Aug 29
Project Zomboid - Higgs


At the moment we are fixing and polishing our current internal build to get it ready for more formal internal closed testing amongst a slightly wider set of gameplay testers.

There’s still a few items from the crafting revamp still to come in, and some optimization we hope to include, but overall we are pretty much feature complete. The path ahead is predominantly bug fixes, balancing and internal closed beta testing in preparation for an Unstable release.

There isn’t currently a date on the Unstable. This will depend heavily on how many serious bugs we still have to resolve and, once we are into this slightly larger closed testing group, what the feedback is like on things like the big changes to crafting – and how players feel when they are dropped into it for the first time.

Right now there’s elements of B42 that we know aren’t fun. There are also some showstoppers we are in the process of erasing. While the first Unstable beta clearly doesn’t need to be perfect, it does needs to be fun, balanced as much as it could be, not have any broken aspects, and make a good first impression. Especially considering the amount of time it has taken.

It could be we drop the build on closed tester group laps and it goes down a storm, and has relatively few problems. It could be that elements of new systems are annoying or confusing, meaning that we have to go back to make things smoother and more intuitive.

While we desperately want this to be out, and keenly feel the community’s pain, we don’t want to put out a duff build and disappoint anyone after the long wait. So we’ll take the testers feedback seriously, and won’t be shy of investing time into addressing any of the big concerns they may have, or mega-bugs that they may report.

So, please take this as “It’s not going to be out imminently” – but also consider it as a clear roadsign pointing towards us kicking Unstable out of the door, and the light at the end of the tunnel getting brighter.

We’ll go into a bit more detail on some other aspects of 42 dev at the close of the blog, but first a few other items of information/housekeeping.

SINGLE PLAYER UNSTABLE BETA

As many will be aware, the Unstable beta of Build 41 was released with MP disabled. During this time the multiplayer was being rewritten from the ground up to work with the new animation system, and also to improve multiplayer stability and general immersion into the improved animations and gameplay.

This time around, again, we plan on initially releasing the Build 42 Unstable with MP disabled. This is for several reasons, but it will primarily mean that we can address SP issues in the Unstable beta in more bite-sized chunks without drowning in bug and issue reports, and it will also clearly allow the MP team a little extra time to fix up and polish.

A lot of huge changes have been made to improve security of multiplayer, with changes such as server side inventory and countless other anti-cheat measures to make the game more server-authoritative to help secure servers from being sent any kind of spoofed commands that cause issues with cheaters and such.

In addition there have been many optimizations and improvements made to deal with lag, optimize zombie movement, prevent rubber banding and so on which will lead hopefully to a much more enjoyable MP experience. Here’s a quick video of some vehicle lag improvements that came in this week, for example.

This will likely all need more testing and issues closed out once the SP is more final, before it’s available for more public consumption in Unstable.

(Please bear in mind though, that we’re a highly moddable java game with at this time no third party anti-cheat software. If c++ compiled AAA games with anti-cheat are still struggling with cheaters, then we would all be naive to assume that cheating would not be an issue. Hopefully we have massively restricted the possible capabilities of cheaters in 42 now though now – seeing as the server is a lot more authoritative in controlling the world state. Our advice will always be to favour playing in a whitelisted community if you want to avoid cheaters or at least be able to permanently remove them from your game. We will however be exploring proper anti-cheat solutions in the longer term and hopefully most cheats will be limited to stuff like ESP, but even so we’ll continue to recommend whitelisted servers for a cheater free experience.)

There will, however, be strict requirements for modders to follow to allow them to do stuff they once took for granted. For example, creating an inventory item will have to be done in a way that’ll allow it to be created on the server.

The MP team are currently working on guidelines and documentation that will explain how modders can work within the updated framework and not upset the anti-cheat measures. Likewise, similar documents are being written for crafting and other new/updated areas of the game.

Finally, how long will an Unstable SP beta last until we drop MP in? Uncertain, but this stuff isn’t being written from scratch – and is already mostly functional. It’s a different situation to the one that saw the lengthy wait for MP integration for 41.

MODPOCALYPSE

With such a huge update to the game, it is inevitable that almost every mod that exists will be invalidated in some capacity. With the new crafting systems, especially, it’s unlikely any mod will work out of the box.

However, what we do have is a new modding architecture which will help a lot in the transition, that’s heavily inspired by the way that a certain game that’s set on a World out on the Rim does it.

Essentially, Aiteron’s been working on heavily improving the mod system to allow for versioned mods to be included in a Workshop item.

B41 currently uses the root directory of the workshop files as the mod: it contains a media directory and all the rest that allows the mod to override files in the core zomboid data directory. B42, meanwhile, instead introduces a functionality where a build of the game will query the mod for a subdirectory which contains the most recent compatible version of the mod – and to then use those files.

For example, a subscribed mod could have a 42 directory, a 42.21 directory, a 43 directory and a 43.31 directory. If you run a version of the game that’s 42.1 it’d use the 42 directory, and load that version of the mod. If you then upgraded to 42.25 then it would start using the 42.21 directory, and so on.

Within this there’s also a ‘common’ directory that’s used by any version of the mod and can be used to store large files such as art or sounds, that modders clearly don’t want duplicated over 20 versions of their mod.

(Though this aspect will only truly come into play in versions beyond 41, as we can’t at this point realistically modify Build 41 to use the new mod system – and B41 mods will clearly remain loading directly out of the root directory as they currently do while ignoring the B42+ versioned directories.)

What this will all mean is that when modders update their mods to work with B42, they can leave the B41 files within the mod package and continue to work on B41 content as and when they desire. Simultaneously, however, they’ll be able to support the B42 beta without destroying that compatibility with B41 stable

From that point on they’ll then have much more intelligent versioning to allow for extra power to update their mods, in ways that won’t be destructive to older builds of the game. In addition to this, 42’s new mod load order functionality will make submods and modpacks a lot easier to create.

Finally because of these huge changes, and the likelihood that so few mods at all will work B42 on first release, we currently plan to automatically disable all mods on first load – and B42 will be unable to load any of the B41 mod files until a workshop item has been prepared using a 42 directory. This will be necessary in limiting the amount of bug reports we’d inevitably get from people loading up their B41 mod lists and completely breaking the game.

INTERNAL BUILD NOW

As indicated above, we’re pretty much feature complete with some crafting elements still on their way. There’s various issues lurking in the tester build that need investigation and sorting – this week some unexplained and endless explosions in deer/bunny populations, out of memory issues, and combat irregularities. There’s various things here that need sweeping up.

As we have mentioned in previous blogs, we felt the delay with the crafting overhaul was set to continue longer than anyone was comfortable with, and so decided to release the first beta without the entirety of the ‘nu-medieval post-apocalypse village’ crafting possibilities we intend in the longer term as with blacksmithing, pottery, smelting, weapon-related carpentry, carving etc. there’ll be plenty still to chew on.

The final ‘must have’ feature we have in production for 42 is a Building UI. We’ve never been a fan of the right click menu building system, and along with the sharp increase of new buildable tiles it became necessary to improve how building is carried out. For the expanded test pool and Unstable, then, the final addition will be in taking the current ‘furniture picking up’ icon on the icon strip to the left and turn it into a button to bring up a new panel with the furniture interactions and building choices rolled into it

From this we’ll have a nice categorized building UI the player can keep on-screen as a palette to pick buildable tiles from, which will allow you to browse the various categories and tiles you want to build in the world, click on them if you have the necessary building materials, and then place the ghost tile on the target tile. It’s pretty simple, and backstage a first implementation isn’t taking too long to get operational. In other news:

ANIMAL TRACKERS

As discussed last time, we weren’t happy with the pre-defined and permanent animal paths that deer and other animals would follow that were initially implemented. As such Prof recently added randomized animal paths that are tweakable in lua.

New paths are generated using the seed given when you create a world – they are static in the sense that they don’t self-modify after you started a game, but dynamic in the sense that you will never know what journeys deer will be taking in any fresh world. In future we’ll explore regenerating these paths if they are over-hunted. Here’s a quick vid of them in action.


SEW-SEW
While it’s not a complete tech tree at the moment, tailoring has got some attention and players should be able to grind the first levels from looted or farmed materials. These do not require a specific crafting station, but higher-level options that we’ll add during Unstable will.

[Please note: the crafting window is due another polish pass, and this video also shows a degree of debug/coder-speak wordage. Although performed on a table here, these recipes don’t demand it.]


UPS AND DOWNS

Partly due to current game imbalance, and partly because with the new crafting we didn’t want to replicate the vertically-placed-work-station ‘spam crafting’ that you can sometimes see in games like Minecraft, we spent an afternoon revising sheet rope climbing mechanics while waiting for a crafting blocker to clear.

Previously only drunk players had a chance of falling when climbing a sheet rope, in Build 42 now any player has a chance to fall when climbing a sheet rope to higher floors after an initial grace period has elapsed – the duration of which period, and the chance to fall, is determined by negative moodles, skills such as Strength, Fitness and Nimble, appropriate traits like Dextrous or Gymnast, and professions like Burglar.

Additionally characters will accumulate muscle strain if they climb ropes for enough time, and without resting. There’s a smaller chance of falling from a rope while descending, also, while all of this can be toggled off in Sandbox.

TOOLS UPDATE
In the background to the B42 work, Zac has been overhauling the AnimZed tool that made the success of B41 possible. This will be of great aid when it comes to final B42 polish, and all versions beyond this.

“The core of every good survivor character brain is a logic state network.” He explains. “The player’s character might be walking – and from that they could start running, stop entirely, climbFence, aim, sneak etc. All the animation frameworks for players and zeds need to be keyed into all available potential outcomes that the player or the game might dictate.”

“Our problem increasingly was that our characters’ brains were getting pretty complex. We are adding all sorts of new abilities in both 42 and beyond, and they’re getting bigger and bigger still.”

“Up until now we haven’t had a tool to visualise the network. We’ve been editing the structure manually, by editing xml files. This has led to pain. When trying to incorporate a new feature, or figure out why a character is doing the wrong thing, it’s always taken a lot of manually parsing reams of network circuitry, and it’s slowed integration down.”


