Good Mondoid one and all. A fairly decent offering this week, spotlighting work that’s taking place on both the current and next build of the ongoing Project Zomboid saga.
Due to Steam's character limitation for announcements, you'll have to shoot over to our official blog for the latest news:
Today’s featured image is of our least noticed in-game reference. Can you spot it? As taken by Olaf the Merchant. Would you like to receive babble like this in email form? Well who wouldn’t? Click here!
Good Mondoid one and all. A fairly decent offering this week, spotlighting work that’s taking place on both the current and next build of the ongoing Project Zomboid saga.
Due to Steam's character limitation for announcements, you'll have to shoot over to our official blog for the latest news:
Today’s featured image is of our least noticed in-game reference. Can you spot it? As taken by Olaf the Merchant. Would you like to receive babble like this in email form? Well who wouldn’t? Click here!
Don’t be expecting much this week, survivors! This week is going to be one of those lazy ‘we’re getting on with it’ Mondoids. It’s Easter and there are eggs to be eaten! A few updates / bits of news though:
Multiplayer Code
As of late there have been increasing reports of unstable multiplayer, so we’re going to be looking into some multiplayer work, optimizations and changes that will hopefully improve the multiplayer experience of the game, decrease lag spikes and the such. There are some changes to the map loading stuff EasyP is trying out at the moment, and we’re hoping we’ll be able to stop the lag spikes on players joining the server. It’s a tough problem though, so its not clear if or when we’ll get this sorted.
Since we want to make sure we can provide the best multiplayer we can going forward to 1.0, we are starting to consider we’d be best off finding someone with the specific experience we need to work on the net code up to release, to free the rest of us to focus on the gameplay and bugs still remaining. We would be very interested to speak to any experienced C++ game developers out there with experience in online multiplayer game coding, preferably with some experience with Steamworks, and replicating physics systems reliably over a network. Java experience preferred but not completely necessary. If anyone out there has these skills and would like to be involved with Project Zomboid, then please get in touch with us via info@theindiestone.com! Sorry to our community folks who are usually first in line for consideration, but we have a very specific skill set we’re looking for here so may have to look further afield this time.
Build 32
Work continues apace on the crafting update to the game. A few issues to resolve with the new animation system that is holding that back from further development at the moment (models and the hundreds of anims needing reexporting, which is quite time consuming, while we nail a few lingering problems with the core system) but we’re still hoping that will be able to make an appearance in build 32.
Insomnia 54
So for the last few days, CaptainBinky went along to the Multiplay Insomnia Festival with friend of Indie Stone Sir Twiggy, where they did a talk on stage about Project Zomboid. As well as this we got an opportunity to show off the game on the floor thanks to the amazing Team 17. So just a big thank you to all the Team 17 peoples who made it possible <3! Unfortunately since the impromptu author of this Mondoid wasn’t actually there himself I have little more to say than that, and will get the post-show gossip myself tonight, but early reports indicate it was all very GOOD, so hurray!
That’s all folks, I guess!
The title image is courtesy of Ayatuki – Newsletter be here
Don’t be expecting much this week, survivors! This week is going to be one of those lazy ‘we’re getting on with it’ Mondoids. It’s Easter and there are eggs to be eaten! A few updates / bits of news though:
Multiplayer Code
As of late there have been increasing reports of unstable multiplayer, so we’re going to be looking into some multiplayer work, optimizations and changes that will hopefully improve the multiplayer experience of the game, decrease lag spikes and the such. There are some changes to the map loading stuff EasyP is trying out at the moment, and we’re hoping we’ll be able to stop the lag spikes on players joining the server. It’s a tough problem though, so its not clear if or when we’ll get this sorted.
Since we want to make sure we can provide the best multiplayer we can going forward to 1.0, we are starting to consider we’d be best off finding someone with the specific experience we need to work on the net code up to release, to free the rest of us to focus on the gameplay and bugs still remaining. We would be very interested to speak to any experienced C++ game developers out there with experience in online multiplayer game coding, preferably with some experience with Steamworks, and replicating physics systems reliably over a network. Java experience preferred but not completely necessary. If anyone out there has these skills and would like to be involved with Project Zomboid, then please get in touch with us via info@theindiestone.com! Sorry to our community folks who are usually first in line for consideration, but we have a very specific skill set we’re looking for here so may have to look further afield this time.
