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Ultima Warrior
Work in the anims branch continues – tying up loose ends and making sure the entire game is playable and makes sense visually in terms of character action and behaviour. An example of this can be seen in the second half of the following video, to prevent the fairly odd sight of the player character sprinting at full pelt through thick woods. The following are just two of the many animation sequences we’ve implemented over the past week. https://www.youtube.com/watch?v=b1nWNdPU768
After our successful first test of in-game VOIP, positional player voices and volume we have just received the second updated drop of General Arcade’s fiddlings with the PZ mainframe. It’s got added server options, configurable voice audibility over distance, better microphone boost and voice volume control and now supports all our various supported platforms. We still need to spin the build up on an internal dedicated server and give it a proper test, but GA are hopeful that we’re now not far from integrating VOIP into Build 35 – or at least to open up the VOIP build to a wider brigand of testers on the TIS forums. We’ll keep you updated on that front.
RJ has spent the last few weeks amassing a vast number of new features, tweaks and smoothenings requested by our hardcore playing community – all of which are now playable inour open IWBUMS public beta. This week, however, he’s turned his attention towards the fine folks who host servers for MP play, and who have needed more control and player-inspection powers for a long old time. The model we’re using is that of the awesome, wonderful and rightly revered Ultima Online and introduces Server Access levels for Admin Staff with different levels of power and responsibility. Full details of Observer, GM, Overseer, Moderator and Admin roles can be found here on the TIS forums. Added into this are better recorded spawn/death coordinates, a teleportation command and other ways to deal with cheatiness. There’s also a new UI that’ll let moderators and upwards modify player traits, professions, names, usernames, XP and whatnot.
Right now RJ is working on an info sheet of sorts so admins can track player activity better, but he’ll be returning to the ever-growing pile of main game player suggestions found here on the forum in the near future, so if you want to add your thoughts then please do so!
Mash continues work on Build 35’s second big new map location, as well as filling in a bunch of the nowhere-zone cells currently on the PZ map with detail and traces of civilization. She has, however, performed what we call a ‘Mash Smash’ as to revealing what the new area is – wanting it to be a surprise to beta testers when it hits IWBUMS.
Turbo has tied his implementation of our community’s fine narrative content translation work(Russian, German, Spanish, Turkish Polish and French right now) to finalising a public version WordZed for the modding community – our in-house radio and TV writing/editing/timing and wavelength broadcast tool. It wasn’t hugely user-friendly formerly (which is why it wasn’t released) but now comes with an added Search functionality, options and a general smoother edit process.
We want to tweak it further, and to write a decent manual, but intend to beta release it in our Community Translation it for feedback as soon as we can. In the mean-time Writer Will has also been editing existing narrative content for use on VHS tapes and CDs for character entertainment and boredom relief after most broadcasts cut out, and is also tapping up some new home-taped content too. This week’s zombie stick-up from Original Nickname of Steamton, Steamshire. The Block of Italicised Text would like to direct your attention to 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 right here! The BOIT now also flags that our Discord is now open. There are many cats that live in there, and all of them are cool. Oh, and check out the new PZ Status and Build History page if you’re so inclined too.
[ 2016-09-26 21:57:08 CET ] [ Original post ]
Hey everyone, quite a bit in this week’s Mondoid. Just a quick note before we dive in though. It’s sometimes tricky to ascertain what’s in upcoming builds (and past ones) from a browse of our weekly blogs – so we’ll be now be maintaining a ‘PZ Status and Build history‘ page on our website from now on. Everything from our launch on Steam up until the present day will be covered there, so it should also be handy to let returning players see what’s been added during their absence.
ANIMS
Work in the anims branch continues – tying up loose ends and making sure the entire game is playable and makes sense visually in terms of character action and behaviour. An example of this can be seen in the second half of the following video, to prevent the fairly odd sight of the player character sprinting at full pelt through thick woods. The following are just two of the many animation sequences we’ve implemented over the past week. https://www.youtube.com/watch?v=b1nWNdPU768
VOIP
After our successful first test of in-game VOIP, positional player voices and volume we have just received the second updated drop of General Arcade’s fiddlings with the PZ mainframe. It’s got added server options, configurable voice audibility over distance, better microphone boost and voice volume control and now supports all our various supported platforms. We still need to spin the build up on an internal dedicated server and give it a proper test, but GA are hopeful that we’re now not far from integrating VOIP into Build 35 – or at least to open up the VOIP build to a wider brigand of testers on the TIS forums. We’ll keep you updated on that front.
RJ’S COMMUNITY REQUEST QUEST
RJ has spent the last few weeks amassing a vast number of new features, tweaks and smoothenings requested by our hardcore playing community – all of which are now playable inour open IWBUMS public beta. This week, however, he’s turned his attention towards the fine folks who host servers for MP play, and who have needed more control and player-inspection powers for a long old time. The model we’re using is that of the awesome, wonderful and rightly revered Ultima Online and introduces Server Access levels for Admin Staff with different levels of power and responsibility. Full details of Observer, GM, Overseer, Moderator and Admin roles can be found here on the TIS forums. Added into this are better recorded spawn/death coordinates, a teleportation command and other ways to deal with cheatiness. There’s also a new UI that’ll let moderators and upwards modify player traits, professions, names, usernames, XP and whatnot.
Right now RJ is working on an info sheet of sorts so admins can track player activity better, but he’ll be returning to the ever-growing pile of main game player suggestions found here on the forum in the near future, so if you want to add your thoughts then please do so!
MAP
Mash continues work on Build 35’s second big new map location, as well as filling in a bunch of the nowhere-zone cells currently on the PZ map with detail and traces of civilization. She has, however, performed what we call a ‘Mash Smash’ as to revealing what the new area is – wanting it to be a surprise to beta testers when it hits IWBUMS.
TURBO TRANSLATIONS
Turbo has tied his implementation of our community’s fine narrative content translation work(Russian, German, Spanish, Turkish Polish and French right now) to finalising a public version WordZed for the modding community – our in-house radio and TV writing/editing/timing and wavelength broadcast tool. It wasn’t hugely user-friendly formerly (which is why it wasn’t released) but now comes with an added Search functionality, options and a general smoother edit process.
We want to tweak it further, and to write a decent manual, but intend to beta release it in our Community Translation it for feedback as soon as we can. In the mean-time Writer Will has also been editing existing narrative content for use on VHS tapes and CDs for character entertainment and boredom relief after most broadcasts cut out, and is also tapping up some new home-taped content too. This week’s zombie stick-up from Original Nickname of Steamton, Steamshire. The Block of Italicised Text would like to direct your attention to 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 right here! The BOIT now also flags that our Discord is now open. There are many cats that live in there, and all of them are cool. Oh, and check out the new PZ Status and Build History page if you’re so inclined too.
[ 2016-09-26 21:57:08 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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