“So, we have been building a proper logic network editor, named it AnimGraphZeditor, that should be a big boost in making more and more complex brains. The importance of having a robust logic network editor cannot be overstated for final polish of elements of 42, and everything that lies beyond it: essentially taking the abstract mass of logic conditionals, states, and transitions, and puts them up on the screen as circuit diagrams. From here we can identify problems and faulty circuits, and makes it much easier to implement new features and capabilities.”

While we are in this area, it should also be mentioned that it is still our plan to release AnimZed to the community – and this will most likely follow Build 42 release.

WEAPON TESTING

Finally a quick video compilation of recent in-game weapon testing – featuring all the old familiars, but also a whole bunch of the new items that you’ll be able to crack heads open with in the next version.


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. We also live on Twitter/X right here! Our Discord is open for chat and hijinks too.

Those who receive blogs and announcements by email: please note that we are changing provider. If you want to continue to receive our mails please sign up again here.
Project Zomboid - Higgs


Hey all. Alongside continued crafting work it’s very much a time of mixing/polishing previously announced and described things in the internal test build.

As such please forgive us if things are a little ‘bullet pointy’ and expanded info on things you’ve heard about before. It’s all stuff that needs doing.

CRAFTING

Some of the things we’ve been doing this month on the crafting revamp includes:
  • On-boarding three of our friends from TEA games to add some firepower to the crafting team and get it all out of the door. While they’ve been getting up to speed with the code they have also been documenting it all with its latest implementation, which in turn will become our guidance for modders upon release.
  • Working on crafting station animation interactions. In Build 42 you won’t see direct physical movement of player and crafting station when you interact, for example a potters wheel won’t spin. Until we, potentially, one day include 3D models on the map furniture will remain as static sprites as they always have been.
What we do need, however, are natural player movements towards the crafting stations – that will in turn open up their individual crafting menu accompanied by a familiar crafting SFX, and potentially an on/off state dependent on what sort of crafting station it with lights on and glowing etc. They also needed depth textures added to avoid clipping and such, which have now been implemented.



  • Working out how best to separate out the new skills. We became concerned that we were introducing too many ‘portmanteau’ skills simply for the sake of keeping the skill list slimmed down. There’s still some folding together of craft skills when there’s clear similarities in tools and techniques, but overall it felt wrong to lump too much together.
It won’t be necessary for players to dedicate time and effort into building out these skills for the mostpart, unless they are trying to make a civilization on a forest map and other survivalist circumstances.


  • Making sure that there’s sandbox settings that cater for faster progression. Sandbox and settings now include settings for Skill XP multipliers for individual skills, so your speed up each different ladder can be directly adjusted.
  • Addressing undesired and unfun gameplay loops. A common server admin complaint is that the map swiftly becomes barren of furniture and loot containers due to players chasing XP. As such, in B42 scrapping, dismantling and ripping items will no longer grant XP.
We no longer want progression in a skill to involve destroying piles of items or trashing the map; and instead to concentrate on making things. XP for actions such as building structures and repairing clothing has been boosted to adjust for that, and the individual skill XP multipliers in the sandbox settings also offer more means to compensate. (This said, as things stand, XP for dismantling electrical items or wrecked vehicles remains.)
  • Adding skills for wilderness play. Knapping and Carving have both been added. Knapping is used for fashioning stone blades from the pieces of flint you can find in the world, for making knives, spears, axes, scythes and other tools. Carving involves carving wood and bone for similar purposes.
Some carving will also produce decorative items, especially at lower levels, with more artistic and aesthetic crafting recipes due to be added to help you level up without making the same sharp stick over and over again.







  • Improving how recipes work and are learned. There are a great many new recipes in B42, and when you become a Level 10 Master Blacksmith it makes no sense that you may not know some of them within that field. As such many of them now come with an ‘Autolearn’ requirement – in which a skill level (or a combination of different skill levels) will automatically know them.
Another, minor, thing we have added meanwhile is making sure that the recipe schematics that can be found alongside the weapons and armor in the randomly spawned survivalist safehouses are generally diagram-based so illiterate characters can also join in the fun.

BASEMENTING

There are two different sorts of subterranean lair in B42 – random ones that could occur in various set places, and permanent ones.

As far as the permanent ones go there’s a range of bunkers, tunnels and cave networks waiting to be discovered – as well as simply new lower floors to some of the map’s more known and recognisable locations.

What we hadn’t done yet for B42, however, is mark all the potential locations for the random basements and then to test them so they’ll all fire off in your game once we hit Unstable beta.

Here’s a map of one of our locations showing the basic spread of what you can expect. Apologies for spoilers, we thought it wouldn’t be too bad seeing as it was only one town. So anyway here’s Brandenburg.



And here’s a quick video showing some, admittedly posed for the camera, testing – in which the same location is shown to have a different basement on a different run.

The basements on show here aren’t dazzlingly exciting, but this will of course be the case for most of the ones you find. Part of this testing is also checking the rules that we have in place to match random basement size and orientation to the size of the house.

GRAPPLETECH

Grappletech is, for all intents of purpose, done. This is the update to PZ’s animation tech that allows two characters to directly interact – whether survivor on survivor, survivor on zed, or zed on survivor.

As discussed and shown before, the first use-case of this will be in fixing the jankiness in PZ that’s always surrounded the carrying, moving and disposing of bodies.

In a previous blog we also showed an unimplemented animation of the player throwing bodies through a window, as an example, of where we would take it next – and this has now been added into the system. This can be seen in the following video, alongside some old friends.

PLEASE NOTE: We are aware that after the window chuck the plummet of the corpse doesn’t look great yet. This will be addressed in future, and is separate to what we’re doing with GrappleTech.

PLEASE ALSO NOTE: The ‘effort’ noises the character makes while dragging corpses will be considerably toned down, or absent, in the release version. It’s a bit much here.

At present body dragging and window chucking is not in the internal test build, however it will be required at some point for the crafting revamp as this will allow for far more direct animations with irregularly-shaped crafting stations.

We had previously said it wouldn’t be a part of the Unstable beta, but now it’s done and playable feel it’s a potential – dependent on the progress made by the crafting team.

While we’re back at the K&B house by the way, check out how it looks during the day and the night now.


OTHER STUFF

  • Newspapers have been finalled, and this week have been checked through for authenticity by a local American local news journalist. They will next be added to the game’s loot tables once relevant edits have been made.

  • We weren’t entirely happy with the predictable way that deer were following our pre-defined paths through forests, and as such with zoning and biome work complete (as seen last month) a natural next step for this system would be to create multiple pathways for wildlife organically.

Work on this is now underway alongside general polish of animal migration, and should make for a more engaging experience come Unstable.
  • Over with the Sound Team (as well as providing noises and settings for new items, weapons and altitudes) we have tied their work more closely to the map tools.

They will now have the freedom to create building-specific roomtones and oneshots, where as before hey could only generalise between 7-8 roomtones parameter values. So now we could have anything up to 260 different ambiances and reverb settings, which will make for more immersive experiences in key atypical buildings like movie theatres, large churches, more cavernous areas etc.
  • We are also currently testing the glow-up of Muldraugh, specifically at night-time, and it’s looking pretty awesome to tell the truth. We hope that survivors are going to be tempted out of their bases during moonlit hours a bit more than usual to see it.

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. Happy birthday to Andrei Knorr. 16 today!
Project Zomboid - nasKo
As discussed last time, in the interests of getting the 42 Unstable out of the door we are limiting the number of new craft disciplines that will be initially available and then dripfeeding others (alongside polish, balance etc) in updates to the beta.

We have done a bit of a stocktake on what we have done, and are aiming to have the following finished off for a first release.

(The contents may settle and change, of course, but we feel this is still a fair assessment.)

  • Metal smelting and Blacksmithing
  • Pottery
  • Weapon-related carpentry skills, such as carving handles and shafts for crafted weapons
  • Small-scale bone carving to create sewing needles, fish hooks, cutlery and materials for some fun armor types.
  • The essentials when it comes to agricultural production: flour, oil, thread, twine etc.
  • Weapon crafting performed on in-game surfaces that don’t necessarily require a particular workstation


Not all of these will come with 100% precise animations at first, and direct character interaction with the larger crafting workstations is reliant on the ‘GrappleTech’ we showed previously with dragged corpses and will therefore be mixed in later down the line.

Craft disciplines we will be bringing in during Unstable will include Brewing, Glassmaking and Butchery. Bowyery meanwhile (which clearly will require far more animation, tech, combat and design work) will be at the back of the queue, and is most likely to appear in a later version.

We also believe that, seeing as we have a good art pipeline running, we can relatively easily introduce a wide range of decorative craftable building items to the mix for Unstable – which will likely be of interest to MP and RP players who want to make their bases a little more personalised.

When we put all this out to the public beta we intend to do so alongside a comprehensive modding guide (as we will also for the MP changes) as the refresh here will be fundamental, and new to all.

In pursuit of this, and to generally expedite the process and aid in polish/fixes, we have also reached out to our friends at TEA Games who are providing some extra manpower.

Finally, a quick look at the current status of the UI that appears when you choose to craft on a surface – a table, a worktop, an exposed tree stump if you’re in a forest and such.

(This will become more refined, clearly, and crafting options will also be available as text rather than icons if you prefer it as such.)




BIOMES / FORAGING
One aspect of 42 is that we no longer have a rigid black border, and instead have generated wilderness at the map’s edges.

As a part of this we also needed ways to ‘zone’ these areas, meaning to automatically mark them as a particular area so that the game knows, for example, which sounds to play and which foraging area to allocate.

Having foraging being mapper-defined, and a laborious job to mark up, has always been an issue. It’s a big annoyance for players who like to stray from the beaten path only to discover they’re no longer in a foraging zone.

Here, for example is an overview of some of the 41 map’s current zoning. To the east is a large swathe of unzoned (and therefore unforageable) land – while the zone squares of dark green forest and light green woodland is lumpy, boxy and unnatural.



Now in B42 then ProfMobius, he of Minecraft origin, has put together a biome system for the inner map as well as the generated map that now runs beyond our usual boundaries. By extension, this also means that foraging will be both fixed throughout the map.

Another big part of this is that it will also be more interesting as you walk through more varied patterns of land-types that are far more clearly visually representative of what they are in real world terms.

So here’s what the above looks like with more detailed, automatically created, biomes. Note the more interesting interplay of woodland and deep forest in, for example, the central south area.



Within these biomes the Prof controls the spawning of specific trees over others. In the screenshots below you can see different kinds of forest environment like a River Birch forest, clusters of more PH resistant trees, deep forest, and even semi urban areas.

There are nine biomes in all: deep forest, organic forest, birch forest, pine forest, farm maintained forest, pollution resistant forest, and three more which are mixes of the above.

Their generation is guided by geographical features such as rivers, roads, neighbouring farms and large bodies of water. The end result is a lot of much-needed variety for all of your off-road adventures.



We are now working to make life for the modders and mappers easier with this, in terms of biome generation and clean/invisible transitions between the vanilla map and the community’s additions, but otherwise all the above is now in the internal test build.




LIGHTING
In the past few weeks we’ve done more work on in-game lights in terms of balance, purpose and mechanics.



There’s still a fair amount to do, this project will likely continue to be updated through the Unstable beta, but we are closer and closer to the atmosphere we first envisioned when we introduced 42’s new light propagation system.

That includes items like streetlights with an orange hue as (in the 90s, most used sodium), plain neon appearing white, halogen lighting being slightly yellow and incandescent and such. Mix in the coloured lighting that we mentioned last time, and all of a sudden you have a far more interesting lighting-scape to encounter on night-time forays before the power finally goes out.



Another part of this has been to make light overlays and adjust values for each light emissive object: things like signs, crafting station and fridges. This paves the way for a lot of cool lighting scenarios, as seen below in some WIP screenshots.




GLOW UP(DATE)
Last time round we showed you some map work that was taking place in familiar locations, like Muldraugh.

The response was largely positive, but some folk correctly worried that they were perhaps a little too ornate and fancy for Muld – which in itself we have always represented as a very ‘normal’ slice of Americana where normal people lead normal lives, and face the normal everyday challenges of life.

Muld, our first town and first love, will always be front and centre for the tone of PZ and as such we decided to take things in a slightly different direction after feedback.

Public buildings like the school (latest version now seen below) have been made to look a little more realistic for a town like Muldraugh, and Cortman’s is a little less fancy. Other locations, however, like the revamped police station will remain as seen last month.



Everything remains super-improved, please do not worry on that account, but we have toned down the ‘newness’ and the ‘poshness’ of what was shown in Muld.

All buildings seen last time will be used elsewhere on the map also, so will still be available to hold out inside but in a different and more appropriate geographic location.

Here’s another glow-up spot, meanwhile, that went through recently.




OTHER STUFF
  • Nick from TEA is working on edge-case moments of unfairness and mis-targeting that occur during hectic moments in combat and can result in frustrations. It is our hope that (alongside 42’s general improvement and polish to player movement via bugs fixed in the animation system) we can have some pain points removed before we hit Unstable.
  • Among many and varied other things both big and small, the MP team have been working on smoothening the movement and direction of zeds that are chasing your fellow survivors. While perhaps not something you generally notice in the heat of the moment, as the following video shows it should bring a less-jaggedy feel to general MP zombie pathing.




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 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
May 30
Project Zomboid - nasKo
How do, all.
 
CRAFTING CONSOLIDATION
At this point the main element of the Build 42 update that’s been holding stuff back has been the substantial crafting overhaul that’s been underway.

When we set out with B42 our main ambition has been to fill out the crafting potential of the game to vastly expand the end game by providing players the ability to build a community and replace a lot of the items that currently require looting to obtain to give players the ability to run servers and game worlds indefinitely without needing to respawn loot.

We’ve made good progress towards this end but the more time has gone on we’ve realized that aiming to achieve these goals are holding back Build 42’s entrance to an Unstable beta release. While it’s definitely achievable, and will be realized in time, stubbornly holding things back until we get there it only going to delay people getting a hold on all the other cool stuff in the Build that they’ve been waiting for.

As such we’ve decided it would be a better approach to polish up what we have, and continue the process of bug fixing and polishing the build to the point it would be able to go into the Unstable branch. Then for us to fill out the gaps in the crafting overhaul during Unstable, or perhaps with some smaller releases while Build 43 is under full development.

Though we haven’t worked out exactly what will be in the first iteration, there’ll still be a lot of new crafting for people to sink their teeth into, from stuff like the blacksmithing, pottery, woodworking, food preservation, extra fluid and workstation mechanics, new crafting system and much more. Certain crafting tech trees we’d hoped to be in the initial 42 Unstable release will be pushed back though, to avoid any more unnecessary delays.

People would much rather see the build out and get to play with all it has to offer, rather than be upset about the things never made it into the first Unstable release as originally planned. In the meantime, while there’s a ton to play with, initially the crafting overhaul may not quite live up to the potential we set out for until we fill it out later down the line.

We’ve only made the decision this week, while active development of the other major features has been rolling on. As such the build is still very unstable, unbalanced and buggy: it’ll definitely take some time to focus on fixing and polishing it up to a releasable state, and to fill in any gaps we feel we need to make the build feel whole.

As such the Unstable build is not imminent, but with this readjustment of our plans the pile of stuff that needs to be done before release has gotten a lot shorter. How quickly we’ll get the build shipshape remains to be seen, it will take some time to settle, but we’ll likely have a much better picture by the next time the blog rolls around.

MULD GLOW-UP
As you already know the map is getting a significant lick of paint – with new towns, bigger buildings in cities and underground locations.

With all the improvement, and the new tiles going toward this improvement, then our existing towns were starting to look a little threadbare. Until now, of course.




As you can see, Ayrton has been heading back into our familiar locations and giving them all a fresh lick of paint. The difference is quite marked, and we’re hopeful that you’ll all enjoy what we’ve done with the place once 42 goes Unstable.



LIGHTING GLOW-UP

42’s lighting system is a big improvement from 41’s, with enclosed rooms without light sources actually appearing dark and general light propagation being a lot more realistic.



Something we have recently improved on, in this area, however are the individual lights within each room: on lamps, signs, crafting stations, electrical appliances and such.



Here what we’re doing is adding a sprite as an overlay on top of light sources to give them a ”on” status. After tinkering with 42’s new light parameters we have been able to produce more consistent colour temperatures across our various different light sources types whether coloured, shaded, halogen or otherwise – all while still providing for more radical scenarios like coloured light bulbs.

To demonstrate, here are some example of interior lighting which show how objects that light up (lamps, neon signs, etc) can affect a scene, and how we have blended it with a standard room’s spread of light.



PAPERS PLEASE
Work continues with unconid and werlias in providing assets built with PZ models and 3D items to help us expand on our lore and your immersion into the Knox Event.

The focus is currently on newspapers, but will expand out into flyers once the numbers of back-dated editions you’d reasonably expect to be found on a particular date in 1993 have been fleshed out. So here’s one of our recent examples.



Swiftly followed by the sort of place you’d most likely find one of the most recent (and final) daily editions…



As another part of us bedding down in the lore, meanwhile, we are also making sure that characters in broadcasts, flyers and newspapers who have an evident place of work (or place of demise) have their zombified forms spawn at the relevant location on the map.

This is something of a side project for a few of our coders, but will hopefully pay dividends for when players are exploring new locations and getting to know the locals.

While in this area we are also improving the way in which the world generates loot and zed encounters that mesh better with the overall timeline. Bandit zeds and survivalist zeds, and their safehouses, when first encountered will give a far better indication of the current world state and the number of days since society breakdown.

MP TEAM UPDATE
Over in the MP department, the team have been concocting a few things to make the lives of players and server operators a little easier. To whit:

  • The ability for servers to have customisable login and server connection screens, with an image of the server’s own choosing and an additional smaller server icon.
  • Improved anti-cheat settings. These could formerly prove problematic but now they have been improved/tightened, and through Server Options you can turn each one on and off individually, and also configure actions when cheats are detected – whether its banning, kicking, logging or ignoring.
  • Added an interface for viewing the capabilities of different roles like Admin, Moderator, and User. This interface also allows you to add custom roles, and from that customize the user capabilities for these new roles.
  • A new ‘War Manager’ feature intended to help server admins govern conflict between rival groups on the map. Everything about this is customisable, especially timers and countdowns, but essentially during a waged (and accepted) war then safehouse protection is turned off for all parties involved. This comes after a war has been declared and has been accepted, with refused declarations steadily taking away (admin-defined) points that will ultimately leave you unprotected if you stave off war declarations for too long.


This is all clearly on top of many, many other smaller and wide-ranging improvements.

FUN LOOTIN’
Finally, small details we know, but the Art Department have also been pumping out more items to give a little more personality to the zeds you slay – and to the homes they once lived in.



This month’s target has been novelty key-rings and interesting bags/containers. All relatively simple for us to mix into your looting, but hopefully with some payoff as you find interesting items in each home you pillage, and each pocket you rifle through.



This month’s non-buried corpses in the cemetery from Fritz. 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 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 - MadDan
LIFE’S A DRAG

Something that, clearly, was fundamental to Build 41 was the new animations system – and thus far for Build 42 we haven’t mentioned any improvements to this.

Importantly, it should be underlined that his work isn’t in the internal test build yet (and is certainly unconfirmed as a part of 42 when it first enters an Unstable beta) but we’re far enough along now with work done in this area that we’re comfortable to talk about ‘Zac’s 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 41’s 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.

What’s more, because this is an extension of the Animation system the Grappled state isn’t 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.

As you can see here, Zac has leveraged the logic in the Animation State system, and has been able to wire up Martin’s 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 don’t 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 that’ll 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 don’t usually show animations that aren’t in-game yet (this is in Zac’s 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.

