Small suggestions. Have automatic weapons use Persistent effects at the cost of using more ammo or have a toggle-able mode to switch between rapid fire or single fire.
Random suggestion, raise the height of light halos.
Good job on the threat and light/sanity system. However, I'd like to point out some concerns.
Currently, Zombies are much faster than humans. I can agree to that, but here's where the issue lies. Zombies are too fast for human players to escape them. I suggest that the room delay time for zombies to increase, or the base speed of them slightly lowered. You should be able to evade an enemy by juking them rather than having to sprint or initiate combat.
Spirits are the ghosts of recently dead players. Spirits lack the 3 stats normal players do, but have a single Energy attribute. Energy determines the time left a Spirit has before fading. Energy is lost two ways; one way is from natural degeneration similar to hunger while the other is from the usage of abilities.
Spirits have several traits that define them from normal players. One of such, is the inability to communicate with the living. Spirits are unable to speak and cannot tell players anything. However, Spirits have fewer physical bounds, and can pass through barriers players cannot. While they can pass through these barriers, Spirits are unable to leave a room without support. However, such support, comes with their Spiritual abilities.
Spirits are capable of object manipulation. While a Spirit cannot communicate with the living, they can aware them of their presence. For example, a Spirit can flicker a light or open a container to lure a player closer. Once they're close enough, a Spirit can bind their soul to the player, allowing them to leave rooms. Doing so will benefit the "possessed" play, reducing their Sanity drain significantly and allowing previously unreachable switches to be used. However, a Spirit will lose greater amounts of energy for utilizing contraptions not within the bounds of their corpse, lowering their overall lifetime.
According to my conversation with A1win(Before Dustin got drunk in IRC), we discussed the Attributes, Inventory and Room Generation systems.
The Attributes system has already been mentioned by A1win. Originally, the idea was a little more extreme, resulting in death if any of the three attributes dropped to zero. However, the current system is a little more lighthearted, giving the players de-buffs instead.
The Inventory system discussed was originally 12 slots, raised to 15. However, the main focus was on the crafting system. Originally, items could be salvaged and crafted. For example, say you have 3 items, a Pipe, Duct tape and Metal. Metal could be salvaged into two Whetstones and Whetstones could combine with Metal to form a Blade. A Blade could be combined with a Pipe and Duct Tape to form a Sword, a basic melee weapon.
To get a little more advanced, let's say you have Metal, a Pipe, Line, Duct Tape and a Stick. By combining the Stick with the Line, you form a Bow. Combining the Metal and Pipe would create a Launcher Mechanism. Combining a Launcher Mechanism and a Bow using Duct Tape would result in a Crossbow, an arrow firing weapon. Salvaging the Crossbow would result in the return of most of your materials, allowing you to freely create items suited for your situation.
Lets say that you're trying to establish a tactical location. However, your area is vulnerable to large waves of enemies, but you have a hallway. By salvaging the contents of the Crossbow, you would reclaim most of your materials including the Launcher Mechanism and Bow, losing the Duct Tape material. By utilizing the Launcher Mechanism with Blades, you could create a Bear Trap, a basic reloading trap that can be reclaimed when necessary.
The way items are found is quite simple. When entering the generated room, you would be able to interact with certain items such as Bookshelves, Beds and Tables. By interacting with them, items would fly out of the doodad, allowing you to choose which item you want.
As we talked, we discussed about some buildings beginning off powerless. These buildings would require the power to be reactivated before lights would work. These "Raw" buildings would contain some items others didn't, requiring the exploration of them to survive.
I'm glad that A1win revived this thread before I did.
Small suggestions. Have automatic weapons use Persistent effects at the cost of using more ammo or have a toggle-able mode to switch between rapid fire or single fire.
Random suggestion, raise the height of light halos.
Good job on the threat and light/sanity system. However, I'd like to point out some concerns.
Currently, Zombies are much faster than humans. I can agree to that, but here's where the issue lies. Zombies are too fast for human players to escape them. I suggest that the room delay time for zombies to increase, or the base speed of them slightly lowered. You should be able to evade an enemy by juking them rather than having to sprint or initiate combat.
I like the UI though, it looks nice and simple.
Random Suggestion: Spirits
Spirits are the ghosts of recently dead players. Spirits lack the 3 stats normal players do, but have a single Energy attribute. Energy determines the time left a Spirit has before fading. Energy is lost two ways; one way is from natural degeneration similar to hunger while the other is from the usage of abilities.
Spirits have several traits that define them from normal players. One of such, is the inability to communicate with the living. Spirits are unable to speak and cannot tell players anything. However, Spirits have fewer physical bounds, and can pass through barriers players cannot. While they can pass through these barriers, Spirits are unable to leave a room without support. However, such support, comes with their Spiritual abilities.
Spirits are capable of object manipulation. While a Spirit cannot communicate with the living, they can aware them of their presence. For example, a Spirit can flicker a light or open a container to lure a player closer. Once they're close enough, a Spirit can bind their soul to the player, allowing them to leave rooms. Doing so will benefit the "possessed" play, reducing their Sanity drain significantly and allowing previously unreachable switches to be used. However, a Spirit will lose greater amounts of energy for utilizing contraptions not within the bounds of their corpse, lowering their overall lifetime.
HELL YEAH! Creators Block REMOVED!
<('_')>
According to my conversation with A1win(Before Dustin got drunk in IRC), we discussed the Attributes, Inventory and Room Generation systems.
The Attributes system has already been mentioned by A1win. Originally, the idea was a little more extreme, resulting in death if any of the three attributes dropped to zero. However, the current system is a little more lighthearted, giving the players de-buffs instead.
The Inventory system discussed was originally 12 slots, raised to 15. However, the main focus was on the crafting system. Originally, items could be salvaged and crafted. For example, say you have 3 items, a Pipe, Duct tape and Metal. Metal could be salvaged into two Whetstones and Whetstones could combine with Metal to form a Blade. A Blade could be combined with a Pipe and Duct Tape to form a Sword, a basic melee weapon.
To get a little more advanced, let's say you have Metal, a Pipe, Line, Duct Tape and a Stick. By combining the Stick with the Line, you form a Bow. Combining the Metal and Pipe would create a Launcher Mechanism. Combining a Launcher Mechanism and a Bow using Duct Tape would result in a Crossbow, an arrow firing weapon. Salvaging the Crossbow would result in the return of most of your materials, allowing you to freely create items suited for your situation.
Lets say that you're trying to establish a tactical location. However, your area is vulnerable to large waves of enemies, but you have a hallway. By salvaging the contents of the Crossbow, you would reclaim most of your materials including the Launcher Mechanism and Bow, losing the Duct Tape material. By utilizing the Launcher Mechanism with Blades, you could create a Bear Trap, a basic reloading trap that can be reclaimed when necessary.
The way items are found is quite simple. When entering the generated room, you would be able to interact with certain items such as Bookshelves, Beds and Tables. By interacting with them, items would fly out of the doodad, allowing you to choose which item you want.
As we talked, we discussed about some buildings beginning off powerless. These buildings would require the power to be reactivated before lights would work. These "Raw" buildings would contain some items others didn't, requiring the exploration of them to survive.
I'm glad that A1win revived this thread before I did.