Aug 4, 2023
Project Zomboid - nasKo


The Indie Stone are pleased to announce another crowd-sourced Spiffo plushie through our friends over at Makeship – this time raising money for a cause that’s dear to all our hearts.

First off, let’s meet the raccoon himself.

INTRODUCING… STEADFAST SPIFFO!



They came for him… they still come… but he will NEVER yield.

He is: Steadfast Spiffo.

Spiffo is BACK, with maxed out levels of adorability. With his roomy camping backpack filled with useful survival supplies, sturdy axe, and many utility belts, he’s prepared for anything… and for a limited time, can be added to inventories as YOUR companion in the apocalypse!

Face down the odds. Fight the fight. Survive against the horde – all accompanied by a plushably grizzled hug-raccoon!


Interested in putting down money for Steadfast Spiffo? Then visit the crowdfunding page over on Makeship!

We’ve timed it so (hopefully) orders will be ready to make for amazing Christmas presents.


FUNDRAISING

All money raised by the Indie Stone from Steadfast Spiffo will go to the Queensland Cancer Council, an Australian cancer charity that brought help and solace to a good friend of ours during very difficult times.



Vicki Ann Woods was the partner of Zac Congo, one of the principal architects of the animation system that made Build 41 (and PZ) the success it is today. Even during a long illness, her love and moral support became a part of what the game has now become.

Sometimes (not always, but sometimes) we get people asking how they can further support Project Zomboid. They say that they paid some money long ago, but have so many hours of gameplay that they want to add a little more. We always tell them not to be daft, and just tell some friends or leave a nice review.

Well, for the next 21 days we have a different answer: please buy this Spiffo!

Buying this Spiffo helps support people like Vicki, and like Zac, during their times of greatest need – and to aid research that will help all of us and our families worldwide.

Thank you x

(And here’s that link again if you need it)
Jul 27, 2023
Project Zomboid - nasKo


Let’s have a dig into what’s happening in everyone’s favourite apocalypse. (Although other apocalypses are available.

First off a quick check-in with three of the four main pillars of Build 42 – the pillars in question being crafting system revamp, MP improvement, the depth/performance/lighting tech upgrade, and finally animals – which will have to wait till next time as RJ is only very recently back from his summer hols.

Turbo has been finalizing his machine and crafting station systems for a check-in next week, after we decided on some ways to maximise their utility for both our own devs and modders and give them as broad and solid a foundation as we can. The results are exciting and the design process for machines and the numerous crafting stations continues to expand these systems over the new tech tree and across existing devices over the entire PZ map. (Stuff like gas stations, wells, water pumps etc will also eventually be tied to the new system – but maybe not in the initial release.)

Next up: tech upgrade. Lots of stuff going on in codeland for this – but the topline additions have been improvements to the new visibility polygon, and continued work on the tile depth addition that will remove annoying character/wall clipping and ultimately make proper addition of lying and sitting down in all four directions feasible for mainline addition. (As well as the rendering optimizations it will entail obv.)

Alongside this the continued whackamole of things broken by the foundational changes made by the engine upgrades – stuff like (to grab a few random examples) doors not shaking when thumped, muzzleflash not showing, railings not being cutaway properly, rendering of zeds on hidden floors not working and many/varied other important stuff.

Finally, we now have four coders and two MP-devoted testers beavering away on our multiplayer – two coders devoted to the ongoing mission to bring all player inventory operations server-side, and another two knuckling down on general MP bugs and required polish. Over the past two weeks the guys have also been hooking up ‘new for 42’ systems, like the revamped fishing, to the netcode – and looking ahead to properly wiring up the animals too.

SOUNDSCAPE IMPROVEMENTS
Last week our Formosa UK’s primary PZ-dedicated chaps, Michael and Matteo, took the opportunity to do a full new mixing session for the game while they were both on the same island – said island being Great Britain.

A proportion of this was done with MP in mind, and especially gunshots, but seeing as multiplayer is currently broken/WIP in our dev build they instead hooked up an in-game barbecue to a long sequence of gunshots and worked around it like that. (Enterprising chaps, these two.)

We’re still waiting on some improved occlusion settings for indoor/outdoor, and the like, and some tweaks to player related sounds – but otherwise the following has been tweaked and added.

  • Re-balanced all the firearms so they make sense in relation to each other
  • Changed the firearm inside/outside setup for general improvements
  • Rebalanced the ambiance setup (from beds, to fog, to rain, wind etc) to make it all more coherent
  • Re-worked some mixer setup/routing for reverb – which has made for a very pleasant upgrade, especially with birdsong.
  • Brought backsome volume/filter changes on the camera zoom, but still subtle.
  • Improvements to zombie voices so when you get bitten to death by a dozen zombies the mix doesn’t wig out anymore.
  • Zombie vocals, music and animal noises now play more nicely over the music – so it all cuts through a bit better.

 

 
We are also super-pleased with the new player effort / sneeze / “hey!” sounds – and have also realised that we’re missing a trick not having a range of different voices beyond the current two male/female versions. This would especially sound a bit weird in MP, so we are looking into recording a wider range of actors and actresses for this.

OTHER NEW STUFF
As ever we have a wide range of smaller additions going into the game from other team members while the pedestal pieces are under construction.

Recently these have included:

New containers! Pic-a-nic Basket, Garden Basket, Fishing Basket, Musical Instrument Cases, an improvised Sheet Sling Bag, new Sheriff and SWAT versions of the duffel bag, protective cases, rifle cases and ALICE Belt and Suspender webbing – green and camo version.





Continued farming revamp improvements. Working on the systems for fertilizers, compost, and pests. Optimizing, rebalancing, constituting, simplifying and working out what other new crops we will require – then pestering the art department for them. Making the scarecrows actually spawn in scarecrow-y outfits.

Wallpapering. And we’re also coding in the oft-requested ability to fully wash grime from walls.


 
New tools. New gizmos for managing our script assets; which upon release with B42 will provide ways to make modders lives easier, such as a utility which exports item display names from their scripts to create new translation files for those items if they don’t already have one. Likewise we’ve built an internal tool to help our sound team notice events that haven’t been hooked up, or are new additions that haven’t had a sound built for them yet.

Zoning. One of the more onerous of mapping tasks is underway for the map expansion – essentially tagging the whole map so the game knows what should be happening where, and what should be spawning where.

