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  1. Getting My Fix I'm back with more hyper-real ideas. But, I don't feel like fucking around with an intro today. So let's just get into it. Complicated Healing There should be more to it than just, slapping on some bandages, and choking on some chicken. Bandages. I feel, different body parts, should have different healing requirements. Like Bandages. . . for example, maybe you'll only need around 2-3 bandages for your arms, but for your body, you could need anywhere around 5-10 bandages (depending on the specific locations and your size of course). But, if you don't have any tape, or safety pins, etc., then you should have to tie the bandages together. But, no matter how you apply the bandages, you should always be able to add more tape. For more durability (that, we'll get in to later). Health & Infections. Food's healing ability should also differ on different parts. And as a matter of fact, we should have health indicators on each and every body part (that you are willing to do). Full health meaning: Healthy, and No health meaning: Infected. However, if it's a Zombie infection, or just simply, a Bad Wound infection, both will kill us the same way. By spreading to our heart, lungs, and/or brain, but the Zombie infection always does it faster, plus, it can't even be treated, it only gets worse (that's how we'll know). So, even if it's just ONE, of your hand's (or even finger's (depending on how far you go)) health indicators that has completely depleted, that, will start depleting the next connecting indicators, and so on and so forth. So, if the infection is in your arms or legs, you're savable with proper amputation. But, if the infection is in your body, neck, or head, you're fucked. More Complicated Healing Now, unlike the Zombie infection, Bad Wound infections are obviously treatable. So let's dig into that. Step 1. Wound Cleaning. Rivers, streams, pools, baths, showers, sinks, and even toilets, should all be able to be used to clean your wounds at least, assuming they are all clean of course. But if not, you can boil it. That is, if you can't find any alcohol, good enough for sterilizing. Application would involve, pouring the water or booze all over the wound, and/or pouring it on to a rag, bandage, or whatever, then wiping down your wound. Step 2. Stop Bleeding. If you're Bleeding BAD, and you have a belt or something, you can just strap on the pressure, easy peasy. But, if you have nothing that can handle wound applying pressure, then there should be two options. One, put a bandage in one, or each of your hands, as in, put a bandage in either the the Primary and/or Secondary slots. Then allow us to apply one, or both hands with pressure on to one or two wounds, max. Only what's doable obviously, I wouldn't ask to be able to apply that kind of pressure with my left hand onto your left arm or whatever, wouldn't make sense. But when it comes to option two, it's the same as one, exept it's just your bare hands instead. But, with your bare hands, it can be more unsanitary. Step 1 & 2. Cauterize. Got a fire? Got a sturdy piece of metal? Good, then you can go ahead skip Steps 1 & 2. No need to clean it and squeeze it, just sear it shut. Which means you'll save time, but you better have something to bite down on, because it's gonna suck. Plus, if your character screams a lot, you are definitly gonna wanna smoosh you face into a pillow or something. Step 3. Rebandage Periodically. Through time, the bandage will get dirty. So you'll need to change it from time to time until it's healed. And allowing us to change our bandages, can force us into a situation like, you simply bandage it when you're on the go. Then clean it when we can get to water or booze and safety, and then rebandage, stuff like that. Other Stuff Wear & Tear. I think more than just your weapons should have a durability. Like, your clothes, your bags, and your bandages. Whether we get badly hurt, or not at all, each injury can be taxing on our clothes, bags, and bandages. So we'll probably need to get good at Sewing and stuff. Solid Wood. If you break a solid piece of wood, like a 2x4, a branch, or a baseball bat. You should be able to use the broken end you're holding as a quick stabbing weapon, but then still have to find, or make a whole new one. Except for the bat, bats always break in that way that allows you to screw, nail, and bolt the other piece back on. But first, you have to make sure you don't use the handle end as a stabbing weapon too much, even though it would make a much stronger stabbing weapon than the 2x4 or the branch. And second, you'll need to grab the other end of the bat, and then get a hammer and some nails, or a screw driver and some screws, or for the sturdiest repair, a drill (or a hand drill) and a wrench and some bolts. But, once the baseball bat has been repaired, the next break, is permanent. B & R. We should be able to take the good parts out of other guns, and put them in the place of the shitty parts in our guns. And with the proper tools, materials, and skills, maybe we could even make our own guns and ammo. And same idea for all the different types of melee weapons. I feel, every Role Playing Game, should thrive off detail. Especially when Graphics, are not what they're maxing out. But, that's all I got so far, I love you all, peace. P.S. Are you planning on adding surgery to the game?
