Jun 8, 2015
Project Zomboid - nasKo


Welcome survivor, to a fabulously French Mondoid in which our wondrous gallic friends at http://projectzomboid.fr/news/news.php have submitted questions for the consumption of all. We call these sessions ‘Ask Project Zomboid Developers The Indie Stone Anything’ but sadly, unlike the runaway success that is IWBUMS, the catchy acronym ‘APZDTISA’ has never really taken off beyond private circles. We will never stop believing though.

Before we get all Johnny Hallyday about it though, we’ve got a few important news nuggets for you on the Build 32 IWBUMS Public Test and the world beyond.


Desura situation
As many will be aware, this week it’s been revealed that our original official distribution platform Desura has encountered financial difficulties. Given its unpredictable future we’d like to recommend all remaining Desura players who haven’t yet found and activated their free PZ Steam key to do so as soon as possible. You can find instructions here.

As a platform the belief and friendship of Desura’s previous owners made Project Zomboid what it is today. We would especially like to thank Scott and Dave from the old times, and also offer our sympathies to all those losing out in this current sad situation.


Build 32: The IWBUMS continues
We’re now on the fifth iteration of the public beta of Build 32, and we’re getting some great feedback on the new zombie population system from everyone. We still want more though, to help the builds really finetune zombie respawns and movement. Very soon EasyP will be adding a config file to saves so you can experiment with spawning behaviour yourselves and help us in our glorious crusade for population perfection, so watch the forum and our twitter feed for details on that one.

The plan is to find ‘good’ numbers for spawning and migration and make sure as many people as possible are comfortable with it. Although, that’s the wrong choice of words: ‘acceptably uncomfortable’ would probably be better! At this point EP will start to drip in the random factor. His latest post on the subject can be found here on the forums.


Other stuff
A few quick links we’d like you to have a gander at! Twiggy has just started a new Project Zomboid Quickie Tutorial series – the first one of which is on Character Creation. Our Chris has also chimed in on his thoughts on the positives of the new Steam refund scheme. Finally, Citadel Servers are currently checking if there is interest for AU/NZ PZ servers – if you’re of an Australasian bent and would fancy something like that then please get in touch!

Due to the maximum ammount of allowed characters in Steam Announcements, it wouldn't even let us post this Mondoid in two announcements.
So you will have to head over to our blog to read the lengthy


APZDTISA VI: The French Connection

http://projectzomboid.com/blog/2015/06/zed-alors/

Today’s featured image from the snappily named [IVe_45e]Cpt KiLLiaN on Steam! Would you like to be part of the Project Zomboid electronic Monday pony express? Click here for details!
Jun 8, 2015
Project Zomboid - nasKo


Welcome survivor, to a fabulously French Mondoid in which our wondrous gallic friends at http://projectzomboid.fr/news/news.php have submitted questions for the consumption of all. We call these sessions ‘Ask Project Zomboid Developers The Indie Stone Anything’ but sadly, unlike the runaway success that is IWBUMS, the catchy acronym ‘APZDTISA’ has never really taken off beyond private circles. We will never stop believing though.

Before we get all Johnny Hallyday about it though, we’ve got a few important news nuggets for you on the Build 32 IWBUMS Public Test and the world beyond.


Desura situation
As many will be aware, this week it’s been revealed that our original official distribution platform Desura has encountered financial difficulties. Given its unpredictable future we’d like to recommend all remaining Desura players who haven’t yet found and activated their free PZ Steam key to do so as soon as possible. You can find instructions here.

As a platform the belief and friendship of Desura’s previous owners made Project Zomboid what it is today. We would especially like to thank Scott and Dave from the old times, and also offer our sympathies to all those losing out in this current sad situation.


Build 32: The IWBUMS continues
We’re now on the fifth iteration of the public beta of Build 32, and we’re getting some great feedback on the new zombie population system from everyone. We still want more though, to help the builds really finetune zombie respawns and movement. Very soon EasyP will be adding a config file to saves so you can experiment with spawning behaviour yourselves and help us in our glorious crusade for population perfection, so watch the forum and our twitter feed for details on that one.

The plan is to find ‘good’ numbers for spawning and migration and make sure as many people as possible are comfortable with it. Although, that’s the wrong choice of words: ‘acceptably uncomfortable’ would probably be better! At this point EP will start to drip in the random factor. His latest post on the subject can be found here on the forums.


