continuing with the concept of time, i added the hunger and sleep meters. when either meter reaches zero, thats not the end, rather half way, but it will effect your performance, which i will touch on in a second.
once the "internal" sleep meter reaches zero (which happens on the second day with out any sleep) your character will pass out wherever he is. when the "internal" hunger meter reaches zero (after 3 days of not eating) you'll just die.
now thats not all that happens with these meters. as the name of the devlog implies, the player now has the accuracy condition that effects how well the player shoots. and im not talking crappy final fantasy youre two feet in front of me doing nothing and i still miss kind of accuracy, i mean like your players arm wont be as steady, so its up to you to try and control it. its also effected by hungry you are, starting about the time when the "external" meter gets to about 15%. now, its not perfect yet, but its usable. in fact, rather than looking hungry or tired, the player just looks plain hammered, which i can live with for now, its better to leave it at that and either fix it or leave it completely.
on another side note DAHKNESS IS FALLIN
i fixed up the overlays for nighttime so they look more realistic. i ditched single overlay over the whole window and put in sevearal over the whole playfield and a custom one for the house. also, instead of using a beige color for the light overlays, i just erased and smoothed around the black parts, and put a small yellow "dot" over all the light fixtures (that only come out at 8PM to 8AM).
the days thing at the top of the screen is only a temporary solution. im debating on a creative solution to it (one being a tally system like in those prison movies on the wall in the attic)
the next few things i really need to start working on are the animations, but i dread animations. i need one for sleeping, passing out and dying for the player, and i still need the zombies to start beating up the doors.
aslo, i want to start working on the actual dying events and how im going to do that. i aslo need a remedy for hunger. then id like to start working on the weapon upgrade system, which should be pretty cool. then after all those are finished, its into facification mode, adding the radio and flares, the new attacks, new zombie sprites, new player and online scoreboard... then i think thats it?
Just been reading over the main project bit... you should have sleep depravation symptoms if you don't sleep for long enough! Like in a crowd of zombies some will be invisible, so you cant judge how many there are, aiming should get sloppy and movement slows down. And when you're reaaaally tired the player should teleport around sometimes as their brain shuts flicks on and off.
Btw apparently the record for not sleeping is 2 weeks, anything more than 3 can kill
those are some really good ideas! i especially like the invisible zombies and teleporting thing (thats like some eternal darkness stuff) aiming definatly already gets sloppy though, it kind of bobs and weaves like crazy. thanks alot!
You could also implement difficulty levels where you don't need to eat (easy), eat or sleep (training), regular eating/sleeping needs (normal), accelerated need to eat (hard), and accelerated need for both (very hard). And for all the crazy kids out there, ridiculously accelerated needs (ZOMBIE APOCALYPSE DIFFICULTY).
L4D handles basic ones- many many regular zombies, one long range attacker (smoker), one that makes you a magnet for zombies (boomer), one really fast powerful but low health one and one mofo Hulk like monster.
persunalkly i think sticking to the basics so the players know whats coming would be best. Having too many would make it a bit too confusing. if you get my (meandering) drift!