In this image light greeny-blue is crop fields, light green is forest, dark green is deep forest, blue is for navigation, purple-ish is for town areas and the blue squares are the new animal zones. Meanwhile the tiny pink dots are parking stalls for spawning vehicles of all sorts, and the yellow is for generic vegetation. Other colours designate different events, to special outfit zombie types etc.



Hiring. The success of B41 has meant we’ve been able to cast our net further, and higher, for additions to the PZ team to work on what the game will become in the mid-far future. We won’t shine any spotlights on anyone until they’re bedded down, and there’s something to show, but we are putting a lot of work into ensuring PZ stays fun, relevant and ever-evolving in the years to come.

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.

Are you a Spiffo admirer who missed out on the recent plushie Makeship campaign? Watch the wires next week…

Project Zomboid - nasKo


Today marks a day in history.

It is EXACTLY thirty years since the Knox Event broke out on 6th July 1993. Our thoughts are with everyone impacted on this sad anniversary.

To commemorate this we are allowing everyone to relive the experience IN REAL TIME on the Twitters.

Please follow @TheKnoxEvent to experience a textual timeline of what manifested three decades ago, albeit (one would hope) with a little less inevitable death than the real thing.

TECH UPGRADE
Okay so this week one of the four pillars of the next main PZ build is going back into the spotlight. We’ve seen good progress backstage in crafting, MP improvement and animals/wildlife – but it’s the engine upgrades that’ve given us something cool and visual to show off this week.

The tech improvements will be supplying basements, the 32 floor limit and new light propagation system – but clearly a primary focus of it all has been with performance. Using 8×8 tile chunks, in the tech branch we are caching areas of the map to speed up drawing the scene dramatically.

The benefit of this is obvious when it comes to FPS, with our own machine averaging over 300 FPS when zoomed out to maximum. (In the end product, once in the game proper, your mileage may differ for better or worse.)

The downside to this, however, is that the upgrades involved meant we would be unable to change the lighting on tiles in front of the player – which has always been used to represent the viewing arc and line of sight as the character turns or moves.

With the changes in the tech branch doing this would always invalidate the cached chunks in every frame, thereby rendering the optimizations ineffective.

To replace this in early B42, as a stopgap, we had a much more naïve and simpler viewing cone that was drawn over the screen which also allowed you to see what parts of the screen were outside the character’s viewing arc. You can see it on the old Light Propagation Demo we posted in the initial 42 Techdoid a while back.



However, this was never ideal. With this it was impossible to tell if an obstacle in the world is blocking your view, as it would just blindly extend to the edge of the screen with no concern for obstacles in the world.

As such, EP has been working on a new system that gives all the same information as our old system but without the extreme FPS consequences of it – and also far slicker and more accurate than our old tile system. What he’s done is pretty cool!



As you can see, there’s now much more precise and smooth LOS information than the old tile system ever could muster.

We’re now experimenting with different levels of visibility and blur on the effect to make sure it is a) visible enough to convey the line of sight information to the player, but b) not overbearing enough to distract the player as it moves around in real-time.

Where we’ve got it right now in this second video is still super cool (note the effect when doors and curtains are opened and closed) but it’s possibly a little too transparent on these lighter tiles.



We’ll continue tweaking until we find something that works best as a default, but as ever we’ll do our utmost to provide settings that will let you adjust it to whatever you’re most comfortable with.

MAPPAGE
It’s been a big week for the map and art team, as the B42 map expansion has just gone into its first round of testing. It covers a pretty huge area, as is shown in this handily obscured image.




Clearly the Louisville expansion in 41 was very built up, and here there’s a lot of grass and wilderness, but that covered 56 cells – and what you’re looking at here is 430.

Our testers are having a wild old time checking out its many and varied secrets and hideaways, and logging all the map errors they find for future fixing.

As we’ve discussed previously, a lot of the existing map will be getting a spruce-up too – not least with buildings that make the most of the new height limit.

SANDBOX SETTING SPREE
Over our lengthy development, and unending devotion to sandbox settings, things in our front-end have become a little messy. As such Aiteron is currently improving and redesigning our Main Menu UI.

PLEASE NOTE: No design here is final, this is very much a work in progress we want feedback on from players and modders.

First off are changes to the sandbox settings themselves. The layout’s been redone,  and an ‘advanced’ tick box has been added that switches over to deeper settings and selections. We’ve also mixed in a search and separation of settings by category on the right.



Next up, an in-depth set of improvement for the mod UI. Here you’ll find a search function, category filtering, and the ability to add mods as ‘favorites’. There are also added presets for mods, which can then be shared with friends using ‘Share’ and ‘Add’ buttons.

Aiteron has also improved the mod info panel – where you’ll be able to find out more about the mod contents, and quickly go to the other mods it requires or the relevant website.

He has also made sure to add a parameter for incompatible mods, which will specify exactly which mods your chosen mod won’t play nicely with.

Finally, but perhaps most importantly, there’s a raft of new info for modders themselves and an expanded functionality for mod.info. There’s options been added for modVersion, author, category, icon, incompatibility and, soon, more besides.

Next up Aiteron will be looking into mod changelog functionalities, and a way to determine mod order – which he intends to govern the manual or semi-automatic order of mods being loaded.

Here’s what it currently looks like REMEMBER WIP etc! Feedback required!



GRUNTING
The first results of our recording sessions are now properly in-game: the grunts, groans and wheezes of your survivor are now in-game. What’s more they add a LOT to the experience, and we’ve got some really positive thoughts coming through from our internal testers.

We’ve made some videos for you to demonstrate but before viewing (and listening) please be advised of the following:

Currently the exertion noises play too much – especially during extended combat. We definitely need to tone things down or it’s going to get a little too ‘top tier ladies tennis match’. As such we will likely be tying exertion sounds to the exertion levels themselves, which will also be tied into our ‘heavy breathing’ noises after heavy periods of activity.

So, with that in mind…




BUGS

Look, an aphid. Aint it sweet.



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.
Jun 22, 2023
Project Zomboid - nasKo


Haylo, here’s another dev-log sent down from the mothership.

Few different things form different areas this time around, starting off with an example system update from one of the four main pillars of Build 42 – which are the crafting improvements, and the sorts of places they could take the game to.


CRAFTY BUSINESS
For the past few weeks Turbo’s focus has been on making the new machine scripting system more versatile and easy to use.

