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Community Watch
Nothing super interesting to talk about this week with the animation system, but plenty of progress. We’ve been doing a lot of work on fixing up various bugs with the new software skinning system (the system that allows for 3D models to work across much older hardware) that became apparent when trying to make the video for last week’s Mondoid and resulted in huge scary spikes of flesh petruding from players chests. We’re meeting up with Martin on Thursday to discuss what comes next for models or animation work for the update, or perhaps future ones (ideas are always welcome!), and Binky is progressing with the model texture and UV revamp that will bring in new opportunities for blood overlays, as well as to get the ladies back into the animation build of the game.
We were planning on releasing a build of the co-op system alongside the Mondoid, however a few last minute fixes are still being pushed out, and as 11 o clock ticks around in the UK we thought we better get the Mondoid out there before the panic buying of canned food starts. It’s still possible it will make it out tonight, but if not you can otherwise expect it very soon, likely tomorrow. Keep a look out on the TIS forums for an announcement, as it will not be appearing on IWBUMS and will in fact be on an entirely new branch for testing purposes. (Edit: Help us help you: http://theindiestone.com/forums/index.php?/topic/19172-easy-co-op-test/#comment-231159) Big thanks to General Arcade for their tireless efforts bringing some clever networking tech to Zomboid, as well as to EasyPickins for his work on the in-game server settings and his work getting the new system ready to test out,. At the moment it’s only the Steam version using steam invites that we’re testing out. There are still a few changes in the pipe to make non-steam servers work comfortably, though we’re on the case and this will be in place before it goes into IWBUMS proper. The new multiplayer uses UPnP to completely avoid any requirement for port forwarding. In addition the way maps are transmitted to clients has been changed, and we’re hoping it’ll be much more robust with less chance of the langolier style black border issues that strike some players. At the moment the current version in testing still has a few UI improvements required to make it completely newbie proof, but it should prove infinitely more straightforward for the technically challenged. The steps are as follows: 1) The ‘host’ simply starts a game using the HOST menu option, launches the server from within the game, creates their character and selects a spawn location. 2) Once in-game, the host can send invites to their friends via the ESCAPE menu INVITE FRIENDS menu, here all their steam friends who own PZ and are online will appear. Invite away! 3) Their friends will get the invite through a Steam message, and when they click on it, the game will launch and … That’s it. It really is that simple! In fact, in lieu of the version being live for the Mondoid, we planned to provide a few screenshots until we realized the process is so simple there’s not really anything to show! There is of course the potential for bugs with some people’s set ups, in which case please let us know your router and PC configuration and we’ll try and get them resolved as soon as possible. We hope this will bring multiplayer with small groups of friends to a lot of people who until now found the process daunting and confusing. In a related topic we apologize for the random update people will be getting. This is the Visual Studio 2013 redistributable package the co-op system will require to function. Sadly we don’t have the option of switching this on for only the testing branch, so will undoubtedly get a few people excited about a main branch update.
We want feedback from people playing the current IWBUMS build (34.15) on the way they currently feel about the food system balance. We’re aware it needs some extra love before it’s released, and will only release stuff to the wider community when we’re happy – so knowing your relative happiness levels to the whole shebang is pretty vital. So please deposit thoughts here. We want to know how its impacting on your survival, what you’re doing differently while you play and overall if it makes you happy/sad. If possible, please keep your suggestions as to ‘how’ it can be improved to other threads – it really is the ‘feeling’ of the game in this current iteration that we want to hear back about in this instance.
Recently added to Build 34.15 is a server option that allows sleep during co-op MP , something that EP and the team felt important given the imminent easy co-op builds. When all players sleep the server clock speeds up until players wake themselves by aiming or moving. As we move on into other builds our non ‘BIG STUFF’ focus will be a lot more on polishing our older systems to gain more control and gameplay nuance – fire, moodles, boredom, building… that kinda thing. Sleep is also on the list, wanting to return to the scariness of waking up at unknown times from our earliest builds – and this is a step towards that. Similarly, EP has been experimenting with how we process rain in-game and seeing what other effects we could get from the system . Unrelatedly, while we’re on EP stuff, wood stoves now work like fireplaces. They emit light, warm/dry the player, can be used for cooking, and don’t require electricity. Likewise barbecues, campfires and woodstoves can now warm/dry you.
We didn’t realize that quite an important feature for large construction projects wasn’t known about by some proportion of our playerbase. Upon reading mertsu’s quite humourous revelation on Reddit and a few people responding in shock at his findings, we thought we should give the community a reminder that while our game is hardcore permadeath, there is nothing to stop you creating a new character in your single player world, finding your old stomping ground, introducing your old dead self to your base-ball bat, and your new character claiming your previous self’s construction projects and loot as their own. This week’s Featured Image from Max, with an RP shot taken from the Aggressive Gaming New Dawn Server. Amazing stuff guys! The Centralized 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!
[ 2016-04-18 22:17:45 CET ] [ Original post ]
ANIMATION UPDATE
Nothing super interesting to talk about this week with the animation system, but plenty of progress. We’ve been doing a lot of work on fixing up various bugs with the new software skinning system (the system that allows for 3D models to work across much older hardware) that became apparent when trying to make the video for last week’s Mondoid and resulted in huge scary spikes of flesh petruding from players chests. We’re meeting up with Martin on Thursday to discuss what comes next for models or animation work for the update, or perhaps future ones (ideas are always welcome!), and Binky is progressing with the model texture and UV revamp that will bring in new opportunities for blood overlays, as well as to get the ladies back into the animation build of the game.
