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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)
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