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Snack Attack



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.


[h3]CRAFTY BUSINESS[/h3]
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.
[previewyoutube][/previewyoutube]

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.


[h3]SOWING DISCORD[/h3]
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.

[h3]ELSEWHERE[/h3]
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.

[previewyoutube][/previewyoutube]

  • 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.

Church on Zunday



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.

[h3]FARMZ[/h3]
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.

[previewyoutube][/previewyoutube]

Also, here’s a quick timelapse of them plants a growin’.
[previewyoutube][/previewyoutube]



[h3]OTHER STUFF[/h3]
  • 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!)

[previewyoutube][/previewyoutube]


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.

Mizter McGregor's Garden



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.

[h3]FARMING[/h3]
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.

[h3]CHEEKY RABBITS[/h3]
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.

[previewyoutube][/previewyoutube]
 
Also we had a bug this week with the carrots.

[previewyoutube][/previewyoutube]
 

Also also, with animals comes poop:

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


[h3]MAPPING[/h3]
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.
 
[previewyoutube][/previewyoutube]

[h3]AND FINALLY[/h3]
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.

The Skillful HuntZman



Hello all!

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

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

[h3]ANIMALS AND MIGRATION[/h3]
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.

 
[previewyoutube]https://youtu.be/a3gE3T-nTaY[/previewyoutube]

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.

[previewyoutube][/previewyoutube]

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.

 
[previewyoutube][/previewyoutube]


[h3]ENGINE UPGRADE[/h3]
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.


[h3]CRAFTING UPDATE[/h3]
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.

[previewyoutube]https://youtu.be/Aa6pgRZ-CSI[/previewyoutube]

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


[h3]SOME WELCOMES[/h3]
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.

Bren After Reading



Hey all, hope this finds you well.

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

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

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

[h3]CURRENT AFFAIRZ[/h3]
One way to give our towns and city more personality is to provide more written literature for you to loot and peruse – whether it’s a fully readable lore item, or simply an interestingly named (if non-readable) book found in a house you loot that might deepen your understanding of the life of the zombie you just bludgeoned downstairs.

 

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

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

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



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

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

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

[h3]PERSONAL READING[/h3]
We also really want you to feel interested in the deceased people whose homes you are raiding, and perhaps even saddened by their demise. From this we’ve also added a LOT more texture to the names of some of the books, comics and magazines they’ve been reading – and indeed the photographs they’ve been tenderly keeping in an upstairs drawer.

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

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

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

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

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

Some other changes that are tied into the above:

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

 
[h3]MEN WITH VEN[/h3]
Part of the above has been in ensuring that the right newspapers and pamphlets spawn in their appropriate towns, and as such we’ve mixed in a new municipal region system that tells the game’s systems exactly what area of the map each location in the game is located within.

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



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

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



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

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

[h3]GASP. WHEEZE. PANT. [/h3]
Regular readers will know that we recently had our very own recording sessions in a studio with microphones, actors and everything.

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

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

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

[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]
[previewyoutube][/previewyoutube]


A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right hereOur Discord is open for chat and hijinks too. Experienced games industry gameplay coder and want to join Team Awesome? Jobs page here. Project Zomboid strongly discourages the unlawful dissemination of classified military intelligence.