Evening all! Hope we’re all ship-shape and Bristol fashion, and yes this is a line purely intended to reference the amazing boat construction that appeared on Steam this week.
Release-wise we’re hoping to have public test versions of the easy server creation and easy friend invite co-op that General Arcade are working on towards the end of the week. It’s complex stuff that’ll need to work with an array of different set-ups, so may well justify having its own beta channel rather than being part of the current IWBUMS releases. Right now we have a few minor issues with the steam co-op build and a few UI things we need to sort, however it feels close. No ETAs as usual, but by close we hopefully mean close – not ‘in a few weeks’.
We should also be releasing a test version of Turbo’s radio/TV modding and translation tool in the near future, which is currently being played with internally. What else? Read on…
METALWORKING
As we mentioned last week we’ve rethought metalworking so that it features two new skills – welding and metalworking. We’re still underlining the specifics, but welding will see players using a noisy/bright blow torch and mask to adapt heavy scrap metal found around the map into defences – often used in conjunction with our existing carpentry skill.
Metalworking, meanwhile, involves you investing a many in-game days building a stone furnace stage-by-stage – and then creating makeshift tools/items through iron that you make workable within the furnace, then hammer away at on a lump of metal used as an anvil.
Metal objects will come with their own positives and negatives (a metal sheet welded together with discovered scrap will make more noise when banged on and attract more zeds, for example) and we intend it to be a high level and high input aspect of survival – and fully complementary to our existing skills. We really want to nail the delivery of it though, which is why RJ is industriously busying himself with it all backstage.
GREETINGS FELLOW SURVIVOR
Here’s a quick demo of a few of the new individual character animations, incidental movements and emotes coming to Project Zomboid. Whether triggered by a player or by the character automatically, the new animation system will bring a ton of new animations into the game so players know how their doomed survivors are feeling. And let them sit down! Woo!
As a bonus we’ve thrown in a few other anims. Can you guess what they all are without the benefit of context?
https://www.youtube.com/watch?v=_eKjSCEt_fo
This week’s Featured Image from Pikiiipow, from the tiny non-crowded hamlet known as Steam. The Block of Italicised Text would like to point earnestly in the general direction of the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter here!
[ 2016-04-12 07:56:53 CET ] [ Original post ]
🕹️ Partial Controller Support
- Project Zomboid Linux Depot [1.41 G]
In the towns of Muldraugh and West Point, survivors must loot houses, build defences and do their utmost to delay their inevitable death day by day. No help is coming – their continued survival relies on their own cunning, luck and ability to evade a relentless horde.
Current Features
- Hardcore Sandbox Zombie Survival Game with a focus on realistic survival.
- Online multiplayer survival with persistent player run servers.
- Local 4 player split-screen co-op
- Hundreds of zombies with swarm mechanics and in-depth visual and hearing systems.
- Full line of sight system and real-time lighting, sound and visibility mechanics. Hide in the shadows, keep quiet and keep the lights off at night, or at least hang sheets over the windows.
- Vast and growing map (loosely based on a real world location) for you to explore, loot and set up your fortress. Check out Blindcoder’s map project: http://pzmap.crash-override.net/
- Use tools and items to craft weapons, barricade and cook. You can even build zombie proof forts by chopping trees, sawing wood and scavenging supplies.
- Deal with depression, boredom, hunger, thirst and illness while trying to survive.
- Day turns to night. The electricity falters. Hordes migrate. Winter draws in. Nature gradually starts to take over.
- Farming, trapping, fishing, carpentry, cooking, trapping, character customization, skills and perks that develop based on what you do in-game.
- Proper zombies that don’t run. (Unless you tell them to in the sandbox menu).
- A ton of amazing atmospheric music tracks by the prodigy that is Zach Beever.
- Imaginative Challenge scenarios and instant action ‘Last Stand’ mode, on top of regular Sandbox and Survival
- Full, open and powerful Lua modding support.
- Xbox Controller Gamepad support on Windows. [Others pads can be set up manually. Gamepad support not currently available on Mac]
We’re a small team at the moment, but we’re also committed to providing the following:Planned Features:
- The return of our PZ Stories mode that also serves as first ever tutorial actively trying to kill you at every turn. Kate and Baldspot return!
- In-depth and varied NPC encounters driven in a persistent world, powered by a metagame system that turns each play-through into your very own zombie survival movie with emergent narrative gameplay.
- Constant expansion of the countryside and cities around Muldraugh and West Point
- Full wilderness survival systems, animals and hunting for food.
- More items, crafting recipes, weapons and gameplay systems.
- Steam Workshop and Achievements support
For more details on the game follow us on @theindiestone or visit http://www.projectzomboid.com
A huge thanks to the wonderful MathasGames and Dean Cutty for making the awesome intro video. If you love indie games their channels are well worth a sub.
- Processor: Intel 2.77GHz Quad-core Ubuntu LTS 16.04/Steam Machine. Requires Libgcc 6 or higherMemory: 8Gb RamHard Disk Space: 5gigVideo Card: Dedicated graphics card with 2 GB of RAM minimum. OpenGL 2.1 and GLSL 1.2 support (generally 2012 or newer) Sound: FMOD compatible sound card
- Memory: 8Gb RamHard Disk Space: 5gigVideo Card: Dedicated graphics card with 2 GB of RAM minimum. OpenGL 2.1 and GLSL 1.2 support (generally 2012 or newer) Sound: FMOD compatible sound card
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