EASY CO-OP
We were planning on releasing a build of the co-op system alongside the Mondoid, however a few last minute fixes are still being pushed out, and as 11 o clock ticks around in the UK we thought we better get the Mondoid out there before the panic buying of canned food starts. It’s still possible it will make it out tonight, but if not you can otherwise expect it very soon, likely tomorrow. Keep a look out on the TIS forums for an announcement, as it will not be appearing on IWBUMS and will in fact be on an entirely new branch for testing purposes. (Edit: Help us help you: http://theindiestone.com/forums/index.php?/topic/19172-easy-co-op-test/#comment-231159) Big thanks to General Arcade for their tireless efforts bringing some clever networking tech to Zomboid, as well as to EasyPickins for his work on the in-game server settings and his work getting the new system ready to test out,. At the moment it’s only the Steam version using steam invites that we’re testing out. There are still a few changes in the pipe to make non-steam servers work comfortably, though we’re on the case and this will be in place before it goes into IWBUMS proper. The new multiplayer uses UPnP to completely avoid any requirement for port forwarding. In addition the way maps are transmitted to clients has been changed, and we’re hoping it’ll be much more robust with less chance of the langolier style black border issues that strike some players. At the moment the current version in testing still has a few UI improvements required to make it completely newbie proof, but it should prove infinitely more straightforward for the technically challenged. The steps are as follows: 1) The ‘host’ simply starts a game using the HOST menu option, launches the server from within the game, creates their character and selects a spawn location. 2) Once in-game, the host can send invites to their friends via the ESCAPE menu INVITE FRIENDS menu, here all their steam friends who own PZ and are online will appear. Invite away! 3) Their friends will get the invite through a Steam message, and when they click on it, the game will launch and … That’s it. It really is that simple! In fact, in lieu of the version being live for the Mondoid, we planned to provide a few screenshots until we realized the process is so simple there’s not really anything to show! There is of course the potential for bugs with some people’s set ups, in which case please let us know your router and PC configuration and we’ll try and get them resolved as soon as possible. We hope this will bring multiplayer with small groups of friends to a lot of people who until now found the process daunting and confusing. In a related topic we apologize for the random update people will be getting. This is the Visual Studio 2013 redistributable package the co-op system will require to function. Sadly we don’t have the option of switching this on for only the testing branch, so will undoubtedly get a few people excited about a main branch update.
NUTRITION FEEDBACK
We want feedback from people playing the current IWBUMS build (34.15) on the way they currently feel about the food system balance. We’re aware it needs some extra love before it’s released, and will only release stuff to the wider community when we’re happy – so knowing your relative happiness levels to the whole shebang is pretty vital. So please deposit thoughts here. We want to know how its impacting on your survival, what you’re doing differently while you play and overall if it makes you happy/sad. If possible, please keep your suggestions as to ‘how’ it can be improved to other threads – it really is the ‘feeling’ of the game in this current iteration that we want to hear back about in this instance.
SLEEPS
Recently added to Build 34.15 is a server option that allows sleep during co-op MP , something that EP and the team felt important given the imminent easy co-op builds. When all players sleep the server clock speeds up until players wake themselves by aiming or moving. As we move on into other builds our non ‘BIG STUFF’ focus will be a lot more on polishing our older systems to gain more control and gameplay nuance – fire, moodles, boredom, building… that kinda thing. Sleep is also on the list, wanting to return to the scariness of waking up at unknown times from our earliest builds – and this is a step towards that. Similarly, EP has been experimenting with how we process rain in-game and seeing what other effects we could get from the system . Unrelatedly, while we’re on EP stuff, wood stoves now work like fireplaces. They emit light, warm/dry the player, can be used for cooking, and don’t require electricity. Likewise barbecues, campfires and woodstoves can now warm/dry you.
FIND YOURSELF
We didn’t realize that quite an important feature for large construction projects wasn’t known about by some proportion of our playerbase. Upon reading mertsu’s quite humourous revelation on Reddit and a few people responding in shock at his findings, we thought we should give the community a reminder that while our game is hardcore permadeath, there is nothing to stop you creating a new character in your single player world, finding your old stomping ground, introducing your old dead self to your base-ball bat, and your new character claiming your previous self’s construction projects and loot as their own. This week’s Featured Image from Max, with an RP shot taken from the Aggressive Gaming New Dawn Server. Amazing stuff guys! The Centralized 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!
[ 2016-04-18 22:17:45 CET ] [ Original post ]
Project Zomboid
The Indie Stone
Developer
The Indie Stone
Publisher
2013-11-08
Release
Game News Posts:
206
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🕹️ Partial Controller Support
Very Positive
(245853 reviews)
The Game includes VR Support
Public Linux Depots:
- Project Zomboid Linux Depot [1.41 G]
Project Zomboid is an open-ended zombie-infested sandbox. It asks one simple question – how will you die?
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.
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.
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.
MINIMAL SETUP
- 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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