Other stuff
A few quick links we’d like you to have a gander at! Twiggy has just started a new Project Zomboid Quickie Tutorial series – the first one of which is on Character Creation. Our Chris has also chimed in on his thoughts on the positives of the new Steam refund scheme. Finally, Citadel Servers are currently checking if there is interest for AU/NZ PZ servers – if you’re of an Australasian bent and would fancy something like that then please get in touch!

Due to the maximum ammount of allowed characters in Steam Announcements, it wouldn't even let us post this Mondoid in two announcements.
So you will have to head over to our blog to read the lengthy


APZDTISA VI: The French Connection

http://projectzomboid.com/blog/2015/06/zed-alors/

Today’s featured image from the snappily named [IVe_45e]Cpt KiLLiaN on Steam! Would you like to be part of the Project Zomboid electronic Monday pony express? Click here for details!
Jun 1, 2015
Project Zomboid - nasKo

 
It’s been a week since Build 32 broke the barricade of IWBUMS public testing (information here) and so far we’ve been hearing lots of happy noises. Well, amidst the renewed screaming. EasyPickins’ new zombie management system has brought the average player lifespan down significantly, and with it most reports suggest playing the game is more tense and enjoyable.

That’s not to say, however, that it’s job done. From this point onward in Build 32 EP will be tweaking and experimenting with the new system until we hit a point that we’re happy with. We need a difficulty and population numbers that don’t necessarily lock off survival content [farming, fishing etc] for experienced players, but still throws in some migration curveballs. Then again, through making the challenge surmountable we don’t want to lose the added feeling of danger that we’ve reintroduced to the game. So this is…


WHERE YOU COME IN
We need to find quite a tricky biting point, and as such we need your reports from the game, generally from a few weeks/months into your playthroughs. Don’t just play in Survival mode either, but experiment with the new sandbox options – having more/less zeds in your game, and increasing and decreasing spawn times. Report your findings here, making sure to state what gameplay settings you have selected. Then, soon, the sweet spot will be sounded out.

We’d also like feedback on the new Challenges so we can fix them up, adjust rules, timings etc to provide maximum fun. For that we’ve created a separate thread here.

In terms of general Zombie Population experiments and tweaks, one current concern is that after meta-game noises some cells may get a huge surplus of zombies while others become fairly deserted. We’ll be addressing that, and also have had an idea about migrating zombies from the overpopulated cells to the underpopulated ones. There’s also a concept that EP has discussed with RJ that would see the total population rising as time goes by to make things tougher. It’s all heavily dependent on community feedback though, so let us know your thoughts.

So that’s the current stuff, but what of Build 33 content? Well…

TURBO MOVES OFFICE

The delectable TurboTuTone has been working on a system that lets you put previously immobile objects (furniture, paintings, flooring tiles etc) into your inventory and carry them elsewhere. You can also rotate them to your liking. As such, base customization will now be a thing. Here, for example, is a [long] video of Turbs moving office in West Point:
 
https://www.youtube.com/watch?v=nCCGcUPcHT4

“Many single tile objects can now be picked up.” Turbo explains from his underground lair in the Netherlands. “Some can be picked up right away, like chairs and other non-fixed objects, but others require tools and certain skills to be picked up. A good example is perhaps that to dig out plants you’ll need a shovel and a skill level in Farming. Likewise, for a counter you’ll need a hammer and experience in Carpentry.”

“I also currently have it that multiple tools will sometimes be needed – like a window that requires a crowbar to try and break it out from its fitting, and a hammer that’s required to put it back into an empty window frame. All moveable objects are generally quite heavy so you’ll only ever be able to hold a few, not unlike the way you currently carry corpses. In fact, larger objects can be extremely heavy and will require a certain strength. If a tool is required, then there’s also a chance of breakage – and of leaving debris behind.”

“Now, most objects are purely cosmetic to pimp up your safehouse, however some retain functionality: like container objects, and the barbecue. Objects with water pipes attached will lose functionality when moved too, but can be made operational again when one or more water barrels are placed in the 3×3 surrounding the sink (or one level above) and will draw water from them, if they have any.”
So what’s the potential end-point of this new system, especially if you’ve got a team of players with Grand Designs in MP? Well, something like this if you’ve got the time and the inclination…
 
https://www.youtube.com/watch?v=PZzOILunDso
 
“This base was constructed with a building cheat mode on, and several cheats for the moveables on – like severe weight reduction and fast pick up – and it still took me eight to ten hours to build and decorate”, explains Turbo.  “Still though, it shows what the system can do.”
“The structure was set up with plain carpentry, floors, walls and doors. I then plastered and painted the walls, before heading all over Muldraugh collecting various objects and floors etc after which the interior design phase began.”

