Hey all, heres a round-up of recent Zomboid dev. To start with a quick video compilation of stuff the team has been wiring up into our friends at TEAs animation systems.
https://youtu.be/HhM6eIrxNYA
Please note that there are still numerous bugs and issues as long as all our combined arms, and its hard to get a sustained video without issues and glitches popping up, so this vid is fairly carefully curated but it does give you an idea of the where we are. (Likewise, if you see something that looks wrong or glitchy, or think hmm, there should be more variation anims in that, then were probably already on it).
Essentially, TIS coders are currently implementing the game code-side, tying in the new animation system to all the game systems. RJ, for example, has been handling the combat system, tying up all the weapon swing, zombie reactions and various other related anims, and the system is getting close to the quality of the earlier videos of animations youve seen, though now tied 100% into the PZ combat, character and simulation systems.
Connall and Turbo, meanwhile, have been concentrating on non-combat related animations, such as reading, chopping wood, painting, eating, crafting, and the countless other in-game actions characters can do in-game that were previously performed like a stock-still robot with a progress bar.
EP has been doing his usual precision striking all across the code base, wiring up the character creation system, connecting model clothing to inventory items in the world, and fixing issues and integrating the codebase across the board.
In the mean-time TEA are optimizing and improving the AnimZed toolset with our requests the more we use it, and alongside general animation requests and polish Martin is experimenting with the gore potential of the system with visible guts hanging out of the front ofzombies and such.
Heres another vid from Zac from a two weeks ago: a walk through downtown West Point to test some of the latest optimization work, and the improved shaders that remove a lot of the bleached-out-ness from proceedings. At the moment Zac is also, still, looking into some further threading optimization as, bizarrely, better machines were having some stutters
https://youtu.be/Ge3IZlzOzRE
This past week weve also reimplemented zombies that spawn covered in blood (when the Version 41 is complete blood will gradually appear on most zeds during combat, however), which can be seen below alongside a few items ticked off the list from Connall and Turbos vast timed action spreadsheet.
Were also in the process of working out exactly which animations will be included in the first release, and what wont the Cover System; i.e. ducking behind walls and wall-hugging for example, is a confirmed not 41 at this point as we want to get the fundamentals right first. (edited)
SIMS-STYLE CUTAWAYS
ChrisW is back with us currently, and working on better internal visuals for buildings. Screenshots probably speak louder than words in this instance, so here we go:
GROUND WATER
Yuri has been putting the finishing touches on the puddle system, as well as tying it into the 40s climate stuff, and were super happy with how hes been able to add that visual spark to the water effects in the game. Heres a video of where hes up to: https://www.youtube.com/watch?v=6w5PAhh-pGE And here also is an earlier video, showing the more WIP shader effects appearing on roads. https://www.youtube.com/watch?v=_n_HxL0eh1E Our next plans for Yuris visual effects overhaul couldnt be more opposite, as we want him to give some visual love and attention to fire: one of our most ancient and jankiest looking systems. Were excited to see what he does with it, and at the same time as a visual boost, were planning on rebalancing the way fire works to make it behave more sensibly and better simulate its spread over different materials and tiles.
CONTROLLER BETA
Stas from General Arcade has been going great guns with our public controller beta, and were now well into the bug fixing and polish stage. If you want to check out the latest version, number 14, details on how to join can be found here.
MAP EXPANSION
While the rest of the team works on Build 41, we currently have three people on map content. Mash is developing our take on Louisville, while RingoD is providing her with variations on our current housing models so that its suburbs dont feel too cookie-cutter. Heres a rare glimpse of a WIP urban location thats been prised from Mashs iron grip, shown with the understanding that the release will be a fair few builds into the future.
Seeing as the main map expansion is still so far away, however, we now also have the New Denver creator Xeonyx working on new locations that will come as a part of new challenges in the main game. Here, for example, is the main resort building on the fictional paradise island of Kingsmouth.
This is the first monthly Steam round-up of development news for Project Zomboid, but weekly Thursdoid blogs are posted both on our website and on the Steam discussion boards. A general list of stuff added to PZ, and vids of features being worked on, is kepthere so you dont have to plough through endless dev blogs for info.The Block of Italicised Text would like to direct yourattention to thePZ Wiki should you feel like editing or amending something, and thePZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitterright here!Our Discordis open for chat and hijinks too.
[ 2019-02-07 19:04:04 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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