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Found 6 results

  1. One of the more interesting things a gymnast ever taught me is how to properly jump, and properly land. It's a pretty deep topic, a lot of physics, and the like. But the bare bones of it is that with good training, and a moment's preparation before a jump, one can fall quite a fair distance with minimal risk of injury in the process if they know -how-. [Or get lucky.] A lot of it has to do with how you land, stiff joints, poor balance, or the inability to properly roll out the impact can really ruin your day, even from a short fall. If you tense, panic, or just plain have no say over what part of you is touching the ground first, you're going to be worse for the wear. But a gymnast, a free runner, a track team jumper, a dancer, anyone who's made it through military training (Especially those prone to jumping out of planes!] all of these people probably have a good idea of what they're doing, what they need to do to get out of it with working legs. So my proposal is one of these, or something akin to it: 1: A skill specifically for landing that reduces fall damage by one story. A single story fall is fine. Two story fall becomes one, in terms of damage. Three would be as [almost] invariably fatal as a normal two story fall. 2: Nimble adds a new bonus, reducing fall damage overall by X% by level, effectively cutting it by 50% at max.
  2. I've fallen while building onto the upper level of my safehouses a few times now (33.9-33.10), and would love for there to at least be a stall in the player's movement before he/she falls, and/or a chance of recovering balance and not falling. Perhaps this could be modified by traits and skills, ie graceful, light-footed, etc? Also RE falling, what's with the broken right thighbone being the invariable result? Falling 1 floor onto grass in the summertime is really more of a sprain or broken ankle type of injury, rather than instant femur snappage. Maybe back injuries or broken wrists could be an option? If I'm careless enough to let the character fall 2 floors onto concrete in the freezing winter though, break whatever you like. I've also been standing in front of an unlocked door adjacent to a broken window, pressed E to open the door, and had the character climb through the broken window instead and get deeply wounded and glass lodged in his hand. In this situation there were no zombies nearby and I hadn't been running and button-mashing, though I could probably have been more careful. If the E button defaulted to opening a door or attempting to open a door, rather than taking a glass bath, that could be a nice feature? If devs see this, thanks for an excellent game : ]
  3. Hi Everyone, We've just released our latest free puzzle game 'Fyoozd 2' to the App Store (Universal App). If you like tile based puzzle games, but are looking for something a bit different, please check it out. Hope you like it. Game Description: Innovative, retro styled, against the clock puzzle action. It's Match 3, but not as we know it. Arc electricity across matching generators to destroy them and get the highest score, before your time runs out. Game Features: Innovate, grid based, strategic puzzle gameplayFast paced, exciting, against the clock puzzle actionRetro, Sci-Fi styled, pixel art visuals – inspired by the home computers and game systems of the past (particularly Commodore Amiga)Bonus and multiplier combos for huge scoringAbsolutely Free to download, no hidden costs of in-app purchases – totally supported by unobtrusive adsDownload for FREE on the App Store: https://itunes.apple.com/app/fyoozd-2/id951673941?ls=1&mt=8 Device Requirements: iPhone, iPad, and iPod touchRequires iOS 7.0 or laterOptimized for iPhone 5, 6/6 PlusUniversal Application12.4 MBDownload for FREE on the App Store: https://itunes.apple.com/app/fyoozd-2/id951673941?ls=1&mt=8
  4. Hi, it would be great if we could wear more clothes like gloves, hats(for winter), socks... -They could get dirty with the time and/or lose efficiency. -When it rains they would get wet and we would have to dry them (in front of a fire?) or we could get very cold. -With the rain, puddles could appear on the ground and if we walk or run into them, our shoes and socks (pants too?) gets wet. -Again with the rain, the grass would become muddy, and running or walking in it would wet our shoes & socks and we would run slower. -Running in the grass/forest we could fall (or if it's impossible, at least being slowed) due to a branch on the ground or a root ? Especially if we're tired or panicked... -Also there could be termites eating the wood sometimes ? For example we should check our log wall from time to time to see if it's not infected with termite and if we don't do anything the log wall could break or at least become very weak ?