“Sadly, I died once while laying tiles on the roof, which is why there’s a corpse somewhat ruining the atmosphere in the Zen garden.”


FRENCH APZDITSA NEXT WEEK!
Are you a member of the French Community, and would you like the opportunity to AskProject Zomboid Developers The Indie Stone Anything? Well next Mondoid you can. Or you could just use Google Translate and fool us all. Up to you. Thread found here!

That’s it for now. Until next week, Mondoiders of Mondoidton!

Today’s Featured Image from Minus_Kot over on Steam . If you’d like nonsense like this delivered in a more personal manner, why not supply the fine fellows [and lady] at The Indie Stone with your electronic mailing address?
Jun 1, 2015
Project Zomboid - nasKo

 
It’s been a week since Build 32 broke the barricade of IWBUMS public testing (information here) and so far we’ve been hearing lots of happy noises. Well, amidst the renewed screaming. EasyPickins’ new zombie management system has brought the average player lifespan down significantly, and with it most reports suggest playing the game is more tense and enjoyable.

That’s not to say, however, that it’s job done. From this point onward in Build 32 EP will be tweaking and experimenting with the new system until we hit a point that we’re happy with. We need a difficulty and population numbers that don’t necessarily lock off survival content [farming, fishing etc] for experienced players, but still throws in some migration curveballs. Then again, through making the challenge surmountable we don’t want to lose the added feeling of danger that we’ve reintroduced to the game. So this is…


WHERE YOU COME IN
We need to find quite a tricky biting point, and as such we need your reports from the game, generally from a few weeks/months into your playthroughs. Don’t just play in Survival mode either, but experiment with the new sandbox options – having more/less zeds in your game, and increasing and decreasing spawn times. Report your findings here, making sure to state what gameplay settings you have selected. Then, soon, the sweet spot will be sounded out.

We’d also like feedback on the new Challenges so we can fix them up, adjust rules, timings etc to provide maximum fun. For that we’ve created a separate thread here.

In terms of general Zombie Population experiments and tweaks, one current concern is that after meta-game noises some cells may get a huge surplus of zombies while others become fairly deserted. We’ll be addressing that, and also have had an idea about migrating zombies from the overpopulated cells to the underpopulated ones. There’s also a concept that EP has discussed with RJ that would see the total population rising as time goes by to make things tougher. It’s all heavily dependent on community feedback though, so let us know your thoughts.

So that’s the current stuff, but what of Build 33 content? Well…

TURBO MOVES OFFICE

The delectable TurboTuTone has been working on a system that lets you put previously immobile objects (furniture, paintings, flooring tiles etc) into your inventory and carry them elsewhere. You can also rotate them to your liking. As such, base customization will now be a thing. Here, for example, is a [long] video of Turbs moving office in West Point:
 
https://www.youtube.com/watch?v=nCCGcUPcHT4

“Many single tile objects can now be picked up.” Turbo explains from his underground lair in the Netherlands. “Some can be picked up right away, like chairs and other non-fixed objects, but others require tools and certain skills to be picked up. A good example is perhaps that to dig out plants you’ll need a shovel and a skill level in Farming. Likewise, for a counter you’ll need a hammer and experience in Carpentry.”

“I also currently have it that multiple tools will sometimes be needed – like a window that requires a crowbar to try and break it out from its fitting, and a hammer that’s required to put it back into an empty window frame. All moveable objects are generally quite heavy so you’ll only ever be able to hold a few, not unlike the way you currently carry corpses. In fact, larger objects can be extremely heavy and will require a certain strength. If a tool is required, then there’s also a chance of breakage – and of leaving debris behind.”

“Now, most objects are purely cosmetic to pimp up your safehouse, however some retain functionality: like container objects, and the barbecue. Objects with water pipes attached will lose functionality when moved too, but can be made operational again when one or more water barrels are placed in the 3×3 surrounding the sink (or one level above) and will draw water from them, if they have any.”
So what’s the potential end-point of this new system, especially if you’ve got a team of players with Grand Designs in MP? Well, something like this if you’ve got the time and the inclination…
 
https://www.youtube.com/watch?v=PZzOILunDso
 
“This base was constructed with a building cheat mode on, and several cheats for the moveables on – like severe weight reduction and fast pick up – and it still took me eight to ten hours to build and decorate”, explains Turbo.  “Still though, it shows what the system can do.”
“The structure was set up with plain carpentry, floors, walls and doors. I then plastered and painted the walls, before heading all over Muldraugh collecting various objects and floors etc after which the interior design phase began.”

“Sadly, I died once while laying tiles on the roof, which is why there’s a corpse somewhat ruining the atmosphere in the Zen garden.”


FRENCH APZDITSA NEXT WEEK!
Are you a member of the French Community, and would you like the opportunity to AskProject Zomboid Developers The Indie Stone Anything? Well next Mondoid you can. Or you could just use Google Translate and fool us all. Up to you. Thread found here!

That’s it for now. Until next week, Mondoiders of Mondoidton!

Today’s Featured Image from Minus_Kot over on Steam . If you’d like nonsense like this delivered in a more personal manner, why not supply the fine fellows [and lady] at The Indie Stone with your electronic mailing address?
Project Zomboid - nasKo


Short, sharp Mondoid this week because, yes, Build 32 is now in public IWBUMS testing. If you’re not aware of this process then check out this thread, agree to the consequences and start downloading. Report the bugs you find on the bugtracker here, and gameplay feedback and balance below this lovely changelist post.  We’d especially like to hear your thoughts on tweaking the new challenges towards maximum fun.

Included in Build 32 are the new tutorial, two new challenges, EP’s new zombie management system and RJ’s new professions, generators and trap/bomb crafting. In fact, we gave the keys of the build to youtuber ManBearPig and he recorded the following rundown.
 
https://www.youtube.com/watch?v=jVqYFIBFgdc

Finally, MP players who are looking for more ways to deal with griefing might also be interested in reading about RJ’s new (optional) "claim safehouse" server option that’s also a part of Build 32.

Enjoy!
Project Zomboid - nasKo


Short, sharp Mondoid this week because, yes, Build 32 is now in public IWBUMS testing. If you’re not aware of this process then check out this thread, agree to the consequences and start downloading. Report the bugs you find on the bugtracker here, and gameplay feedback and balance below this lovely changelist post.  We’d especially like to hear your thoughts on tweaking the new challenges towards maximum fun.

Included in Build 32 are the new tutorial, two new challenges, EP’s new zombie management system and RJ’s new professions, generators and trap/bomb crafting. In fact, we gave the keys of the build to youtuber ManBearPig and he recorded the following rundown.
 
https://www.youtube.com/watch?v=jVqYFIBFgdc

Finally, MP players who are looking for more ways to deal with griefing might also be interested in reading about RJ’s new (optional) "claim safehouse" server option that’s also a part of Build 32.

Enjoy!
May 18, 2015
Project Zomboid - nasKo

 
Hello desperate survivor. I can offer you the latest news on Project Zomboid development in return for two Spiffos OR ten nails. Okay, thank you. That will just about do. Now let’s just go our separate ways… but not before we hit you with the baseball bat of Build 32 banditry of course!

Build 32 is currently in internal testing – the top-line of which is the extended crafting system (featuring traps and generators), the new challenges, the new tutorial and a myriad of tweaks, fixes and under-the-hood fiddlings. It’s going well so far. Here are some new items of note that will also feature.


New Zombie Respawn and Management system
Deep in EasyPickins’ Canadian fix factory, a new zombie-respawning system has emerged from a fiery furnace. Below is a pictorial rendition, accompanied by the man himself’s explanation.

“This picture shows a part of West Point. Each large rectangle is one cell (300×300 tiles). The small rectangle is the loaded part of the map around the player. Each red dot is one zombie. The yellow dots are the ‘real’ zombies in the loaded part of the map. In the top-left corner of each cell you can see the number of zombies in that cell followed by the number of zombies there were when the game first started (the desired population). The third number is how many hours before new zombies can spawn.”



“The sandbox option ‘Zombies Respawn Interval’ controls how often zombies respawn. Zombies will respawn only when the current population in a cell is lower than the desired population. In multiplayer, the HoursForZombiesRespawn server option is used instead. In survival mode this is set to ‘Every Day’. Meanwhile, the sandbox option ‘Zombies Respawn Percent’ controls how many zombies respawn in each of these intervals – adding a percentage and then another percentage until it hits a overall desired population. In MP the ZombiesRespawnPercent server option is used instead, and in Survival mode this is set to ‘10 percent’.

“Zombies won’t respawn in loaded parts of the map. This is to avoid zombies popping up in front of the player, and to double-down on stopping players from noticing it they also won’t spawn in any part of the map that was loaded within the last hour of game time.”

“Another benefit of this new system is that zombies should never respawn in any buildings or fenced-off areas. The game will check to see if there is a clear path from one randomly-chosen square on the edge of the world to the place it wants to place new zombies. If a path can’t be found, then no zombies will be spawned in that part of the map.”


You Have One Day Challenge
A challenge that we’re getting ready now, but will likely release towards the end of the Build 32 IWBUMS process to keep things fresh, is a challenge that takes place in the old PZ map from the 0.1.5d days. Community mapper BobHeckling rebuilt it with the current PZ toolset, and with his permission it’s now going to be part of the full game.

The challenge gives you one day of relative safety – filled with only sporadic zombies who won’t attack you. Come morning, however, zombies will arrive in huge numbers – and they will find you.


 
The jury is currently out on whether we recreate the old jukebox crash bug, but other than that your nostalgia glands should be pumping out rose-tinted endorphins like no-one’s business…


Death by Mall
The moment the zeds break through in the Opening Hours challenge is so much fun that we wanted to share. Slight spoilers in that it’s better to play, rather than watch. (It’s still good to watch though!)
 
https://www.youtube.com/watch?v=ihM9cEbNPvs

Other Stuff
There’s currently a lot of work going into making the online experience smoother and far less niggly both as player and admin. There’s several irons in the fire on this one, some big and some small, so hopefully you’ll start to see improvements in both build 32 and 33. Oh, and in 32 you can remove broken glass from windows too by the way. Which will be a relief to patched up legs/groins everywhere.

We’ll hopefully be seeing some streamers and youtubers blessed with an early version of Build 32 showing off our wares later this week, so keep an eye on @theindiestone for news on that. See you all next week!

Oh, and check out the Russian community’s awesome Spiffo drawing contest. Still some time to go if you want to join in!
 

Today’s Featured Image taken by your own correspondent after a TV dinner burning incident after 25 hours in the You Have One Day Challenge. Want to get Mondoid in your email inbox amidst all the other companies pleading for your attention? Click here! 
May 18, 2015
Project Zomboid - nasKo

 
Hello desperate survivor. I can offer you the latest news on Project Zomboid development in return for two Spiffos OR ten nails. Okay, thank you. That will just about do. Now let’s just go our separate ways… but not before we hit you with the baseball bat of Build 32 banditry of course!

Build 32 is currently in internal testing – the top-line of which is the extended crafting system (featuring traps and generators), the new challenges, the new tutorial and a myriad of tweaks, fixes and under-the-hood fiddlings. It’s going well so far. Here are some new items of note that will also feature.


New Zombie Respawn and Management system
Deep in EasyPickins’ Canadian fix factory, a new zombie-respawning system has emerged from a fiery furnace. Below is a pictorial rendition, accompanied by the man himself’s explanation.

“This picture shows a part of West Point. Each large rectangle is one cell (300×300 tiles). The small rectangle is the loaded part of the map around the player. Each red dot is one zombie. The yellow dots are the ‘real’ zombies in the loaded part of the map. In the top-left corner of each cell you can see the number of zombies in that cell followed by the number of zombies there were when the game first started (the desired population). The third number is how many hours before new zombies can spawn.”



“The sandbox option ‘Zombies Respawn Interval’ controls how often zombies respawn. Zombies will respawn only when the current population in a cell is lower than the desired population. In multiplayer, the HoursForZombiesRespawn server option is used instead. In survival mode this is set to ‘Every Day’. Meanwhile, the sandbox option ‘Zombies Respawn Percent’ controls how many zombies respawn in each of these intervals – adding a percentage and then another percentage until it hits a overall desired population. In MP the ZombiesRespawnPercent server option is used instead, and in Survival mode this is set to ‘10 percent’.

“Zombies won’t respawn in loaded parts of the map. This is to avoid zombies popping up in front of the player, and to double-down on stopping players from noticing it they also won’t spawn in any part of the map that was loaded within the last hour of game time.”

“Another benefit of this new system is that zombies should never respawn in any buildings or fenced-off areas. The game will check to see if there is a clear path from one randomly-chosen square on the edge of the world to the place it wants to place new zombies. If a path can’t be found, then no zombies will be spawned in that part of the map.”


You Have One Day Challenge
A challenge that we’re getting ready now, but will likely release towards the end of the Build 32 IWBUMS process to keep things fresh, is a challenge that takes place in the old PZ map from the 0.1.5d days. Community mapper BobHeckling rebuilt it with the current PZ toolset, and with his permission it’s now going to be part of the full game.

The challenge gives you one day of relative safety – filled with only sporadic zombies who won’t attack you. Come morning, however, zombies will arrive in huge numbers – and they will find you.


 
The jury is currently out on whether we recreate the old jukebox crash bug, but other than that your nostalgia glands should be pumping out rose-tinted endorphins like no-one’s business…


Death by Mall
The moment the zeds break through in the Opening Hours challenge is so much fun that we wanted to share. Slight spoilers in that it’s better to play, rather than watch. (It’s still good to watch though!)
 
https://www.youtube.com/watch?v=ihM9cEbNPvs

Other Stuff
There’s currently a lot of work going into making the online experience smoother and far less niggly both as player and admin. There’s several irons in the fire on this one, some big and some small, so hopefully you’ll start to see improvements in both build 32 and 33. Oh, and in 32 you can remove broken glass from windows too by the way. Which will be a relief to patched up legs/groins everywhere.

We’ll hopefully be seeing some streamers and youtubers blessed with an early version of Build 32 showing off our wares later this week, so keep an eye on @theindiestone for news on that. See you all next week!

Oh, and check out the Russian community’s awesome Spiffo drawing contest. Still some time to go if you want to join in!
 

Today’s Featured Image taken by your own correspondent after a TV dinner burning incident after 25 hours in the You Have One Day Challenge. Want to get Mondoid in your email inbox amidst all the other companies pleading for your attention? Click here! 
May 11, 2015
Project Zomboid - nasKo

 
Why a Blue Mondoid? Perhaps it’s because you’ll let out a cuss-word in surprise and delight at the treats in-store for you below? Maybe Zombies turn blue, as well as green, sometimes? Perhaps, just perhaps, it’s because the guy writing this really likes the songs of New Order. Who can say?


EXCITING ANIMATION VIDEO
Over to Lemmy for a quick description of what you’ll see in our latest, long-awaited, animations video.

“This is still WIP, and is just a demo of a few new things in the new animation system. General running will be separate from a sprint ability, which gives you a boost to speed but quickly tires you, lowers your ability to manoeuvre and increases a risk of a fall or collision.”

“Characters will have much more physical presence in the world, and inertia and change of speed is now a factor with regard to animation. This will also allow us to branch off different ramifications given the character’s mental and physical state. Panicked survivors who are not looking where they are going may run into problems (quite literally) while unfit, clumsy or undexterous characters may perform actions slower, or be more likely to mess up, fall or perhaps fail to scale a fence at an inopportune time.”


https://www.youtube.com/watch?v=NfLxFdG1-G4
 
TUTORIAL RETURNS
Mondoiders with keen memories might remember that back in the days of Build 25 there was talk of a Tutorial that would teach the most basic of basics to new survivors. A script was written and initial code was tapped in – but then tasks elsewhere diverted our attention and the poor thing was left on the shelf for a while. Left alone that is… until a brave Frenchman called Romain ‘RJ’ Dron found it, blew the dust off and finished it like the dreamy gallic hero he is!

Now a part of Build 32, the tutorial is an introduction to the mechanics and ambience of Project Zomboid – and should be quite fun for established players to check out too as there’s some fun forced-feeding of rotten foodstuffs along the way. We’ve been sure to write it so it complements the more narrative tutorials of Kate and Baldspot, when they return, who’ll be more concerned with ‘advanced’ gameplay. This tutorial is very much aimed at making new players feel less confused in their very first couple of minutes of gameplay.
 



TURBO AND WILL ADVENTURES
Okay, so slight annoyance time. The coders have left Writer Will [[i]that’s me, hi[/i]] in the dust and he’s not comfortable with his radio and TV spreadsheet going into Build 32 as a WIP. He needs extra time to polish, proof and be sure the multi-channel coverage of simultaneous events is watertight. So, sorry about that one.

In ‘positive spin’ news, however, this does mean that players will be getting the entire radio system when it comes to Build 33 – incorporating all of Turbo’s player-to-player transmission system brought over from his ApCom mod.

Turbo is simultaneously working on a system for those who’d like to customise their safehouses a little – letting you rotate and move (via your inventory) certain items of furniture, paintings, items and vegetation. More of which we’re sure you’ll hear a lot more about after Build 32 is released and the build-up to 33 begins. (Although seeing as a lot of the groundwork for all of the above has already been laid, it presumably won’t be a hugely long wait as far as PZ updates go)


OTHER STUFF
In the background mappers continue to set out the foundations of Louisville, EP’s doing stuff with zombie population management that’ll make you tingly and we’ve also got various other cool things we won’t tell you about until they’re a smidge closer. All cool stuff. Have a lovely week everyone!
 
This week’s Featured Image is Lenged91’s ‘Pride and Joy’ safehouse. God bless her, and all those who cower within. Would you like to receive weekly updates on Project Zomboid? How about every Monday or, as the cooler kids say, ‘Mondoid’? Follow this link for voluntary enlistment.
May 11, 2015
Project Zomboid - nasKo

 
Why a Blue Mondoid? Perhaps it’s because you’ll let out a cuss-word in surprise and delight at the treats in-store for you below? Maybe Zombies turn blue, as well as green, sometimes? Perhaps, just perhaps, it’s because the guy writing this really likes the songs of New Order. Who can say?


EXCITING ANIMATION VIDEO
Over to Lemmy for a quick description of what you’ll see in our latest, long-awaited, animations video.

“This is still WIP, and is just a demo of a few new things in the new animation system. General running will be separate from a sprint ability, which gives you a boost to speed but quickly tires you, lowers your ability to manoeuvre and increases a risk of a fall or collision.”

“Characters will have much more physical presence in the world, and inertia and change of speed is now a factor with regard to animation. This will also allow us to branch off different ramifications given the character’s mental and physical state. Panicked survivors who are not looking where they are going may run into problems (quite literally) while unfit, clumsy or undexterous characters may perform actions slower, or be more likely to mess up, fall or perhaps fail to scale a fence at an inopportune time.”


https://www.youtube.com/watch?v=NfLxFdG1-G4
 
TUTORIAL RETURNS
Mondoiders with keen memories might remember that back in the days of Build 25 there was talk of a Tutorial that would teach the most basic of basics to new survivors. A script was written and initial code was tapped in – but then tasks elsewhere diverted our attention and the poor thing was left on the shelf for a while. Left alone that is… until a brave Frenchman called Romain ‘RJ’ Dron found it, blew the dust off and finished it like the dreamy gallic hero he is!

Now a part of Build 32, the tutorial is an introduction to the mechanics and ambience of Project Zomboid – and should be quite fun for established players to check out too as there’s some fun forced-feeding of rotten foodstuffs along the way. We’ve been sure to write it so it complements the more narrative tutorials of Kate and Baldspot, when they return, who’ll be more concerned with ‘advanced’ gameplay. This tutorial is very much aimed at making new players feel less confused in their very first couple of minutes of gameplay.
 



TURBO AND WILL ADVENTURES
Okay, so slight annoyance time. The coders have left Writer Will [[i]that’s me, hi[/i]] in the dust and he’s not comfortable with his radio and TV spreadsheet going into Build 32 as a WIP. He needs extra time to polish, proof and be sure the multi-channel coverage of simultaneous events is watertight. So, sorry about that one.

In ‘positive spin’ news, however, this does mean that players will be getting the entire radio system when it comes to Build 33 – incorporating all of Turbo’s player-to-player transmission system brought over from his ApCom mod.

Turbo is simultaneously working on a system for those who’d like to customise their safehouses a little – letting you rotate and move (via your inventory) certain items of furniture, paintings, items and vegetation. More of which we’re sure you’ll hear a lot more about after Build 32 is released and the build-up to 33 begins. (Although seeing as a lot of the groundwork for all of the above has already been laid, it presumably won’t be a hugely long wait as far as PZ updates go)


OTHER STUFF
In the background mappers continue to set out the foundations of Louisville, EP’s doing stuff with zombie population management that’ll make you tingly and we’ve also got various other cool things we won’t tell you about until they’re a smidge closer. All cool stuff. Have a lovely week everyone!
 
This week’s Featured Image is Lenged91’s ‘Pride and Joy’ safehouse. God bless her, and all those who cower within. Would you like to receive weekly updates on Project Zomboid? How about every Monday or, as the cooler kids say, ‘Mondoid’? Follow this link for voluntary enlistment.
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