syringe: will give you the ablity to see if you are infected or not. improvied weapons: they will be put under planned features when I think of a name for them more will be added as I think of more emplemented stone axeneeds balanced current recipe's stone axe place holder recipe = 1x plank ,1x sheet rope , hammer, Current Version 0.1 MakeShiftMod ver 0.1.zip
  7. In a post apocalyptic wasteland where potatoes have rebelled against the humans, it is your job to crush the rebel uprising. Potato Warfare is a top-down two dimensional game, where you control a tank and fight 7(and counting) variations of the most deadly vegetable: the potato. Build factories, collect ketchup for health, upgrade your guns, and buy automatic turrets to reclaim earth. Enjoy yourself with a game that does not take itself too seriously. Download: https://www.dropbox.com/s/3r4gs6ye4r5tfzm/Potato_Warfare.exe Remember that I just began developing this game, and there remains a lot to be done. The highest wave so far is 14. Please post any criticisms, suggestions, or bugs that you find! Thanks for your time, ~Guad
  8. I am just like you, I like games that provide a unique challenge and build skills I don't normally use. That is why I created Merchant Tycoon. Merchant Tycoon is a very challenging game that is like 4 way realtime chess with a vibrant terrain filled with natural resources, marketplace, and an alliance system. It will force you to use strategies you have never used! Merchant Tycoon is designed to maximize the frequency and complexity of interactions with other HUMAN players. Merchant Tycoon is about negotiating, bartering, and your relationships with other players. From the very beginning to the very end you will be struggling to survive! In merchant tycoon you will likely not have access to all commodities you need to survive and you will need to trade commodities in order to survive. You will experience shortages of all commodities including food, market crashes, war, and monopolies which will all effect the prices of commodities and will need to know how to react in order to survive. When you are in a strong position players are going to ally and gang up on you. When you are weak players are going to snuff you out and take your territories. Players are going to undercut your prices, insult you, and attack you! Players will also turn other players against you, salvage your buildings, try and trick you into sending them commodities, and send you low ball offers for your commodities for sale. Players will also try and charge you as much as they can for their commodities for sale! Once in a while though you will find a worthwhile ally that will be on your side to the very end and you can both win the game together with allied victory! http://www.youtube.com/watch?v=9QC7Sz1oAog The action is realtime and you have to quickly evaluate what you should buy and sell, when to do it, and how long to wait before you accept an offer. You will also learn how to work together and break up teams by economical, military, and by persuasive methods. Virtually all of your decisions will be based on the actions of other players. Its a lot of fun, check it out at www.merchanttycoon.com!
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