Mr. 0

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Everything posted by Mr. 0

  1. Backpacks could change count of squares of inventory grid so you have some volume simulation. problem is stacking items (many pieces per one square in grid).
  2. Cuz carcass is solid hard coded placed object, so crows could be animated precisely around that. But probably autors have more important things to do.
  3. Its not cheap, its fair price. Obsolete technology in general. But like 60 USD as AAAA modern title? No. Remember, its 6 years old game. Created by small studio. I paid 25 Euros. Worth it.
  4. Mr. 0

    Item condition

    Isnt better to remove random condition (then hardcoded 100 %) from items, where is not effect of condition: 1. Matches 2. Medical stuff 3. Lamp oil and accelerant etc. Then it could stack like one item in game, multiplied by amount (like sticks, cloth and so on). Its annoying i have 6 packs of matches with different condition, when i can have one box with total amount of 6 packs. Only one con is you loose ability to ruin it by decay mech. in long term game session (it wont become ruined). But i dont think that someone play it for so long time. What do you think?
  5. Rather moving furniture i would like to get choice "Clean house", where you get an harvested all furniture in house. Total time and calories is addition of all particular items able to be harvested (+ some fee, like 15 % as moving and resting). It could same player time, when he needs a lot of reclaimed wood.
  6. I dont think it so difficult, probably work for a week or two when using vault system i have met in old czech game "Vietcong" (i made some maps there), there was special object in level editor. Something like space restrictor or trigger (invisible in normal game), you could set shape and dimensions all you want and when you were in reach of this object and while pressing key for jumping, you performed a vault over obstacle. There were a many variants for each style of vault. So you placed it over obstacle (tree, box, wall) in editor. Because modable shape and dimensions you could use one trigger per one long linear obstacle. TLD is easier you dont need to position legs or hands with obstacle, you dont seem them. I think it would be worth of effort.
  7. I am aware how jumping can break this game, but i am annoyed by small obstacles. There are two ways: 1. Remove colision from small items. 2. Implement "jump" just for obstacles as camera animation. Then you jump over certain items, like logs and fallen trees.