  5. I would humbly like to suggest the one thing every single zombie movie has in it. falling down. thaats right, I would like to suggest some kind of mechanic where the player will have a chance of falling over, this could be caused by countless things such as that clumsy trait, panic, running on rough terrain, moving through rubbish piles, corpses, darkness. now you all have seen it, person gets chased by zombies and while not paying attention, stumbles and falls down and becomes zombie food. I would love this to be in the game, not a hugely common occurance but. for example. if a player is running up some stairs in the pitch dark.... they should fall over. its going to happen to anyone who isnt a complete ninja. a rough idea of how it might work: we have a value: 100 which i will call "stability", this value is affected by all the various things that might affect it such as. lack of shoes raining on stairs on a body injured leg light level traits tiredness each of these would subtract from the value of stability (some would add to it). once the value reaches a set threshold we have the survivor fall over, assuming the survivor survived any subsequent zombie attacks we add some points to the value to represent the survivor taking a little more care... for a small amount of time that is > yeah thats prettymuch it. something to make survivors have the possibility of falling over and being clumsily eated. Thanks for reading.
  6. Hello fellow survivalists I recently bought PZ and managed to acomplish 10 hours in the last 3 days by now (weeee ). I like the realistic approach of the game and all the stuff that could happen to you (friend of mine just died on a burned steak yesterday ). i used the search function but coulnd't find anything so excuse me if it has been suggested or already been talked about. Im already missing one important thing to the whole survival aspect (survived 3.5 Days in sanbox by now) Bone Fractures I was on the 2nd floor of a house when i opened a door to a bedroom with 3 zombies to surprise me. My kitchen knife lasted for one of them so i had to retread to the next bedroom. i closed the door and while the Z's were trying to get in (at least that's what i interpreted the banging outside for) i was pretty much trapped. So i smashed the Window and jumped worrying about, what a broken leg could mean to my situation and how i had to treat it and how long it would take. Unfortunatly i got disapointed at my landing. "Only" losing a good amount of health and beeing in pain but nothing broken or similar. To proof myself i started another game and sent half a day jumping out of the 2nd floor of a building...nothing . (btw. there totally should be a "dive through" option ). So here's my suggestion: Possibility of bone fractures! There already is this neat little 17 section health status window so making it possible to break one or many of these sections would be the next logical step to me some should be harder to break (legs are pretty strong) and some should be easier (hands and feet already break if you mistake your landing). I don't know much about programming but maybe it is possible to make a "breaking threshold" for each part. of course breaking your neck would definitly lead to death. The tile you're landing on combined with the height you're jumping from should be given consideration to this. i.e. landing on grass would dampen the impact while concrete is more of a hard landing. In winter, grass should be handled like concrete. The Nimble skill could reduce the chance of breaking a bone. Example: 2nd floor drop = 60% chance to break a bone landing on grass tile = -10% chance to break a bone landing on concrete = +- 0% Landing on rocks/trees = +10% Nimble = reduces chance by 10%/level so if you are level 5 nimble you go all ninja and don't have to worry about a 2nd floor window that much leaving you a 20% chance to break a bone in the worst case (just like scratches might infect you in worst case). 3rd floor should have a 100% chance in this calculation while Nimble only gives half the benefit (jumping out of the 3rd floor just is something you don't want to do) The fracture itself should be something an everyday man should be able to handle (take a 3 day first aid course and you pretty much know the basics). you can even learn it from books. (medical skill?) so if you manage to get to your safe house, you can take 4 sticks and 2 bandages to treat the fracture (simplyfied). If you broke both legs the player only could crawl (the sprite is already there for the Z's) back home. (thats what you get for jumping off the 3rd floor ). The fracture should last for about 1 - 2 weeks ( maybe an option for sanbox so hardcore survivalists could set it to 4-6 weeks to heal?) the effects should be something like Broken leg/foot + sprinting = severe pain moodle Broken arm/hand + swinging 2 handed weapon = severe pain moodle Both legs/feet = no more sprinting for you, walking causes severe pain Both arms/hands = swinging a weapon goes with severe pain after half of the healing period the moodle should reduce to only "pain" that's pretty much the basic suggestion form me Im from germany so excuse me if my english isn't that perfect hope i didn't oversee a already exsisting thread have a nice day Daec P.s. to bind in another Suggestion i really favor (Clumsy Survivors by Fenrix) Imagine beeing on the 2nd floor, you open the door and 3 zombies go for you. instead of jumping out the window you raise your axe/bat and back away to the stairs behind you, keeping the Z's focused Unfortunatly on top of the stairs there is a bloody corpse lying, so you trip over it and fall down the stairs, breaking an arm and a leg, passing out in pain....
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