Jump to content

Search the Community

Showing results for tags 'smell'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • News & Announcements
    • News
  • Project Zomboid
    • PZ Updates
    • General Discussions
    • Bug Reports
    • PZ Support
    • PZ Multiplayer
    • PZ Community & Creativity
    • PZ Suggestions
  • PZ Modding
    • Tutorials & Resources
    • Mods
    • Items
    • Mapping
    • Mod Ideas and Requests
  • General Games Development
    • Indie Scene
  • Other Discussions
    • General Discussion
    • Forum Games & Activities

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Twitter


Interests

Found 6 results

  1. Smell and Taste vs Hazardous and Pleasant -- Items/furniture/nature Values As liquid mix update will arrive soon, and animal hunting, it would be nice to taste stuff (take a sip, taste, spit) and have taste and smell related information and responses to players, animals, air quality, dangers and disgusting presences. So I sugest: A local grid with air information and a "gradient scent vector" related to "local grid wind direction". So if a item is starting to ignite, it would release a item-related scent/smoke, as you could SMELL your pot roast getting burned before seeing any foggy smoke. As items, players, zombies releases scents, the tile containing the source item updates information to the "local grid" that contains information about wind direction, umidity, temperature, to this local grid updates information to nearby tile grids, like a "smell rate gradient" in radius pattern vs "ventilationFactor" based on wind direction. Ventilation factor acts as a cooldown to remove scents from air information. Roast and igniting stuff release scents and fumes before visible smoke. As a radius pattern from its source, the air is affected but the player will only response to "minimum active concentrations". SCENT SOURCE contains a table of information about "Scent emission rate" "Source decay" and " Subsequent Gradient rates/range" (20, -10, (10, -3, 3)) LOCAL AIR grid could contain a specific smell information like a table with "id", "concentration" and its "ventilation permeability" Hazardous related groups: "Invisible Hazardous Fumes" "Volatile fuels" "Invisible Fire related Fumes" "Burned food fumes" "Cigarrete Fumes" "Body odour Related" "Rotting tissues related" "Rotting vegetables related" Pleasant related groups "Perfum Related" "Cooking related smells" "Fresh Vegetables related" So animals could feel human scent from distancem based on wind direction local vector/grids. So players could smell food before them burning, could smell igniting stuff before them setting ablaze, and could smell quiet zombie. Both SMELL and TASTE: So, capacity to smell or taste would depend on " minimum human detectable" "minimum animal detectable" but this doesnt mean a player would accurately detect the source of smell. Accuracy would depend on knowledge, health(cold) and if heavy deflective Spices/Fumes are present in enough concentrations to divert, like garlic taste, cinnamon taste, coffee smell, citric peel fumes, etc. So taking a sip of an unknown mix would not make the player say "its a 5,003% solution of 1950 specific brand wine with a pinch of nutmeg" But in 0 accuracy "its tasteless", 10% accuraccy " its a bit sour but its water, right?" 30% accuracy " it has some alcoholic and sour taste" 60% accuracy "I think its highly diluted wine with a bit of edible spice" "minimum hazardous" concentrations would start a toxic buildup etc. Taste/smell groups examples are "Fruit Related" "spoiling vegetables related" "Greasy Breakfast". (An extra id can be used to quickly join groups) So "greasy breakfast" would appear if you smell "sausage", "bacon", "eggs" and "spam" all at once. Groups are meant to join single smell and tastes to avoid spam. So after 3 specific smells detected, the player should only be able to detect the groups containing them. If there is a mix of eggs, spam, lettuce and sausage and spam, and strawberries and orange , it would print " I taste greasy breakfast food, lettuce and sour fruits". Taste Acrion -- Less than a sip, some drops on the tongue, degustate then spit. I think it Taste Action would act to preventing food poisoning if a bad ingredient goes to the pot, of if some player is applying pesticide near water containers. A buildup occurs to highly nasty substances, and detox cooldown would depend on health etc. Also, a mix and matching patterns of tastes and scents could make the player happy. Smell avoid perils like propane leaks, gas leaks, salad leeks, bad hygiene zombies, food intoxication, smokes, breakfast we forget in the oven etc. Wash your armpits and apply deodorant before hunting, breath, smell grass and flowers to forage stuff, follow feces trails etc. And, rotting carcasses should make the player enter on disgusting states, as zedless life rotting groceries are enogh to upset us. I think if you store wet, bloody, dirty stuff on bags or containers, nearby stuff could get dirty too, and wardrobe would get fungi infected, just like