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 we’ll 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 we’re 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 you’ll 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. We’re 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 we’ve 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 what’s out there currently.



With this wide variety of weapons to craft in the game, it’s 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. It’s 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 doesn’t cause players to feel bottlenecked in the way that sledgehammers and generator manuals do in 41.

Although we’ve mainly been talking weapons this month, as you can see there’s also recipe magazines for armour and hollow books that’ll let you hide things inside them. Our artists, meanwhile, have made them all interesting to look at and (you’d 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 we’re 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 you’d 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 you’ve imbibed.

In more boring matters, we’ve also added in systems like rain filling open items left outside, and made rain barrels work with B42 systems also.

ANIMAL CRAFT

Let’s take a quick tour around what RJ’s 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 there’s 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 you’re 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 you’ll agree still one that’ll 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, there’s 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.

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 we’re 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 team’s quest to polish up Louisville, and beyond, continues with an emphasis on rooftops and higher floors.

  • In general, we’re trying to add more variety to existing items in the world – as well as adding new ones. A good example is that you’ll 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 week’s 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 - nasKo
Hey all, here again for the March Thursdoid. Lots of stuff from lots of different areas of the game this time, we do hope you enjoy.

STRIKE A POSE
We’ve mentioned the fact that Build 42 will have a variety of readable materials that you can loot and inspect, but we hadn’t shown them off in-game as quite frankly they didn’t look great. They were crammed inside our existing Survival Guide UI, and it really wasn’t going to bat for us.

We didn’t really want to create a load of individual images that wouldn’t be readily translatable into other languages either, and become a massive timesink for our art department who are already pumping out loads of vital stuff elsewhere. So, clever Aiteron got onto the case...



So what is this?

Well, it’s a secondary UI API system – and with it both ourselves and modders can create readable text UIs in easier and more flexible ways, and what’s more reuse templates for them too.

Techie bit: currently, 4 Java elements have been added: Base, Text, Texture, TextEntry, and then based on these we’ve built a more complex UI in lua that’s easily manipulated by us and modders to play around with position, rotation angle, scale, color, animations, text settings, etc.

Alongside this a new RichText system has been added, meaning the media templates can be changed completely in translation files (including size, position of elements and other settings) so we can make great media for our whole international audience.


Video for modders who might be interested here.

How are we using it?

For Build 42 we are using this to create two flavours of lootable reading material, although not all of it will be available in the game we moment we go into unstable beta.
  • Newspapers and Community News pamphlets, to help with world-building and to fully flesh out the timeline of the Knox Event.
  • Local business flyers, house listing advertisements, restaurant menus and the like. These will all be locations that will be useful to your survival story – and reading the flyer will automatically reveal their location on the player map. In this way we will direct new players to helpful looting areas, and some of the community’s favourite safehouse locations.






What’s making it extra cool?

This has been cooking for a while, but we were increasingly unhappy with aspects of the way things looked. We were using in-game isometric screenshots, and they didn’t feel quite right for our in-game newspapers as such.

We’re delighted to say, then, that community heroes unconid and Werlias have agreed to come on board and help us out with this.

Both have been entertaining PZ players with their brilliantly made posed still images and videos using PZ models and imagery, and they seemed amazingly well suited to bringing life to the characters of the Knox Event in readable media.

Likewise, we will also easily be able to do fun stuff with, say Nolan of Nolan’s Used Cars, by easily placing his cowboy hat zombie at the location of the car lot that the flyer has revealed on your map.




GRASSED ME RIGHT UP
Something in PZ that’s needed improvement for the absolute longest time, is one of the things that you see the most.

We’ve been unhappy with the way that grass looks for a long while, and it became more unsightly with the advent of Build 41’s 3D models.

Build 42 is now blessed with a depth buffer. This means that we can reduce the player’s clipping with the scenery, we can show doors swinging open and closed, and (during our unstable beta) we will also be able to show seated characters on furniture in all four directions so players won’t have to use mods to access the sedentary animations for the directions that don’t clip.

It’s also great for grass and general undergrowth too, so alongside updating the existing grass sprites to feel more detailed and natural – we’ve also added support for depth maps so large blades and clumps of grass will intersect your character as you walk, crouch, etc as if they were 3D geometry.



As you can see, this makes the character feel much more grounded. It also has various impacts on the gameplay: crawling zombies are slightly harder to detect, falling objects get a little more lost in the grass etc.

With the increased wilderness gameplay that 42 will bring for many players, in terms of hunting and settlement building, players will be surrounded by grass and wilderness a lot more – so we’re really pleased to have got this in, and looking so good.



In the world beyond Build 42 we also intend to build on this, tying our grass and scrubland to our seasonal and erosion systems – helping you to get a better sense of the months and years as they pass.



SOUND UNDERGROUND
Now that 42 is delving underground, and indeed much higher into the sky, we need some improved soundscapes to deal with it.

Recently the team at Formosa have been working on what happens with your speakers once you start delving underground. As such they’ve kindly supplied two videos showing their work: the March Ridge bunker we saw last time, and a new spooky Ekron industrial lower floor.

What can you hear that’s different here?

Ground level and outdoor sounds gradually dip away the lower you go, and once you’re in an underground area various appropriate one-shot noises can be found – like distant mice, cans falling and rolling in somewhere in the gloom etc.

As far as the roomtones go there’s also water dripping layers to give it more of an abandoned feel too, where appropriate, and likewise gunshot noises and the like have been played with to sound more appropriate in an enclosed underground space.




A key part of zombie fiction that Project Zomboid hasn’t catered for yet are attracted hordes trapped up against long wire fences – as seen with the fences that surround the prison in The Walking Dead.

Previously our pathfinding hasn’t catered for this, and players have felt a sense of security while behind our sturdy wire fences.

Now, things will change a bit.

BUT FIRST: some traditional caveats.

This feature will be a sandbox option, and it will also only come into play with large hordes – and over a long period of time.

This video is WIP, and the effect is sped up, and we can work on the crowding/banging visuals too.


The point of this is that we want a gradual build up of a huge horde, so players get the feeling that they are safe – for now. The fence will only hold for so long up against so many zombies, and eventually it might give way.

In terms of pathfinding, with lone or few zombies, the change to zombie senses also leads to more Romero-like zombies, with some not being intelligent enough to go around and obstacle, and choose to slam into a fence in their efforts to get to a player instead.




GUN CHANGES
Fenris’ extensive upgrades to PZ’s guns continue, this month with changes of note like the following:
  • Wind, fog and rain, as well as general lighting conditions now have an effect on hit and critical chances. Some of these can be offset by traits or skill levels.
  • Ranged shots at targets hidden by dense fog or darkness can be challenging or impossible.
  • Maximum firing range has been increased and is no longer affected by skill level (chances of hitting targets at range still is).
  • Distance to target has a greater effect on penalties caused by panic, drunkenness, player movement, weather, etc.
  • Most penalties are significantly reduced at close ranges.
  • Sound radius is increased overall, but with a sandbox option to modify higher or lower. Sound range is reduced when firing indoors.
  • Sighting systems have an ideal range they were designed for: a minimum effective range, and a maximum. Outside of this range they are less effective. If the target is close enough that just pointing without aiming would give a higher chance then the sights are ignored (eg a x8 scope on a target 2 tiles away).
  • Panic previously didn’t actually affect hit chances (just critical and damage). This has been corrected. Remain calm, don’t panic, you’ll be fine.
  • Hit chances and critical chances are now calculated in the same way (with exceptions): if something (like panic) effects hit chance, it also effects critical.
  • Hit chances are generally increased allowing lower levels to make a successful shot under the right situation. However, avoiding negative conditions is vital, especially panic.
  • Ammo weights have been corrected and rebalanced. Mounted flashlights are functional and highly advised for low-light shooting.




The above video shows Fenris’ experimentation and how he’s polishing guns – the graph shows the hit and critical chances across the various tile distances, updated in realtime, and overlays range circles showing the point blank, optimal targeting ranges (for the given sights), and maximum firing ranges. The chances of a hit can be seen rising and falling with movement, and after each shot

ARMOR
This month we’ve also had focus on improving our late-game B42 armour system. As with the weapon crafting, the intent was to make something that wasn’t referential to zombie media or other games, but instead something that seemed natural for the time and circumstances.

We don’t want crafted armour to look too anachronistic or “knightly” – looking like they should be part of a renaissance fair. We don’t want to be too goofy, although there are a few more ‘fun’ options in there, and we don’t want anything that doesn’t look like it belongs in the Zomboid setting. Importantly armour should work like real armour, and operate within the bounds of PZ logic itself.

As such a few categories that will come as part of B42 are:

Metal
While avoiding overt medievalisms, clearly 42’s crafting update and blacksmith skills necessitate metal armour: plates, leather, straps, buckles and all.

Inspirations here include Ned Kelly and his gang, while (although we always say we won’t take inspiration from other games) the way Rust implements its metal armours is very much along our line of thinking – though clearly we’ll make our own way with it.

Please note: there won’t be any historical armour and weapon museums in b42, or suits of armour on display in mansions. With this sort of high-end crafted stuff, we wants players to have to go out into the world and engage with the new crafting system – and not beeline for a spot on the map to enjoy them.

Apocalyptic Vibe
We had to ensure that the armour was believable and feasible, while keeping a procedural approach – like our approach of the “lego weapons” in which existing items are adapted and melded.

Then, for a more distinct look, we thought of tinges of punk rock and heavy metal imagery, with apocalyptic media such as Escape From New York serving as inspiration. From this we now have armour that can, for example, be crafted out of tyres.



Natural Ingredients
One important aspect of the new armour content was that it had to support the new crafting system, as well as survival gameplay on a forest map free of civilization.

Although we deliberately didn’t make it too odious to progress from dirt and sticks to solving the riddle of steel, there’s still a lot of middle ground between the two.

Leather is an obvious candidate, and is something we have already made some pieces for. However throughout history people have used all sorts of other materials for armor as well, and we are exploring some interesting ideas based on real world examples. We don’t want to go out on a ‘limb’ and ‘branch far’ with this, but knock on ‘wood’ it will work out okay.

A Sporting Chance
Given that the game is set in 1993 Kentucky, there’s all sorts of armour already available in the form of lootable Sportsball Gear!

All sorts of pads, guards, and paddings, including two items that should make players very happy: The Athletic Cup and the Ice Hockey Neck Guards.

As well, some of those items of Sports gear, like the weapons crafting, can be modified to make badass, cool, post apocalyptic armor, which brings us to…



Spikes
And you and the zombies can be spiky too now.



EXPLORING UP HIGH
Finally, we’re also in the process of testing Skyscrapers for playability and performance. Turns out 32 floors of zombies, all spawning at the same rate of zombies creates a LOT of zombies. So we need to get to balancing things out a bit.



Thanks all. Sadly not too much from the new crafting in motion this time. Please be assured, though, that there’s a lot of work going on there, but some aspects aren’t ready for show, and others are waiting for a core code update to hook things into and as such aren’t filmable.

There’s a bit of a logjam building of stuff that can be pumped out, so we hope it’ll be a flood of cool stuff next time round. This is such a core aspect of gameplay, which could bring huge improvements across the board, so it’s also needing the most consideration and care to not get wrong.



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 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
Feb 29
Project Zomboid - nasKo


Hey all, a good mix of things this ‘doid.

Fun gameplay stuff, and a chunk of info we wanted to flag for modder-awareness and the more tech-minded amongst you. (Feel free to skip that bit to get to the more enticing gun stuff from Fenris that’s become its first application.)

Onwards, then.


HUNKER INNA BUNKER
Permanent underground structures are being added to the internal build’s map for testing.

As discussed before some basement locations will be randomised to add surprise flavour to your looting, but there’ll be plenty of ever-present locations that will likely be survivor favourites for taking over and making your own.

Here’s a fun example, which also very clearly demonstrates the effectiveness of B42’s tech upgrade that governs the realistic spread of light. It really is very dark down there, and with that very claustrophobic and scary…




Another aspect of the underground structures is sound, and now we’ve got more and more of these in the test build our sound team will be working to cut out wildlife sounds, add muffle, echo, drips and such. Likewise, meanwhile, another focus is adjusting the noise of ‘street level’ activity when you climb higher in buildings.

It’s also worth mentioning that in 42, or at least certainly its unstable release, you will not be able to tunnel or break down the external walls of underground structures. This is something it would be healthy for the engine to be able to do (although we’d never have Minecraft-style insta-tunnels in vanilla, clearly) but is probably a can of worms best opened later down the line.


CRAFTING
In amongst the feverish connecting of code wires from others on the crafting team, Turbo has been working on the new interface that will allow for hand-crafting items on in-game surfaces.

We’ve got something ready to go into the internal build, but in its current WIP form still needs some polish – and probably isn’t quite ready to show off before its rough edges have been smoothed out.

In essence though, this work has been to cater for crafting items that aren’t as straightforward as ripping clothing to make bandages or opening a can of beans (which will always be feasible just in your hands) but don’t necessarily need a specialized workstation either.

Activities like preparing a sandwich or making a nailed baseball bat logically require a handy surface to perform the work. The way it’s being implemented – any logical surface will do (tables, counters etc) but this sort of crafting will no longer be possible while standing in the middle of the street with zombies approaching.

In terms of changes in player habits and behaviour going from 41 to 42, this will probably be the one that’s felt most keenly. There’s a lot of muscle memory we’ll be scrubbing out here, after all. However we are doing our utmost to keep it logical, and to keep it real.

The current challenge has been to devise an interface that accomplishes all the tasks necessary: providing a handy way of browsing or looking up the recipes, allowing for crafting of multiple objects, allowing the use of tools to modify the quality or success chances of the crafting, and giving access to all the functionality provided in the crafting update.

We’re not there yet on this surface level, but functionally on the code level it’s all there and working and ready to be integrated into the game. Next steps will be to make the UI as clean and convenient as can be, improving and iterating as we go, as it’s such a core aspect of 42.

(Just to reiterate, however, simple crafts like ripping bandages and so on will still be craftable in the way they are in 41: right clicking the item and clicking the relevant right click menu option. This is still the most immediate and convenient way for a player to do these split second crafts in the midst of action.)

Meanwhile, of course, the results of all this new crafting continue to get pumped through from the art department, prepped and laid into the code. Here’s a few that popped through recently.






MULTIPLAYER
We haven’t heard from the MP bods in a little while so let’s go over to Andrei for a little while:

“We are very busy on the Multiplayer side of things. When Build 41 MP was first released we had three coders on our team, and now due to the success of 41 we have five.

As many will be aware we have been focused on anti-cheat functionality for the last several months which is now being finalized: preventing cheating with inventory and items by moving their processing from clients to the server.

Clearly simultaneous to this we have also been working on the integration of new 42-specific gameplay – most notably adding support for animals into MP.

We have also been moving the team onto the fixes, feature requests and changes we have heard from the community.

Some highlights of this are as follows, but please note that our list is long and not everything will be mentioned! If you’ve felt it or found it annoying in your MP play then it is probably on our list:

  • Privacy and Anti-Cheat work. We are improving our anti-cheat functionality, and adding various new mechanisms.
  • Improving synchronization of characters between clients. We are debugging and fixing issues where zombies appear unexpectedly for the player, or players teleport instead of walking.

  • PVP animations and logging. Current hit reactions in PVP lead to unfair and unfun behaviours, likewise there are issues with disconnecting during PVP. We are planning to fix this and extend PVP logging.
  • Safehouses. As players will be aware, there are various issues related to exploits and safehouse raids that we need to fix. We also have a lot of things in mind for nice-to-have improvements that we hope to share with you in future blogs.


Thanks to Andrei for his thoughts and, again, to underline – this isn’t the only stuff that’s on their ‘to do’ list. It is, however, what’s in their sights over the month ahead.

While we are talking MP, however, it would be remiss to not mention another side project that’s gone into the game recently.

This is disguise option for multiplayer which, if enabled by the server admin, will allow players to disguise their username by wearing a combination of lower and upper face coverings, or indeed full face coverings.

The hope is that these will create some interesting dynamics for RP and PVP servers, and indeed for general banditry purposes.

(Clearly there’s also a few failsafes having to be built into this! Admins will be able to can also disguise themselves too if enabled and will always see right through disguises, there’s an option to disable disguises inside safehouses, and the system can be disabled entirely on servers that don’t want anonymity to be a feature).


OTHER FUN STUFF
Okay, before we get to some of the more in-depth stuff some quickfire smaller nuggets of interesting things that have gone into the game recently.

We are making some character traits have more direct gameplay implications – with a case-in-point being character builds with vision-related issues. Likewise, helmets and headgear that limit what your player can see will get similar, but not identical, effects.

(PLEASE NOTE: effect seen in the following video is WIP. It was an internal video, but is too fun not to share)



The Event Zone’s Wild West tourist attraction is now in testing and open for business – now featuring a new game item that is the wooden coffin.



Our good friend Ash from TEA has been working with us to integrate Bink into PZ, which is some cool middleware that grown-up games use to play videos, cut-scenes and the like.

We’re primarily getting it integrated for some cosmetic changes you’ll discover when you boot up the game that’ll be seen at a later date, but it also means that we can now show tutorial videos and such in-game.

In future it also makes moving images on TV screens, cinema screens etc. a possibility – although that’ll be a luxury that comes about long after 42 unstable.



Finally, in the Fun Stuff section – Fox’s 4K-ification mission continues. In fact, it’s nearly done and higher-resolution UIs for 4K players will shortly become available in the internal test build.

With higher resolutions, meanwhile comes higher resolution screen furniture. So bid a hearty hello to some of your new, newly detailed, moodles. Friendly folk, aren’t they?





PROF’S PROC-GEN
ProfMobius, he of Minecraft heritage who we brought on board towards the end of last year, has been working on the procedurally generated wilderness to exist outside the map borders to allow for a not quite infinite but huge world outside the main map.

Currently he’s working on automatic blending between hand crafted content such as the edge of the map with the generated wilderness biomes, to allow for a smooth and seamless transition between them without visible borders.

This will also be invaluable for modders, as currently it’s a rather difficult task to blend the edges of a modded map with the vanilla map, which often results in an ugly sudden border of trees or vegetation changes as you transition.

The new system will blend in the procedural elements gradually into the vegetation that exists on a modded map, so the border will be less jarring.

He’s also looking into generating roads so they continue from the borders of the main map, which will massively expand the canvas for modders to position their modded maps – what with them now being able to space them out amongst a huge game world instead of overwriting or extending the main map which will vastly reduce the potential for conflicts.



Definitions for biomes, as well as template for road styles will be creatable in lua, allowing for easy modding to provide more diverse and new biomes with different vegetation, different road styles, and ultimately modders will also have access to the building stamping functionality provided by the basement system and could well extend that to place buildings in the world too.

The full wilderness map will have a different set of biomes to choose from, allowing less realistic but more varied biomes to be feasible: travelling an hour down the road to get from a desert to a tundra, for example.

For obvious reason, however, the extension of the main game map borders will be restricted to sensible Kentucky biomes, but may be able to include stuff like farmland as well as forests and plains.

With this system in place, and the huge swaths of wilderness with convenient road networks to utilize, it’s our hope that a heavily map-modded game could have a truly huge gameplay area 100s of times bigger than currently, with potentially miles of wilderness between major locations added by modders


IMGUI DEBUGGING
Okay – this is the technical bit for modders I warned you about. There’s some fun gun-related stuff afterwards if you make it through.

Finally, we expect this to be more of interest to modders than general players, but it will also impact the ease of future development of the game so is good news all around.

For the ease of integration of various aspects of Build 43 we took some time to implement a debug gui library known as imgui into the game which replaces our somewhat time- consuming lua based debug interfaces. We realised that it would likely benefit Build 42 content too, and as such it became part of its glorious whole – and indeed started giving us results the very next day.

Imgui is, essentially, the industry standard for providing powerful easy-to-implement debugging uis into game engines and it’s already paying dividends.

If you are bored at this point it’s fine to skip to the guns.

First of all, before anyone gets excited about this being used for mod UIs for gameplay, we’re strictly only allowing this to be enabled when debug is activated in the game.

This is because the way imgui needs to be rendered is extremely detrimental to our rendering multithreading since it doesn’t support it on opengl, as well as this the entire point of the system is to provide extremely quick to implement debugging UI that favours ease of implementation over performance.

As such we need to put our foot down on restricting the new UI to debugging otherwise we’d quickly see our performance gains eaten up dramatically by modded games. We do plan a big UI overhaul in future but want to use UI middleware suited for actual end user gameplay, with all the performance, swishes, fades, pulses and slickness the UI finally deserved. ImGui is not that.

In debug mode, the game can now run with more a ‘development IDE’ feel, with various inspectors and dockable windows to examine the bowels of the game and the game viewport as a dockable and resizable window. For example you can inspect all the game UI elements active to allow for easier UI work and debugging within the game, and you can inspect variables on a plotted graph to help balance values over time. Otherwise you can inspect in-game textures and other assets, and numerous other helpful things which should really aid in demystifying the game’s innards for our modding community.



Modders will be able to dive in and look into the guts of lua and java at runtime to inspect anything they like: navigating through characters, items, or anything else to inspect them.







Imgui also contains a fully functional text editor. We plan for this to be completely integrated for lua editing within the game itself, as well as a more robust debugger to replace the slightly ropey F11 one we currently have, however this is also a challenge due to the way lua executes so will come later.

In the meantime, for a nice Build 43 behind the scenes, here is the in-game AI behaviour editing UI with breakpoints, stepping and watch window:





In terms of more imminent usage for game-improvement, meanwhile, let’s move over to Fenris at the gun range.


GUN IMPROVEMENTS
From the second imgui was made available Fenris, he of ORGM mod vintage, leapt at the opportunity to use its features to do some intensive firearms work: making them more useful at lower skill levels without breaking balance, while also providing for more tweaks for accuracy based on the player’s actions.

Here he is on the firing range, with imgui active.



Here, the graph shows a new AimingDelay mechanic (the blue line) first initially dropping after the player starts to stablise their aim, then rising with each shot – then overlaid with the recoil delay and animation states. We see him taking timed shots and waiting briefly so his aim stabilises again. The effect can then be seen across the different skill levels, and how the rate of fire changes.

Fenris’ work on improvement here is extensive, but aspects of his commits to the game these past two weeks have included:

  • Rebalance of how hit chances and recoil are calculated, and general RoF with firearms.
  • Improved the target highlighting which was previously misleading, with the colour shifting to green shades with lower hit chances than expected. This is now corrected to go green closer to 80%. Previously only aiming & reloading skills, the distance to target and how long ago you stopped moving had an effect on the highlight.
  • Now Strength helps with recoil, Dexterous and All-Thumbs impact on shouldering the weapon, and Eagle-Eyed and Shortsighted can change the optimal sight range.
  • Rates of Fire have been increased to more realistic expectations, but it now takes a bit of time to stabilize your aim when initially shouldering the weapon or after each shot. This time is reduced by aiming skill and various traits and conditions. Firing as fast as possible is less accurate then taking your time and lining up the shot. The lighting of the target square is also now taken into account.




FINALLY
We saw this pop up on the YouTubes and thought it was a great run-down on what we’ve been working on. Our thanks to CosmiicSteem for the vid!



This week’s foggy safehouse from Rick Grimes, though presumably not the real one. 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 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.
Jan 25
Project Zomboid - nasKo


It’s been a really big week for us, as we merged the second-to-last element of Build 42 into the main codebase across the rest of the team – which is the long awaited tech upgrade which brings a whole host of improvements to the engine.

It’s currently being tested and the feedback has been super positive so far. This said, it’s also brought over lots of small bugs, visual glitches, and issues with new depth map clipping items incorrectly. Nothing over-dramatic, but enough stuff to keep testers and coders alike fully occupied.

This is where a lot of our brains have been at recently, so we thought we’d give you an update on the engine as it now stands while testers run around kicking its tires – alongside some videos they have made along the way.

Likewise, we also have some examples of some of its new capabilities that we will be able to explore in future – perhaps during the Unstable beta, perhaps beyond.

So, a run-down of what this tech upgrade brings into the game:


OPTIMIZATION
We’ve made huge optimizations to the rendering of the map that should have a huge impact for most lower-midrange and upwards systems. We are now easily able to get a solid framerate even on 4K, or on furthest zoom. The difference in performance is honestly surprising, and extremely satisfying.

For full disclosure, however, we’ve discovered that a few of the absolutely lowest end systems capable of running our game are still adversely affected. This is because the solution for such large FPS optimization comes at the expense of GPU memory usage for the caching textures used. Cards with extremely low dedicated GPU memory may run into problems.

We’re investigating and trying to optimize this further to make sure as many systems as possible can benefit, and worst case scenario these optimizations will be disabled on systems where they would do more harm than good.

However, it’s still entirely possible that we’ll be able to resolve this completely and provide a large boost to even the most potato systems. More likely, we’ll provide some kind of automatic detection to provide as large a portion of the optimizations as possible for a GPU’s available memory. This will be our next task post visual-bug clear out.

Generally we estimate that a huge majority of our playerbase will benefit greatly from the optimizations. Since most of the optimization frustrations we hear come from players who feel their machine should be able to run PZ at a solid framerate, we feel this work will ease the vast majority of performance sadness we see in the community.

VIEW CONE
Another improvement born out of necessity is an improved and smoother viewing cone. Due to the optimizations, it was no longer feasible to alter the lighting of tiles frequently enough to allow for the smooth light changes required for our tile based viewing cone.

As such we needed to implement a completely separate and newly-coded viewing cone that didn’t rely on tile lighting – which truth be told we were never a huge fan of anyway.

Now we have a much more accurate, smooth and fancy viewing cone – and now we have extra hands on it internally feedback is being collated so that we can provide plenty of requested options to allow you to tweak it this way and that. (Making it more or less visible probably being the primary one.)




LIGHT PROPAGATION
The new lighting system is now in full testing, and seems to be working pretty well so far.

This new propagation system allows for much prettier and more convincing lighting of the world, especially now we have basements which would have been extremely unsatisfying with our existing 41 lighting.

41’s system basically had an ‘ambient light’ level that permeated the entirety of the world depending on the time of the day. Then on top of that indoors would get a reduction in ambient light to make them slightly darker than outside.

The new system propagates light from light sources such as bulbs, or the sun, across tiles to simulate reflective light. It’s not something cutting-edge that you’d expect from the Unreal Engine, or something, but for our purposes it’s extremely effective. It allows for light from a window to creep across the room, allows for rooms with no natural lighting to be in complete darkness even during the day, allows more immersive coloured lighting, and all manner of other things not previously possible in PZ.

Most importantly of all, it fixes the room lighting issues that plague b41 when room layouts are changed with sledgehammers leaving strange lighting artifacts on the floor, since all lighting is calculated purely based on the geometry of the rooms now.

With this will now come gameplay balance – there’s debate on the team as to whether the player character should have a little more clarity in the darkness, some internal spots are a little more inky-blue than black, and new gameplay elements like not being able to read in the dark will need finetuning to the new visual.

Also seen in the following video, for extra immersion, doors are now fully animated – as discussed last time. This makes a huge difference to the feel of interacting with them during gameplay.





OVERGROUND UNDERGROUND
We’re still in the process of adding basement spots around the map – whether random or permanent. However, as discussed previously, the new upgraded engine allows support for levels from -32 to +32.

This allows for both much more convincingly tall skyscrapers for city locations, as well as for basements and potentially sprawling underground complexes. The mapping and modding is gonna be wild.

Part of this is also strapping in engine capabilities to help us in future – and as such please take the following as an EXAMPLE video of what we can now do in PZ.

Our coders and mappers have enough on their plates at the moment, and as such this is not a confirmed feature for when 42 goes Unstable.

It will, however, be feasible within the engine which is why we’ve chosen to show it.


Essentially, EP has been working on some extra physics engine functionality to allow for the physics to exist on floors other than the ground floor – as well as providing new physics shapes that in future will allow for this. This work was also a necessary foothold for other physics-based features we have brewing for future versions.



Please note also, just to quell any mapper fears again, these extensive engine and map data structure changes will not make existing map mods invalid. All maps will need to be reexported in the new versions of the tools when we release them, most likely around the time we put out the Unstable beta, but they won’t need to be redone from scratch.


MEANWHILE...
We’re waiting on a big commit to fill in some of the gaps in the crafting system process itself, so in the mean-time lets focus on some of the fun stuff that’ll be coming out the other end: weapons.

 

Clearly we already have the more ‘normal’ and traditional blacksmithed weapons for B42 already, and likewise the more ancient-styled stone axes and such. With these we’re avoiding anything specific to any period or culture, going for real life examples that were common across history and geography, and that could pass as something reasonably iron age, medieval, or post-apocalypse. We have consulted an expert in these matters regarding the designs and selection, and we’re also providing them with further weapon designs as we make them for feedback.

But, as we stretch out into our apocalypse we also wanted something a little more… apocalypse-y.



As such, currently what’s being wrapped up are post-apocalypse improvised weapons. These include classic examples like the “nail-spiked weapons”, but also weapons that have been constructed with welding and metalshop tools.

With these designs a conscious decision has been made to not think about weapons from other games or zombie media, and instead research was conducted regarding real life improvised /crafted weapons. This included stuff like police collections of seized weapons and trench warfare, with additional inspiration from weapons in Max Mad-style post-apocalypse media.

We also took on something of a procedural approach, where we looked at the weapons and items that existed (or could exist) in the game, and imagined them being combined like Lego bricks to create weapons. Granted in many cases we just re-invented the wheel, but that helped keep things grounded, realistic, and consistent with the rest of the game.



