Search the Community
Showing results for tags 'running'.
-
I can't seem to find what toggles the movement states between walking, running, and sneaking/armed stance. Anybody know what they are? Or should I just modify the players walkspeed and multiply it by the appropriate skill level in getGlobalMovementMod, getSprintMod and force the animations to play?
-
Zombies don't move very fast and there has been lots of talk about making them faster. But what about things to make the player slower? Recently I fractured my leg then had to flee/crawl from my safe/dangerous house. I slowly make my way from one end of muld to the other to get to my other safeish house. not being able to out walk zombies makes life alot more interesting. I had a great time completely changing my style of play and truly fearing the zombies. Adjusting how weigh, exertion, lack of sleep, illness, health and terrain affect speed could really slow us down and force us to think and play in a completely (or slightly) different way.
-
Basically when wearing certain bags running speed is reduced, something like this: Schoolbag: no change Duffelbag: -10% run speed Normal hiking bag: -15% run speed Large hiking bag: -10% walk speed -20% run speed Hiking bags and large hiking bags have internal frames made of metal that while increasing size and storage space slow you down. I think this should be modeled in the game.
-
The animation for the window smashing, got me thinking. Add a running tackle. Efficiency You NEED to wind up your hits to get the max efficiency. So you should also have to build up speed to knock them down as well. You won't aim with the mouse. But you should still have to click the mouse to initiate the hit, at the right timing of course, as you run your character into a zombie or something. Zombies/People. You shouldn't have to stop your forward momentum every time you're trying to escape another pinch. Just hit and run. Doors. Door ramming should be a thing. It should be quicker to do, but more taxing on the body than a standard door kick would (but I'll get into that later). Windows. This, does not pertain to the big windows in the city, that go from the ceiling, down to the floor. Just the windows above the floor. Now, if you add the Running Tackle, you have GOT to add the Window Dive. Just like everything else we could tackle, you would initiate it the same way. But only with the windows, the tackle sprite can be attempted, in the hopes to see it turn into a lunge sprite right through the window. But ONLY if the attempt succeeded. Otherwise, the window stops you at the tackle, and you'll look silly. Big Wooden Fences & Big Windows. Maybe you are strong enough to climb that big wooden fence, but your friend isn't. Are you just gonna leave him there? Or are you gonna risk your life to save him, and bust through that fence? That would be a cool option. And that would require a health bar for the Big ass-Wooden Fences (if it's not already existent). And you should be able to bust through those Big Windows as well. Runner Zombies. The runner apocalypse would become much more manageable. Insufficiency Obviously, we can't do ANYTHING, without suffering the negative consequences that follow. Windows, Doors, & Big Wooden Fences. More, obvious causes of bleeding and bruising, because of tackle and dive attempts that don't succeed. And even the ettempts that DO succeed as well. Clumsiness. Improper timing of your tackles however, may have a chance of causing you to trip and fall over. Depending more on your Clumsiness, and less on your Luck. But still, ultimately, Clumsiness & Luck. But, you should be able to get better at it as well. Extras Door Kicking. If you don't like the door ramming idea, get this. It could be done almost exactly like my running Window Dive idea. But do a running Door Kick. And the exact same ways we normally can choose to smash windows, let us use that for more door kicking. BAM! Running Weapon Swing. Just like the running tackle, we hold sprint, and left mouse click. But maybe we could also hold the attack stance at the same time, and then left mouse click while a weapon is in hand. Complicated I know. But all people would have to do, is change the attack stance to the space bar, easy peasy. But if not, maybe we could just hold the left click down for a bit, and then release while running. Endurance. More things through out the day should cause more physical pain, strain, and/or damage over time, of constant usage. Like, Foraging, Farming, Capentry, Stoneworking, Metalsmithing, Engineering, Cooking, Tending a Fire, Shooting, Swinging, Hitting, Kicking, Pushing, Ramming, Diving, Landing, Climbing, Swimming, Running, Walking, Sneaking, Standing, and even just Sitting can cause more pain. Some of it can be helped. For example, rapping a lace or some tape around the handle of a weapon, can help to cause less pain and strain in your hands (and maybe even help with the weapon's durability). Or, simply picking the couch over the floor, will cause less pain in you ass and back. But, all of it can be built up to tolerance and calluses over time. So while you're leveling up the skills and attributes for the actions you take most often. You are literaly building thresholds for the body parts you've been using and abusing the most. Allowing those parts to tolerate more pain and withstand more damage. To a reasonable extent of course. And, same thing goes for Mental Endurance. Like, you panic enough times, you start panicking less. You kill enough living people, and you'll eventually stop feeling so nauseous every time you do it. And instead of panicking, you'll eventually get used to it. Then there's only two ways to go from there, you either learn to fear it, and/or you learn to love it. No wrong way. But I am so fucked up right now. And I love you all, PEACE!
- 29 replies
-
- Clumsiness
- Zombies
-
(and 8 more)
Tagged with:
-
The humans and any other animals you choose to put into the game should leave blood trails when we're critically injured. Depending on how bad you're bleeding, and how fast you're moving will define how bad the blood spill will be. Which will be a must if we're going to hunt wild animals, that we'd immediately lose as soon as they run out of our viewing distance. But with a blood trail, we have a way of tracking them, and finding where they collapsed. We can save on bullets, as long as you're good at hitting vital areas, or are at least good at critically injuring whatever you hit. But the zombies shouldn't leave blood trails, they should only leave the blood you whack or shoot off them off of them. Except for the running zombies, they haven't been stricken with rigamortis yet. So the runners should just bleed everywhere. Besides it's not like you're gonna have the time to be tracking when you're running from runners. And oh yeah, the zombies should be more bloody on a daily basis. Hell, there should be more blood everywhere on a daily basis. But that's all, I'm still loving the game so far. I love you all, peace.
-
Hi, It might be worth to consider that zombies can actually stop player. Right now when you are in move they are unable to do anything (unless you walk in the horde) - this has been tested. It is really convenient when you try to go from point A to B but bit hmm surprising that even if they try to bite you or anything and you just walk they are unable to do anything.