zedless life, but we can store them in plastic bags to contain. I was wondering when I drop sterilized bandages, the item would get contaminated or dirt, but I suposse for sake of faster gameplay. Its unrelated, but I stored a metal sheet inside a tailoring kit and went home with it. Items/containers/sacks/moving furniture/nature tiles/windows could have reactant size limiters and shape limiters and could get dirt if dirt stuff is stored. I also would like to spill the water I am carryng on my pan if I jump or trip, I would like to %chance break some eggs if I trip when carryng them, just like glass bottles etc. But items states like sterilized should be memory-related to the player, as a non sterilized and a sterilized would have the same appearance. And I get upset when I read a map, a copy of the map gets instantly mapped. My main map could be a memory related that blurs my reccently readed map, or takes a buildup and to copy or learn, but some instant map or indestructive saws are worth, and I like them because they wont break the game and makes gameplay faster, dynamic, active etc.
  2. What if the zed threat of PZ adapted to player tactics over the course of the game? Once you clear out a little niche for yourself somewhere on the map, zomboid becomes very easy to play- to the point where playing that save file becomes tedious. You clear out the initial zeds in your space, you routinely patrol around your base to keep the respawns under control, and all the while you are growing food and fortifying your base to withstand the zombie horde that never comes. But what if it did come? What if zeds from other cells were instinctively drawn towards you, not just because they were filling the cell that you routinely empty but because they actively knew that you were there? Based on my search of the forums, zeds' sense of smell started out as the idea that bleeding characters should attract more zeds. This is cool, but has minimal impact once you learn not to cut yourself (and indeed I think it's completely unused in the current builds). As has been suggested in comment threads on other topics, what if zeds were periodically drawn to your cell and your tile based on your mere presence, or your "smell?" For example, at the poorest smell level, zeds within your cell might be periodically drawn to your tile. At the next level up, zeds from up to one cell away would be drawn to you. And so on. This could be similar to a soundless and imprecise noise effect that is emitted from the player at a random time every 24 hrs, the effect being that the longer you spend in an area, the more zombies from elsewhere accumulate around you. This would encourage to you keep moving, or to build fortifications that you will one day actually use. I've seen people suggest that if the game is too easy, you have to set your own challenges. That's true to an extent, but when the challenge forces you to abandon your resources for no thematic reason (such as leaving your base only to move to a more zed-heavy area), something needs to be fixed. Instead, a smell system like this would help to constantly adapt the zombie threat to the player, creating encounters with cell block-sized hordes rather than only the one or two zeds that respawned in. What do you think? PS- "Smell" is maybe not quite the right name for the effect I've described. I think of it more as a supernatural drawing of the undead towards the living, but smell seems sufficient to providing a more physiological explanation for the phenomenon. PPS- Are you thinking "this sounds like all helicopter, all the time!" Well, yes. I want that same effect; however, I want it to play out slowly over the course of a month, rather than begin and end in a single day. PPPS- The sooner the helicopter itself is turfed or given a thematic explanation, the better.
  3. ((( I had submitted this topic on the general discussion forum because it wouldn't allow me to create it here for some reason. It seems more fitting in suggestions. A PZ Dev actually confirmed that smell might probably be added which is pretty awesome haha. Original post on general discussion: What would a zombie apocalypse smell like? It probably wont be a very pleasant sensation to be honest, but I think a game like Project Zomboid could use a bit of realism like this! I feel as though the incorporating of a smelling mechanic would be pretty interesting to experience within the game. When I was thinking it through, it would be included as a moodlet that the player has. When in close proximity to rotten food in containers or on the floor, this example of a moodlet would appear: Stench: "smells terrible here" It could have varying amounts of severity depending on the level of rot: "smells a bit bad" "smells terrible here" "smells absolutely disgusting" These are just ideas of of what they could display. Being around something that stinks could also prompt the already existing "queasy moodlet" when staying in that area for a while. Of course, a very useful way to find out if food could be going bad. Another small