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Spiffo's Roundup #2


Hey all, heres the highlights of the last four weeks of Project Zomboid development compiled from the Thursday blogs that appear at projectzomboid.com and on the PZ Steam boards.

LATEST IMPLEMENTATION VID


First off, a general recently implemented animations video to whet your appetite along with some new Zach Beever musical goodness that will be coming in build 41. https://www.youtube.com/watch?v=Yj2NBd8kR6c

MAP ZONING FOR ZED OUTFITS


A key aspect of PZ mapping is zoning which we primarily use to mark up areas that are (for example) suitable for foraging and car spawns. Now however, with different clothing for zombies, we can flag which parts of the PZ map can spawn which particular zombie or which group of particular zombies. This, then, is how we can spawn only guards and orange jumpsuit-wearing prisoners in Rosewood prison.
Likewise, RJ has created a wedding spawn zone over one of the churches on the map which ensures that all zombies inside it, and outside for the selected area, have a very high chance of dressing in smart clothing, with a guaranteed bride, groom and church minister amongst them. This system will allow us to have many and varied different pockets of particular zeds police in police stations, lumberjacks at McCoy logging, military in military areas etc. Likewise, we will be examining the best methods to make sure that zeds in bathrobes or not wearing clothes are only found in homes and home bathrooms in particular. (It should be noted that aspects of this will also involve a very slight rewrite of PZ lore in terms of the outbreak, but we had intended to return to the radio/TV broadcasts soon in any case).

GAMEPLAY CHANGES


Weve been waiting for some important/complex work on rotational anim movements from TEA for a fair amount of the past few weeks but theres still been plenty of other areas for us to work in this time. A few examples of this includes knife attack animations, and tying survivors and zeds getting bloodied by attacks in general in-game. This has also involved us adding some additional combat skills, and in the process removing the skill point system. From Build 41 onwards skills will automatically level up when you gain the XP requirements, as we felt the manual skill point system never worked particularly well and would do so even less with many more skills.

ZED BUMPIN


RJ also adds a note on how running through crowds of zeds will now be a little more fraught with danger. One thing thats new and that people might be interested to see in action, is an effort to make sure players cant dash through hordes without getting slowed down. As seen in the video below, weve now added bumping against zeds. Colliding with one or two while youre running isnt dangerous, youll just get slowed down, but try running through a horde and youll stumble and fall leaving you temporarily exposed to the encroaching zeds. We might add in a few more different sorts of animations for nudges/pushes, but right now it looks like this: https://www.youtube.com/watch?v=eQB4ewT412s

MODEL CLARITY


Next up, the issue of character and zed model visual fidelity. An area that was proving strange in terms of 41 development was that somewhere along the way some of the visual fidelity of characters had been lost and simultaneously, somehow, models looked far more buff/hunky than intended. Feet, also, seemed a little on the large side. After a bit of a dig, we finally located a bug in the exported model data that explained it. Due to this bug, the lighting of the characters was broken, which resulted in very washed out characters with little lighting shading which in turn removed definition that made muscles look bulkier. This has now been fixed and, after re-exporting all the clothing, has allowed us to achieve much better character model rendering and lighting than weve shown off previously during this recent leg of anim development. As ever, please keep in mind that well continue to balance/tweak to make sure characters fit their surrounds as well as possible as well as adjust the models themselves seeing as you can now see individual facial features much more clearly. These caveats notwithstanding, however, were pretty happy how theyre looking.
During this process we also focused on another prominent issue: that the character pixel resolution when zoomed in was extremely blocky and lacking in detail. Due to the ways that our initial zoom system handled things, characters were too harshly pixellated. This caused them to be extremely jaggied compared to what it was in the old days, when we were rendering characters to an off-screen sprite before placing them into the world. So over the past few weeks weve been doing some significant work on changing how the game handles the zoom, which in addition to fixing this issue should ultimately lead to slightly more optimized rendering of the game as well as providing the character models much more detail to play with.
The branch with this system on it isnt complete navigating indoors presents issues, mouse input hit-testing isnt fixed up yet, and were having issues with seams between tiles when zoomed out so its not quite ready for integration into the main test build. Heres a quick video of us running aimlessly around zombies under lights to show it off though. (Along with some new Zach Beever musical accompaniments!) https://youtu.be/cul1ykzHBJo

DEV AND MOD TOOL IMPROVEMENTS


Zac and Mark from TEA have continued their work on the tech, ironing out the last few issues with the animation blending, as well as providing some extra cool tools to help us implement and debug the animations (as well as the modders once it releases!) https://youtu.be/ZspLm_D0JFM https://youtu.be/HJC5bUTltfI https://youtu.be/hy9wWeTkLQ4

OTHER ITEMS OF NOTE


  • Zac has been doing a whole bunch of optimization work, with fun example vids of his wares seen here with his zombie spawning, and here with multi-threaded rendering.
  • RJ has implemented his previous work on looting improvements giving us more control over general clutter, and more realistically placed items in houses.
  • Mash has begun creating icons for new clothing and weapons, Will had begun setting naming conventions for them.
  • Connall and Turbo have continued to implement new timed actions.
  • Yuri has finished adapting his water/puddles into Zacs revamped shader system, and is now experimenting with a particle system that will provide the bedrock for his fire improvements.
  • The other Zac meanwhile, Young Zach, continues to deliver the new South-tinged PZ score that can be heard at playing over the initial video in this blog.
  • Xeonyx is chasing/fixing map bugs in his now complete Kingsmouth Island challenge map.
This is the second 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.


[ 2019-03-07 18:18:26 CET ] [ Original post ]

Project Zomboid
The Indie Stone Developer
The Indie Stone Publisher
2013-11-08 Release
Game News Posts: 210
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive (258153 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.

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
GAMEBILLET

[ 6141 ]

2.61$ (74%)
14.27$ (71%)
17.19$ (14%)
16.99$ (15%)
5.94$ (15%)
1.23$ (92%)
8.59$ (14%)
24.87$ (17%)
14.90$ (25%)
12.42$ (17%)
8.94$ (78%)
25.46$ (15%)
15.99$ (20%)
25.19$ (16%)
1.88$ (81%)
16.99$ (15%)
1.82$ (74%)
25.47$ (15%)
8.39$ (16%)
3.35$ (78%)
8.89$ (11%)
12.21$ (69%)
2.51$ (16%)
33.19$ (17%)
17.79$ (11%)
12.59$ (16%)
11.99$ (20%)
21.19$ (15%)
9.74$ (25%)
5.94$ (15%)
GAMERSGATE

[ 1709 ]

2.5$ (75%)
4.5$ (77%)
9.37$ (63%)
1.25$ (75%)
3.75$ (75%)
8.0$ (60%)
23.99$ (40%)
9.99$ (50%)
7.2$ (64%)
11.24$ (55%)
16.57$ (45%)
2.55$ (74%)
7.5$ (50%)
0.75$ (85%)
6.25$ (75%)
8.92$ (40%)
17.99$ (40%)
7.2$ (64%)
4.5$ (77%)
7.0$ (65%)
5.78$ (66%)
3.75$ (75%)
2.25$ (89%)
6.38$ (57%)
0.5$ (90%)
3.04$ (70%)
3.4$ (83%)
0.5$ (90%)
5.0$ (75%)
21.75$ (56%)

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