Build 32
Work continues apace on the crafting update to the game. A few issues to resolve with the new animation system that is holding that back from further development at the moment (models and the hundreds of anims needing reexporting, which is quite time consuming, while we nail a few lingering problems with the core system) but we’re still hoping that will be able to make an appearance in build 32.
Insomnia 54
So for the last few days, CaptainBinky went along to the Multiplay Insomnia Festival with friend of Indie Stone Sir Twiggy, where they did a talk on stage about Project Zomboid. As well as this we got an opportunity to show off the game on the floor thanks to the amazing Team 17. So just a big thank you to all the Team 17 peoples who made it possible <3! Unfortunately since the impromptu author of this Mondoid wasn’t actually there himself I have little more to say than that, and will get the post-show gossip myself tonight, but early reports indicate it was all very GOOD, so hurray!
That’s all folks, I guess!
The title image is courtesy of Ayatuki – Newsletter be here
Welcome to a Mondoid precipitated by an exciting community event. On Wednesday a nice survivor called Nynuc dropped by with an offer. Post an update about NPCs, they asked, and then we would all see what was inside… the mystery box! Well, it was pretty clear what had to happen next. Stick with us, though, to not only find out what was in the Mystery Box, but also to read some cool Build 32 Molotov-related content and more! [Please also note the Mystery Box ruse, once used, can never be repeated].
NPC PROGRESS UPDATE!
“Now first of all: Mondoid news on NPCs does *not* mean they are imminent or soon. However! Here is a picture of the behaviour debugger doing its thing: poking into the brains of AI NPC brains.”
“At this point in time most of the NPC survival behaviours are in. AI survivors can loot for food, barricade, will stockpile water, hang sheets as curtains, change dirty bandages, sew deep wounds, and all the stuff to keep them alive. I’m currently coding in specific looting targets based on items the characters want, say going specifically to Cortman Medical for medical gear.”
“Their combat skillz ain’t too great, but since there is a big combat rewrite incoming with the new animations there is zero point in working on zombie (or npc -> npc/player) combat as it’ll all need rewriting once that goes in – and that will be released before NPCs, almost certainly. So at the moment I’m focusing on group interactions. Group interactions use an entirely different system built based on inspiration from Crusader Kings 2, and use xml driven event chains to describe story beats in kind of mini-plots that will be stitched together.”
“Currently I’m writing an event chain for when a group walks toward an NPC safehouse. What happens if a patrolling guard spots you? What happens if a guard at a window sees you? What happens if you get spotted while trying to jimmy a window on the safehouse? What happens if you’re spotted inside the safehouse?”
“Each of these events will lead to their own consequences, which are branching events based on the personalities of the people both in the safehouse, and the people approaching the safehouse. From a stand-off with shotguns to begging for help to deal with raiders – there will be all manner of outcomes based on numerous factors. The whole idea is to build whole metric ton of different branching possibilities for single events, so that they can play out in dramatically different ways. We’re going to have all these little ‘storylets ‘ that branch in numerous ways, and when pieced together we hope they’ll make for a Walking Dead story-like experience that’s different each time.”
[Caveat: without actual game wide plot arcs, as considered and discussed and written by a team of writers, our results are unlikely to be as narratively sound and tight as a TV show story or purposefully written main quest game story. However, we hope for enough variation that it feels like a unique story each time.]
“For more details on how behaviour trees work, look here. NOW WHAT’S IN THE BOX?”
RADIO AND TV BROADCASTS UPDATE!
TurboTuTone has the system in-game, with multiple broadcasts playing alongside each other to simulate the last days of civilization before everything slowly goes dead. There’s still a fair amount of writing to do after the decision to create more narrative content timeslots per day, but we’re really motoring with this one now. Turbo has also made it possible for WordZed to suck dialogue, speakers and general info straight out of a global excel file, so modding should prove relatively easy.