and maybe a far out suggestion for food items to have an option to be smelled. This could also help in a way with the new nutrition system. Though this could be a bit primitive, zomboid is all about realism and when surviving in apocalypse, we will use all of our thinking ability, power and sensing to stay alive. Which leads me to another very important aspect that can add to the zomboid experince. Smelling zombies. You know that feeling when your raiding a house with your fire axe in hand, opening each door of this seemingly quiet empty house very carefully, and suddenly a zombie comes at you from a sharp corner without any sort or warning? Well what if you were alerted to its presence before hand with that beautiful thing between your nose? This could possibly take away from that absolute shock when raiding, but it will add much much more to the experience. In addition, as another suggestion, each zombie will probably emit a varied "stench zone". Perhaps the decomposition of a zombie will stink more as a fresh zombie will not. I was just thinking about how the recent addition to 3d sound to the game could also work as 3d smell. (which in retrospect sounds silly) Hordes, as you can imagine, will also smell terrible and probably emit a larger "stench zone", alerting you to their presence even if you can see them straight away. Imagine your on the first floor of a quaint home and you've cleared it pretty well, but you "smell something absolutely disgusting". this will give you an indication of something waiting upstairs, which in my opinion would make this game just a tad bit more immersive. In addition, this will give more insensitive to clean out home bases or general spaces that you need clean. In conclusion, smell will help overall with the zomboid experience in my opinion. Not sure though.
  4. What would a zombie apocalypse smell like? It probably wont be a very pleasant sensation to be honest, but I think a game like Project Zomboid could use a bit of realism like this! I feel as though the incorporating of a smelling mechanic would be pretty interesting to experience within the game. When I was thinking it through, it would be included as a moodlet that the player has. When in close proximity to rotten food in containers or on the floor, this example of a moodlet would appear: Stench: "smells terrible here" It could have varying amounts of severity depending on the level of rot: "smells a bit bad" "smells terrible here" "smells absolutely disgusting" These are just ideas of of what they could display. Being around something that stinks could also prompt the already existing "queasy moodlet" when staying in that area for a while. Of course, a very useful way to find out if food could be going bad. Another small and maybe a far out suggestion for food items to have an option to be smelled. This could also help in a way with the new nutrition system. Though this could be a bit primitive, zomboid is all about realism and when surviving in apocalypse, we will use all of our thinking ability, power and sensing to stay alive. Which leads me to another very important aspect that can add to the zomboid experince. Smelling zombies. You know that feeling when your raiding a house with your fire axe in hand, opening each door of this seemingly quiet empty house very carefully, and suddenly a zombie comes at you from a sharp corner without any sort or warning? Well what if you were alerted to its presence before hand with that beautiful thing between your nose? This could possibly take away from that absolute shock when raiding, but it will add much much more to the experience. In addition, as another suggestion, each zombie will probably emit a varied "stench zone". Perhaps the decomposition of a zombie will stink more as a fresh zombie will not. I was just thinking about how the recent addition to 3d sound to the game could also work as 3d smell. (which in retrospect sounds silly) Hordes, as you can imagine, will also smell terrible and probably emit a larger "stench zone", alerting you to their presence even if you can see them straight away. Imagine your on the first floor of a quaint home and you've cleared it pretty well, but you "smell something absolutely disgusting". this will give you an indication of something waiting upstairs, which in my opinion would make this game just a tad bit more immersive. In addition, this will give more insensitive to clean out home bases or general spaces that you need clean. In conclusion, smell will help overall with the zomboid experience in my opinion. Not sure though.
  5. In its current state the sandbox options are a bit lacking. When you want to change the hearing of a zombie, you either get a zombie that for all intents and purposes is deaf, your normal average zombie, or a zombie that can hear you breath from 100 yards. (exaggeration (duh)) It would be cool if instead of three options, you had a slider bar that you could move left or right and get more variable senses in zombies. Would be cool if this was done for walk speed too.
×
×
  • Create New...