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Found 9 results

  1. I build walls, Log Walls, and Plank Walls, but there is something need to improve with this; the point of view of player thru build wall, when there are zombies behind walls, we cannot see, kindly check the attachment i sent, hopefully you Awesome Dev can fix this, (note: this point of view thing is work well on city walls, now I can see thru narrow alleyway clearly)
  2. There's some problems with transparency at 11985x6912 (the food market in WP in town). Also I think I've seen these issues arise in other places with multiple glass windows. Makes it real hard to kill zombies thumping on those windows.
  3. Okay, so for starters, sorry for suggesting this on a Saturday. The odds are, if someone already posted this idea, I'm probably just repeating something already answered, and for that, I apologize. Okay, so now that the apologies are out of the way, here's a couple thoughts I had while viewing the Mondoid. _____________________________________ First of all, what fascinated me was the fact that we will be crouching down and browsing through the backpacks and stuff, like we would in real life... but I couldn't help but notice that the character was unarmed an
  4. Height should increase the distance you can see. This would make watchtowers practical to build, and to allow you to check out an area with more efficiency. There could also be a trait where you get dizzy or nauseous from being outside up high.
  5. Hey everyone. I was just on my way to Dreadwood from Muldraugh and as I was running through the cornfield by the north farm. As I darted about the corn, axing up some zeds it occurred to me that the last time I was in a corn field, I couldn't see anything but corn. The stalks naturally stagger in position, despite being in rows. There is rarely a lane one can clearly see down in a corn field once inside it. I don't know if player planted corn blocks your vision but I think if it isn't too difficult, it would be neat to see it implemented to make corn and other tall crops block your vision, ge
  6. It is a source of occasional frustration for me that you can't see farther than approximately the width of the screen from where you stand. Based on the Google Maps Street View going along Dixie Highway in Muldraugh, during the day, a survivor on the highway looking south from Knox Bank should be able to see zombies milling about in front of the Sunstar Hotel, and if that survivor had a one-story watchtower next to the road, they might be able to spot a horde as far away as Pizza Whirled. Plus, if we want to use vehicles and rifles to their full effect, we need to know what going on more than
  7. Okay, I have had an idea how binoculars could work in game: When you press and hold the sneak/ready attack button and drag the mouse to the edge of the screen you get a slightly wider view of your surroundings. With binoculars equipped as a primary/secondary, this view is significantly increased, although you will only be able to see what your character can see, so if there is a house blocking your peripheral vision you obviously would not be able to see anything behind it. A way around this would to be able to get to higher vantage point, a second or third floor for example, enabling you
  8. Here is an idea for a mod: Night vision device/ goggles! Should be an item for the secondary slot, so it doesn't matter if it's a device with a headholder or to hold in the hand. The duration of this device should be as long as the flashlight but instead of one battery, it should use two (so it's not so overpowered, I think). I think this is the hardest part: It should turn the screen green and highlight the zombs in a brighter green, maybe with sound if you activate it. Challenge: insert small interfering effects Upside: + Let's see you in the dark + Cool effect of nightvisiondevice
  9. First impression of Project Zomboid is very good. The somewhat sparse gameplay paired with deep, dynamic elements ensures that there's a lot of things for the player to do, and a lot of 'objectives' you can create for yourself. Right off the bat, though, I have one large source of annoyance in the game, and it is the system of vision and 'fog of war' as it is commonly called in RTS games (I know that PZ is not a RTS in the strictest sense but it is in a very similar style.) There needs to be a clear visual indicator to the player of what their character both CAN and CAN'T actively see, and w
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