D'ya Like Them GrappleZ
Something that, clearly, was fundamental to Build 41 was the new animations system and thus far for Build 42 we havent mentioned any improvements to this. Importantly, it should be underlined that his work isnt in the internal test build yet (and is certainly unconfirmed as a part of 42 when it first enters an Unstable beta) but were far enough along now with work done in this area that were comfortable to talk about Zacs GrappleTech. Right now in Build 41 all the animations work perfectly fine in their solo states. This is when one player character, or one zombie, is doing its thing individually and not interacting with others around it. Where problems can arise, however, is when that human/zed interacts with another human/zed. Bites, pulldowns and shoves happen to the air around their target rather than the character model itself. This generally works fine enough but can also lead to feelings of graphical non-interaction, game events not being explained to the player efficiently enough, and the whiff of stun-lock. How to remedy this then? An extension to 41s anims system, GrappleTech allows us to join two characters in a more personal and combined state. Essentially on a code level, in vaguely technical terms, we have a Grappler and the Grappled that combine and synchronize their animations together until the grapple is broken. Whats more, because this is an extension of the Animation system the Grappled state isnt just a single, fixed animation, nor just a non-interactive cutscene. Rather, all the interactivity inherent in the Animation State system remains. In short: the Grappler character initiates a grapple perhaps with an attack or pull-down of some sort and the Grappled code decides whether the Grapple is to be accepted or rejected. The grapple system also takes into account whatever variables we desire when making that decision: tiredness, clumsiness, or injuries on either side that could cause the grapple to fail. As a prototype, and most its likely first application in B42 once the Unstable beta is underway, we made the player able to pick up and drag a corpse. [previewyoutube=J42QKHxo4us;full][/previewyoutube] As you can see here, Zac has leveraged the logic in the Animation State system, and has been able to wire up Martins animation variants for picking up a body from the front and back, and then dragging it. This is fairly rudimentary currently (clearly it would look better with some physics-bobble on the zombie legs as they are dragged around, and we dont have SFX yet) but what we do have running to prove out the system are a raft of player effects: an impact on player stamina, the exhaustion from dragging the heavy corpse, and the trail of blood thatll sometimes drag out behind also. Super-importantly this whole system also lets Animator Martin, and of course modders, animate two characters interacting in their animation software and then to see that interaction replicated directly in-game. Formerly interlinking character actions would have to be animated separately, which was trickier to say the least. An instance of this can be seen below which also serves as an example of how we can also tie the Grapple state to other useful gameplay activities: like dumping the corpse out of windows all in one animation sweep. Every stage of the Grappled state is as interactive as any regular state. We dont usually show animations that arent in-game yet (this is in Zacs test build, but very rough around the edges still) but again, this is a great example of how both character models can now be worked on at once for both Martin and our modding community inside their animation software. [previewyoutube=oRnrxqM_mjQ;full][/previewyoutube] Ultimately, the possibilities are exciting and open-ended for this. While perhaps not for 42, in which we mainly plan to use GrappleTech during the beta period to polish existing rough spots of character interaction in the current game, this is the gateway to all sorts of potential gameplay. The key word here is potential (potential!) but this does mean that one day well be able to consider stuff like zombies grabbing players and dragging them through windows, dragged zeds being dumped into pits and graves, animal attacks and tramples, or even (maybe? who knows) mountable steeds one day. It would certainly be extremely helpful for that thing that hilarious meme reviews always demand too, but that aint gonna happen
So some notes on where were currently headed with the gameplay and balance:
With this wide variety of weapons to craft in the game, its our hope that the player will be able to cobble together offensive weapons using the materials they find as they explore the world and to make up weapons as they go along. This said, clearly the selection and quality of them will vary widely according to skill.
In general with the Build 42 items we tried to have more cool, fun and collectible items. Its an easy way to get more personality into the game, to keep your looting more varied, and to give you a better feeling of the deceased. One example of this is that we are updating and adding more recipe magazines so that they feel more individual, and less like they all belong to some perfect collection that everyone within the Knox Event seems to possess. We want things to feel more funky and chaotic, like real-life. This is also, clearly, a way we can make sure we can have rare high-value loot that doesnt cause players to feel bottlenecked in the way that sledgehammers and generator manuals do in 41.
Although weve mainly been talking weapons this month, as you can see theres also recipe magazines for armour and hollow books thatll let you hide things inside them. Our artists, meanwhile, have made them all interesting to look at and (youd imagine) to read and collect. Also seen here are some examples of recipe clippings and schematics; these will have an appropriate-by-context random recipe on them when your player finds them. One of the ways were trying to make the random survivalist safehouses you may encounter in the world more exciting, for example, is by having the possibility for some of the weapon or other gear schematics to spawn alongside the usual loot youd find.
Last time we mentioned the fluid rework was for hair dyes, at which point it was only those products that had had been converted as they provided a useful and visible test case for mixing and swirling together. Just a brief update, here, then to say that we have them all converted now and working through the gameplay details of each. The system now caters for: water, gasoline, bleach, alcohol, beverages and milk from the new animals. Here you can see different coloured liquids, in separate bowls.
This week we mixed in the effects of drinking alcoholic beverages and poisons, so characters can get drunk, sick or die. Drunkenness also now comes with visual effects, and delays on character controls depending on the amount of laughing juice youve imbibed. In more boring matters, weve also added in systems like rain filling open items left outside, and made rain barrels work with B42 systems also.
Lets take a quick tour around what RJs cooking for animal crafting. On the right you see the butcher hook: here you slaughter the animal, remove leather/feather, blood, organs, meat and bones. Every animal will have a weight of meat, blood, bones, feathers and the like that depends on the its size and weight at the moment of its unfortunate demise. Here too you can see the beginnings of the leathering process. On the left of this screen theres a softening beam, where you can remove excess flesh from a hide and also get to choose whether you scrape off the fur too. (You can keep the fancy holstein pattern on your leather if you fancy it.) After that, nearby, is the tanning bucket where you soak the leather in a brain tan or bark tan. After that, the leather goes off to the drying rack you can see on the top of the screen. Leave the leather here for a nice long time, and then youre good. Also visible: a churning bucket, to create delicious butter from milk and a calf skeleton, just for fun.
Granular and non-sexy item, this one, but we hope youll agree still one thatll have a big impact on looting and safehouse storage. We have two longstanding issues to deal with here: messy item hoarding in player bases, and extremely long lists of recipes. So for the first issue, theres a simple solution: we now allow players to pack items into boxes that are more efficient to store, both for players and for save files. [previewyoutube=zqav1gKkzp4;full][/previewyoutube] The second requires something a little more complicated: the recipe system allowing for dynamic result items so that a single recipe can handle packing or unpacking for several different item types. In 41 each recipe could only have a fixed item as the result: for example when opening canned food we needed one recipe for each canned food type. With the changes were making we can have a single open canned food recipe for everything, and the recipe will create the proper result item.
This weeks walk in the dark from Stomno. A full round-up of everything confirmed for Build 42 can be found here. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here.
[ 2024-04-25 16:05:29 CET ] [ Original post ]
LIFES A DRAG
Something that, clearly, was fundamental to Build 41 was the new animations system and thus far for Build 42 we havent mentioned any improvements to this. Importantly, it should be underlined that his work isnt in the internal test build yet (and is certainly unconfirmed as a part of 42 when it first enters an Unstable beta) but were far enough along now with work done in this area that were comfortable to talk about Zacs GrappleTech. Right now in Build 41 all the animations work perfectly fine in their solo states. This is when one player character, or one zombie, is doing its thing individually and not interacting with others around it. Where problems can arise, however, is when that human/zed interacts with another human/zed. Bites, pulldowns and shoves happen to the air around their target rather than the character model itself. This generally works fine enough but can also lead to feelings of graphical non-interaction, game events not being explained to the player efficiently enough, and the whiff of stun-lock. How to remedy this then? An extension to 41s anims system, GrappleTech allows us to join two characters in a more personal and combined state. Essentially on a code level, in vaguely technical terms, we have a Grappler and the Grappled that combine and synchronize their animations together until the grapple is broken. Whats more, because this is an extension of the Animation system the Grappled state isnt just a single, fixed animation, nor just a non-interactive cutscene. Rather, all the interactivity inherent in the Animation State system remains. In short: the Grappler character initiates a grapple perhaps with an attack or pull-down of some sort and the Grappled code decides whether the Grapple is to be accepted or rejected. The grapple system also takes into account whatever variables we desire when making that decision: tiredness, clumsiness, or injuries on either side that could cause the grapple to fail. As a prototype, and most its likely first application in B42 once the Unstable beta is underway, we made the player able to pick up and drag a corpse. [previewyoutube=J42QKHxo4us;full][/previewyoutube] As you can see here, Zac has leveraged the logic in the Animation State system, and has been able to wire up Martins animation variants for picking up a body from the front and back, and then dragging it. This is fairly rudimentary currently (clearly it would look better with some physics-bobble on the zombie legs as they are dragged around, and we dont have SFX yet) but what we do have running to prove out the system are a raft of player effects: an impact on player stamina, the exhaustion from dragging the heavy corpse, and the trail of blood thatll sometimes drag out behind also. Super-importantly this whole system also lets Animator Martin, and of course modders, animate two characters interacting in their animation software and then to see that interaction replicated directly in-game. Formerly interlinking character actions would have to be animated separately, which was trickier to say the least. An instance of this can be seen below which also serves as an example of how we can also tie the Grapple state to other useful gameplay activities: like dumping the corpse out of windows all in one animation sweep. Every stage of the Grappled state is as interactive as any regular state. We dont usually show animations that arent in-game yet (this is in Zacs test build, but very rough around the edges still) but again, this is a great example of how both character models can now be worked on at once for both Martin and our modding community inside their animation software. [previewyoutube=oRnrxqM_mjQ;full][/previewyoutube] Ultimately, the possibilities are exciting and open-ended for this. While perhaps not for 42, in which we mainly plan to use GrappleTech during the beta period to polish existing rough spots of character interaction in the current game, this is the gateway to all sorts of potential gameplay. The key word here is potential (potential!) but this does mean that one day well be able to consider stuff like zombies grabbing players and dragging them through windows, dragged zeds being dumped into pits and graves, animal attacks and tramples, or even (maybe? who knows) mountable steeds one day. It would certainly be extremely helpful for that thing that hilarious meme reviews always demand too, but that aint gonna happen
So some notes on where were currently headed with the gameplay and balance:
- Blacksmithed weapons will generally be the most durable and high quality, but also require the most infrastructure and skill to produce.
- Weapons fabricated in a welding shop will be cruder and lower quality, but still durable.
- Weapons made out of different kinds of sticks and broken pieces of metal or bones, will generally have a much shorter lifespan.
- In terms of more improvised/compound post-apocalyptic weapons, like adding a modification to a baseball bat, for most cases youll be making a trade-off between durability and the ability to inflict more short-term damage.
- For the most part in each family of crafted weapons there will be options for all the different sorts of weapon that PZ provides: blunt, small blunt, axes, spears and short blade. That said: long blade is an exception. Were trying to keep swords special, high-tier and high-value partly because they arguably fit the post-apocalypse less neatly and need to feel different, and partly because weve already seen the success of this approach with the katana.
- Spears have been rethought, and many of the spears that you may be used to in B41 have been removed. However, there are also many new spears and many different ways to make a spear compared to whats out there currently.
With this wide variety of weapons to craft in the game, its our hope that the player will be able to cobble together offensive weapons using the materials they find as they explore the world and to make up weapons as they go along. This said, clearly the selection and quality of them will vary widely according to skill.
LEGACY MEDIA
In general with the Build 42 items we tried to have more cool, fun and collectible items. Its an easy way to get more personality into the game, to keep your looting more varied, and to give you a better feeling of the deceased. One example of this is that we are updating and adding more recipe magazines so that they feel more individual, and less like they all belong to some perfect collection that everyone within the Knox Event seems to possess. We want things to feel more funky and chaotic, like real-life. This is also, clearly, a way we can make sure we can have rare high-value loot that doesnt cause players to feel bottlenecked in the way that sledgehammers and generator manuals do in 41.
Although weve mainly been talking weapons this month, as you can see theres also recipe magazines for armour and hollow books thatll let you hide things inside them. Our artists, meanwhile, have made them all interesting to look at and (youd imagine) to read and collect. Also seen here are some examples of recipe clippings and schematics; these will have an appropriate-by-context random recipe on them when your player finds them. One of the ways were trying to make the random survivalist safehouses you may encounter in the world more exciting, for example, is by having the possibility for some of the weapon or other gear schematics to spawn alongside the usual loot youd find.
LIQUID LUNCH
Last time we mentioned the fluid rework was for hair dyes, at which point it was only those products that had had been converted as they provided a useful and visible test case for mixing and swirling together. Just a brief update, here, then to say that we have them all converted now and working through the gameplay details of each. The system now caters for: water, gasoline, bleach, alcohol, beverages and milk from the new animals. Here you can see different coloured liquids, in separate bowls.
This week we mixed in the effects of drinking alcoholic beverages and poisons, so characters can get drunk, sick or die. Drunkenness also now comes with visual effects, and delays on character controls depending on the amount of laughing juice youve imbibed. In more boring matters, weve also added in systems like rain filling open items left outside, and made rain barrels work with B42 systems also.
ANIMAL CRAFT
Lets take a quick tour around what RJs cooking for animal crafting. On the right you see the butcher hook: here you slaughter the animal, remove leather/feather, blood, organs, meat and bones. Every animal will have a weight of meat, blood, bones, feathers and the like that depends on the its size and weight at the moment of its unfortunate demise. Here too you can see the beginnings of the leathering process. On the left of this screen theres a softening beam, where you can remove excess flesh from a hide and also get to choose whether you scrape off the fur too. (You can keep the fancy holstein pattern on your leather if you fancy it.) After that, nearby, is the tanning bucket where you soak the leather in a brain tan or bark tan. After that, the leather goes off to the drying rack you can see on the top of the screen. Leave the leather here for a nice long time, and then youre good. Also visible: a churning bucket, to create delicious butter from milk and a calf skeleton, just for fun.
OPERATION: PACKAGING
Granular and non-sexy item, this one, but we hope youll agree still one thatll have a big impact on looting and safehouse storage. We have two longstanding issues to deal with here: messy item hoarding in player bases, and extremely long lists of recipes. So for the first issue, theres a simple solution: we now allow players to pack items into boxes that are more efficient to store, both for players and for save files. [previewyoutube=zqav1gKkzp4;full][/previewyoutube] The second requires something a little more complicated: the recipe system allowing for dynamic result items so that a single recipe can handle packing or unpacking for several different item types. In 41 each recipe could only have a fixed item as the result: for example when opening canned food we needed one recipe for each canned food type. With the changes were making we can have a single open canned food recipe for everything, and the recipe will create the proper result item.
SMALL STUFF
- The map teams quest to polish up Louisville, and beyond, continues with an emphasis on rooftops and higher floors.
- In general, were trying to add more variety to existing items in the world as well as adding new ones. A good example is that youll be able to find different kinds of generators, all with different characteristics. This has been set up to be as easy as possible for modders to also add new varieties of generators, requiring only a simple item scripts, a tile and some modder ingenuity for whatever cool new features they dream up.
This weeks walk in the dark from Stomno. A full round-up of everything confirmed for Build 42 can be found here. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here.
Project Zomboid
The Indie Stone
The Indie Stone
2013-11-08
RPG Simulation Singleplayer Multiplayer Coop EA
Game News Posts 203
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Very Positive
(245853 reviews)
http://www.projectzomboid.com
https://store.steampowered.com/app/108600 
The Game includes VR Support
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
GAMEBILLET
[ 5946 ]
GAMERSGATE
[ 4464 ]
FANATICAL BUNDLES
HUMBLE BUNDLES
by buying games/dlcs from affiliate links you are supporting tuxDB