Evening all, here we all are again. Let’s take a stroll through the development Event zone.
Crafting Overhaul Recap
Now the vast infrastructure overhaul of the crafting systems has been merged and opened up to the rest of the gang, we’ve had a crack team of coders working solidly on implementing the various new post-apocalyptic profession tech trees, workstations and recipes that will provide for a vast amount of options for crafting and building in B42.
As a summary for anyone who isn’t up to date on our overall goals, the crafting overhaul is intended to provide the following things to Zomboid:
Give Zomboid a more feature rich end-game.
At present, long time players of the game often find they run out of objectives once they get a well-stocked and secure safehouse. We want to provide many more objectives a settled survivor can undertake to improve their safehouse, or indeed a community of players.
More things to build. More opportunities to craft. More ways to be creative.
Provide a way for servers to be able to run indefinitely without the need to wipe or respawn loot.
At present the gameplay loop relies so much on looting the map for items that servers run into problems when most urban locations are looted. These either cause servers to rely on unrealistic loot respawning, or to frequently wipe the server.
We want servers to be able to run well into the ‘Alexandria years’ and for players to experience life much further within the post-apocalypse in an interesting way that feels and plays different to the early chaos.
Provide believable post-apocalypse professions that would emerge in a post-technical post-apocalyptic society.
If it’s been 30 years since the apocalypse, making a new character who is a burger flipper ceases to make much sense.
As time ticks by from the initial infection, we will retire pre-apocalypse professions and introduce post-apocalypse professions that mirror pre-modern professions such as blacksmithing, tailoring, butchering and so on. We are also tying these skills into relevant modern day professions where applicable.
Provide more community cooperation in multiplayer (and NPCs in B43 and beyond) with different interacting professions that can contribute to a community – as well as provide much more extensive crafting and building, encouraging trade and other interesting player interactions.
We want to give players more interesting choices of professions and activities to contribute to a survivor community, and allow for players to cut more unique and interesting niches for themselves within a survivor group or community.
Part of this is reshaping how the skill and XP system work to both make individuals less capable of mastering everything, while making their initial potential a lot higher without grinding if they spec into a particular skill heavily.
Simultaneously, meanwhile, we still need to be providing sandbox options to allow solo players to master more skills and professions so as not to cut solo players from all the new content and things to do.
Provide a framework for players who want to focus more on community building and player interactions than zombie survival, so that they can optionally run servers with a more traditional wilderness map based survival game or extensive tech mods.
While zombie apocalypse will always be our core focus for the vanilla game, we want Zomboid to provide a breadth of survival mechanics and content that, especially with mods, make a solid foundation for many other varied survival experiences outside the looting and zombie gameplay.
This includes making provisions for the full range of possibilities in terms of tech and progression modpacks and overhauls that will add mountains of new ways for the community to play the game.
Our tech tree is built from the ground up with the assumption that it is taking place on a wilderness map without any civilization – to ensure that there are no holes.
In normal gameplay, close to the apocalypse, it’s expected that players would be able to skip huge portions of this tree by using scavenged technology and supplies from the crumbling modern world. However, with the correct knowledge and skills, players will be empowered to fill any gap if that loot and technology is not available to them.
Let the modders be all they can be.
Finally, we also believe that the crafting systems themselves are solid and foundational enough for the amazing modders in our community to run absolutely fucking wild with – and we honestly cannot wait to see what they come up with.
Recap over Now we’ve recapped our general goals with the crafting overhaul, we’ll introduce you to some of the work on three of the profession trees that we’ve been in the guts of this month.
Blacksmithing
One of the new post-apocalypse professions that will be available for players, blacksmithing will allow for the comprehensive working of metal to provide players the ability to craft many items that are unattainable outside looting in the current build of the game.
The initial work has been based around providing the ability for someone living in the wild to be able to work with metal using a primitive furnace and forge made using rocks and clay, along with higher tiers being producible later on as players progress.
Of course there will also be modern equivalents of these workstations available within the world map for players to exploit too, but as stated earlier we are filling out the crafting tech tree always from the very bottom, with the assumption that players do not have access to any looted supplies whatsoever.