As well as creating the crafting stations and machines required for the crafting tree we’re working on (potters wheels, anvils, woodwork benches and such) our ultimate goal is to allow all machines and appliances on the map utilize this system to unify how machines work within the game.

This overall goal won’t be present in its entirety for a first release of B42, but the framework will have been installed that allows for them not only to share the same UI systems to keep them consistent, but also allow for them to be connected together, and allow them to have more complexity of interior parts that could be salvaged and co-opted for other uses. From fire alarms, to clocks, to ovens, to microwaves.

The ramifications of this system will be huge both for the game and for modders, allowing for the machine UI and functionality to be both scriptable with lua and with the object scripting. It will then provide powerful and easy-to-use tools for devs and modders to create interesting machines quickly, cater for slots to place items, and allow for items to interact with these machines in a diverse way with a consistent UI.

Instead of needing to build a bespoke scripted UI, and the complex interactions between the player, machines will be able to be added with minimal code for functionality, and provide higher level details on what goes into them and what comes out. Likewise there’ll be stardardised knobs and buttons that this backend will allow to be attached for player interaction.

In order to test the versatility of how this system could be applied to vanilla objects within the game (and how far we could push it) we wanted to apply it all to a system that wasn’t strictly a crafting station like the more standard one we showed off a month or so ago with some post-apocalyptic pottery.

As such, Turbo put together a test case that could have some fun utilization within a multiplayer settlement in the post-apocalypse – and indeed is pretty cool on your general solo survival adventure too.


There will probably be those out there looking at this at face value, perhaps even getting annoyed and asking ‘nggggh, why vending machines?’. (Hello, to those out there!)

However, the important aspect to take away from this video are the many unique interactions, systems and features that have been built into the vending machine using this same framework.

What we see here allows for a unique key to unlock the machine, allows it to be stocked with different items (which could be very useful for players on a multiplayer server wanting to run a shop, for example), allows it to take in money and deposit an item from its internal inventory, allows for buttons on the machine to pick particular products, and finally allows for a custom user interface for a particular machine that’s FAR easier to create than it is with B41’s currently somewhat unwieldly UI system.

That the new crafting / machine framework is flexible enough to be able to accurately create a vending machine is a huge deal to us, and in time to modders and the overall good health of the game as we continue to grow and expand.

Ultimately this framework will be expanded across all machines across the PZ map, as well as those that are craftable through the crafting tree. In turn, this will allow us to open up a ton of interesting crafting and engineering opportunities, as well as open up more and more of the existing machines and gadgets strewn around the PZ map.

As said before though, this is probably a longer term goal, and our focus right now is squarely on the new post-apoc crafting tech tree. This is all, however, our first (big) step towards the longer term goal of unifying how these things work across the entirety of Project Zomboid.

This will then free ourselves, and modders, to have as many possibilities as possible for machinery, and ensure a consistent framework to allow anything created in the game to interoperate with each other, power, liquids and item input/output. Beyond this it will minimize mod conflicts, and overall allow PZ to become a powerful framework for modders to add in all sorts of crazy fun stuff in future.


SOWING DISCORD
Fenris has been working on updating and improving Discord integration, which will allow for powerful features to help roleplay servers and servers running gameplay events, as well as general integration features.

Currently, chat within Discord rooms should be transmittable into the game chat and vice versa – but the code used is somewhat outdated and it doesn’t work brilliantly. Some may say: not at all. Server owners choose not to use it. With 42, however, everything will be polished and sparkly new.

What’s more server operators will be able to allow discord commands to trigger lua code on the server, for example to begin a timed event and trigger changes in gameplay. Likewise this will also allow for custom lua to trigger messages sent to different discord channels on the discord server.

Another feature we intend to include will allow for admin controlled radio / tv scripts to be executable from multi-line text from the discord server, to avoid admins having to quickly type out multiple pre-written text lines manually in the heat of gameplay.

This is all very limited and walled off, and the game side lua will require custom code to allow for these Discord interactions, so there won’t be any security risks associated with this discord interoperability.

For planned roleplay events or custom server game mode events, though, this should provide many cool tools for server operators to play with.

ELSEWHERE
Other mentionable work on the mighty PZ that’s happened this week has been:
  • Aiteron has been making improvements to our sandbox menu, mod menu general mod settings. Our sandbox settings panels had become so vast and unwieldy that they needed a redesign – now with an added search function, simplification in some areas to make things less impenetrable to noobs, and some ‘advanced settings’ for the long-term survivors amongst us. We will also be improving the server settings interface, simplifying the addition of mods, unifying settings, making it easier to add modded sandbox settings etc.
  • Blair reports in for the blog with the ‘unsexy’ work of remaking farming interactions and its associated UI. He’s currently working out what information you receive, and where, and also at which farming skill level. He’s also sorting out some of the wonkiness you saw in the animations you saw in the last Thursdoid we did.
  • We’re approaching a new merge from the map team into the internal testing build, probably taking place tomorrow, so our testers can gambol through even more new buildings and locations. Here’s a quick video of some of the existing fun places they’ve come across.


  • New masks. New hats.



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.
Jun 8, 2023
Project Zomboid - nasKo


A lot of stuff in a WIP state at the moment, so not too many big flashy shiny things in the blog this time round. Hopefully enough to whet your whistle though.

In terms of work on the four central pillars of 42, the next big thing happening will be the next merge-in of the crafting revamp to the central trunk build. This will primarily be the crafting station code, which has had a bit of rewiring – and now will also allow for benches/machines etc to (optionally) have ‘parts’ items that degrade on use and can be viewed/added/removed via a maintenance tab.

Meanwhile, RJ is working on integrating his deer tracking with the foraging/search mode integrated into Build 41, while in our tech upgrade ‘optimization / lighting / more depth & height’ branch we continue to play a bit of whack-a-mole with issues that have arisen with such foundational changes. So, this week, as an example that’s been stuff like: savefile thumbnail creation being borked, zombies spawning on water, the tops of tall tiles showing through the floor above etc.

Finally, in the realms of MP and the continuing mission to bring inventories etc. server-side the gang have been working on getting trapping and nu-fishing working with the new systems, and solving various issues that occur with new object creation also.

FARMZ
Let’s pop quickly back into the revamped farming, which this week has had some ease-of-use controls added in to make things less of a click-through-UI nightmare and bring a touch of extra Stardewwy-ness.

This video shows various elements of fun stuff – but primarily that by taking a farming tool into your primary, pressing RMB and aiming, and then pressing ‘E’ will have you go about the farming action. Likewise with sowing seeds, and harvesting.

CAVEAT: Please note that these controls aren’t final, and also that there’s a fair amount of animation polish required to make it all look super-smooth.[/u]



Also, here’s a quick timelapse of them plants a growin’.




OTHER STUFF
  • As previously mentioned, alongside readable newspapers and newsletters, players will now be able to pick up flyers that advertises places of interest on the Knox Event map – and then also reveal that location on the player’s own personal map. This week we’ve really been knuckling down on this, as we’ve realized it’s a great tool to direct new players towards buildings favoured by many in the community for their safehouses. Anyone able to name the following locations from the real estate advertising?




  • As well as expanding the current map, we’re also giving existing areas of the map a loving glow-up. Take this amazing improvement from Ayrton as an awesome example.




  • Clearly any new build will also be coming with new clothing, hats and whatnot. Martin’s also pumping out loads of new fun stuff for you to loot, wear, and also for those tricksy zombies to wear too.




Finally, we spotted this out on the wires. How good does this make our lore look and sound?! Maybe AI doesn’t provide a terrifying nightmarish future after all! (Or if it does, it at least it will make the chaos look and sound really good on YouTube!)




This week’s survivalist from SerØ. 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 - nasKo


Last time round we checked in with some of the main pillars of Build 42 – those things being the crafting and crafting systems update, the tech upgrade, animals/migration and MP.

As such, for today’s blog we’ll be dipping into some of the stuff that wider members of the team have been working on for more general improvement elsewhere in the game.

FARMING
First off, let’s darken Blair’s door – and watch him lean over a fence with a piece of straw in his mouth while he outlines what he’ll imminently be merging into our internal branch for our testers to play around with.



Currently I’m working on smoothing out the interface and interactions for the revamped farming. One important part of the interface, and player feedback, are the new plant sprites Mash has produced to represent plant states.

Previously, our far more limited number of plants had sprites for their individual growth stages, as well as some generic sprites to represent trampled plants.

Now, for every single growth stage and for every plant, we have 600 additional sprites to represent what’s now grown to 15 crops and 8 herbs. These cover states of:


  • Unhealthy – due to disease, lack of water, or general low health.
  • In the process of dying – due to these aforementioned reasons.
  • Completely dead.
  • Dead-but-also-trampled/crushed. These are for plants that have been crushed by zombie hordes, vehicles etc, and also for dead plants that are degrading over time.


With the farming rework we are adding growing seasons (which can also be disabled in the sandbox settings).

With these most plants will have a planting season, with optimal months that produce additional yields. Plants that are planted out of season will be destined to wither away and die. This means, that aside from some winter crops, winter farming will be no more.

Growing seasons are learnable knowledge. A farmer character starts knowing all of them; a character with the gardener trait will know most of them; and they can also be learned from reading seed packets and special farming handbooks.

CHEEKY RABBITS
Last time we properly met the Knox Event’s deer population and their migration habits, and now it’s time to introduce some smaller varmints – who are tied to the same system, but will move around according to a different ruleset.

WIP vid. Kitten behaviour will probably get more realistic / change. (‘Kitten’ is the correct word for baby rabbit – we don’t know that either.


 
Also we had a bug this week with the carrots.


 

Also also, with animals comes poop:

https://twitter.com/theindiestone/status/1659235346301714450


MAPPING
Now ably assisted by our newest friend Dirk the map team carry on a-pace with the huge map expansion that (most likely) will land alongside 42, or be a part of its beta updates.

After a brief spot of begging we managed to bag a little taster of one of its more epic locations… as ever big thanks to Amz for the vid.
 


AND FINALLY
Elsewhere Fenris has been chewing on a key accessibility issue that we’ve been wanting to get fixed up since forever – namely the ability to remap mouse buttons (including extra buttons on fancy mouses) to different actions, by making mouse buttons and keys work exactly the same within the bind menu.

Ooh, and also look! Area-specific vehicle spawns in action…




This week’s misty hunt from Felkhan. 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 11, 2023
Project Zomboid - nasKo


Hello all!

This week we’ll be checking in with three of the main four pillars of Build 42 – work on the fourth, the server-side player inventories and general MP improvement, has been fairly ‘business as usual’ the past month or so and there’s not much to talk about that’d be juicy for enough for public consumption.

Steady your loins, then, as first of all we jump into…

ANIMALS AND MIGRATION
RJ has been taking a holiday (American translation: vacation) from his work on domestic animals and husbandry, and has taken to the woodland and forests of the Knox Event.

Wild animals will be important to B42 for both reasons of ambiance and necessity – it will make your experience feel no end more engaging to see deer skittering through the treeline, but also will make hunting a viable survival technique – and one required for some of our advanced crafting recipes when society is long-gone.

 


What RJ has been working on, in particular, this week is the movement of animals over the map – their migration if you will. So if you could all also have a looksee at the following video too, then we can run into it in some more depth afterwards.

Also clearly: USUAL WIP CAVEATS APPLY. Things can and will change through development and testing.



So what are we seeing here?

Well basically throughout the day our deer will follow paths that our designers (and modders) can map out in our WorldEd tool – and in the vid you can see a virtual animal following a path.

Right now, one virtual animal is a group of animals that’s been defined in a lua file. Our current group, for example, consists of one buck, several doe and some fawns. Though clearly once they are fully implemented the variation will be greater, and also dependent on stuff like the time of year.

Once players get close to this coded ‘virtual animal’ these deer will then spawn into the world as real animals – and once you retreat away they’ll revert to their virtual status so the game can take over their movement and activities once more. If the group has become separated meanwhile, they’ll team back up again when their paths next cross.

In their virtual form the animals will move over the map, doing potential set activities at set different places. They are timetabled to have several ‘sleeping’ and ‘eating’ periods – currently sleeping for a period of half an hour at some point between 12pm and 4pm, eating at some point between 5am and 7am, and eating again for an hour at some point before 4pm and 6pm.

(Clearly, all this is easily changed at the dev-end – and can also be adjusted for whatever different animals we choose to add in future)  

To aid players who want to be hunters, deer will leave evidence and tracks of where they’ve been and what they’re doing. So there’ll be footprints (with a direction suggested), poop, and broken twigs and undergrowth – while flattened plants will indicate a sleeping spot, and grazed areas an eating spot.

The way in which we represent these visibly in-game is currently being worked out, but for now (and perhaps later on too) we will be providing for it in a dual use for eris’ super foraging mode that was introduced in B41.

A goal for the player, then, might be to follow tracks and work out the deer’s possible sleep or eating spot, mark them on their map, and then wait near those spots at the correct hours and hope that animals will stop by.

We’re also working out on ways for a Tracking skill to be integrated into this, though seeing as the design is still under discussion we’ll probably talk about that at a later date. Something else that we’re aware should be factored in is human smell and wind direction potentially spooking animals, as it would in real life, but we plan to add that layer in a bit further down the line.

RJ would also like to give out a call of Special Thanks to Inrictus for the time he’s spent teaching him how to be a proper huntsman!

Finally, here’s another quick video of a survivor setting up camp with our new tents and whatnot (no deer this time) to give a little flavour of what the surrounding gameplay will feel like too.

 



ENGINE UPGRADE
Operation Optimization is going very well, easily obtaining several hundred FPS on our dev hardware when zoomed out.

However at the moment we still need to look into optimizations for how our current fog and puddles work – both of these are intensive graphical operations that need updating frame by frame. Thus, at the moment, they invalidate our cached chunks and diminish some of the gains from the optimizations.

As such at a later date – either before a first public release, or very possibly in a follow up build to it – we in particular plan to revisit these systems to optimize them for our new rendering system. Particularly the fog system, in fact, since having a depth map will now provide opportunities to make our visual effects look much better since we will have a solid representation of surfaces and depth to allow us to much improve how it interacts with objects in the scene.


CRAFTING UPDATE
Now the crafting systems are all in place, we’re starting to fill out the tech tree of recipes and wanted to show what’s currently being implemented.

As a reminder to those who perhaps aren’t as interested in the long term crafting and survival systems we are implementing, these will be completely optional as to whether you want to engage with it.

If you’re more interested in evading zombie hordes in the centre of towns and cities then you’ll still be able to do that.

However, to address our game’s weaker late game, provide many roleplay opportunities, and provide depth of gameplay outside interactions with zombies – we’re going all out on making the crafting possibilities as exhaustive as possible. Likewise, we are building new and more powerful crafting systems that modders will really be able to get their teeth into.

Remember, our benchmark is that a group of players should be able to build a functioning village even if spawning on a wilderness map with no signs of civilization. We want to make sure every aspect of crafting is covered to give multiplayer communities the opportunity to build and thrive, and provide modders with the tools required to make cool as hell expansive tech mods as seen on Minecraft, allowing Zomboid to become a more diverse survival, crafting and automation game modding platform in future.

An example of this would be working with clay. Clay can be dug up near rivers, and will be used to make bricks, tiles, roofing, pottery, and a whole host of other items and tiles to place in the world.

Those living on a barren map wanting to build a secure home will be overjoyed to be able to use bricks and tiles to make a proper dwelling that’s sturdy enough to stop zombies from breaking in. Likewise even on a smaller-scale basis, this craft will prove vital when survivors don’t have access to modern cutlery or liquid storage.

So here’s a quick video (very WIP still, we have a lot of balance, UI and polish to apply yet) that will show off some of the crafting systems when working with clay.



In future Thursdoids we’ll try to demo different diverse parts of the tech tree and their related professions as they implemented, as well as UI and quality of life improvements as we make them


SOME WELCOMES
The Indie Stone would like to extend an excited hello to two new fine folks this week – Egor who will be joining the MP team as they move ahead with their upgrades, and community fan favourite DaddyDirkieDirk.

Dirk has joined our art team to pump out ever more delectable tiles to give our map more life, and its deepest parts some more intriguing objects to perceive in the darkness – and if you are interested in his fantastic work as a modder then we ran a Mod Spotlight on him only last week.

Thanks all!

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.
Apr 27, 2023
Project Zomboid - nasKo


Hey all, hope this finds you well.

Lots of work on the technical side of the four main pillars of 42 these past two weeks – all of which relatively dry, so let’s run through that briefly before checking out some of the other items rolling in.
 
Right now the foundational code to our in-depth crafting systems revamp are being brought into a position where the MP team can better get their hooks into it, while in our optimization/lighting/height channel we’ve been continuing to polish out cutaway issues, errors thrown and the way our isoregions system handles its newfound 32 potential storeys.

For our MP upgrade, meanwhile, work continues on getting the machinations of player inventories (building, recipes etc) over onto the server – while also improving the implementation of our (pretty much fully cooked at this point) new fishing minigames and systems. Domestic animals, meanwhile, are in bug fix mode – with additional attention being given to their pathfinding and around animal escapes.

While all this is ongoing other team members are beavering away raising the quality of the game in smaller-scale ways, so let’s look at a few of those fun nuggets now.

CURRENT AFFAIRZ
One way to give our towns and city more personality is to provide more written literature for you to loot and peruse – whether it’s a fully readable lore item, or simply an interestingly named (if non-readable) book found in a house you loot that might deepen your understanding of the life of the zombie you just bludgeoned downstairs.

 

Build 42 will feature a range of newspapers, each with a final three or four issues to pick up and read in a separate ‘written content UI’. They will contain news articles about the initial build-up to the Knox Event articles, everyday life articles, and even a few breadcrumbs as to what’s really been going in.

This will also include smaller scale publications: like ‘town news’ pamphlets for the smaller settlements that don’t quite warrant a full-scale newspaper. 

Beyond this we’ve also had a lovely man called Stuart taking all our teeny-tiny map logos and up-rezzing them into more suitable forms for both in-game and irl usage. Their first use within the game are ‘local business’ fliers that are also readable via the same ‘printed media’ UI.



Clearly there’s not much zed content that can be made from these, but their gameplay role is to mark up interesting locations (and sources of potentially helpful loot) on the in-game map – a function that we feel will be especially handy for new players.

We feel that finding a flier that’s a membership advertisement for, say, the West Maple Country Club and revealing it on the player’s map will give an interesting reason for new players to leave town and explore – and likewise a job advert for McCoy logging and a corresponding map reveal might flag a decent place to potentially find an axe.

There’s SO MUCH stuff on the PZ map, and we wanted a way to direct people to some of the locations we’re most proud of. Especially those lost in the vastness of Louisville.

PERSONAL READING
We also really want you to feel interested in the deceased people whose homes you are raiding, and perhaps even saddened by their demise. From this we’ve also added a LOT more texture to the names of some of the books, comics and magazines they’ve been reading – and indeed the photographs they’ve been tenderly keeping in an upstairs drawer.

The hope is that when the spawn tags on these 1500 different interestingly titled books/mags (non-readable) combine with the way we guide our RNG looted spawns work then neat little stories will form in your head about the sorts of folks that lived here up until recently – and perhaps who you just left dead on the kitchen floor.

Perhaps they were reading a book called “Long Term Illness Management” by Laura Paloma, which shines a light on the medication in the bathroom.

Perhaps their love of military history ties in with the guns, or maybe it’s satisfying to know the zombie in the garden used to read trashy thrillers.

Likewise finding photographs that aren’t simply called “photograph” in a cupboard won’t do much to you, but instead seeing “Photograph of a Smiling Family” or “Photograph of a Wedding Car Arriving at a Church” will hopefully do you some emotional damage. We’ve got about five hundred of these, and they’re already bringing some amazing (doomed) colour to the average loot run.

We’ve also got six new TV channels, a new radio station, and 75 new VHSs ready to mix into the game (all written by Pat_Bren, who’s also the architect of all the above alongside coder Blair Algol) so really feel that B42 will broaden the narrative possibilities of the game significantly – while also neatly tying into the gameplay in many instances.

Some other changes that are tied into the above:

  • The books, magazines and comic books that now have individual titles, will also be persistent. Instead of disappearing after being read, there will be a cooldown period that dictates how much time must pass before the character’s moodles can benefit from re-reading said item.
  • In conjunction with this revision of literature items, we’ve gone over the mechanics of the Illiterate traits. Illiterate characters are unable to read literature items, but in some cases, such as Comic Books, Catalogues, Photos, and “certain magazines”, they will be able to enjoy looking at the item instead of reading it. In build 42 Illiterate characters will also be unable to read or write player generated notes using sheets of paper or notebooks, write notes on maps (although they can still put symbols on them), read the text on the annotated map items, or understand the nutritional information on packaged food.
  • We’ve done a common sense implementation of needing light to read. If there is insufficient light in a character’s square, and they don’t have an active light source, they will be unable to read (or “look at” for illiterate characters) printed matter, unable to read nutritional information on packaged food, and unable to open maps.

 
MEN WITH VEN
Part of the above has been in ensuring that the right newspapers and pamphlets spawn in their appropriate towns, and as such we’ve mixed in a new municipal region system that tells the game’s systems exactly what area of the map each location in the game is located within.

We’re also using this for some new vehicles owned by local businesses, that only ever spawn in their hometown and associated region.



It’s generally not a known gameplay function, but for many builds now we’ve had ‘profession’ vehicles on the map that are owned by carpenters, metalworkers and electricians – all of whom *do* leave tools in their vehicle overnight.

We’ve never flagged this up, however, which has been a missed opportunity – as for players searching for particular items these are very much mobile treasure boxes. Therefore Martin has created a variety of new vehicles for different businesses to better communicate what sort of special loot might be found inside.




We have vehicles for different utilities, nationwide businesses and local businesses – many will only spawn in one town, and some are unique in that only one instance of that vehicle will spawn in the world.

We know that PZ players love collecting vehicles, especially in multiplayer servers, so this should spice up the hunt for the vehicle collectors. This regional system, and unique vehicle system, is set up to be easily used by mods also.

GASP. WHEEZE. PANT.
Regular readers will know that we recently had our very own recording sessions in a studio with microphones, actors and everything.

We had various missions to accomplish with this – a primary one being to obtain recordings of a male survivor and a female survivor huffing, puffing, getting hurt, climbing over things, sneezing, coughing and even shouting “hey!”.

The first fruits of these can be heard below and (while subtle when added to the mix and heard in isolation from the way the game sounds currently) we believe that they’ll add a lot to your overall experience once they land in 42.

(PLEASE NOTE: This is a work in progress. Volume and balance levels are initial ones and will change, likewise some recordings sound better than others and we haven’t cherry-picked the ones that work best yet. We think that the exertion noises during heavy combat could certainly do with a boost.)






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 hereOur Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here. Project Zomboid strongly discourages the unlawful dissemination of classified military intelligence.
Apr 13, 2023
Project Zomboid - nasKo


Hey all! So we’re still not at the point of being able to show anything substantial from the crafting overhaul, however we thought we’d talk about a few topics that are relevant to our current work and give people a bit of insight into where we’re going, our ultimate goals and the design challenges we’re facing. This will be very much a stream of consciousness post, taken from a chat within the crafting team, so forgive if it lacks direction but we hope it’ll be interesting!

Inspiration

One of our biggest inspirations in terms of what we’d like to accomplish with Zomboid ultimately in terms of crafting freedom and possibility, is to provide similar creative and community experiences found playing the extensive tech progression modpacks for Minecraft. Several of the core crafting dev team have periodically dived into Minecraft modpacks for a good chunk of Zomboid’s development, and spend many hours grinding away decorating our bases, building wonderfully cool machines, laying down pipes, wires and conveyor belts and whatnot to double our ore output or finally get that new power system to power our base. The possibilities we could bring to zomboid have tickled at our brains for many years in this area, and we’re excited to be finally exploring them.

Obviously though, Zomboid is a post apocalypse survival game and it would be rather silly to say the least if some zombie apocalypse survivor was building a nuclear reactor or casting rituals to open portals, so this shouldn’t be taken as a literal 1 to 1 inspiration. What we’ve taken away from our experiences is more the overall spirit of building, of expanding, of obtaining materials, of navigating a very tall tech tree formed from the availability of resources, that will finally allow you to explore a new tree and open up new areas of gameplay to the player, rather than the literal experiences of making ore crushing machines, nuclear reactors or ender teleporters. As much as we feel Zomboid is an extremely deep game, it’s never hit the bar we’ve wanted in terms of this area of gameplay.

Mixed in with that is the heavy focus on roleplaying, especially with multiplayer or later with NPCs, our ultimate vision is somewhat parallel but different to the experiences in Minecraft, with more of a focus on realism and plausibility, as well as leveraging skills, professions and learning to make the experience more cooperative and interesting in a roleplay environment (though solo players need not worry, as NPCs will fill this gap too, and before them we’ll make sure to adequately provide sandbox options, and likely the builder main menu mode, to not lock this stuff out of the single player experience).


