Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Start zombie bash gaieties #44751

Merged
merged 4 commits into from
Jul 4, 2021
Merged

Conversation

Trioct
Copy link
Contributor

@Trioct Trioct commented Oct 9, 2020

Summary

SUMMARY: Features "Monsters might bash if a sound interests them"

Purpose of change

Adds to #44673, implementing the alternative

Describe the solution

Monsters lost aggressive interest in sounds in #44673, and the alternative gives a suggestion to make zombie bashing a bit more natural while not creating bash parties. I've somewhat arbitrarily chosen some categories that seem like monsters should be more interested in/aggressive towards, and I also added a random chance that they bash towards (typically) loud sounds.

Examples of sounds that would interest monsters:
Walking
Yelling
Opening/closing doors
Any loud noises typically louder than smashing stuff (though it's rng how loud is loud, could ultra-rarely be 1 volume)
Probably other stuff I'm unaware of

Also, I'm unsure if this is how it worked before, but I think zombies breaking down doors to follow sound previously might've been because they were motivated by their own sound of breaking down the door. If it was like that before, zombies will now give up on getting to the sound depending on how loud the sound was, which is how it was originally intended I believe. Heard a door close? Might break a window and bash a door a few times. Heard a shotgun? The doors are coming down.
If that was already the case then nothing's changed and I'm just noticing stuff.

Describe alternatives you've considered

My method of transferring the provocative variable around and into clusters in sounds.cpp might be strange?
Also, maybe the categories I've selected need to be adjusted?

Testing

Use debug light step/smell/invisibility/whatever to be basically non-existent
Try to start zombie bash parties in cars
Smash up the inside of a building, depending on how loud a zombie may break in (refrigerators are super loud to break), or they may just gather outside
Yell, zombies should break into the house
Open and close a near-outside door with zombies close, they should try to break in
Shooting a shotgun should make everything ever angry
Walking next to a closed window without debug light step and a zombie nearby may spook you

Additional context

This was made for my personal local branch where I enjoy spooky scary changes that I'm not confident in, but maybe this is good enough for here.

@kevingranade kevingranade added 0.F Feature Freeze <Enhancement / Feature> New features, or enhancements on existing [C++] Changes (can be) made in C++. Previously named `Code` Game: Mechanics Change Code that changes how major features work Monsters Monsters both friendly and unfriendly. labels Oct 10, 2020
@stale
Copy link

stale bot commented Nov 23, 2020

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

@stale stale bot added the stale Closed for lack of activity, but still valid. label Nov 23, 2020
@anothersimulacrum anothersimulacrum removed the stale Closed for lack of activity, but still valid. label Nov 29, 2020
@kevingranade kevingranade merged commit 124d829 into CleverRaven:master Jul 4, 2021
@Trioct Trioct deleted the bash-living-sounds branch July 11, 2021 22:40
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
[C++] Changes (can be) made in C++. Previously named `Code` <Enhancement / Feature> New features, or enhancements on existing Game: Mechanics Change Code that changes how major features work Monsters Monsters both friendly and unfriendly.
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants