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Snack Attack
For the past few weeks Turbos focus has been on making the new machine scripting system more versatile and easy to use. As well as creating the crafting stations and machines required for the crafting tree were working on (potters wheels, anvils, woodwork benches and such) our ultimate goal is to allow all machines and appliances on the map utilize this system to unify how machines work within the game. This overall goal wont be present in its entirety for a first release of B42, but the framework will have been installed that allows for them not only to share the same UI systems to keep them consistent, but also allow for them to be connected together, and allow them to have more complexity of interior parts that could be salvaged and co-opted for other uses. From fire alarms, to clocks, to ovens, to microwaves. The ramifications of this system will be huge both for the game and for modders, allowing for the machine UI and functionality to be both scriptable with lua and with the object scripting. It will then provide powerful and easy-to-use tools for devs and modders to create interesting machines quickly, cater for slots to place items, and allow for items to interact with these machines in a diverse way with a consistent UI. Instead of needing to build a bespoke scripted UI, and the complex interactions between the player, machines will be able to be added with minimal code for functionality, and provide higher level details on what goes into them and what comes out. Likewise therell be stardardised knobs and buttons that this backend will allow to be attached for player interaction. In order to test the versatility of how this system could be applied to vanilla objects within the game (and how far we could push it) we wanted to apply it all to a system that wasnt strictly a crafting station like the more standard one we showed off a month or so ago with some post-apocalyptic pottery. As such, Turbo put together a test case that could have some fun utilization within a multiplayer settlement in the post-apocalypse and indeed is pretty cool on your general solo survival adventure too. [previewyoutube=opGQu8LCdEs;full][/previewyoutube] There will probably be those out there looking at this at face value, perhaps even getting annoyed and asking nggggh, why vending machines?. (Hello, to those out there!) However, the important aspect to take away from this video are the many unique interactions, systems and features that have been built into the vending machine using this same framework. What we see here allows for a unique key to unlock the machine, allows it to be stocked with different items (which could be very useful for players on a multiplayer server wanting to run a shop, for example), allows it to take in money and deposit an item from its internal inventory, allows for buttons on the machine to pick particular products, and finally allows for a custom user interface for a particular machine thats FAR easier to create than it is with B41s currently somewhat unwieldly UI system. That the new crafting / machine framework is flexible enough to be able to accurately create a vending machine is a huge deal to us, and in time to modders and the overall good health of the game as we continue to grow and expand. Ultimately this framework will be expanded across all machines across the PZ map, as well as those that are craftable through the crafting tree. In turn, this will allow us to open up a ton of interesting crafting and engineering opportunities, as well as open up more and more of the existing machines and gadgets strewn around the PZ map. As said before though, this is probably a longer term goal, and our focus right now is squarely on the new post-apoc crafting tech tree. This is all, however, our first (big) step towards the longer term goal of unifying how these things work across the entirety of Project Zomboid. This will then free ourselves, and modders, to have as many possibilities as possible for machinery, and ensure a consistent framework to allow anything created in the game to interoperate with each other, power, liquids and item input/output. Beyond this it will minimize mod conflicts, and overall allow PZ to become a powerful framework for modders to add in all sorts of crazy fun stuff in future.
Fenris has been working on updating and improving Discord integration, which will allow for powerful features to help roleplay servers and servers running gameplay events, as well as general integration features. Currently, chat within Discord rooms should be transmittable into the game chat and vice versa but the code used is somewhat outdated and it doesnt work brilliantly. Some may say: not at all. Server owners choose not to use it. With 42, however, everything will be polished and sparkly new. Whats more server operators will be able to allow discord commands to trigger lua code on the server, for example to begin a timed event and trigger changes in gameplay. Likewise this will also allow for custom lua to trigger messages sent to different discord channels on the discord server. Another feature we intend to include will allow for admin controlled radio / tv scripts to be executable from multi-line text from the discord server, to avoid admins having to quickly type out multiple pre-written text lines manually in the heat of gameplay. This is all very limited and walled off, and the game side lua will require custom code to allow for these Discord interactions, so there wont be any security risks associated with this discord interoperability. For planned roleplay events or custom server game mode events, though, this should provide many cool tools for server operators to play with.
Other mentionable work on the mighty PZ thats happened this week has been:
A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here.
[ 2023-06-22 22:06:11 CET ] [ Original post ]
Haylo, heres another dev-log sent down from the mothership.
Few different things form different areas this time around, starting off with an example system update from one of the four main pillars of Build 42 which are the crafting improvements, and the sorts of places they could take the game to.
CRAFTY BUSINESS
For the past few weeks Turbos focus has been on making the new machine scripting system more versatile and easy to use. As well as creating the crafting stations and machines required for the crafting tree were working on (potters wheels, anvils, woodwork benches and such) our ultimate goal is to allow all machines and appliances on the map utilize this system to unify how machines work within the game. This overall goal wont be present in its entirety for a first release of B42, but the framework will have been installed that allows for them not only to share the same UI systems to keep them consistent, but also allow for them to be connected together, and allow them to have more complexity of interior parts that could be salvaged and co-opted for other uses. From fire alarms, to clocks, to ovens, to microwaves. The ramifications of this system will be huge both for the game and for modders, allowing for the machine UI and functionality to be both scriptable with lua and with the object scripting. It will then provide powerful and easy-to-use tools for devs and modders to create interesting machines quickly, cater for slots to place items, and allow for items to interact with these machines in a diverse way with a consistent UI. Instead of needing to build a bespoke scripted UI, and the complex interactions between the player, machines will be able to be added with minimal code for functionality, and provide higher level details on what goes into them and what comes out. Likewise therell be stardardised knobs and buttons that this backend will allow to be attached for player interaction. In order to test the versatility of how this system could be applied to vanilla objects within the game (and how far we could push it) we wanted to apply it all to a system that wasnt strictly a crafting station like the more standard one we showed off a month or so ago with some post-apocalyptic pottery. As such, Turbo put together a test case that could have some fun utilization within a multiplayer settlement in the post-apocalypse and indeed is pretty cool on your general solo survival adventure too. [previewyoutube=opGQu8LCdEs;full][/previewyoutube] There will probably be those out there looking at this at face value, perhaps even getting annoyed and asking nggggh, why vending machines?. (Hello, to those out there!) However, the important aspect to take away from this video are the many unique interactions, systems and features that have been built into the vending machine using this same framework. What we see here allows for a unique key to unlock the machine, allows it to be stocked with different items (which could be very useful for players on a multiplayer server wanting to run a shop, for example), allows it to take in money and deposit an item from its internal inventory, allows for buttons on the machine to pick particular products, and finally allows for a custom user interface for a particular machine thats FAR easier to create than it is with B41s currently somewhat unwieldly UI system. That the new crafting / machine framework is flexible enough to be able to accurately create a vending machine is a huge deal to us, and in time to modders and the overall good health of the game as we continue to grow and expand. Ultimately this framework will be expanded across all machines across the PZ map, as well as those that are craftable through the crafting tree. In turn, this will allow us to open up a ton of interesting crafting and engineering opportunities, as well as open up more and more of the existing machines and gadgets strewn around the PZ map. As said before though, this is probably a longer term goal, and our focus right now is squarely on the new post-apoc crafting tech tree. This is all, however, our first (big) step towards the longer term goal of unifying how these things work across the entirety of Project Zomboid. This will then free ourselves, and modders, to have as many possibilities as possible for machinery, and ensure a consistent framework to allow anything created in the game to interoperate with each other, power, liquids and item input/output. Beyond this it will minimize mod conflicts, and overall allow PZ to become a powerful framework for modders to add in all sorts of crazy fun stuff in future.
SOWING DISCORD
Fenris has been working on updating and improving Discord integration, which will allow for powerful features to help roleplay servers and servers running gameplay events, as well as general integration features. Currently, chat within Discord rooms should be transmittable into the game chat and vice versa but the code used is somewhat outdated and it doesnt work brilliantly. Some may say: not at all. Server owners choose not to use it. With 42, however, everything will be polished and sparkly new. Whats more server operators will be able to allow discord commands to trigger lua code on the server, for example to begin a timed event and trigger changes in gameplay. Likewise this will also allow for custom lua to trigger messages sent to different discord channels on the discord server. Another feature we intend to include will allow for admin controlled radio / tv scripts to be executable from multi-line text from the discord server, to avoid admins having to quickly type out multiple pre-written text lines manually in the heat of gameplay. This is all very limited and walled off, and the game side lua will require custom code to allow for these Discord interactions, so there wont be any security risks associated with this discord interoperability. For planned roleplay events or custom server game mode events, though, this should provide many cool tools for server operators to play with.
ELSEWHERE
Other mentionable work on the mighty PZ thats happened this week has been:
- Aiteron has been making improvements to our sandbox menu, mod menu general mod settings. Our sandbox settings panels had become so vast and unwieldy that they needed a redesign now with an added search function, simplification in some areas to make things less impenetrable to noobs, and some advanced settings for the long-term survivors amongst us. We will also be improving the server settings interface, simplifying the addition of mods, unifying settings, making it easier to add modded sandbox settings etc.
- Blair reports in for the blog with the unsexy work of remaking farming interactions and its associated UI. Hes currently working out what information you receive, and where, and also at which farming skill level. Hes also sorting out some of the wonkiness you saw in the animations you saw in the last Thursdoid we did.
- Were approaching a new merge from the map team into the internal testing build, probably taking place tomorrow, so our testers can gambol through even more new buildings and locations. Heres a quick video of some of the existing fun places theyve come across.
- New masks. New hats.
A changelist of all our pre-release and post-release patches since the 41 beta begancan be found here. The Block of Italicised Text would like to direct yourattention to thePZ Wikishould you feel like editing or amending something, and thePZ Mailing Listthat can send you update notifications once builds get released. We also live on Twitterright here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here.
[ 2023-06-22 22:06:11 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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