Thread: Project Z | Zombie Based Survival

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  1. #1 Project Z | Zombie Based Survival 
    Success is the worst teacher

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    R-S Admin Response  Information
    Project Z is a Zombie based survival server, the world as you know it is infested with zombies and a vast majority of survivors, Project Z is based upon survival but to survive you will need to keep your Hunger & Hydration levels up, as if they fall to zero you will start to die. Food and Drinks will be found across the map in either searchable objects or on the ground or even carried by a zombie! but finding these may prove harder than you think as you may come across hordes of zombies or even other survivors, they may be friendly or may be deadly.


    R-S Admin Response  Story
    Created by furious3lf
    A long time ago, the outbreak of an apocalypse killed thousands of people, and not many were lucky enough to survive. Among those few survivors, there was a hero, a hero who had been born moments before the apocalypse. The longer he grew, the faster he realized that the world he lived in was so ruined, so deserted that he could feel the thousands souls screaming with terror. He'd heard stories of the previous world, the great cities and the great civilizations built upon green lands. But all he could now see was dark and undead creatures, lurking in the shadows and infested in the cities. So he made a promise to himself. He would bring the city back to royalty and slay the demons down to ashes. As he knew, that he was the chosen one. You ask yourself who that hero is? That hero is you.


    R-S Admin Response  Devlopers


    R-S Admin Response  Updates Completed
    Code:
    21/04/14
    1. Hunger & Hydration Levels Finished - Decays over 10-20 minute time period
    2. Added Object Loot Searching
    3. Donators have slightly more Health Levels (Hunger & Hydration)
    4. Whole Runescape Surface is Multi & PVP zone
    5. 3 Items are always kept on death (This May Change)
    6. Level 20 combat level difference when PVP'ing (Meaning a level 3 cannot be attacked by a level 100)
    7. Random Player Spawn Locations
    8. Wrote a basic system for loot spawning
    9. Almost finished Backpacks - Acts as Extra Storage
    10. Removed the ability to be able to bank
    11. Added in most of the Fishing Spots
    12. All foods now increase hunger
    13. Added Flour creation, Wheat picking
    14. Added Potato Picking
    15. Finished Loot Spawning System - Loading from txt file
    16. Finished loot location for Draynor & Lumbridge
    17. Dying with items in your backpack will drop on death when dying to another player
    18. Added a system to handle drinking - Alcoholic drinks will result in having a drunken effect for a few seconds.
    19. Added more objects to the searchable objects array
    
    22/04/14
    20. Added drunken effects to alcoholic drinks, they will still increase your hydration but will add the effect of being drunk 
    21. Added Flax Spinning, Bow Strings can now be created
    22. Added Falador Crumbled wall & Underground tunnel shortcut
    23. Added an added aggression bonus to players when they drink an alcoholic drink (Meaning your Strength level will increase by 3 levels)
    24. Combat Stats are now reset on death whether its by NPC or Player - Only Attack, Strength, Defence, Range, Mage and Hitpoints are reset at the moment
    25. You can only drink one alcoholic drink every 30ish seconds, as you can now re-fill your alcoholic drink at any bar!
    26. You may now re-fill water bottles at any water source such as a fountain, well or water pump.
    
    23/04/14
    27. Doors now open and close within a 2-3 second time frame
    28. Your run energy will now drain faster with the lower level agility you are. - 1.5 if you are under 30 agility - 1.25 if you are under 75 - 1 if you are over 75 agility and 0.8 if you are 99
    
    25/04/14
    29. Added Waterskins - If a player has a waterskin in their inventory when it decrements their health levels (Hunger & Hydration) then it will not effect their Hydration levels (Meaning it will not increase or decrease) and the waterskins capacity will decrease by 1
    30. Added Fully Working BackPacks - BackPacks allow you to store additional items (Outside your inventory) - Backpacks will be obtained via loot on the ground, how ever these will be rare/ very rare as they do provide additional item space.
    31. Added a Players task panel for the player to view some of their stats such as Zombie Kills, Player Kills, Deaths & Time Spent Alive
    32. Worked on the Player Task Panel and added a Random Task - These tasks will be randomly assigned to new players and once completed will generate a new task - These tasks currently consist of equipping and item and killing a zombie with that item equipped.
    
