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Messages - Rising Star

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Whoa! The character study poses are beautifully dynamic, 'specially the one in the lower-right that looks like dancing. I love them. You made her look alive.

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The Garage - Bug Reports and Technical Help / Re: Z-level issue
« on: August 29, 2017, 01:39:26 AM »
This is awesome, and made me immediately picture one of these guys stabbing their spear up through the floor. I'm trying to figure out how that would be implemented on purpose - maybe with a soft or porous enough material between levels ad a reach weapon. It'd make for some nasty ambushes.

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The Drawing Board - Suggestions, Comments, and Future Plans / Re: NPC's
« on: August 08, 2017, 12:26:29 AM »
I have to second this, or some way to get NPC commands a little finer, even if it's as simple as 'disengage to stick with me' or something. The hate for anything not a human runs so deep in them that they'll keep wailing away at things even when, say, I've just thrown out a live C4 next to the fungal hedges, and have already told them to not fight unless their life depends on it. And they're also on top of the C4. (A comedy of errors in itself. Note to NPCs: I know you think you're being heroic and all, but please don't shield the giant fungus with your body.)

Maybe I should have used 'only fight things you can kill easily?' Or maybe I should have told them the raid wasn't ready for a pull...

Something that makes them inclined to stay closer would also be really helpful in the dark. I say that with stats that tend to make them follow just outside of my night vision, though, so maybe it's not as big a deal for other people. And while we're at it, maybe a (C)hat command that quickly gives one combat order to a whole group?

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If it's okay to say so, all the focus on changes and counter-changes to things like this seems kind of like obsessively drawing and redrawing and adding full detail to a single little face in a single little corner of a drawing when you have a giant, huge canvas still sitting blank. It builds up creative fatigue really fast, and you'll almost certainly have to change it again anyway to fit with the rest of the substance you add in later, or else grit your teeth and leave it unsatisfying because you can't bear the thought of reworking it just one more time again.

Obessively overworking one arbitrary aspect of your art comes with a very real risk of coming to resent it, in my experience. Your mileage may vary. I guess what I'm saying is, maybe it would be best to keep it simple for now, and come back to it when more of the broader game content is filled in to balance around?

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Hmmm, come to think of it, you can remotely drive a car, yeah? If so, would it be possible for a large-size mutant survivor to stand on a car and drive it like that?

Are you...proposing the creation of giant remote-controlled skateboards? I'm all for it. You might as well go all in and convert a bubble car into a giant, tank-tracked robo-palanquin.

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So, hi. Just out of curiosity...how relevant is this roadmap now? As someone who's been playing the dev versions on and off for a few years, and I've been looking forward to the stuff past the basic Survival stage, like dealing more directly with stuff beyond zombies, maybe even getting to traverse the shimmering portals (or send in a drone, or something.) Or just more peaceful/non-combat interactions with the world, even, especially since NPC mutants are now a thing. Really, the thought of a gradual transition into a more fantastic game world is pretty exciting. Thanks!

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