Please note that we are currently exploring a new design for building mechanics, in our attempt to get away from using right click menus for everything. We are hoping for a nicer building interface since we’ll have a huge number of extra building projects for the player and just cramming them all into right click menus will get more and more cumbersome as time goes on.
With these facilities simple iron implements can be produced, such as nails, as well as the tools required to build the next tier. Additionally it can be used for simple assembly and maintenance tasks.
This second tier is approximately “Medieval-ish”, the furnaces are built using stonemasonry, consisting of dressed stone blocks and cement; there is a proper blacksmith’s anvil; and also a quenching bucket.
With this more complex and durable tools can be crafted, as well as a higher level of maintenance.
And yup, want to be the most popular person on a server? Crank out sledgehammers for your friends!
Finally in this area, for steel production we need to make coke, produced from charcoal.
This dome kiln can be used to produce both coke, and also charcoal from wood.
Wood charcoal is important for this branch of crafting. The heat it produces is good for working metal, but it’s also carbon and had effects on ferrous metal being forged. It will be able to be produced through other means than just the dome kiln, but can be produced more efficiently in higher quantities when using one.
Pottery / Stoneworking
We featured some of the possibilities with pottery in a previous Thursdoid however a big benefit of working with clay (as well as stone) is for additional options for building.
PLEASE NOTE: there’s anims, tile artwork, SFX and lots of other polish missing at present.
As well as stone or clay full-size walls, the extended building options from these systems will allow for paths, roofs and decorative elements allowing for player built communities to really feel like a settlement and provide options for security to keep the zeds at bay.
This will of course be a balancing concern for us, but we feel with sufficient effort and skill a survivor should be able to (very ultimately) erect walls that zombies do not simply attempt to walk through and bash their heads on until they fall over.
Brewer
The last profession we’ll cover today is the Brewer, who has numerous valuable things to bring to the table. While at present alcoholic drinks may not have too much direct impact on gameplay, we will be providing more benefits and downsides to the partaking in alcohol.
After all, we imagine it would be a likely bit of escapism for many a zombie apocalypse survivor, and there’d be more value still added later down the line once the NPCs and the accompanying psychological overhaul we have planned at the same time.
In the first instance of this, however, the Brewer profession also allows for the creation of a rather vital way of preserving food.
CAN BE HAPPY UNDERGROUND
Last ‘doid we showed you building developments high upwards into the sky, this time we’re going deeper underground as there’s too much panic in this town.
For those unaware, Build 42 will come with two sorts of below ground floor. First off we’ll have the Permanent ones that will always be attached to locations on the map. These will generally be familiar locations, places of interest, businesses and secret military complexes.
Today however, we’ll be looking at our Randomized ones. We currently have 119 of these designed: some empty and desolate, some full of loot beyond your wildest dreams, and some that make you seriously question the mental state of the previous occupant. Here’s a fuzzed-up image to whet your whistle.
These will be basements, bunkers, panic rooms and Waynes World sets that you will be delighted to discover spawning on your regular looting sorties – and they will appear within whatever houses could potentially fit them in and still look natural. The frequency of their appearances will also be governed by a Sandbox option.
We’ll also have a long list of designated spots within buildings on the map where a random basement will fit, these spots will be assigned and a random compatible basement will be placed in the world on world creation.
Here’s a quick video to show some of our favourites off but first a few familiar words of caution!
This is WIP, stair placement within buildings will improve, and likewise the steps will look more natural in the way that they appear within the house. We may also look at hatches etc as time goes on.
MODDING
Lovely Aiteron’s mission of tidying up, reorganising and adding new utility to our front-end UI continues. Notably he’s currently improving the Mod Manager which, as an ex-modder himself, he is ideally suited to do.
Here’s a quick video showing his changes.
So what’s seen here? Well, amongst other things, the following:
Mod and map order. You will now be able to change the load order of enabled mods and maps, which also comes with an auto-sort for available mods.
Share your presets. You will now be able to share your preset of mods (with specific mods, and the load order) and your friends and/or players on your server will be able to take it and use it themselves. If some mods are missing, then the game will flag it and show links to the ones that are uninstalled.