Extensivity vs Believability

As we stated a while back, our aim with the crafting overhaul is to provide a framework for us to expand the crafting possibilities within the game massively, to allow for a long post-apocalyptic settlement to create everything they need without relying on looting, to elevate the need for players to ever need to reset their worlds unless they want to, while crucially gating all these extra possibilities in a way that makes sense — so you don’t get the odd situation where your burger flipper has wacky esoteric crafting recipes involving bee’s wax or crushed limestone popping up in their crafting panel that seem odd or ridiculous within the context of a zombie survival story.

The best example of this would be for example using metalworking to make a spoon. If you’re a metal worker then you should be able to make a spoon. This is a thing that makes sense in terms of what someone with metalworking skills could produce should they wish to. But a spoon is a weird thing to see pop up as a crafting possibility in an urban environment filled with spoons.

We’re currently planning on how recipes and crafting possibilities will be presented to the player, how to lock them intelligently behind professions and traits, and more crucially nest them away sensibly within a better interface, while providing enough opportunities to learn them to the player so they don’t end up doing generator manual style hunts around the map for many hours. This is not yet set in stone but ideas are forming on a new interface for crafting and building that would provide this stuff to the player in a much more natural way, where we can provide a huge amount of options without drowning the player in recipes that seem completely useless or weird within their current situation.


Grind vs interesting multi-stage crafting

Another challenge we’re still nailing down is finding the best balance between extensive and interesting crafting of items, involving multiple stages, potentially multiple methods, multiple skills, maybe multiple characters, but not crossing that line where crafting becomes tedious or frustrating, or you get that sinking feeling looking at the steps you have to complete that disincentivises you from undergoing it. It’s a hard balance to hit, and in our first ‘more zomboid / realistic’ pass of the tech tree, we’ve probably gone a little far over the tedium line in our desire to honour zomboid’s realism.

We’re currently in the process of consolidating some of these steps, still retaining multi-profession or multi-skill or multi-step processes to keep crafting interesting, while removing a few steps that may make for frustrating or repetitive gameplay. It’s for this reason we’ve been a little sheepish about providing a look at our current crafting trees at this time, as we want to make sure we strike this balance first lest we worry people that crafting is going to be an unforgiving grind.




Learning/Skill Grind

Another area we’re looking into heavily is the process of learning new skills. While we want to retain the process of a player ‘doing’ stuff to level up in that skill, with the vastly expanded skill list that 42 will be introducing, we want to come up with other ways a player can level up that don’t involve building 1000 things after reading a skill book. For one – a skill book may not exist if you’re generations after the apocalypse, or if you’re playing on a blank wilderness map instead (something we’d really like to be a possibility, and our test case to make sure our crafting overhaul is comprehensive will be making sure the player literally cannot rely on looted items).

We’re still coming up with ideas of how to approach this, but certainly the idea of learning recipes for items or buildable tiles as well as gaining skill xp from observing other players craft them is something we’re exploring heavily. Again, NPCs will fill this gap for single player, and in the meantime we’ll ensure that builder mode and sandbox provide the tools necessary for solo players to get access to this content without other characters to learn from.

Another aspect of this is that with much more expanded profession and trait possibilities, we hope to provide much meatier skill bonuses from professions, allowing players to come into the game a lot more capable than before at these specific areas of the game, given that there will be many more they are not capable at.

In addition, we’re exploring the possibility of linking recipes and professions that share common skills or concepts together, allowing characters a head start at performing crafting when they have picked up relevant experience in similar areas elsewhere.


Modding

So here’s where we can have our cake and have eaten it. Making a nuclear reactor seems a very silly thing to have in zomboid, but where the modding scene is concerned, hopefully people can go wild here. If a wilderness map becomes a viable way to play, the game no longer reliant on looted items nor a zombie threat to make it interesting (particularly in a multiplayer setting), then modders aren’t really constrained by the zombie survival theme of the game any more, and could extend our tech tree way beyond what we provide to allow for a much more abstract ‘tech em up’ survival sim providing factorio and minecraft style experiences along with multiplayer or NPC driven roleplay. We’ve kept all the power of crafting within the familiar scripts and lua that people are used to, expanded with item properties and traits based on crafting skills, multi-tile constructions for crafting stations or machines, fluid, item or power transmission for doing logistical networks, and can only imagine the possibilities will balloon dramatically as soon as our incredible modders get their hands on it.

This is where we imagine zomboid could become an even more exciting modding platform, and in no way a small aspect of why we want this framework to exist in the game as we’d be extremely excited to see what modders will bring to the table (as we always are).


So what will you be crafting?

Lots of stuff. While it may not be relevant for a player running around in Muldraugh in the 1990s, and while a burger flipper may not have this knowledge, there’ll be professions that emerge in the years following the apocalypse to cover crafting the majority of non electrical items in the game currently (though with perhaps a more homemade aesthetic), tanning leather, making glue or soap, spinning wool, or making cloth to make clothing, dyes to dye that clothing, bowyers to make bows for the hunters, growing hemp to make ropes, glass-makers, stone masonry to finally make those zombie proof walls (again, we need to think further on the design here to not make this too OP), thatched roofs. Basically everything to make a thriving post-apocalypse town, provide much more opportunities for creative and aesthetic building mechanics, building paths, fences, walls, and the production of goods to keep that town ticking over and potentially trade with others.

In case anyone is not familiar with our plans regarding post-apocalypse professions, this is the concept that in the years after society collapses, we would slowly retire pre-apocalypse professions that have ceased to be relevant in the new world, and bring in new ones that represent professions one would like to have in a more savage and technically regressed post-apocalypse. Single player and multiplayer alike will allow for a player to start much further into the Knox timeline than ‘six months later’ and provide a vastly different experience, though those who want the current zomboid experience will not be impacted beyond a larger selection of crafting opportunities. Obviously we’d be looking to give the world a much more eroded aesthetic if you were playing 100 years after the Knox event, for those hoping for a more Last of Us style degradation of the world over longer time spans, but it’s unlikely we’ll address this before 42’s release as we have a lot on our plate already.

Hopefully this gives an insight into why this has taken so long to get the systems in place, and the design challenge of making all this work within the game.

It’s not clear whether we’ll have literally everything we’ve designed in come first unstable release of build 42, its very possible we’ll get the base stuff in there, and then fill it out over numerous releases during a long unstable b42 release cycle, as there will be a lot of tile and item artwork required, but we want to get the core systems in place and enough crafting potential to elevate the late game dramatically before we get it out there. We need to make sure the foundations are in place first however, as we’re walking into unfamiliar territory and are as always ever mindful not to disrupt the things that make zomboid what it is.

It’s not clear whether we’ll have literally everything we’ve designed in come first unstable release of build 42, its very possible we’ll get the base stuff in there, and then fill it out over numerous releases during a long unstable b42 release cycle, as there will be a lot of tile and item artwork required, but we want to get the core systems in place and enough crafting potential to elevate the late game dramatically before we get it out there. We need to make sure the foundations are in place first however, as we’re walking into unfamiliar territory and are as always ever mindful not to disrupt the things that make zomboid what it is.


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. Title image taken from Abby on Steam
Project Zomboid - nasKo



Wotcha survivors.

The general pattern for 42 dev is that we’ve got four main pillars of Build 42 – all of which are the ‘big stuff’ and the fundamental large-scale tech improvements.

These are: moving much of the MP system server-side to give servers more control and less hackability, introducing our deeper and more expansive crafting systems, bringing animal life to the Knox Event – and engine improvements to optimize, give far greater height/depth levels to our map, and to provide more realistic light and darkness for your survival adventures.

These are the things we need for release, while other things in development by our dev partners (or staff assigned to more general improvement) are seen as ‘nice-to-haves’ – and some may even fall into patches of 42 when things start to shake out a bit.  Going through the ‘pillar’ features though:
 
  • The lengthy first stage of the MP work (transferring player inventories to the server) is now over, and transplanted very neatly over into the internal test build – so now our MP coders are delving deep into stage two. This will see all operations of player inventories (building, recipes, foraging etc) also move into server control, overview and deference.
  • In terms of the deeper and more expansive crafting – as we mentioned last week the code systems this is all based on has now been merged into the internal test build and as such much of the last week or two has been centred around fixing the longstanding recipes and functions that the new stuff has broken. We’re pretty much back at a standard of ‘operational’ on this, or will be after a commit being made tomorrow, and this too has been a process that was a little smoother than expected. That all said, obviously that has been the focus post-merge, so while progress has been made since its integration, the majority of work has been bug fixing and not much to report otherwise. The team are starting to discuss the next step post merge, and looking forward to it immensely!
  • Animal and animal husbandry meanwhile (or at least the cows, pigs and sheep – chickens are still a little haphazard) are approaching a stage where they’re fun to play around with for extended periods in SP. Following on from the merge of the music system detailed below into the internal test build, they also now moo, oink and baa which has given them a lot of extra life also!

 

 
  • Finally, in terms of the tech upgrade we’re mainly at the bug fixing and further optimization phase with the chunked rendering and variable height systems, but it’ll likely be the sort of thing that’ll spit out bugs and countless ‘betcha didn’t think of this scenario?’ gotchas for some time to come, so its not clear when it’ll be merged into main. As said last week, it should be mostly smooth when the time comes though.



OTHER STUFF


Next up, some of the other items being conjured up for 42 either with our development partners, or the smaller cool stuff that our own devs have been working on in the background.
 
On top of the below we’re almost wrapped on stuff like fishing, work on the farming revamp continues and is having new crop assets built for it, and clearly the map expansion continues apace and will likely be a part of a/the 42 release also. 


AWESOME ADAPTIVE MUSIC SYSTEM


First up for discussion is 42’s new adaptive music system – a long term plan that’s now coming to a fairly awesome fruition.

As long term players will know, our OST came from the musical brain, delicate ear and dainty fingers of Zach Beever – one of the most important people we came across in the earliest days of Project Zomboid and whose work many of you have heard over thousands of hours of play.
 
What Formosa (formerly Noiseworks) have been up to more recently is taking the original arrangements and stems that Zach has provided to create variations of our beloved soundtrack that have variations of different intensities. The composers who have ably taken on this task are Armin Haas and Matthias Wolf – both of whom appear to have nailed it.

Players have experienced the first stage of this system in build 41, with action music which is specifically when players are in combat with the undead.

For 42, this music has then been worked into a new adaptive exploration soundtrack. Based on in-game events, a music intensity parameter is adjusted and the soundtrack adjusts accordingly as well. The aim is to have the exploration music reflect the more exciting times as well as calm moments in the game in a better and more organised way.

The best way to explain this is in the following prototype video. As ever this is WIP! We’ve also cropped it slightly oddly to hide some of the debug magic that lays bare some of the magic, so please forgive the character not being centred on the screen!

Sound up plz! (obv!)




We’re only working of a very basic set of events at the moment – coming across new houses, opening doors, vaulting fences and the like.

We will be adding lots of different game events that will have big and small impacts on the intensity parameter – the discover of ‘special’ buildings, finding useful loot, noticing a survivor zed etc etc. 

The system will undergo lots of further fine-tuning, and will be adjusted further from the version seen above that went into testing only yesterday.

Also happening this week in Sound World has been the recording sessions we’ve had arranged to create ‘body noise’ puffs, pants and pains that we want to play on top of your character’s on-screen manoeuvres.

We’ve also used this opportunity to record many and various experimental dialogue lines that could potentially be played (very, very muffled) over our TV and radio shows in a Simlish kinda way – and likewise automated announcements that may well still be playing in locations such as malls and key Louisville locations even after public zombification has occurred. We’ll have more on this in the next blog, most likely.


UNDER THE STARS


A few notes on outdoor sleeping. First off in 42, sleeping bags and tents (when packed) can be attached to appropriate backpacks. It looks quite nice and fun, especially when attached to a survivor zed.



Next up, we’ve made some general improvements to outdoor sleeping. As such tents are now both containers and beds. They are not good beds, mind – and using a sleeping bag by itself certainly isn’t either.

 
  • You can put a mattress or an un-packed sleeping bag into a tent to make it a better bed.
  • You can also use a pillow to modestly increase the quality of a tent bed, including reducing the chance and severity of neck pain. This applies to all other bed as well, including car seats.
  • You’re protected from the rain when sleeping in a tent, and the tents look a lot nicer than they used to as well.





GOING UNDERGROUND


Given as 42 will increase our height limit (and more particularly our depth limit) our artists and mappers are currently working on new visuals that will better suit locations beneath the ground of the Knox exclusion zone.

Here’s a fun example of the sorts of decoration that we hope will give added flavour to your new life underground, and hopefully bring along some Resi vibes with it.



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. Title image is from D4CR33P3R on Steam. That’s all for this week.
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