Hey all, heres the highlights of the last four weeks of Project Zomboid development compiled from the Thursday blogs that appear at http://www.projectzomboid.com/blog/ and on the PZ Steam boards.
First off here are a couple of gameplay videos. This first one is a demonstration of zoned zombie outfits which is essentially the system that ensures that firefighter zombies spawn in fire stations, chef zombies spawn in restaurant kitchens and the like. (Please note that there are a few individual animations in this vid we want to speed up, and in most cases already have done)
https://www.youtube.com/watch?v=YGdxNR-Rrng&feature=youtu.be
Next up, meanwhile, weve had some significant improvements and fixes made by Bitbaboon Mark to the core animation blending system in past weeks. Hes fixing a whole bunch of issues, snaps and glitches that have been vexxing us for a long time digging deep into the code, and doing a total rewire where necessary.
In prior Thursday vids we cut around these uglinesses as much as possible, but they still reared their heads. Snaps between character animations, jarring moves when turning to certain compass directions while strafing, and various other ugly things that we just couldnt account for were plaguing us but have now finally been fixed, leading to a far smoother animation blending system.
Zacs prepared a video demoing the new blending although please note hes running in debug, so this doesnt represent gameplay.
https://youtu.be/QMYGUWlVyMI
Speaking of, please note, that weve decided to put the completion of the high-res model rendering work described in the last Spiffo update on ice for little longer, since there were still numerous issues with it that meant it wasnt suitable to put into the main line and also it kept getting further broken by the flurry of additions and changes from the teams work described above.
We feel it would be best approached toward the end of Build 41 dev just before IWBUMS, at the point we could get extra resources on board to get it working right. As such all videos until then will use the traditional character resolution.
TORN CLOTHES AND BLOOD
Zacs work on masking out different parts of clothing items has resulted in several extremely useful features. First, it now allows us to wear pieces of geometry clothing on top of other geometry clothing as opposed to being a texture drawn over the characters skin. This used to be impossible: the clothing worn underneath would always poke through the geometry of the clothing on top, especially when moving. So now we can layer clothing appropriately, and also spray blood on individual layers and garments instead of your survivors body as a whole. Our old solution was to to draw underclothing as textures directly on the character model, which unfortunately led to the side effect of them looking like body paint and lacking the bulk of real clothing. Now we can easily turn off areas of the clothing that are covered, so we are provided with many more options. https://youtu.be/0-DiI2trU7g This also allows us much more visual indications of damage and clothing wear and tear (quite literally). As well as putting a players newly scavenged/treasured Spiffo shirt at risk of damage, this will allow much more variety with zombies in particular. RJ has been adding code to implement this new system to further randomize zombies clothing conditions, and tie potential clothing damage into the various game systems for the player. https://youtu.be/Y_YEw1zRy7c
SURVIVOR ZEDS
Our primary rule with Build 41 is that were updating animations to complement and add foundation to our existing gameplay, rather than get too excited and add in loads of new systems that could otherwise wait till a later version. A good example of this is something thats been in the game for a while, but have always been hidden slightly: our annotated survivor maps that show you the way to various hidden stashes. Now though, to create a bit of a breadcrumb trail for players to follow, we have introduced uniformed survivor zeds. They are the walking corpse of a survivor like yourself, who will not only carry some handy loot, but also potentially lead you to a place of interest. They will always be rare and spawned in a big crowd of zombies, but also appear bloodied and messed up and wear a neat backpack. One of our prototype Survivor Zeds looks a little like this: https://youtu.be/ukLzLSER28w
OTHER FUN STUFF
Over with General Arcade Yuri has been continuing his visual effect work and has fine-tuned his water so that waves and ripples arent as small. When it was windy in-game this was fairly uncomfortable on the eyes of our internal testers, so they now look like this. Right now hes also addressing something thats been an issue with cars since their introduction, but that we were waiting to address once the differently proportioned new character models were in-game. As such, say hello to the more sensibly-sized cars that Yuris currently updating the physics for:
GENERAL GAMEPLAY ADDITIONS
Heres a quick run-down of other items of interest that have gone into the internal branch of Build 41 over the past month.
- Extended idle animations. Depending on your character moodles, pain or other variable, youll sometimes see you character scratching an arm, shivering, checking his weapon, wipe his legs to check for blood etc.
- New timed action animations, alongside fixes for the current timed actions: digging graves with a shovel, looting on the ground or in shelves, cleaning blood etc.
- New outfits are also being added along with their own zone - Gigamart employee for example, and branded logo-ed shirts for various locations.
- New animation variants for the player defending against zombie bites. Three new variations of zombies thumping on objects.
- Weve gotten ChrisWs Sims-style wall cutaway system into the main line, but there are still a few issues to work out before its 100% operational.
- Garage doors can now be opened. huzzah. We will also be addressing the size of garages on the main map, and at the same time adding some more signage to the Exclusion Zone road network
- Support for characters to lower and raise hoods on hooded clothing, for example hoodies and certain coats, have been added alongside several new idle animations used when the character has injuries.
- Zach continues his great work adding more tools and features, this time to allow Martin and the other devs to quickly add and test new costume pieces through the AnimZed editor and preview them in game.
- We have added many clothing items such as a poncho, hoodies, scarfs, aprons and swimming outfits. RJ also now has hair and beard styles being associated with zone costumes (for e.g. so you dont tend to get military zombies or cops with hippy hairstyles and big beards).
Oh, and just today we found a way to make PZ feel a little more American.
https://www.youtube.com/watch?v=ow1qUukvjK4
This is the third monthly Steam round-up of development news for Project Zomboid, but weekly Thursdoid blogs are posted both onour 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 Twitterrighthere!Our Discord is open for chat and hijinks too. Our thanks to our good friend Xeonyx for creating the header image using the internal anims build. Thats all for now, keep tabs on our website for more every week!
[ 2019-04-04 21:25:35 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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