THE MOLOTOV RETURNS!
A primary part of Build 32’s crafting update will be some rudimentary offensive and defensive devices that can be thrown, or maybe have timers/sensors attached to them if your character has the relevant skills. Romain is still beavering away at the code, but was kind enough to create the following video demonstration!
(NOTE: This is all very WIP, there's still no SFX and visuals need polish. The system is also currently using the ‘old’ PZ throw code. As such it looks a little bit odd at the moment with the new 3D characters. Please note that we'll be moving to more realistic physics once vehicles go into the game, and we will have more realistic throwing physics from that point too. Also, clearly this raises new issues when it comes to fire spread – so in MP we’ll add disable spread/spawn/crafting options into server options, while also perhaps playing around with just how flammable different tiles are. Concrete isn’t famous for its combustion properties, after all. Oh, and the Molotov probably shouldn't bounce either.)
More fun and games with Build 32 development next week!
It turned out there was an axe in the Mystery Box by the way, which was a relief as we’d been looking for one for DAYS.
[center]If you’d like delicately phrased Zomboid-shaped fun packages like this delivered to your inbox every Monday, why not subscribe to our newsletter?[/center]
Welcome to a Mondoid precipitated by an exciting community event. On Wednesday a nice survivor called Nynuc dropped by with an offer. Post an update about NPCs, they asked, and then we would all see what was inside… the mystery box! Well, it was pretty clear what had to happen next. Stick with us, though, to not only find out what was in the Mystery Box, but also to read some cool Build 32 Molotov-related content and more! [Please also note the Mystery Box ruse, once used, can never be repeated].
NPC PROGRESS UPDATE!
“Now first of all: Mondoid news on NPCs does *not* mean they are imminent or soon. However! Here is a picture of the behaviour debugger doing its thing: poking into the brains of AI NPC brains.”
“At this point in time most of the NPC survival behaviours are in. AI survivors can loot for food, barricade, will stockpile water, hang sheets as curtains, change dirty bandages, sew deep wounds, and all the stuff to keep them alive. I’m currently coding in specific looting targets based on items the characters want, say going specifically to Cortman Medical for medical gear.”
“Their combat skillz ain’t too great, but since there is a big combat rewrite incoming with the new animations there is zero point in working on zombie (or npc -> npc/player) combat as it’ll all need rewriting once that goes in – and that will be released before NPCs, almost certainly. So at the moment I’m focusing on group interactions. Group interactions use an entirely different system built based on inspiration from Crusader Kings 2, and use xml driven event chains to describe story beats in kind of mini-plots that will be stitched together.”
“Currently I’m writing an event chain for when a group walks toward an NPC safehouse. What happens if a patrolling guard spots you? What happens if a guard at a window sees you? What happens if you get spotted while trying to jimmy a window on the safehouse? What happens if you’re spotted inside the safehouse?”
“Each of these events will lead to their own consequences, which are branching events based on the personalities of the people both in the safehouse, and the people approaching the safehouse. From a stand-off with shotguns to begging for help to deal with raiders – there will be all manner of outcomes based on numerous factors. The whole idea is to build whole metric ton of different branching possibilities for single events, so that they can play out in dramatically different ways. We’re going to have all these little ‘storylets ‘ that branch in numerous ways, and when pieced together we hope they’ll make for a Walking Dead story-like experience that’s different each time.”
[Caveat: without actual game wide plot arcs, as considered and discussed and written by a team of writers, our results are unlikely to be as narratively sound and tight as a TV show story or purposefully written main quest game story. However, we hope for enough variation that it feels like a unique story each time.]
“For more details on how behaviour trees work, look here. NOW WHAT’S IN THE BOX?”
RADIO AND TV BROADCASTS UPDATE!
TurboTuTone has the system in-game, with multiple broadcasts playing alongside each other to simulate the last days of civilization before everything slowly goes dead. There’s still a fair amount of writing to do after the decision to create more narrative content timeslots per day, but we’re really motoring with this one now. Turbo has also made it possible for WordZed to suck dialogue, speakers and general info straight out of a global excel file, so modding should prove relatively easy.