  2. So the problem I have is that I like the way the zombies are in survival mode, meaning there are sprinters, fast shambles and shamblers together. Now if I change anything in the PZServersettings.exe to get let's say more loot or another time of shutdown for the electricity and water, they will be reverted to speed level 3, meaning now there are only shamblers. Even if I turn on "Proper Zombies" the Speed setting goes to "3" meaning shamblers. Is there any way to enter a number or anything to change the Sandbox settings but keep Zombies like in Survival? Edit: I guess I figuredit out. Giving the Zs the speed setting "0" makes them "normal" again.
  3. 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.
  4. Greetings projectzomboid enthusiasts, Just wanted to re-share an Indie title my team is working on called Zpoclaypse Survival, reanimated. Based off of our nuclear zombie apocalypse boardgame Zpocalypse. I'm personally in charge of the level design for the game, and it's been a blast designing apartments, office buildings, warehouses and shopping centers with variable based furniture and loot systems in place. It's all in it's infancy(to what I'd be happy with(rand gen anywhere in the world!), and we are in the process of building the core database for structuring everything, so we can more easily create content, and later down the road provide a solid branch for fans to create their own moded content(like add your own house to the rand gen areas, tweak your survivors model to more look like you or family members). Anyway, some of you may recall our original campaign back in May for the same title, and sadly, how we cancelled it mid way, due to conflicts of running 2 kickstarters at the same time(Not a good idea). Anyway, after a summer of restructuring alot of things, we've gotten our alpha to a point where we feel it's ready to try crowd-funding again(Private Alpha access through the campaign, and public Alpha access once it's polished enough for the casuals). We've delivered 2 boardgames and a dice game since our company started, with 2 newly successful other boardgames currently in production. This is our first video game. We have a dedicated programer, level designer(mwa), animator, modeler, and content writer. We need to hire out for audio work, and maybe better GUI support, which is why we're running this Kickstarter in the first place(to pay for the bits of polish we need outside our internal skope of abilities). So anyway, at this stage, we mainly need word of mouth and eyeballs. Thank you for your time Zach from Greenbrier Games Inc. PS. I've been a bit out of the loop ever since PZ went multi-player. Are their any good public servers low on griefers I can jump on? I'd like to try out the newer hunting, fishing, snaring mechanics, and do what I always did with PZ, build badass bases and roof farms while systematically killing every zombie i find!
  5. This is "Skyhill", roguelike dungeon crawler for PC, Mac, Linux, IOS and Android, developed with Unity3D, TBD right now. ...Three months have passed since the end of World War III. Three months from the end of the world. One of the survivors(there are several of them, each with unique stats and passive), who hide from the scourge of biological weapons in the penthouse in most expensive hotel of the city finds its way down to salvation. He must search for food and water to survive; find and craft better weapons to fight mad mutants. play demo: http://www.themandragora.ru/?page_id=550 Greenlight page: http://steamcommunity.com/sharedfiles/filedetails/?id=258087776 Teaser on youtube: http://youtu.be/O2MObIpYF60 And last screenshot from our build: twitter: https://twitter.com/MandragoraTeam facebook: https://www.facebook.com/TheMandragoraTeam youtube: http://www.youtube.com/user/MandragoraTeam website: http://themandragora.ru/
  6. Hey All, Got another suggestion to throw out there. This one is for the idea of backup power sources besides the main power grid. For example buildings like hospitals and prisons would have backup generators to make sure nothing goes wrong in the event of a power outage. Some homes would also have generators for backup power. The implementation of this would be localized and possibly limited output player/npc activated power sources. An easy example would be a diesel generator. It requires gas to run, provides good energy locally, but produces a hell of a lot of noise bringing in a hoard of zombies. Another example would be solar panels. tramplable by zombies, difficult to maintain and low power output but don't generate noise. This would also open up opportunitues for rechargable batteries and power locked metal doors. (I.E. prison doors and those black security doors with the pin pads on them. For example, you can't smash a metal door down with a sledgehammer (In the game you currently can, but it'd be real hard IRL) but you could flip on the building's backup generator to open the door (and attract a horde of zombies). I am sure there will be those that say this would make the game to easy. I agree with it possibly making the game easier, but I would disagree withthat premise. The game is not meant to be brutal and hard for the sake of being brutal and hard. It is hard for the sake of REALISM. In a "real" zombie scenario I would be seeking out backup power generation, it would make my chances of survival a hell of a lot better. Anyway let me know what you think.
  7. 8 - 17 - 2014 UPDATE: "... and from its ashes a new phoenix arose" After almost 2 months, the server is finally up. But since then new ideas have made it into my head. The server is released under a new name, THE UNDERTAKING: ORIGINS , so go there now, and read all about it. This forum post/thread/topic will no longer be in use. old stuff if you want to nag me about changing my stance on certain things. MORE ABOUT HARD/SOFT RESETS ABOUT THE SOFTCORE ROLEPLAY HOW PvP/PvE WOULD WORK SPAWN AREA / OUTPOST ROSE / AND NEW PLAYER STARTER SURVIVAL KIT INITIAL GAME WORLD CONDITION
  8. Hello everybody! I`ve been playing this game for a couple weeks, and really loving it, so I hope I can help with some suggestions to it. I'm seeing that somewhat, the food gathering skills looks a little unbalanced, and now with the sea fishing maybe overpower towards others. Making other skills useless cause of the needs they have. Let`s see: -Farming -> Provides a good amount of food, but it needs a high amount of water, need something to protect from zombies, diseases and also takes much time to harvest. In the end the food will rotten really quick. -Trapping -> You have to spend some precious non-perishable food in order to get some animals, sometimes. (could have some hunting skill books as other`s) -Fishing -> This one could be improved. I really like to fish in the game, but I think it`s too easy. What makes it hard is the twine availability and the breaking the rod possibility, but its really easy to maintain a calm life with your day-by-day fish without any problems. With you get a good supply of line, you may have an ''infinite'' food supply. Also the fishes you get, despite different sizes, they all weight the same. Maybe makes more harder to get fishes at lower levels, or just to get really tiny fishes at those, I don't see much improvement when you level up fishing. ------- -About some other skills, I don't know if there`s something planned, but carpentry lvl 5, I don't know what adds on the game, cause you can build everything at lvl 4. -And cooking could be more useful, cause despite all the bonuses, you need a lot of efforts to cook, because power usually get`s off pretty soon and you don't use the skill in the beginning. Yet, the bonuses of cooking, could be achieved easily by eating a little bit more, or reading book and having some antidepressants. Im not saying it is bad, just, could have some differential to make the skill really useful, even with the higher fed possibility. .... Ok guys, I maybe wrote too much. Im not saying it is bad, actually I really loved the game, that's why I want to make some points there. Usually I don't say anything, but as I liked it so much, I would like to help. Feel free to criticize me, and by the way, I did read the ''how to write a good suggestion post'', so if anything wrong or already suggested, please take it easy =)
  9. okay for today im just going to make a quick one. survival ideas hygiene yes we have this is in the game already but staying cool and cosy isnt what im talking about. i would love to see this game taken to the next step with survival. having to wash you body and clean it with soap, cutting nails so you dont get infections, cutting your hair and shaving your beard when it gets long, brushing your teeth etc. i would love to have control over how my characters hygiene takes place in many times and having serous consequences for not looking after your hygiene. misc stealth yes this idea i copied from the walking dead and yes this IS bad for your hygiene. being able to cut open zombies guts and putting it over you in serious times to make sure zombies dont follow you home. and if applied enough you could pass by zombies without them even noticing you effigies this would also help for zombies not to smell or feel your presence like above but isnt a walk across the street one. making effigies for your house so zombies cant smell that your in there.
  10. The Concept A Last Stand tribute to George Romero's zombie film classic Dawn of the Dead (1978), and not the 2004 remake shiz... How will it work? The player would have to survive alongside three other NPC survivors in the shopping mall during a zombie attack. Further Applications When NPCs are fully developed and implemented into the game, new Last Stand locations should be added as well as the ability to have a small team of NPC survivors with you. This would work great in future areas of the map such as Fort Knox or the city.
