As Natures Witness points out, itâs a community game, some of the contributors simply donât have the coding chops to work on core gameplay stuff, but they can contribute new items and such, and in the process edge their way into contributing more involved stuff. Both are valuable in of themselves. Also itâs not a 0-sum equation, just because particular content got added doesnât mean other content would have been added otherwise, often itâs the specific feature that gets someone interested, and they would never have even thought to do something else.
Speaking specifically for myself, as #1 bottleneck for the project, the new items donât take up much of my time, since theyâre generally straightforward to merge and donât usually cause new bugs. They arenât generally keeping me from doing other stuff. Itâs the big mechanics stuff like inventory handling shennanicgans that do that, and thereâs no way around them.
The default for the game IS âcrazy apocalyptic potpourriâ, but thatâs what we have classic zombie mode and the (still pending) mod manager for, if bloggy goes in, it definitely wonât get marked âclassicâ, and in the future youâll be able to excise elements you donât like from the game in a straightforward way. So it shouldnât be an issue.
I do think forging a weapon in the first few weeks of the cataclysm is a bit premature, but hey, it IS a game, and itâs something I could see a survivor doing eventually. Now martial arts⌠whew, if this stuff actually happened Iâd be spending every moment I could practicing the martial arts forms I know, and looking for training material for others would be high on my list of things to do in the first few months. Even if your primary weapon is a gun and you have unlimited ammo, martial arts training would pay absolutely MASSIVE dividends down the road. From the trope pov, thereâs definitely a more action-y subgenre of zombie movies that incorporates martial arts, just yesterday I watched the (terrible) movie âI am Omegaâ, itâs definitely in the genre.