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Found 1 result

  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.
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