  11. What is Comatose? Comatose is a horror game that explores the dreams, nightmares and realities of a troubled man. He is forced to explore the darkest reaches of his mind and build back his sanity by reliving his worst nightmares. You will explore a dark and dynamic world through over 100 different events that happen at random while you are exploring. Throughout the game you will trigger events that thrust you into the middle of a nightmare. Using logic, determination and violence you will be forced to fight your way out of the nightmare and reclaim your sanity. These events are randomly generated, so pay attention - you never know what you're getting thrown in to. With a rich and suspenseful atmosphere, Comatose will truly make you sleep with the lights on. Key Game Mechanics: Thrilling exploration of Coma/Real world. Use of “wormholes” to advance the storyline in a random, nonlinear way that is different every time. Unique melee/weapon system. Check out our Pre-Alpha trailer here! https://www.youtube.com/watch?v=_gKapHF1nB0 What is Animal Kingdom? Animal Kingdom is a new indie game development team that has a vision to create fun, unique and fresh games for the fans. As seasoned gamers and nerds we will be providing an experience that many players seek when they first start up a new game. If you want to stay up to date on what we are doing, or on development for our first game Comatose, make sure to check back here. We hope you guys are excited because we sure are! We will be opening a kickstarter crowdfunding page on August 1st! You can check out our facebook page, this thread, twitter or our website- http://www.animalkingdomgames.com for more updates. Also we are currently looking for new team members, so if you have experience in game development/design don’t hesitate to contact us! Facebook: https://www.facebook.com/pages/Animal-Ki...0261847782 Twitter: https://twitter.com/AnimalKingGames Youtube: https://www.youtube.com/channel/UCLTKRUkcITozdMOuD00M00A
  12. I like the idea of the actions you do have BIGGER consequences, so basically, you would gain and lose traits (but only some, some are just stuck to personality, witch shouldnt change, or atleast change very slowly), as you played, for example, if your food consisted mostly of junk food (chocolate, chips), you would slowly get the overweight trait, witch you can lose by going on a diet, but would be hard because oof the hungry debuffs, another example is the strong, stout and weak traits, if you practiced things that use strenght (carpentry, hitting zombie, doors, npcs, etc...) you would get the stout trait, and that would eventually evole to strong trait, but if you just sit on your house, without facing that kind of danger, you would devolve, as in real life, into stout, then then into weak. These are just my examples, post more in the replies, cant wait to see what you think Also, the overweight idea came to me from reading Libertine's (another user) post, about Malnutrition, witch eventually lead to this whole post, so give him/her so credit aswell
  13. Hey Guys, This isn't my game - but I feel like I need to mention it here since the game look extremely good, even more so considering it's an indie game. Basically, you're the only survivor of a plane crash on an island, and the idea of the game is to survive and thrive on this island, however it's already inhabited by a mutated tribe of cannibals that lurk underground and come up to hunt during the night. You need to eat, drink, and sleep, keep warm, etc. You can chop down any tree, and use the logs to build a shelter, and to craft tools and weapons out of sticks and stones. Oh and it has Oculus Rift support! Sounds a bit like Minecraft, but watch the two trailers: Here's the description from the official website: Build, explore, survive in this terrifying first person survival horror simulator. The world Enter a living, breathing forest with changing weather patterns, plants that grow and die. Tides that roll in and out with the day/night cycle. Below ground explore a vast network of caves and underground lakes. Complete player freedom Chop down trees to build a camp, or start a fire to keep warm. Scavenge food to keep yourself from starving. Find and plant seeds to grow food. Build a small shelter or a large ocean side fortress. decorate your home with found items. Lay traps and defenses to keep a safe perimeter. Gameplay Explore and build during the day. Defend your base at night. Craft weapons and tools.Bunker down during the evening or bring the fight directly to the enemy. Fight or Hide Use stealth to evade enemies, or engage them directly with crude weapons built from sticks and stones. A new type of open world, survival horror experience Defend yourself against a clan of genetic mutant enemies that have beliefs, families and morals and that appear almost human. So, what do you guys think? Are you excited for this game? Personally I cannot wait for this, I felt I should post this here to spark some more interest in the game as it seems to currently be quite unknown to most and I think it deserves more attention. -GodWaffle
  14. Hello fellow survivors! My name is VenomDG. I had an idea while surviving with my friend. We found it hard to fully keep zombies away from our base of operations with our own force using axes and guns, which just attract more. I suggested it would be really cool to be able to set traps around our base that zombies would run into and we would be able have to clean off and reset in case of allot of zombies were to wander on over. I would like to see something like the forest. How they use the traps. Maybe have like 2 posts in the ground [logs] and use wire between them that will tangle zombies causing damage when they try to move if they go in it. Ill make a list here if ideas for traps i have: • [ Wire fence ] Crafted using 5 wire and 2 logs, Causes damage and slows zombies who walk against the fence. Wires have a duration on them and will snap if to many zombies are against them at one time or have been used enough. You can repair them with a screwdriver and wire. • [ Wacker ] Crafted using 3 Nailed baseball bats, 2 logs, 2 rope, 10 nails, and 1 wire. Would kill a zombie when triggered by swinging the bats up at the zombie. < Needs to be reset after use > • [ Lobber ] Crafted using 1 shotgun / pistol, 3 planks, 1 wire, 2 sticks, 20 nails, and 1 rope. Would essentially be a gun on a stand and when a zombie crosses the wire it would shoot the gun killing the zombie. You would have to reload the gun by opening the inventory and inserting the proper ammunition. Should be used in door ways. < Very inaccurate > • [ Mauler ] Crated using 1 sledge hammer, 2 rope, 1 wire, 2 sticks, 10 nails, and 3 logs. The zombie pulls the wire ripping the sticks from the ground letting the rope lose and would send a sledge hammer flying down killing any zombie it its way and pushing back others. < Needs to be reset after use > • [ Hangers ] Not a trap for killing, But slowing down zombies. Thus allowing you to get more control of crowds / hordes. Crafted using 5 sand/gravel/dirt bags, 3 logs, and 5 rope. Would make a wall of hanging bags for zombies to walk through, slowing down the zombies as they come through. • [ Holman ] The trap from the game "The Forest" Also known as the 'Happy birthday trap' Would be crafted using 4 planks, 2 rope, 2 logs, 20 nails, and 20 sticks. Would trigger a wall to rise up (Much like the wacker) killing any zombies in the way of the trap. • [ Nailpolt ] Much like a catapult, but with nails. Crafted using 5 planks, 2 rope, 1 wire, 2 sticks, 2 cooking pots, 2 boxes of nails. Would send nails flying at any incoming zombies with an 80% chance of killing them. Good for crowds. :: I have allot more ideas. Let me know what you think so far. I cannot mod this game at all i have no clue how to, but hopefully someone will be interested in adding this and use my idea :: Crappy sketches of the traps: [ Wire Fence ] [ Wacker ] [ Lobber ] [ Mauler ] [ Hangers ] [ Holman ] Could be so much better designed than this. [ Nailpolt ]
  15. Yes, rocks are my friends, they keep my heart warm in the coldest of the nights. =D What i am suggesting is to grab some stones and put then on the fire, after they are hot you can put then besides some cloth or pillow and get a nice and warm night even after the campfire fire ends.
  16. As I played the game I found out there was a river . However when I tries to fill my water containers I couldn;t do a thing . The river was there only to watch it. So here are some ideas of how the player may interact with the river: 1) Water Supplies : The player may collect the water or drink it 2) Dig River routes near it : When using the trowel near the river there is another option to dig a water route. Doing this action will cause the water to come the way you have digged. 3)Build a power generator : On the smaller routes you have dig , you will be able to build small power generator ( that can only refill 1 battery per day) These Generators will require blueprints to be built and a high enough carpentry skill. (Blueprints can be found in the Power Factory (I don;t know if there is one but if there is I think that the player shall be able to travel there and loot things and fuel up the power generator ). There will be an other device which can be built through blueprints , that will allow you if you have at least 20 Hydro Power Generators or 20 Wind Power Generator (or ten of each). To concentrate their power and give power to a house 4)Fishing : (I think it is the only thing you can do now but I am not sure) 5) Farms : Near River or lakes shall be more efficient -> they do not require watering , What you are planting is available to you faster. 6)Suicide in the river : You will always have the choice to suicide in the river 7) Build a raft or Boat : ( I think it is already planned or completed) and use the river as a travelling route. 8) Swimming in the river : Well no exact reason to do it , just to get wet or search for herbs ( not included in the game) So what do you think of my Idea ?
  17. Hail of Arrows, rumble of blasts and pools of blood. Meet the best addictive medieval shooting defense game! App Store: http://bit.ly/1gsqLmM Styria Empire was invaded by hordes of terrifying monsters. Commanders was betrayed, Emperor lost his mind and once great empire under threat of downfall. The last line of defense, a handful of Guards of Hyperion the only one heroes who can stop this... Now, it's time to return the empire to humanity! Restore the justice and punish the traitors! Feed the monsters arrows! Make 'em burn with magic! Features: * Different awesome battlefields * Easy but challenging gameplay * 3 heroes with totally different spells and gameplay * Hordes of furious monsters * Unique Barrier mechanics * Two game modes: Campaign and Survival * Exciting storyline and various endings * Elixirs, potions, crossbows, staffs, axes, stake gun and more! We'll be glad to see you in our community!
  18. Since there will be some hunting in the game, could be a way of making candles of the animals fat, or from a bee´s hive? (you can also eat the honey).
  19. One, nasty, evil word: Cannibalism. As in eating people as a last resort(or first resort?). If you ate a human, you're character would gain A LOT of unhappiness and stress, while eating a zombie did the same, but could also infect you. Maybe a perk could be added called "Cannibal", to where the player would not get stressed or unhappy. What do you all think?
  20. Something I noticed and was bothering me a bit. With the abilty to catch water in barrels and the added bodies of water. Getting water is made a bit more realistic, wich is very much a good thing. But right know you just seem to scoop up what you need in your water bottle and drink as much as you want. Something that is just not wise to do if you do not want to die of infections in real life. I do not know if this is something that will be put in evantually but my suggestion is that water should be boiled before drinking it, esspecially water from pools and such. Things that would tie in to this abilty would be: -Somekind of way to track dirtiness of water, similarly to food rotting -The increased risk of illness when drinking dirty water (because you're not able to boil it right away) -Maybe a craftable way to purify water with simple things like a barrel + sand + charcoal( both found in bags and collected from campfires) + sheet - A distinction between boiled water and purified water ( boiled water may still be dirty but decreases change of illnes significantly) -Water collected from when water supplies are still working would be clean but maybe after the water supplies have been cut, the water still remaining in the pipes would start to get dirty after a while -...
  21. Hello,Indie Stone community and i think i have a pretty good suggestion regarding the Food & Hunger System.I would also like to thank the devs for making such a great zombie and post-apocalyptic simulation game.But i think there is a bit of problem with this game that might make it very unrealistic because of this,The Hunger System. Here's a thing and or a bug(maybe) i have found while researching the game's mechanics: 1.Hunger reduction values giving different hunger moodles. -Example:A cooked fresh steak has a hunger value of -52 can replenish your hunger either from starving/very hungry to very well fed while a boring salad which has a hunger value of -60 will change from either starving/very hungry to well fed and a small piece of strawberry/lollipop which has a hunger value of -5 will reduce hunger from starving to slightly fed. Ways to overcome the problem: 1.Make the hunger reduction value sensible according to the moodles.For example,a survivor has got the starving moodle after not having anything to eat for a long time,so that means he needs to eat ALOT of food in order to satiate himself and eating just 1 cooked steak with a hunger reduction of -52 will bring him back to very well fed which makes no sense.At least make the moodle go away step by step like eating a cooked steak will bring from starving to peckish instead of just hopping to a fed moodle.This does not only go to steaks,but also to all foods such as cabbage,tomato,canned beans,tuna and many more. 2.Change to the trait(Hearty Appetite).Since this trait is meant for eating more often,how about making this trait more challenging by making the survivor having to eat more in a short time?(This is a minor suggestion but if you choose to ignore it then go ahead).I found out that by selecting this trait in the game,it seems to match with the time to get peckish when i don't have this trait making this characteristic a free +2 points for the survivor.For example,this survivor will have to eat 1.5 times more than the average survivor and requires more hunger reduction to be very well fed and at the same time,make the survivor hungry faster following this trait. Now that i have talked about the Hunger System,let me talk about the Food System. 