    26/04/14
    33. Added Zombie Disguises - Currently only the transformation - The disguise will last up to 3 minutes - Will provide immunity from being attacked by zombies within this time 
    - Might make it use able only once? Delete the Item ID or have it useable every so often such as once every 10 hours? Not sure yet.
    34. XP Lamps are now added and are a reward from the completion of the players random task.
    
    27/04/14
    35. Changed combat animation to zombie attack animation whilst is zombie disguise
    36. Added The Zombies Combat Animations - Attack, Defence & Death Animation
    37. Added Zombie in going hit sound and death sound - Need to get the real ones
    38. Zombies deal their damage based from the players combat level - High Combat Level = Larger Hits, Low Combat level = Smaller Hits
    39. Zombies randomly drop small amount of coins - Building a slow economy
    40. Zombies defence levels scale with combat level (Meaning A Level 138 Zombie will be harder to hit than a level 12 Zombie)
    41. Players loose all items on death - The only way to keep an item is to use the protect item prayer.
    42. Supply Crate Drops - They are dropped/spawned every 20 - 30 minutes and will contain random medium - high level loot - A World Message is sent of its location when it is spawned
    43. Added "Hunter Traps" If a player steps on a trap they will be dealt damage - Damage will be dependant upon the owner of the traps hunter level
    - There are two damage types, Physical Damage & Poison Damage
    44. Added a locating system in to locate "Hunter Traps" within a 200 square radius
    
    30/04/14
    45. Added Bread Making - Chance of burning the bread
    46. Zombies Have A Chance Of Dropping A Low Level Loot
    47. Added explosives to Supply Crates - These will deal Physical Damage based on the players maximum hitpoints. 
    - I may add that having higher agility level allows you to quickly move and dodge some of the damage, Resulting is less damage recieved.
    48. Added a device to check a Supply Crate for any explosives, if there are explosives then this device will de-activate them and open the supply interface.
    
    1/05/14
    49. Smoke Bombs must now be created - Items needed are a Fuse and Gun Powder.
    
    50. You can now create Planks from Logs, so Normal Logs will make Planks and Oak Logs will make Oak Planks
    - Planks will be used for creating Barricades, Barricades will be used as a form of protection for anyone to evade something or someone.
    - Plank creation as well as Barricade creation will give Construction XP 
    - Barricades will last up to 1-2 minutes ( I Haven't Decided An Actual Time Yet )
    
    5/05/14
    51. Player Owned Bases!
    - Player Bases can be created by finding a building with closed doors, once you have located a safe building you can then border up the doors by using a Plank onto the door - You will need 5 Planks & 10 Steel Nails (Nails are created by smithing)
    - Once you have bordered up the doors you will be safe from any player entering your base, unless they have an axe, in which case they are able to cut down your borders and gain access to your base
    - Note Destroying a bordered door can take up to 1 - 2 minutes, this time may change
    - A message is sent to the owner of the base if someone is trying to destroy the bordered door.
    52. Player Control Settings - A Dialogue is sent when pressing the "Close" button on the Task System Interface
    - The following options are displayed - "Add a friend to your Base Guest List.", "Remove a friend from your Base Guest List.", "Remove everyone from your Base Guest List.", "Show your Base Guest List", "Show Project Z Information Board"
    53. All combat skills are now reset to 1, this includes Attack, Strength, Defence, Hitpoints, Range, Prayer & Magic
    
    07/05/14
    54. Any level Player can attack a Player that is destroying a door - This is to prevent level 3's destroying a level 100's door and the level 100 not being able to stop him.
    - Players can only attack them when they are actually destroying the door, attacking the player will not stop the player from destroying the door but killing them will.
    - If the Player destroying the door is being attacked he can either keep going and risk dying or he can stop - stopping will stop the player attacking him and he will be safe.
    55. All objects that contain the option "Search" or "Open" can now be searched and have a possible chance of receiving loot
    56. New Players will be granted a 5 minute protection timer, in this 5 minutes the player will not be attacked by Zombies.
    57. Players can now Border up Ladders & Staircases, this still requires the same materials as doors.
    
