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Saving Public Zomboid
Vehicle and main game optimisations continue apace, we had an extremely fruitful public test event we held last week, thanks to EnigmaGrey and a lot of awesome people who took the time to help us brute force the system, we managed to get over a hundred people to join, and gathered some valuable telemetry that will allow us to optimise the game further. In addition we were able to put Stas’ new saving system to the test. In short, the saving has been optimised heavily, to cut down on server save times and in addition to pause the game on clients to avoid the players getting themselves into lethal situations amongst paused and laggy zombies. We’re confident the multiplayer experience will be much better once this is merged into the main codebase. Whether this will be in the IWBUMS, or only in the vehicle build will depend on how things go.
Work on animations continues to tick away nicely. Mark has implemented an awesome layers system that should attack the remaining animation work in various ways. Layers basically add another dimension to the animation state system implemented by us mere mortals, and allows on the one hand much more genericised states, allowing us to add ‘sub states’ that will make it much easier to allow us to tie the animation system into the existing game logic in areas it still needs doing so. An example would be say in injuries, a character will not only have a ‘walk’ state, but also that walk state will contain all the logic for ‘walking with a limp’ or ‘walking with a crutch’ or ‘walking with a vengeance’ or whatever kind of walking we might have or implement later, further allow us to blend granularity between these sub states. This, while still not 100% complete, will cut down on the amount of code required for such things dramatically, and allow us to slip the system in to hug existing code much easier, while at the same time essentially giving us thousands of ‘half way house’ animations between actual animations we create (character is walking with 20% limp in left leg) etc to give the game an even more dynamic and animation rich feel.
Chris continues his work on making the isometric game world look oh so more pretty, ironing out the remaining bugs on the ‘single building cutaway’ system, while we talk about the new cutaway system that will render the interiors of the houses much more pleasant and navigable, and finally do away with the transparent blob effect we currently have in the game. Mash has started work on the necessary cutaway tiles and things are steaming along.
[ 2017-07-03 10:32:45 CET ] [ Original post ]
We’re really struggling with those puns at this point. Hello all and welcome to this week’s Mondoid. Due to some unforeseen absences this may be a brief one, but still a few newslets to convey.
Vehicles and optimisation
Vehicle and main game optimisations continue apace, we had an extremely fruitful public test event we held last week, thanks to EnigmaGrey and a lot of awesome people who took the time to help us brute force the system, we managed to get over a hundred people to join, and gathered some valuable telemetry that will allow us to optimise the game further. In addition we were able to put Stas’ new saving system to the test. In short, the saving has been optimised heavily, to cut down on server save times and in addition to pause the game on clients to avoid the players getting themselves into lethal situations amongst paused and laggy zombies. We’re confident the multiplayer experience will be much better once this is merged into the main codebase. Whether this will be in the IWBUMS, or only in the vehicle build will depend on how things go.
Animations
Work on animations continues to tick away nicely. Mark has implemented an awesome layers system that should attack the remaining animation work in various ways. Layers basically add another dimension to the animation state system implemented by us mere mortals, and allows on the one hand much more genericised states, allowing us to add ‘sub states’ that will make it much easier to allow us to tie the animation system into the existing game logic in areas it still needs doing so. An example would be say in injuries, a character will not only have a ‘walk’ state, but also that walk state will contain all the logic for ‘walking with a limp’ or ‘walking with a crutch’ or ‘walking with a vengeance’ or whatever kind of walking we might have or implement later, further allow us to blend granularity between these sub states. This, while still not 100% complete, will cut down on the amount of code required for such things dramatically, and allow us to slip the system in to hug existing code much easier, while at the same time essentially giving us thousands of ‘half way house’ animations between actual animations we create (character is walking with 20% limp in left leg) etc to give the game an even more dynamic and animation rich feel.
Zomboid Dollhouse
Chris continues his work on making the isometric game world look oh so more pretty, ironing out the remaining bugs on the ‘single building cutaway’ system, while we talk about the new cutaway system that will render the interiors of the houses much more pleasant and navigable, and finally do away with the transparent blob effect we currently have in the game. Mash has started work on the necessary cutaway tiles and things are steaming along.
Other Stuff
- RJ is currently in the process of re-balancing the corpse disease system, to make sure it’s less brutal and instantly lethal, stacks properly with multiple bodies, and more in line with what you’d expect from hanging around corpses.
- Connall’s taking some time to go out on a bug hunt, and will be helping out in the main PZ branch, zapping a few of the longer standing bugs knocking around the codebase and bug tracker.
[ 2017-07-03 10:32:45 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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