Although we tried to make these weapons realistic and believable, we have allowed for a couple of weapons to be slightly (reasonably) zany. We’re allowed to have a little fun, after all, and all those weapons will also have realistic drawbacks when wielded.

Simultaneous to this, we are also adding some broken versions of existing Zomboid weapons. Some of these broken weapons and their parts will be used in crafting other weapons, but these fragments also exist for gory consequences when weapons break when bashing a zombie with them.

I don’t quite know why we’re using this strange moustachioed gentleman to demonstrate these today, but lets have a proper look at him in any case. Curious chap.



BACK TO ANIMS-LAND
Finally, a big welcome to Nick from our colleagues at TEA Games who has joined us to help us implement something we call PenguinTech – after the time Zac got two million on-screen dancing penguins into a Wii game.

Originally slated for B41 this will, in essence, be a clever way of optimizing our zombie hordes – pooling what states they are in, and then sharing a smaller pool of zombie skeletons for the same anims. With this, fingers crossed, we’ll get better performance when there’s a horde on-screen and in turn we can be less dainty with their application in your survival.

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 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.
Dec 21, 2023
Project Zomboid - nasKo


Happy winter religious festival if you celebrate it, or if you have it in a month’s time, or just if you think it’s nice because you get a few days off while your neighbours drown in eggnog!

Here’s the December news round.
 

CRAFTING TEAM UPDATE


With the last Thurzdoid some people arrived at the mistaken impression that in normal b42 play, the iron ore deposits would exist on the map and be the primary source of metal for crafting. While we’re not ruling this out in the long term, and it’ll certainly be the only source of metal to be found within the wilderness map (more on this later), the primary logical source of metal would always initially be found within the now abandoned civilized world itself.
 



For several builds now, players have been able to dismantle various metal furniture and other objects in the world, including wrecked vehicles, to get metal bars, sheets and scrap. This still exists in build 42, and should serve as the primary source of metal–in various sorts and sizes–for crafting.
 


This also includes taking apart railroad tracks, which is fortunate in that you can use a piece of the track to construct a makeshift anvil.

On the subject of “modern metalworking”, here are some new workstations, a standing bandsaw, drill press, and arch furnace.
 
The bandsaw currently can be used to cut metal pieces into smaller metal pieces, which can save you some wear and tear on your hacksaw, and the drill press can be used to put holes into metal, such as fabricating tools such as header tools for making nails or a drawplate for making wire, among other uses. The arc furnace can be used for melting down assorted items to cast various metal ingots and bars. Now this isn’t the extend of the uses of these workstations, or the end of what we’re adding in this vein.
 




Speaking of other workstations, here are some of the new agricultural stations in b42, herb and crop drying racks, stone quern, and mill, as well as some new crops: Barley, Flax, Hemp (industrial), Hops, Rye, Sugar Beets, Sunflowers, and Tobacco. This gives us a great foundation of resources for textiles, cordage, brewing and oils. We have more crops coming, including some winter crops, garden vegetables, hot peppers, and some pretty herbs.



Moving on to things relevant for the wilderness, here is an example of a campsite made using primitive tier resources. It includes a small worksurface boulder and tree stump, which are naturally spawning workstations that can be used for some basic crafts, including some bootstrapping crafts for getting crafting up and started. Here’s also an example of a small cabin that could be built in the wilderness.



Moving on to the blacksmithing and crafted weapon related matters, as some crafted items consist of handles and heads, some that can be sharp,



Appropriate items will track those conditions as such:
 


There are some other new and very interesting statistics that will be associated with tool and weapon parts, but we’ll discuss this later once its implemented. The goal of these will be to provide much more variety to items, and much greater reward from higher skill crafting, and looting of rarer items.



Aside from being used as part of the “guts and bolts” of the crafting system, this also allows for a more interesting procedural weapon upkeep and breakage system.
 
The upkeep stuff is intended to be warm and immersive, but without an excessive amount of micromanagement. With the examples like the hatchet and spear, you can use the classic items like Duct Tape, Wood Glue, or Zip-Ties to repair the handle, or carve a new one and replace it.
 
Sharpness affects weapon damage and criticals. Weapons at 0 sharpness can still be used to kill, but are less effective, will take longer to chop down a door or a tree, and will accumulate damage faster. Sharpness can be restored using a Whetstone, but is temporarily capped by the weapons Head Condition (or general condition for items like knives). Minor head damage can be repaired with a Whetstone, greater damage with a Grindstone, and a broken blade can be used to make a smaller blade or other item.
 
With the procedural damage system, Sharpness, Handle Condition, and Head Condition all are affected by usage and combat, with Sharpness generally draining the fastest, followed by Handle Condition. When Handle or Head Condition hits 0, the fun stuff can happen with Procedural Weapon Breakage. With the Hatchet, when the Handle Condition reaches 0, the handle breaks, and the Head goes flying.
 
With a larger Axe or other weapon, you may end with with a usable crude wooden club in your hands. Spears basically work the same way, but leave you with a broken stick in your hands and can leave the Spear head embedded in a zombie. When Head Condition reaches 0, the Handle still breaks, but a broken Head is left on the ground or in a zombie, which may be salavged to make something new. Broken Handles can generally be carved to make smaller handles or other wooden objects.
 


This procedural weapon crafting and breaking also serves to give us the bits and pieces to make some nice post apocalyptic makeshift weapons.



Speaking of crafted weapons, Spears are being heavily rethought, reworked, and rebalanced. This is a case where the weapon part and breakage stuff really helps to make Spears more cool and spear-like. You will be able to make simple wooden spears from appropriate items, such as Brooms or Hockey Sticks, as well as Long Sticks, and a Wooden Spear can be Fire Hardened for greater durability and a minor boost to performance . Here’s also some crafted blades and the spears and knives made from them:
 




THE PROFESSOR’S PROC-GEN LABORATORY


Last time we introduced you to our latest recruit, former legendary modder and Minecraft dev ProfMobius.
 
We wanted to get him settled into Zomboid in an area he felt comfortable within, and it made sense for him to perform a trick he last played for Mojang. As such, his first port of call is to look into a wilderness procedural generation system.
 
Please note this isn’t full procedural generation and not intended to create random towns and cities, and at least for now, is purely to provide random wilderness. This will serve two important purposes for Build 42.
 
1) It will allow for the current borders of the premade map to cease to have a black impassible border, and will instead allow players to be able to explore outside the confines of the map a very, very large (though probably not infinite) distance.
 
This will allow players to establish themselves a greater distance away from the premade map and will expand the scope of wilderness based gameplay, as well as locations for settlements that can exist considerable distances away from the existing towns within the game.
 
2) The second purpose will be to allow for servers optionally to be able to generate a complete wilderness map with no towns, roads or other signs of civilization.
 
Not only will this be a good testbed for ensuring that none of our primitive and medieval crafting trees rely upon anything a player would need to loot, but will provide a basis for vanilla and especially modded multiplayer servers to focus entirely around crafting and community building, rather than looting and zombies.
 
The random map generation will have large biomes (all will be sensible for a Kentucky climate environment for the vanilla map border generation, but we may be able to be more imaginative and less realistic on the complete random map generation, and discussions are still happening about this) to add variety and things to discover.
 
While we will not be looking to generate fully random maps with buildings, towns, roads etc at this point, it’s important to point out that the random basement system implemented into Build 42 has required the ability for binary exported buildings from our building editor to be able to be ‘injected’ or ‘stamped’ into the game world at run-time, and this functionality will be accessible to modders.
 
We fully expect modders to have all the power they need to be able to expand the wilderness map with random towns and road networks. It may be something we’d consider exploring at some point once the main map is complete, but until then it’s not something we want to distract from the hand-crafted game world. While we believe random maps would be a cool addition for those who have played the game so much the existing map and popular modded maps no longer feel fresh, we would prefer new players always had the traditional handcrafted map in their first throes of survival.
 
Here’s a quick rough cut of something created with the earliest draft of ProfMobius’ world generation tool – hopefully the start of something cool


 

MANY YEARS LATER
Just to underline our continued dedication to handcrafted mapping, we have a backlog of many and varied Challenge maps and spin-off maps waiting in the wings for main game inclusion. The one now stumbling and blinking into the stark and glaring light of day is Xeonyx’s Many Years Later.

Given the sparsity of ‘normal’ looting spots this is due to be another of our testbeds for our revamped post-apocalyptic crafting, but it’s pretty fun in terms of just how full of despair it feels.

The recent addition of rats and wildlife also really set it off now. Here’s a quick vid from recent explorations:


 

CHRISTMAS ANIMALS


Finally, Amz, our video producer and the most ‘Christmas tree must be up the day after Halloween’ Christmassy person in any room that’s ever existed has put together this amazing John Lewis’esque video! We all love it and hope you will too!

Enjoy!
 

 
Oh, and in weird bug news we had a problem with infinitely spawning chickens. Things swiftly got out of hand.


 


Oh the Humanitz!


We’d like to point people in the direction of a friend of TIS’s new zombie survival game that’s carving out a slightly different area of the zombie survival niche, a bit more actiony and aiming for something in-between State of Decay and Zomboid in the Venn diagram of zombie survival.

If you have place in your heart for another great zombie game, especially one that’s plenty of fun to play in co-op, make sure to check out HumanitZ on Steam!

https://store.steampowered.com/app/1766060/HumanitZ
Nov 23, 2023
Project Zomboid - nasKo
Yip yip, hello. Let’s dive in.

SWING BOTH WAYS
Another exciting addition to the build 42 tech upgrade branch has just dropped.

The tech upgrade branch is what contains our optimizations, improved view cone, basement/skyscraper technology and now… an immersive improvement that we’ve wanted for a long time, that could potentially lead to many cool additional gameplay opportunities that weren’t possible before.


 
That’s right, kids, doors have now entered the third dimension.

Where before doors would just flip instantly on the tile the moment they are opened or closed, now they are animated and use the tech branch’s depth buffer.