    10/05/14
    58. Added Backpack's to high loot spawn locations and as a random chance of a drop from the Zombies that wear a backpack
    59. Added an "Open" option to the backpacks
    60. Falador is now complete - Zombie Spawns & Loot Spawns.
    61. The "Zombie disguise" item is now a random drop from all Zombies.
    
    14/05/14
    62. Fixed an issue with fletching where you were only given 1 arrow shaft instead of 15
    63. Fixed 2h swords with smithing - They now required the correct smithing levels to make
    64. Fixed Arrowhead smithing, did require 2 bars to make, now only require 1 bar.
    65. Added in Supply Chests/Crates - A world message is sent when it arrives, they drop every 30 minutes and contain medium - high level loot - A maximum of 7 items.
    
    27/05/14
    66. Force Feed - Players can now use any piece of food onto another player in order to feed them
    67. Force Drink - Players can use a drink onto another player in order to replenish their hydration
    68. Weapon Poisoning - Use a weapon poison onto any poisonable weapon.
    69. Player Pickpocketing - Players can pickpocket any other player, similar to stealing creations but can be done everywhere
    - Pickpocketing a player will result in the thief stealing a random item in the players inventory
    - Its only a basic system at the moment but I will add onto it by adding safety measures for the players who dont want to be pick pocketed, I thought of an idea - If a player has the item "nails" in their inventory then the thief will fail the pick pocket and will be dealt damage - the nails will then break etc.
    70. Players can carry "nails" in their inventory as a defence from thiefs (Pickpocket's (Players))
    - If a player is carrying 10 or more nails of any sort (Bronze, Iron, Steel, Black, Mithril etc) and a Player tries to pickpocket them then the thief will fail and will be dealt damage.
    - The damage is dependant upon the nails, for example rune nails will deal more damage than bronze nails
    - Bronze nails deal 10 damage, rune nails deal 70 damage
    
    29/05/14
    71. Added a starting tutorial for new players.
    72. Pickpocketing players now have a chance of failing, the higher thieving level the less you will fail.
    
    05/06/14
    73. Started on a Knowledge Gaining Skilling System (Thanks to furious3lf for the concept)
    74. Added an Interface for players to view their current Knowledge in their skills.
    75. Having 1 Knowledge point in Fishing allows the player to catch 2 fish at a time when fishing 
    
    06/06/14
    76. Added a Title system for the Knowledge based skilling system, Titles are unlocked by having a certain knowledge level in that skill.
    77. Having a knowledge level of 4 in Fishing allows the player to not need fishing tools.
    
    07/06/14
    78. In order to be able to pick another players pockets you must have a Knowledge level of 1 in Thieving.
    79. Level 2 Knowledge in Thieving grants more XP when Pickpocketing Players
    
    80. Bordering Stairs, Ladders or Staircases require a Knowledge level of 1 in Construction - Doors do not require any knowledge levels.
    81. Level 2 Knowledge in Construction grants more XP when bordering objects.
    
    11/06/14
    82. New Summoning System has been created thanks to furious3lf for the idea
    83. There are currently 6 different Guards
    84. Added the correct Combat Animations to each Guard
    85. Added Combat Stats to each Guard, Low Level Guards have low attack and low defence and high level Guards have increased attack and increased defence
    
    13/06/14
    86. Having a Knowledge Level of at least 1 in Mining will result in the player gaining bonus XP for every rock.
    87. Having a Knowledge Level of at least 2 in Mining will result in the player mining the rock 1 second quicker.
    88. Having a Knowledge Level of at least 3 in Mining will result in the player mining 2 ores instead of 1.
    89. Having a Knowledge Level of at least 3 in Mining will result in the player not needing a Pickaxe to mine the rock.
    90. - New Summoning Guards Have been added;
    - The Hero - Summoning Level of 70 is required - Combat Level - 69;
    - The Elite Khazard Guard - Summoning Level of 80 is required - Combat Level - 95;
    - The Tyras Guard - Summoning Level of 90 is required - Combat Level - 110;
    91. Using a drink on a Summoning Guard will replenish the players Summoning Points
    
    29/06/14
    92. Summoning a Guard now requires coins, the amount is dependant upon the Guard, below are the current prices;
    Man - 500 Coins
    Farmer - 1,000 Coins
    Guard - 1,500 Coins
    Warrior Woman - 2,000 Coins
    White Knight Warrior - 2,500 Coins
    Paladin - 3,000 Coins
    Hero - 3,500 Coins
    Elite Khazard Guard - 4,000 Coins
    Tyras Guard - 4,500 Coins
    
    93. Mini Help Quests - NPC's will spawn in different location over a certain timescale, the NPC will be injured and that NPC will provide the player with a small quest such as;
    Give the man some water,
    Give the man some food,
    Kill a zombie that attacked him for "revenge"
    
    94. All of the farming patches have been added, except the tree patch (Will do that tomorrow)
    
    Farming will benefit the players as it will allow them to grow crops that may be eaten, used for potions, used as explosives and even to create weapon poisons.
    
    In order to make a weapon poison, you will need to obtain a vial of coconut milk and use it on a cactus spike, a vial of coconut milk can be made by farming the Palm tree and then harvesting the coconuts and then splitting them open, which will produce half a coconut, you can then use the coconut on an empty vial to make "Coconut Milk" (Like in RS). A cactus spike is obtained by farming a Cactus from the Cactus Patch in Al-kharid and can be used on the "Coconut Milk" to make a "Weapon Poison" which can then be used on a poison able weapon such as a Dragon Dagger, Dragon Spear, Rune Dagger, Iron Dagger etc
    
    95. Me and Furious3lf have been going through the map and spawning Zombies and Mummies all across the World, the NPC spawns are "Almost" complete 
    96. Using an empty drink bottle/glass on a cactus in the desert will have a 1/4 chance of filling that drink up with water
    97. The Farming Tree patches have been added, which leaves only the spirit tree patches and special patches left, which I'm not sure if I will add, but the Spirit Tree patch I will most likely add in a later stage.
    
    98. NPC Vs Zombie combat, Knights will attack zombies within a certain area of them - Defending their castle
    99. Muggers, Muggers are a type of random event that will target a specific player that is online, the mugger will then run to that player and once in range will steal a random item from the players inventory.
    100. Bones to peaches & Bones to Bananas spell added
    
    25/08/14
    
    101. White Knight Events - 6 White Knights will spawn in a random city and will attack nearby Zombies, Players can then go to that city and help kill the zombies. Once the target zombie kills have been reached all the players that helped kill the zombies will be rewarded.
    102. Fixed an issue where if two NPC's were fighting and a player killed one of the npcs then the player would not get the kill.
    
    
    27/08/14
    
    103. Bounty System - Place a bounty on a players head, Killing that player will result in the player dropping that bounty on the floor as a reward for the bounty hunter
    
    30/08/14
    
    104. Karmaja Banana Tree Picking
    105. Karmaja Banana crate filling - fill the crate with 30 banana's for 30 coins
    106. Pet Hunting - Players can now set up a box trap in order to catch different pets, the current pets will be Gecko's and Monkeys. There will be more such as Squirrels.