THE MOLOTOV RETURNS!
A primary part of Build 32’s crafting update will be some rudimentary offensive and defensive devices that can be thrown, or maybe have timers/sensors attached to them if your character has the relevant skills. Romain is still beavering away at the code, but was kind enough to create the following video demonstration!
(NOTE: This is all very WIP, there's still no SFX and visuals need polish. The system is also currently using the ‘old’ PZ throw code. As such it looks a little bit odd at the moment with the new 3D characters. Please note that we'll be moving to more realistic physics once vehicles go into the game, and we will have more realistic throwing physics from that point too. Also, clearly this raises new issues when it comes to fire spread – so in MP we’ll add disable spread/spawn/crafting options into server options, while also perhaps playing around with just how flammable different tiles are. Concrete isn’t famous for its combustion properties, after all. Oh, and the Molotov probably shouldn't bounce either.)
More fun and games with Build 32 development next week!
It turned out there was an axe in the Mystery Box by the way, which was a relief as we’d been looking for one for DAYS.
[center]If you’d like delicately phrased Zomboid-shaped fun packages like this delivered to your inbox every Monday, why not subscribe to our newsletter?[/center]
It’s always a bit of a weird one when we release a new build publicly of a Monday. It’s a Dulldoid for our wonderful IWBUMS-ers who’ve been there, done that, reported the bug and ripped their t-shirt into bandages.
But then again, it’s a resounding Fundoid for those who don’t partake in our public beta – and those who boot up Steam to see an exciting progress bar next to the words Project Zomboid. Just imagine that joy for a second…
Which is all as much to say, that on this day Build 31 came out to play.
News on Build 32 will be fermenting throughout the week, and will no doubt be mulled over next Monday. Meanwhile we’ve had really good progress on NPCs this week (but will hold back details so we don’t re-engage the hype machine when there could still be bumps in the road), meanwhile Turbo has been given a first test radio station script for integration while Will is filling out all his existing spreadsheets to fill the now wider daily schedules. The foundations of the Louisville map, meanwhile, continue to spill out of RingoD and Binky’s paws in preparation for Mash’s building deployment.
It’s all go basically. Fun times are ahead. And welcome aboard if you bought the game over our Steam Sale weekend! Good to have you with us. Try the bleach!
Today’s featured image from Overstalker! If you like your Mondoids and you like emails clogging up your personal inbox, why not enquire within and receive our newsletter every week, or on every build release?
It’s always a bit of a weird one when we release a new build publicly of a Monday. It’s a Dulldoid for our wonderful IWBUMS-ers who’ve been there, done that, reported the bug and ripped their t-shirt into bandages.
But then again, it’s a resounding Fundoid for those who don’t partake in our public beta – and those who boot up Steam to see an exciting progress bar next to the words Project Zomboid. Just imagine that joy for a second…
Which is all as much to say, that on this day Build 31 came out to play.
News on Build 32 will be fermenting throughout the week, and will no doubt be mulled over next Monday. Meanwhile we’ve had really good progress on NPCs this week (but will hold back details so we don’t re-engage the hype machine when there could still be bumps in the road), meanwhile Turbo has been given a first test radio station script for integration while Will is filling out all his existing spreadsheets to fill the now wider daily schedules. The foundations of the Louisville map, meanwhile, continue to spill out of RingoD and Binky’s paws in preparation for Mash’s building deployment.
It’s all go basically. Fun times are ahead. And welcome aboard if you bought the game over our Steam Sale weekend! Good to have you with us. Try the bleach!
Today’s featured image from Overstalker! If you like your Mondoids and you like emails clogging up your personal inbox, why not enquire within and receive our newsletter every week, or on every build release?
Welcome to the second part of the great Russian PZ question-o-thon! As expected, this one is too long to be posted as a Steam accouncement, too, so head over here to read it in all its glory:
Welcome to the second part of the great Russian PZ question-o-thon! As expected, this one is too long to be posted as a Steam accouncement, too, so head over here to read it in all its glory: