Everything’s fine on the font front. Thanks again, utunnels.
From the Windows (Experimental)(SDL) link on the homepage. The loading screen reads “Version: 0.5-991-g98b1463”
I called it a durability system because that’s what I assume it was, since absolutely everything in the version I downloaded now has some sort of durability/condition. My character has a nicotine addiction and was smoking some “lightly damaged cigarettes” that I picked up off a “bruised zombie corpse” while sorting my javelins into separate piles based on whether they were scratched, cracked, etc. I didn’t notice that in the previous day’s build, so I assumed it’s new.
Good to see Windows players can slice zombies now.
Thanks.
[quote=“KA101, post:100, topic:1713”]There was a corpse-smashing routine pulled a few days ago, and I recall someone (I want to say Kevin, but usually if I I say it was him, I’m wrong…) pushing for Gibs to happen.
That fit your observations?[/quote]
Yeah, shotguns loaded with 00 buck are quite entertaining now. Painting the streets with gore is quite satisfying, but it is slightly over the top.
Also, +1 for said shotgun pulping corpses, that is greatly appreciated.
Sounds more like a new problem with the zombie death item spawn applying to things that it shouldn’t be (as well as a possible bug in that thrown items are damaged a little too easily). I’ll throw up a git issue report.
Even bear traps get damaged.
Yeah, it’s a little ridiculous if you ask me. This is one of those things that make sense if it was part of a larger system of stuff but instead it’s just spamming a bunch more words on my screen that don’t really seem to do anything or interact with any other part of the game.
So good news is that we think we’ve solved the damaged item problem. With any luck it shouldn’t be happening anymore.
Like, not at all… Or just not so bad?
Not at all. The reason it was happening was due to a weird combination of old/new code when we updated some of the zombie gibbing code, and now said old code has been excised from the codebase. We never intended to add that particular system at all, especially since .6 should be coming out soon and the goal is currently to favor stability over “new content”.
Seems to be fixed in the version I downloaded this morning.
Wow that’s quite odd. it just happened to create the base of what could ne a nice system.
There’s already a generic damage system for items, what happened here was that some code for gibbing monsters was applying damage to their drops, which seemed to make sense at first, but in practice ended up causing confusion and exposing inventory stacking issues.
The damage system is still present and ready to be used for various things, although it still has a problem in that the range of damage is really low (0-6), which means it only tracks particularly significan damage. If the scale was a coupla hundred, we could have various items accumulate damage over time, which would make things work more reasonably.
Haha Yeah, as long as their is a better way for Stacking Items of different qualities.
Maybe, say you have d-Spear and i-Cracked Spear
Instead just d-Spear and when selected it comes up with a new menu
[Spear]
a-Spear
b-Cracked Spear
Something like that maybe? So slect spear then select the one of a specific quality afterwards?
The inventory system sort of needs an overhaul in general. The devs have made some good strides toward making it easier to use (I really like the “advanced” inventory management) but it’s still just a bit too clunky. I feel like having an option to sort items alphabetically within each category would be nice, as well as the ability to do a kind of ctrl+f (find on page) within your inventory, which will cease displaying any items that don’t have the characters you input into the search bar.
Other than that, I don’t know how else to make it easier to use. Maybe implement scrolling around the inventory with the arrow keys and using Page Up and Page Down to jump between item categories?
[quote=“Dzlan, post:114, topic:1713”]Haha Yeah, as long as their is a better way for Stacking Items of different qualities.
Maybe, say you have d-Spear and i-Cracked Spear
Instead just d-Spear and when selected it comes up with a new menu
[Spear]
a-Spear
b-Cracked Spear
Something like that maybe? So slect spear then select the one of a specific quality afterwards?[/quote]
Ah… I think, that way you wouldn’t know whether you have good items or bad in your “spear” category until you select them. Anyway, even if the category is named by the worst/best item, it’s not good also, in my opinion - not informative.
Though, I like the Nighthawk’s idea about scrolling (with sorting things alphabetically & by categories) and finding items in inventory.
But that way we would need other hotkey-alternative, than “reassign” key option. It may be something like “assign”. And some sort of hotkeys…Similliar to e.g. “smash” button, when a “choose where to smash” prompts.
e.g, you press _ " _ in your inventory, all letters in you inventory list dissappear and instead them you have hotkey letters (like in options menu).
To be honest, I feel that having pages like in Dwarf Fortress, where on the first page, everything is a-z then second page everything is again lettered a-z
Would simply solve the lack of characters.
This is something I just have to write, for it let me hang for all I care.
If there is an alpha game dev, now branched into boards, dev gits and such, there’s oughta be some dissipation onto a main code aim, a final solution pushed towards final build. So don’t expect coding to be right at-present; anticipate features rather than extended “wish-for” implementations regarding crucial features. Everything, I mean literally every damn thing about general inventory display and item creation gave problems since early (final) 0.5 and will, I’m certain.
This statement ends my “what’s important” skill implement on this board, as some of us are unable to comprehend the highlights of early PC game build-up in object programming.
[quote=“vultures, post:118, topic:1713”]This is something I just have to write, for it let me hang for all I care.
If there is an alpha game dev, now branched into boards, dev gits and such, there’s oughta be some dissipation onto a main code aim, a final solution pushed towards final build. So don’t expect coding to be right at-present; anticipate features rather than extended “wish-for” implementations regarding crucial features. Everything, I mean literally every damn thing about general inventory display and item creation gave problems since early (final) 0.5 and will, I’m certain.
This statement ends my “what’s important” skill implement on this board, as some of us are unable to comprehend the highlights of early PC game build-up in object programming.[/quote]
So basically, in layman’s terms, you’re saying that we’re going to get a bunch of content first, and then polish later.
The thing is… Content will always be added. As long as the game is worked on. There won’t be an end to that, so you can’t really wait until there is enough content before polishing (because when is that) besides, there is already a lot of content.