4sheetzngeegles
Surviver
This is a thought on wiring, it comes from one of my first conversational posts with Roland. I posted regarding,
eating and drinking but not going to the toilet in game. Roland replied and I am paraphrasing, "That it is an implied
existential activity". When I was away from the forum and just played the game. I started thinking of other things
that can be used in the game that may help lower performance overhead.
Presently the wiring for any of the electrical devices we have seems to be taxing on performance at certain times.
Instead of physical extended wires everywhere why not make a set of wiring representation blocks. Example a block with
a wire that goes into the base block of the energy device and one that does the same for the load device.
Animation can be represented by sprite sheets, similar to torch flicker, and smoke plume representation now. It
would not remove the necessity for using the wiring tool or any of the intermittent connection devices. It would
remove the encumbrance of figuring how to place wires and remove devices. Sprite sheet, device on = Green animation,
failing intermittent green/red, dead or off red.
For electrical fences, a sprite sheet showing electrical transmission between to transmitter blocks. Visually if
you built a chin link fence, a metal barrier the animation would show on the face, on air blocks it could show the
same call it electriAir or Lightningblock. For the block tag it so it can receive physical damage necessitating
repairs. If this mode is used, it may open later builds to the extended use of electricity.
Example, Quest to repair stations and fuel them to provide, water, light, heat, refrigeration. Then they must be
protected from attack because they would draw heat. This also makes new temporary havens, a bit more interesting,
the zombies would be more active in the light. More would be drawn, so turning off local lighting via a switch
may become necessary to reduce undead activity.
eating and drinking but not going to the toilet in game. Roland replied and I am paraphrasing, "That it is an implied
existential activity". When I was away from the forum and just played the game. I started thinking of other things
that can be used in the game that may help lower performance overhead.
Presently the wiring for any of the electrical devices we have seems to be taxing on performance at certain times.
Instead of physical extended wires everywhere why not make a set of wiring representation blocks. Example a block with
a wire that goes into the base block of the energy device and one that does the same for the load device.
Animation can be represented by sprite sheets, similar to torch flicker, and smoke plume representation now. It
would not remove the necessity for using the wiring tool or any of the intermittent connection devices. It would
remove the encumbrance of figuring how to place wires and remove devices. Sprite sheet, device on = Green animation,
failing intermittent green/red, dead or off red.
For electrical fences, a sprite sheet showing electrical transmission between to transmitter blocks. Visually if
you built a chin link fence, a metal barrier the animation would show on the face, on air blocks it could show the
same call it electriAir or Lightningblock. For the block tag it so it can receive physical damage necessitating
repairs. If this mode is used, it may open later builds to the extended use of electricity.
Example, Quest to repair stations and fuel them to provide, water, light, heat, refrigeration. Then they must be
protected from attack because they would draw heat. This also makes new temporary havens, a bit more interesting,
the zombies would be more active in the light. More would be drawn, so turning off local lighting via a switch
may become necessary to reduce undead activity.