1.Perishable and a that are already found in the game could be made.For example,waffles,pancakes,burgers,pizzas and other special perishables can be made by new recipes which could be added into the game by the devs choice. Here a few suggestions for the devs to see but if they do not agree with my suggested food system,they can ignore it but the hunger system should not be ignored as it is one of the very crucial parts of a game that makes up as a survival simulation.I also observed that many players ignore the hunger system like just grabbing a bag of chips and eating it while starving making it look like the hunger system is being ignored.Like many survival games,the hunger system is very important in making the game realistic and ignoring it simply punishes the game.Again,thank you Indie Stone devs and community members for reading this suggestion and keep up the good work guys!Take your time to your planned features in the game,no rush and peace
  22. Hello Everyone Let me begin with an HUGE thank to you guys Developers , you are doing an amazing job ! The 3D sprites looks amazing ,it looks and feels great and very realistic , everything is improving and going great , keep up the gj =) ! I would like to ask you a thing about health system , since in a survival game simulator is pretty the core of the game : - is it the actual health system going to be revisited along the cooking system ? I don't want to write too much about for now , because 2 reasons : first i am interested and curious about other points of views and idea second i would bother you so bad , that you cannot even imagine . health it is my job so i could easily overkill the topic . which wouldnt be harmful to discuss just for fun of course I know probably there are thenth of topics about health , so if you preferr me to be more specific , i'll gladly more clear in deatails Greeting to the Devs
  23. http:/wwww.youtube.com/user/xmrspyx Hello it's Matthew Mayne from the UK, I am currently the only developer of my game called "One Starry Night". One Starry Night was started 5 months ago as a hobby when I was bored, then it turned into something magical for me so I started posting YouTube videos of it. Very few people see these videos but I want to show you my project to a greater audience and get advice on what I should tweak/remove from my game that I am developing. If you have ever played slender the game-play style is very similar but in ways is different, for example Slender has no animations or cut scenes, my game does, slender revolves around finding notes, One Starry Night revolves around looking for information on what had just happened before your plane crashed, this can be found via radio. Not that slender is a bad game I just need to tell you the differences as there is a limited amount of footage I can show you via YouTube. These are some screenshots that I've got of my game currently as I do not have my computer handy. Plot: The game starts of the protagonist going to bed while very sleepy, his butler says to him that his flight to Los Angeles is booked for 6 A.M when he proceeds to leave the building and a radio broadcast starts to play giving information on what's about to happen to you. The room the cut-scene plays in (Unfinished) The map of One Starry Night is 700m long in this map you will find abandon building, wrecked settlements, some old antiques. Thanks for reading please leave a reply!
  24. Hey Everyone, Me and a team of 5 people are creating a zombie survival game ( how original ). Well, may the idea isn't that original, but the game play will be unique. It's called UndeadSolitude. I won't be a shoot em up, hack and slash game. This game must give the player an ultimate survival experience. A feeling of loneliness and humility. The goal is to survive as long as possible and to choose your own death. Will u give up and dive from the tallest building? Will u fight until the bitter end? Zombies are hard to kill, guns and ammo are scarce, so it is basically running and cry in a little corner for the first hours of gameplay. Once the player has looted some houses and shops, he will feel prepared enough to fight the zombies back. Build a "safe" house. Block doors and barricade windows. Stay alive as long as possible! Dead will come, But how? Eat, sleep, drink and do other things to stay alive! Developments screenshots: Features: - All buildings are 100% enterable and exploreable. - Crafting - Drugs - Multiplayer - Co-Up - and many more Like us on facebook: https://www.facebook.com/UndeadSolitude Add us on twitter: https://twitter.com/UndeadSolitude1 Follow us on IndieDB: http://www.indiedb.com/games/undeadsolitude Watch us on Youtube: http://www.youtube.com/channel/UCMU40A48dr77Xa9ceh8Sk_A I am open for criticism. So, let me know what u think of it? Bryan de Jong Head-Developer UndeadSolitude
  25. I think it would be cool if given the proper equipment we could craft ammo. Something like collecting used shells or finding them randomly then finding gunpowder and maybe a chunk of lead. I've seen it in person and its fairly simple to do. I think it would be especially fun in multiplayer stocking up and having a small army of well equipped friends as long as it is quite time consuming to gather all the resources to do so.
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