    R-S Admin Response  Media
    Spoiler for Images:


    A Chance of finding loot from objects







    Both players must be within a 20 level difference in order to begin combat (This level difference may change)







    Player Backpacks







    Zombie Disguises





    Supply Crate Drops




    "Hunter Traps"




    "Hunter Trap Location Device"



    Supply Crate Smoke Bombs



    Bomb Diffusion Device



    Player Owned Bases




    Player Control Settings





    Player Pickpocketing





    Skill Based Knowledge System

    Not having the required level -



    Knowledge Upgrading Message -



    Fishing with 1 knowledge point in Fishing -



    Skilling Knowledge Titles



    The New Summoning Skill





    Lower level Guard Switching to Higher Level Guard upon Level up





    Spoiler for Skills:

    Some of the skills in Project Z have been completely re-designed in order to bring that Zombie/Survival feeling.

    Hunter

    Hunter is now trainable by collecting "Hunter Traps" (Man Traps) from random loot locations, these will be a medium - high level loot
    These traps can be placed on the ground and act as a "Bear Trap" so if a Player or Zombie were to stand on this trap then they will deal damage.
    When standing on a Man Trap there are currently two damage outcomes, the first outcome is normal Physical Damage, the other is Poison Damage - These are random.
    If A Zombie stands on a Trap then they instantly die.
    When a Man Trap is placed on the floor it is invisible to sight as if there were a visible object on the map then players would be able to avoid them.

    Ways to avoid the Hunter Traps?
    The Locating Crystal Item will allow you to view any Hunter traps within a 200 square radius of you.
    - A RED arrow will point above the square that contain a hunter trap.

    Construction

    The construction skill can be trained by using a saw (obtained from a loot location) on some logs, this will create Planks.
    - The Planks can then be used on the saw again to create a barricade ( A Construction Level Will be Required )
    - Barricades will last up to 2 minutes ( This Time May Change)

    Player Owned Bases

    - Player Owned Bases will be a part of Construction, as to get Planks you must carve them from Logs - To do this you will use a Saw onto the Logs which will carve them into Planks.
    - You will need 5 Planks & 10 Steel Nails ( Which can be obtained by Smithing )
    - Once you have the materials needed you can then use a Plank on any door. This will then border up that door
    - If a door is bordered up then no other player can gain access to that house through that specific door unless they break down the door by using any axe onto the door.
    - A message will be sent to the owner of the base if their door is being knocked down.
    - The bordered doors will reset upon server restart, this gives players a great opportunity to seek out a new and improved base with a more secure location that a player may have owned in the previous session.

    Thieving

    Thieving is similar to the normal thieving system although instead of pickpocketing NPC's you pickpocket other players, you can still advance your thieving level on thieving stalls to get items such as cakes to fuel your player, but the player pickpocketing allows you to pick anyone's pocket as long as they are within a 20 combat level difference. Pickpocketing a player will result in the thief stealing a random item from the players inventory. The less items you have in your inventory means the higher chance of another player stealing that item, so a little tip is to have your inventory full with junk at all times to try and save your good items from being stolen. Items stored in your backpack cannot be stolen (At the moment - this may change (High Thieving level required) not sure yet)

    How to prevent someone pickpocketing you?
    Keep some nails stored in your inventory. If you are carrying 10 or more nails of any kind (Bronze, Iron, Steel, Black, Mithril etc) and someone tries to pick your pockets then they will fail and they will deal damage (Damage is based on the kind of nails - For example Bronze nails will deal 10 damage and Rune Nails will deal 70 damage) If a player picks your pockets and you have nails in your inventory then you will loose those 10 nails.

    Note - If you have less than 10 nails in your inventory then this will not work and the thief will successfully pick your pockets.

    Summoning

    To Summon a guard a player can now click the Summoning skill in the skills tab which will then present a dialogue displaying the cost to spawn the guard.

    The way Summoning will work is A Player will summon an Item called "Guard" or something similar, It will be the same Item Id to spawn a guard each time, that item can spawn every Guard as long as they have the correct Summoning Level. A guard is a familiar that will protect the Owner.