This is obviously a huge improvement for immersion, but could potentially lead to cool new mechanics in future (note, certainly not b42’s initial release) like opening doors at different speeds, doors being left slightly open, peeking, bashing open, one-way fire doors and such.

While easy to overlook, our doors are pretty much unchanged since the 0.1.5d days yet also one of the most fundamental things about PZ gameplay – so getting some visual niceness, and some future gameplay opportunities, feels like a win.

So let’s have a quick noisy vid in which doors open and slam shut in unison.



(In future we clearly also already have the tech to have doors and visibly opening and closing on vehicles too, it’s already in the code and used by many mods, however in the main game it’s always been the plan to couple this to in-car character animations, visible interiors and such.)

 
CRAFTING STUFF
We’re operating in various different areas with crafting, but the one that’s becoming most interesting and fleshed out with recipes and new items is definitely blacksmithing which has come a long way in the last month.

So let’s head over to Blair to have a chat about the ways in which you’ll be getting to grips with the creation of some of these beauties.




“For blacksmithing in build b42 we have the tiers, workstations, and materials worked out; now most of the crafting recipes have been made as well, and it’s a case where content is being added almost daily as the art assets are completed.”

“Most items that one could reasonably expect to be blacksmithed can be blacksmithed, and in most cases the resultant item is a more rugged, crafted version than the default version of the item that you may be used to.”




“In many cases there are multiple tiers of items, requiring better skills, stations and materials to produce, where it serves the game. Weapons are an example of where this extra attention is being put into the system, where there are distinct tiers of the basic types, that differ in both appearance and performance.”


 
“A lot of work still needs to be done with balancing, as well as getting the fun stuff like animations of the character performing the actions, with fire and smoke. Our artists are hard at work making the assets for all the new items needed for this, but otherwise blacksmithing could be considered ‘mostly done’; you could say that all of the design hurdles have been crossed, and we have solved the ‘Riddle of Steel’.”

“One conceit of b42 crafting is that you should be able to start on a theoretical all forest map; this isn’t a concrete thing that we’re testing yet, but we’re providing foundation for it. Steel production from nothing being one of them.”



“Although iron ore outcroppings are more commonplace in games than in real life Kentucky, we have tiles of them, for use for our own forest maps, and maps of modders.“

(ALERT ALERT: we are aware this is quite game-y, and may well refine in future. For now, however, it works for our purposes.)

“Once you have smashed them into iron ore, you can dig a charcoal pit, and build a primitive forge and furnace, and use the charcoal to extract an iron bloom from iron ore.“

“With a stone hammer and some crude wooden tongs (which won’t survive the process) workable iron is beaten out of the iron bloom, and that iron can be used to produce simple iron implements such as tongs, smithing hammers, nails, and basic masonry tools.”




“Eventually you can work your way up to building a proper come kiln, for both making charcoal, and also coke out of the charcoal for steel production, as well as a smelting furnace, and then an intermediary forge and a grindstone. With this you can produce medium-quality iron implements, that benefit from proper hardening and quenching, as well as higher carbon content.”

“From there one would work there way up to a blast furnace, for producing steel, and then, with the steel, cast and harden a proper blacksmithing anvil and make an advanced forge, and eventually a metalworking bench for making high quality, precision tools and items.”



Elsewhere, meanwhile, we have been going through the game and converting existing systems to the new fluid mechanics that come as a part of the crafting system.

A good example of this, as it clearly shows in the end product, are our hair dyes – even if they are relatively cosmetic as far as the game-proper goes.

In the following video, then, you see the dyes being transferred to (and used from) any fluid container – whether bottles, cans or buckets. Here too you can see them being mixed, and the resulting new colour being applied to the character’s hair. (Elements of this still WIP)


 
GAS 2 GONE
We’ve given you more sandbox power over how much gasoline is stored beneath Knox gas stations, as previous work in the area didn’t go far enough. You’ll have options to select whether gas pumps are infinite, what their minimum and maximum potential amounts of stored gasoline is, and indeed what the chances are of it spawning completely empty (see image below).

We have also made these a little more user-friendly with better right click feedback on power, required containers, admin info on fuel remaining etc. We’ve also added a more visible fuel caps on our car models, and indeed a fuel-side indicator icon on your vehicle’s dashboard.


 
VOICE SETS
After the successful integration of the body noises, “hey!”s and “psst!”s of a real actor and a real actress – we made the call to widen the net a little and get a variety of different people to record specific voice/noise sets for the game.

There will now be four male and four female voices that you can choose at character creation stage, which will also mean that in MP those around you will likely have slightly different puffs, pants and combat exertions.

Likewise having a more particular sound to your voice and character will likely be good for your own personal RP reasons.

(Please note here, again, that exertion noise frequency hasn’t been 100% balanced yet.)





ANIMALS
It’s relatively easy to slot in new animals to RJ’s system, the modding scene will likely be fairly extravagant, so while fixing bugs with our chickens, cows, sheep and pigs – he’s also slipped in some raccoons and wild turkeys to roam alongside the deer.






4K PZ
Fox’s up-rezzing (and slight tidy-up) of all the game’s many windows, icons, menus and general game furniture continues. In fact, we’re now at a point in which many aspects of the game can be played at 4k without the need for squinting and a magnifying glass.

Folk with higher-res screens have long-suffered with Zomboid, so we’re excited to finally put this issue to bed – as can be seen in the following 4K video.

Please note, however, that some windows here still feel a little crowded – we probably need to loosen up the crafting window that could use a bit more padding, the tabs feel a little close together etc.



MAP NICETIES
The map expansion, and elevation/lowering, continues apace. Something else we are bringing to your exploration is a little more colour and character to the places you are surviving within – as such there’ll be more variety of things left on whiteboards and chalkboards in schools, universities and laboratories for example.

Meanwhile, there’s clearly elements of signage Americana we can use for our game too. Case in point, being a wide range of different signs outside our churches.




We’ve also got an, as yet unnamed, Wild West tourist attraction going into the game – which could also potentially be a good place to find some of the crafting gear that’ll be new to 42. Maybe a couple of cowboy actor zeds shambling about as well, for good measure.



DRESS UP BOX
We generally don’t populate the map with Mad Max lookin’ zeds, but people certainly seem to like having a little more freedom in terms of the threads you choose to go a hunting and a’ looting in.

As a side project from his crafting duties, then, Blair has worked with animator Martin to improve the clipping issues folk often come up against with certain combinations of clothing. This issue was becoming more and more apparent with the crafted straps and metal shin guards being developed in the blacksmithing aspect of 42, so needed nipping in the bud.

Essentially, now clothing items and body locations can have set definitions – which then instruct the game to use alternate clothing models in particular circumstances. So a different arm guard model, for example, will be automatically used if the character is wearing a bulky jacket. We feel that this will have massive potential for modding.

On top of this we have also made it so accoutrements like limb armour (shin pads, for example) can go on either limb; you can wear just one, or a pair, or a mismatched pair. This said, so it’s not too annoying, they’ll appear as matched pairs in loot or on zeds.

Finally, while not entirely linked to this endeavour but still in the same ballpark, helmets/headgear/masks all now affect your vision cone and your hearing (modestly) which we’ve added as a balancing measure for when crafted helmets are in the game.





Oh, and the above also means we can have (American) Football Shoulder Pads in-game too, so expect some varsity jock zombies wearing those around campus also.

Here’s a somewhat silly, but fun, screenie showing a little bit more of what this system can create – including a bunch of the new items that will be craftable with the new blacksmith/forge systems.



NEW HIRES / RETURNING FACES
We’ve expanded a lot over the past year, and we had called time on anyone else for fear of things running away with themselves.

Clearly Soul Filcher joined recently, and unmentioned in this blog we’ve got Fenris in the guts of our Discord integration, Patrick with his (very encouraging) experimentation with ragdolls, and there’s a hugely experienced guy called Matt who we haven’t announced before who’s putting in foundations for future engine improvements. After all this we mentally shut the door on likely changes and additions, until…

Zac, the coding maestro behind 41’s animation systems, made his return to work after a long period away this month – and is now working the kinks out of issues we’ve had since he was last with us with character rotation and movement.

Here’s a link to show his WIP improvement – though it might not be super-perceptible in vid-form. When this is all sorted the in-game character should feel more responsive, and also give us more flexibility when improving on the general animation suite.

He also brings alongside him a lovely guy from Tea Games called Ash, who’s helping integrate the video play middleware Bink into the game which will (among other things) help us mix some improvements into our title screen, and to provide combat video examples in our tutorial windows and such.


THE PROF
The other guy, meanwhile, who’s burst onto or internal development scene is someone we know as ‘The Prof’.

Thomas ‘ProfMobius’ Guimbretiere comes to us by way of Minecraft, and some players might already be familiar with his mods and work over in block-land. He started modding Minecraft something like 13/14 years ago and co-produced MCP, the predecessor of Forge, before later authoring important mods like Waila, Jabba and Opis.

He was then hired by Mojang themselves for work on Minecraft Java (ooh, Java) and went on to work on oceans, corals, new villager AI, village construction and a full rework of the game’s world generation. All of which is, clearly, hugely relevant to our interests.

Since his Mojang days, he’s been working on the backend of Razzleberries (https://razzleberri.es/) but now he’s in the iron grip of Spiffo. To begin, to we’ll be easing him in on something he’s familiar with that we’ll probably cover next time. There’s plenty of fun stuff planned beyond that too though.


HAPPY THANKSGIVING
For all you Americans, Amz has made you a Thanksgiving vid. It’s got some WIP raccoons in it and everything.

Though, thinking about it, maybe we should have gone with the turkeys. Anyway…




Many thanks also to everyone kindly voting for us in the Steam Awards. We really appreciate your support and associated reviews, but also if you are in two minds about whether or not to click for us – please consider the likes of No Man’s Sky or Deep Rock Galactic which are both amazing. It’ll still be a while till 42 is in public beta, and we’d be more comfortable with the nomination-love once it’s out, all-singing and all-dancing.

———————

This week’s misty mess from CAPSens Crim. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The 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.
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