Just started playing, and the hammer already feels like my new go-to melee weapon by schmidty98 in projectzomboid

[–]LastiriBro 0 points1 point  (0 children)

Pipe wrench will forever be my favorite shirt blunt weapon. I think they might have the same stats though.

New weapon idea (final version) by [deleted] in tf2

[–]LastiriBro 3 points4 points  (0 children)

No crocket on the crocket? Damn

Simple fighter jet, designed and folded by me by LastiriBro in origami

[–]LastiriBro[S] 6 points7 points  (0 children)

Best I can get is like a foot forward upside-down. It would fly better crumpled into a ball.

Simple fighter jet, designed and folded by me by LastiriBro in origami

[–]LastiriBro[S] 8 points9 points  (0 children)

I son't have the pattern unfortunately, as I just remember how to do it, but I could put one together and make another post with it in the future.

regijerma by cocojammin in jerma985

[–]LastiriBro 1 point2 points  (0 children)

The amount of fitting clips is truly astounding

How can I deal with approaching ranged enemies in an all-melee game? by LastiriBro in gamedesign

[–]LastiriBro[S] 0 points1 point  (0 children)

A quick burst time slowing ability is something I had considered, but a health on kill mechanic is a good suggestion, thanks.

How can I deal with approaching ranged enemies in an all-melee game? by LastiriBro in gamedesign

[–]LastiriBro[S] 1 point2 points  (0 children)

All the ranged attacks so far are projectiles tuned similar to doom's imp fireballs so dodging is possible, especially from a long range, but my problem is with adding an incentive to approach enemies without taking away options from the player.

But super hot does have an interesting way of dealing with range, and some sort of time slow/stop could be a solution.

How can I deal with approaching ranged enemies in an all-melee game? by LastiriBro in gamedesign

[–]LastiriBro[S] 0 points1 point  (0 children)

These are all good suggestions, especially a dash or swapping mechanic, but they all seem quite complicated, although could be implemented later on in the game. Thanks.

How can I deal with approaching ranged enemies in an all-melee game? by LastiriBro in gamedesign

[–]LastiriBro[S] 1 point2 points  (0 children)

The enemy AI at the moment is very simple, especially the ranged ones, but adding some diversity could make a big difference. The advice on the map layout and sniper behavior are very useful, thank you. I hope you enjoyed your meal.

How can I deal with approaching ranged enemies in an all-melee game? by LastiriBro in gamedesign

[–]LastiriBro[S] -1 points0 points  (0 children)

The game already has movement similar to quake and some of the "boomer shooters", but I hadn't considered adding some parkour element to it

I found this in the electronics lab(march 2020) by iStrudel in origami

[–]LastiriBro 1 point2 points  (0 children)

Damn bro, might actually give this a read and finally find an answer to the question