    The current Summoner Guards are;

    Level 1 Summoning: Man
    Level 10 Summoning: Farmer
    Level 20 Summoning: Guard
    Level 30 Summoning: Warrior Woman
    Level 40 Summoning: White Knight Warrior
    Level 60 Summoning: Paladin
    Level 70 Summoning: Hero
    Level 80 Summoning: Elite Khazard Guard
    Level 90 Summoning: Tyras Guard

    I will be adding more for the higher levels shortly.

    The way in which Players will train summoning will be very different to Runescapes Summoning. In order to train summoning (gain xp), Players will need to kill zombies with the guard, meaning the Guard must get the kill on the zombie in order for the kill to count towards the Guard. The amount of Guard Kills can be tracked on the players Task System.

    New Guards will spawn automatically once the player has achieved the specific level for that guard, meaning if a Player has level 9 Summoning and their Guard (Man) gets a kill and they level to 10 Summoning then a Famer will automatically spawn in its place (So its an Upgrade system).

    Currently I'm not sure how players will obtain the "Guard" item, I was thinking maybe a loot item, but not sure yet.

    Each Guard will have their own Special Attack - Need to add these soon

    The Guards damage scales with each Guard, Meaning a Level 60 Guard (Paladin) will hit higher than a Level 1 Guard (Man).


    Summoning now requires the player to pay to spawn a guard, so the player essentially pays the guard to protect him. The Player will need to pay to spawn a guard every time which makes it more of a challenge to level up summoning but also for the player to protect their guard in order to level up to have a good guard protect them. This also removes the ability for users to dismiss their familiars in a fight and then spawn one back in to finish off the zombie to get xp.

    Each guard requires a different amount, here are the costs of each Guard;

    Man - 500 Coins
    Farmer - 1,000 Coins
    Guard - 1,500 Coins
    Warrior Woman - 2,000 Coins
    White Knight Warrior - 2,500 Coins
    Paladin - 3,000 Coins
    Hero - 3,500 Coins
    Elite Khazard Guard - 4,000 Coins
    Tyras Guard - 4,500 Coins

    Knowledge Based Skilling System

    This isn't actually a Skill although I thought that I would list it here as it is something that is related to skilling, this is a completely unique idea which was thought of by furious3lf this now grants players with an option when reaching level 99 in a skill, this option is to gain knowledge in that specific skill, so for example if a player has 99 Fishing then they have the option to gain knowledge in Fishing. Gaining knowledge allows the player to excel in that skill, although the main catch is that when a player gains knowledge in that skill, that skill will be reset to level 1. In the example of Fishing, if a player were to gain 1 knowledge point in Fishing then when they are fishing they will catch two fish instead of one. This allows players the opportunity to not only start fresh on that skill but also to profit from resetting that skill.


    Spoiler for Knowledge Based Skilling System:

    Each skill will have its own unique bonuses, to unlock these bonuses a player must increase his knowledge in that skill, in order to do so the player must be at least level 99 in that skill, once the player has achieved level 99 they can then right click the specific skill in the "Stats" tab and select "Set Target Level", this will present a dialogue with an option to proceed in studying that skill or not. Different skill bonuses will be unlocked the further the player studies that skill. Below I will list each skill and its own unique bonuses;

    Note - Players Knowledge Level is default to 0 (Meaning the Player starts at 0 Knowledge)

    Fishing

    Level 1 Knowledge in Fishing: Increased XP (1.1 Instead of 1.0 XP Boost)
    Level 2 Knowledge in Fishing: Players Catch 2 Fish at once.
    Level 3 Knowledge in Fishing: 1 Second Decrease in Fishing Time Delay (Meaning it is 1 second faster)
    Level 4 Knowledge in Fishing: Fishing tools are no longer required (Players can fish without Fishing nets, Harpoons etc)