We have added special version tags that will be required for mod compatibility for B42. This is due to the massive changes to the game likely invalidating a large number of mods, and the potential for serious bugs if people attempt to run with those designed for B41. Hopefully in this way things will be clearer through the B42 Unstable process, and sailing can be as smooth as we can all muster it.
The game’s use of ModIDs has been altered to be appended by the workshop ID of each mod. This adjustment is aimed at resolving server issues that result in file mismatch errors when users attempt to connect, due to various mod versions sharing the same ModID. This happens on the Steam Workshop a fair bit due to re-uploads and modpacks. Now, with the workshop number attached to the ModID, only the “correct” version of a mod will be loaded by clients connecting to servers. We’re hoping that this will then lessen frustrations with said cursed file mismatch errors whenever you’re in an area of mod self-conflict.
We are also working on a new modding API and new modding guide for 42. It’s currently unclear whether it’d be released alongside a 42 Unstable. It’s certainly in the works though.
LOOTED HOMES
An area of the game we need to improve is the feeling that ‘something happened here’. We have burned down houses, survivor homes and our costume zeds – but we don’t have much that says people who were panicked were once here.
As such now we will be including a random chance for homes, stores and businesses to have been looted – with items strewn over the floor, general detritus and litter, and sometimes graffiti on the walls too.
(There’s no graffiti that says ‘Hit them in the head!’ just yet, but we are a video game so give us time on that one I’m sure it will happen eventually.)
FUN NEW ITEMS
At the same time as the big ticket new systems, our coders and art team like to dripfeed fun smaller stuff into the test build. Recent additions have been:
The Military Manpack Radio. Works when worn on the back, in addition to other radio usages.
New fluid containers that use the revamped crafting systems that deal with liquids – so for example the canteens use the new tech where they’re a single script item definition with procedural textures and icons, similar to how clothing items work.
Backpack sprayers that are fluid containers, that should prove useful for farming. (And also get us thinking about flamethrowers, once we have the time to get back into the fire rework.)
Other Stuff
The Sound team hit an impressive milestone the other week, with them hitting the total of 50 music tracks that have been re-written so that they work within 42’s new and awesome dynamic music system. Our thanks, as ever, to the fabulous team at Formosa and everything they do for the game.
Taking over a building, but still a clean-freak even though the world’s gone to shit and appearances no longer matter? Well worry no more, as 42 will allow you to wash away and scrub the grime and graffiti to make your safehouse look and feel spotless. Until the blood starts to drip again, clearly.
HAPPY HALLOWEEN WOOOO
In keeping with all the other game studios and publishers providing ‘faintly spooky content’ at this time of year, please take this offering of deer skellingtons and a baby deer skellington.
We trust that you are now suitably unsettled, and please note that it took about a minute to get our pre-existing animal skellingtons into motion. We haven’t spent all month on the skellingtons.
We’ll see you back here next month (details on the temporarily monthly Thursdoids here) for more cool stuff.
Thanks again all x
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
Okay so, recent weeks have seen two mega-merges into our trunk internal testing build.
The first was latest from our MP team, to top up the central development branch with their latest from their ongoing server work to flag up any unexpected issues and to get a few gameplay systems back online in MP.
The second was the guts of the long-awaited crafting revamp from Turbo, which means that the functionality for all our primary crafting stations is now in – and it’s a matter of banging heads together and integrating everything we’ve had stacked up for it.
To this end we’re pleased to announce that we’ve hired yet another stalwart individual from the modding community to aid us in this quest.
We were thinking about the different modders who could give our crafting team a little extra grunt, we have so many amazing ones after all, but the offerings of Soul Filcher stood out as being produce of exactly the sort of brain we needed.
We’re really happy to have Soul officially on the team, and while his initial introductory task has been some tidy-up work and minor improvements on our many and varied different traits he should be diving into the new crafting stations with the others in the weeks ahead.
SKY HIGH
The engine upgrade is now in a phase of finding all the edge case issues where something doesn’t render correctly due to the new caching rendering method.
Alongside this, very excitingly, the map team are working on larger buildings and basements to be slotted into the game map.
EP tested out the first building to use the increased floor limits, a literal 32 floor skyscraper which looks super impressive to see in-game. This, as yet unnamed, skyscraper also allowed us to get a fun new animation into the mix as well…
PLEASE NOTE: Impact with pavement is WIP. There’ll be far more crunchy SFX, far less blending issues with the character standing back up, and also more blood obviously. Screaming too.
Elsewhere we are making the most of the improvements to how sprites are cached and handled. This now allows, for example, sprites to be combined with overlays into a single cached texture.
With this we can create nicer, and more accurate, highlighting and borders when they are selected and moused over. As seen here:
Increasingly with the engine upgrade it’s become ever more clear that with it we’ll be able to polish up more oddities and visual quirks of Zomboid in the long term.
If you’re interested, this is made evident by the testing tools that we’ve added to Zomboid’s debug menus that put the new tile depth system through its paces.
In this video you will see a large debug 3d cylinder that can be moved around to test how it interacts with the map environment.
This now interacts with walls and other objects as if they were bona fide 3D geometry within the iso scene, which was impossible up till now. Previously it would have inserted itself in its entirety between tiles laid on top of each other.
This will allow us to increasingly have a more believably 3D looking world despite using 2D tiles, getting rid of a lot of unsightly glitches and potentially opening up other gameplay avenues in the further future.
Oh and here’s another player/zed falling vid as we love it so much…
OH, RATS
We’ve shown rats in blogs before, but previously they didn’t have many rules or conditions attached.
Now, as we close out what has internally been dubbed as ‘rat week’ we can say that rats will procedurally spawn as the world is explored – and they will also appear in special randomized ‘rat stories’. They can randomly spawn with trash, trash containers, and corpses.
As the days of the apocalypse tick by we will slowly approach the “Maximum Rat Index” – which is currently two months on default Sandbox settings – which is the point at which rats will have the highest chance of spawning and a higher chance of appearing in greater numbers.
In buildings with rat problems we will also be working with the sound team over at Formosa to make sure we have fun stuff like noises for rats in ceilings, rats in the walls, rats gnawing on flesh, rats scuttling over different floor surfaces etc.
We’ll keep a lid on the majority of our special randomized rat stories, but expect some gross supplies and destroyed loot. That said, are you familiar with the concept of a rat king crown? Google it if not!
Oh, and would you like something to wash down with that bleach?
MAP LATEST
Lots of fun stuff going into the map expansion, not least the 32 level skyscrapers we have going into Louisville.
Our plan is to have a few of these pepper the urban landscape, where appropriate, for 42 – and then to come back for more fully-fledged urban replanning later down the line.
If you take in all the new basements required for the new build, and the new swathes of land to the west of Muld that are being finalized, there’s a lot of ground to cover for the map team – even if so much of it already in the can. We want everything to be good quality, and don’t want any aspects rushed.
With that in mind, let’s have another more detailed look at Xeonyx’s ‘scraper showcased in the first video. What a beaut!
Elsewhere, what better place to explore in an update where lighting and lightsources are going to be far more than an issue – than Ayrton’s spooky abandoned orphanage in a forest?
All the cool kids will want to hang out there, we’re sure.
Finally, for a map expansion we need signs for homes and businesses. So expect all sorts of new fun stuff, alongside adverts and map-reveal flyers for them on the radio and in peoples’ homes.
IT’S A GAS, GAS, GAS
Alongside other new clothing, bags, holsters, and functional gear in 42, we’re also adding fully featured military webbing and SCBA gear.
The webbing provides two hotbar slots that can be used to attach walkie talkies, special new angle headed clip-on flashlights, and appropriate knives. The SCBA gear, meanwhile, provides one. Military webbing also serves as a wearable container that is superior to wearing fanny packs.
Some of this coolness can be seen in the following video – alongside the shemagh scarves that will allow British fans of a certain age cosplay as Simon Reeve.
As seen in the next video, SCBA gear is also functional in that, when it has an attached tank with oxygen remaining and is turned on, it will protect the wearer from inhaled atmospheric hazards. This also applies to the Hazmat suits.
We have also made Gasmasks functional, although they require filters that are drained by exposure to airborne contaminants, and have added Halfmask Respirators that use different filters that are consumed at a faster rate.
Some other, appropriate, masks will now also provide mild protection from corpse sickness. However, your character will remove and replace their mask when eating, drinking, smoking, taking pills, and such.
Engineer characters, and characters that learn the recipes, can also craft improvised gasmask filters, as well as recharge gasmask and respirator filters. All of these new items spawn in appropriate locations, vehicles, and on appropriate zombies.
4K REVOLUTION
One of the primary complaints we get about PZ, and a rightful one, is our lack of support for higher resolution monitors.
There have always been workarounds, but they haven’t been effective enough -and on a 4K screen the resolution makes our UI look to be a size that only a furrow-browed ant could use.
Well come 42 unstable (hopefully – it’s a big task) our local hero Fox will have climbed Resize Mountain – and up-rezzed our entire UI to make it far more amenable to those lucky folks with super-snazzy monitors. So good news for many, we hope.
HOLSTERS
In 42 not only are we adding visible holsters, in multiple colours, but also special shoulder and ankle holsters.
Shoulder holsters will conceal the holster and handgun when garments like jackets are worn over them, and also can store two pistol magazines as a container. Ankle holsters can only hold the m36 Revolver currently, and the holster and firearm will be concealed by long pants, skirts or dresses.
You’ll be able to find them on both existing, and new, zombie costume types – and we strongly suggest seeking out a plainclothes police detective zombie. (Might be tricky though).
OTHER STUFF
Following the successful integration of the effort and body noises from real actor people in a real recording studio into the game we’ve decided to get a load more done (three new men, three new ladies) so we get a range of different-sounding people – which in turn will make for more interesting character creation, and for more variety when players stand and fight around each other in MP.
For the longest time, since forever in fact, alcoholic intake hasn’t had enough impact on the player – outside of some fun stuff when drink-driving. We haven’t gone as far as implementing a whole new animation set, but as a fun little side project you might find a few extra complications next time you’re utterly shit-faced.
FINALLY
A MASSIVE thanks to everyone who bought a Steadfast Spiffo from Makeship!
We sold 2000 more plushies than the first run of Spiffos due to your amazing charitable instincts – and we raised over 73,000 US dollars for Cancer Council Queensland in memory of our friend Vicki Ann Woods!
Thank you so much for helping us with this, and we hope you enjoy your Steadfast Spiffo when he arrives on your doorstep later this year.
We’ll see you back here next month (details on the temporarily monthly Thursdoids here) for more cool stuff. Thanks again all x
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
Hey everyone. Jumping straight in with an update on the new and improved crafting system this time around if that’s okay with y’all.
As we’ve talked about in previous Thursdoids, a large part of the crafting overhaul revolves around creating a unified, powerful and expansive system for machines, crafting stations and appliances. This covers all the different things you find around the world, and those crafted by yourself and your friends.
A primary piece of this puzzle has been in the creation of dev systems and methodology that allow for the hugely swifter implementation of far more varied/interesting crafting and devices – which in turn is a big thing for modders, and for the nu-medieval post apocalyptic society gameplay we will now cater for.
This has also been built, however, with a framework that will allow for a wide variety of other gameplay aspects – some of which will be a part of the initial 42 release, while others will be drip-fed into future 42 builds, and more still in the mainline builds beyond that. (The underlying systems will be available for modders from the word go, however.)
One of the advantages that the crafting revamp brings with it is the opportunity to provide engineering and electronics gameplay with a ton more depth. This system revolves around the concept of components.
An example of this would be a ‘power input’ component, which provides electrical power to a machine from an external wire. Another would be a crafting component, which would undertake a crafting recipe that can make use of any liquid or item within a machine’s resource component, that can store items, liquid or power. Importantly, every component also has an associated UI that’s been designed for player interaction.
This will mean as our library (and the community’s library) of components grows, we can quickly put them together to create all sorts of in-game machines and appliances. It’s also relatively easy to slap a UI skin on to each component (perhaps something already existing from the game, perhaps something new) to make them appear in the most appropriate way.
Components will also be moddable, so modders will be able to add new components that could then be used as parts of a machine’s in-game functionality and UI.
The end goal is to open this up to the player in-game, having these components as items obtainable through disassembly.
A burglar alarm for example will be comprised of a speaker component, as well as a battery input component and a motion sensor component. A player could feasibly go around collecting the components, removing the motion sensors and installing them around their base, wiring each of them up to lights to act as an early warning system.
Meanwhile the speaker component of the burglar alarm could be similarly wired up to a switch to allow people in the base to create a distraction sound to lure zombies away or into a trap.
These are just two potential gameplay moments plucked from the air, but good examples of a believable utility of scavenging components from real world items.
Putting aside all the new professions and skills coming to B42, this will finally provide engineering and electronic skills with a lot of cool utility – and make anyone with these skills a valuable asset to any survivor group.
This system will also be the bedrock for the crafting tree, providing functionality for the various profession workbenches, crafting stations and more primitive machines. For example, for the more medieval constructions, one form of power input available is rotational energy, allowing for mills and other contraptions to power machines and stations.
Ultimately our hope would be any machine or appliance on the map would simply be a combination of these components. Someone skilled enough would be able to remove them and put them together in any way they made sense: each component will have simple item, power, liquid or logic inputs and outputs.
Taking it a step further, it would also give us the option of making functional machines within the various industrial areas of the map – providing functional machines that could feasibly be utilized (perhaps even looted and taken back to base) and potentially making factory locations extremely high value targets for looting.
This will also, ultimately, add far more interesting gameplay to base construction and generator usage. We would have pipes and wires to facilitate the wiring and plumbing of machines and home systems together – rather than fudging water collector positions to make operable sinks, or just placing a generator next to a building and instantly powering it.
How far could this be pushed?
Well, in testing the system’s flexibility, Turbo grabbed some existing sprites from around the map to make sure the system was working okay for both our needs, and those of the modding community.
PLEASE NOTE THAT THIS VIDEO IS FROM A DEVELOPMENT TESTBED.
There’s no guarantee any of this will make it into B42, and likewise they are all built from random tiles that Turbs has nicked from our industrial sprite collection. This is all a part of testing the speed and simplicity of creating new machines – and from that underline how powerful the new system is.
Everything seen in this vid was put together with minimal specific code – and largely relied on existing components put together within the machines in the PZ script files along with new items and recipes.
We’ve got enough on our plate, so we likely won’t have a full suite of replaced ‘existing machines and appliances’ by the time 42 unstable rolls around but we believe that these new foundations for PZ’s crafting system will provide great opportunities both for our existing gameplay, and the gameplay we have planned for the years ahead.
This has certainly been the part of 42 that’s taken the longest to come together (not helped by dev illness and hospitalization in early development stages) but it’s also the stuff that we absolutely needed to nail to provide the huge boost in player and community creativity that we know it can provide. We’re at that point now, we feel, and look forward to showing off more applications in the near future.
HELLO PATRICK
A big Spiffo welcome to Patrick, an actual real American on the main dev team. Patrick is a software engineer who has been away working in academia on educational games for a fair while – but has his roots in more conventional gaming and has had his claws in various Tomb Raiders, Tony Hawk games, Ratchets, and Clanks over the years.
His primary mission is the implementation of ragdolls into the game – although initial work and experimentation is still very much exploratory.
We haven’t had an actual real American who remembers 1993 on the dev team for a while, so it also means he gets to answer a lot of questions about parking lots, drivethroughs and various other Americana. He is coping with this admirably.
FOLLOW THAT DEER
A quick check-in with our (still WIP) animal tracking system. This could probably look a little better in terms of visual variation when it comes to animal tracks and direction, but is shaping up to be pretty fun.
HOLSTERS AND WEBBING
In B42 not only will holsters be visible, but a new shoulder holster item has been added. Additionally we now have military webbing, which can be worn instead of a shoulder holster, and also occupies the spaces that fanny packs would occupy.
This webbing provides two additional hotbar slots, which we currently have set up for walkie talkies and knives, and also provide superior container option to fanny packs. Not only can these items be found as appropriate container loot, but also can be seen on both existing, and new, zombie outfit types.
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.
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!
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.
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…
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.
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.
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.
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.
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.
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.