    R-S Admin Response  Credits
    Matrix Team
    RuneZ for the inspiration


    R-S Admin Response  Trailer - Crated by furious3lf


    R-S Admin Response  Support Us!
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  2. #2  
    Success is the worst teacher

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    R-S Admin Response  Upcomming Updates
    Code:
    High loot areas in main buildings/cities
    Upon Death you are presented with the Lodestone interface - Choose Your Spawn. (Possibility)
    Immunity Potions - Thirst & Hunger do not decrease for a time period (10-15 minutes)
    Item Weights become a factor of decreasing thirst faster
    Killing a player will drop meat (Act as cannibalism) 
    Slayer = PvP (Your task is to assassinate Santa Hat using a Adamant Battleaxe)
    Make it possible for skillers to survive/earn cash (Fletch, Construction, Woodcutting = Barricades? Hunter = Place traps to Stun/damage other players?)
    Make Day & Night Cycles - Zombies are more aggressive at night
    Random military bases spawn every 20-30 minutes


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    R-S Admin Response  More Images
    Spoiler for Images:
    Feeding your Summoning Guard - Replenishes The Guards health



    The Knowledge Skilling Titles are now set before and after the players username, certain titles are set before, others are set behind the players name.



    Using a Drink onto a Summoning Guard will Hydrate the guard, Replenishing his Summoning Points



    Some Of the Summoning Guards;



    Summoning Guard In Action



    Tree Farming







    NPC vs Zombie



    Bones to Peaches & Bananas



    Muggers







    Jewellery enchantment



    Bolt Enchantment



    White Knight Invasion Event







    Bounty System







    Karamja banana crate filling - Players can pick Banana's from the banana tree's and the fill them into the crate, once the crate is filled with 30 banana's then the player will be rewarded with 30 coins.



    Pet Hunting - I've created a system to catch different pets, I pretty much created a new hunter system, so It could be used for other npcs other than pets.
    Players can now set up a box trap in order to catch different pets, the current pets will be Gecko's and Monkeys. There will be more such as Squirrels.






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  4. #3  
    H_E_N_T_A_I_H_E_A_V_E_N_
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    I had the same name on my project
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  5. #4  
    Success is the worst teacher

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    Quote Originally Posted by Tampa Bay View Post
    I had the same name on my project
    I literally just saw this when i posted the thread because of this thing



    Do you mind if we keep the name or would you like me to change the name?

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  6. #5  
    Scrub Lord
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    Oh ma gerd. This looks very interesting. Please continue with this; I will most definitely play when this is released!

    EDIT: Will there be any kind of economy on this, or just survival?
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  7. #6  
    H_E_N_T_A_I_H_E_A_V_E_N_
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    Quote Originally Posted by Santa Hat View Post
    I literally just saw this when i posted the thread because of this thing



    Do you mind if we keep the name or would you like me to change the name?
    You can keep it mate
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  8. #7  
    Soon to be a Blaziken

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    Interesting. Good luck, I'll be following this

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  9. #8  
    Success is the worst teacher

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    Quote Originally Posted by _Will View Post
    Oh ma gerd. This looks very interesting. Please continue with this; I will most definitely play when this is released!

    EDIT: Will there be any kind of economy on this, or just survival?
    Thanks man and I will do, at the moment, I am building the foundations such as loot spawns and zombie spawns, then I will move onto more event based content that could potentially involve currencies, i might go more for an item currency other than coins which could be gathered from these events which could be traded at npcs for items or to other players etc, I will see how everything works out

    Quote Originally Posted by Tampa Bay View Post
    You can keep it mate
    Thanks man

    Quote Originally Posted by Torchic View Post
    Interesting. Good luck, I'll be following this
    Thank you, I find it fun to make so I dont see this project dying anytime soon

    [Only registered and activated users can see links. ]
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  10. #9  
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    Lemme guess, revision 718?
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  11. #10  
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    Would be nicer if revision wasn't 718. Good luck anyway.
    I'm working on: [Only registered and activated users can see links. ]
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