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Project Zomboid News

Latest News and Vids (as of September 24th)

Hey all, here’s the highlights of the last few weeks of Project Zomboid development – compiled from the Thursday blogs that appear at http://www.projectzomboid.com/blog/ and on the PZ Steam boards.

First up, we recently had a full stream for 2-3 hours of the current internal build courtesy of steamer Mark.exe. This can be viewed in its entirety here.

If you don’t have time for that, however, then here’s a quick video that’s shows off most of the things discussed in more detail below.
https://www.youtube.com/watch?v=jyuAw_I5kNA

The primary thing that’s being shown in this video is the rotational animation system that our team, primarily Zac and Martin, have finally managed to conquer – barring polish and minor bugs.
We’re not going to give any indication of a countdown for an IWBUMS release, but eagle-eyed Thursdoid blog readers will have noticed that this was always on of the major barriers to releasing a public beta.

At the time of writing, however, gameplay connected to this new system, still needs to be wired up and polished– and optimization still needs to be fed into the machine to improve performance with large zed hordes and also bolster lower-spec PCs.

Something we are considering is releasing the IWBUMS beta in SP form first – before wiring up the MP during the beta process. Not only would this speed up a release (as there are likely gremlins waiting to jump out on us as there always are) but it will make a lot of sense to test and improve MP on a community server – and to restart all the usual Community Megatests and such to aid with the testing.

COMBAT BALANCE

Previously, while looking good in videos and such, player movement felt tank-like and sluggish – but now 180s are smooth, combat/defense can take place at an angle and you can move in the direction you want to move in a far slicker fashion.

A big aspect in build 41 has been the combat balancing. We wanted to make the one on one combat feel a lot easier, where fighting with groups would be much much more deadly.
This however has been too successful if anything, and we ended up with groups being SO deadly it was actually near impossible to survive a few fights with small groups, which ended up way too punishing even for ours, the most masochistic of gaming communities. (Sorry)
As such, due to the new animation system’s ability to allow animations to play only on the top half of the body, RJ has made a change that allows you to strafe while shoving and swinging your weapon.

https://youtu.be/R2x6a8inq7s

We have also, partly in response to community concerns raised that it would be very easy to ‘kite’ the zeds – continually batting them off and keeping yourself safe from the horde, made sure that hordes are… something of a danger.
https://youtu.be/k4r-mKPjiDA

MOVEMENT BALANCE

Far and away the biggest change in recent weeks came as a result of some serious discussions about the responsiveness of the main player controls.

For the entirety of anims development the mission had been to balance the increased realism of movement and increased presence with the slight lag of control you have from the character moving realistically: with character footsteps actually accounting for movement, instead of an internal switch that’s flicked the moment you press a key.

Many AAA games have a slight delay in movement, even extremely amazing and popular ones such as Red Dead Redemption 2, so overall we thought this was a noble aim. The end results of which however, amidst a lot of positives, led to grumbling from internal testers. This week then, we experimented – tightening it further. Trying to push it to its very limit of control responsiveness, without the animations looking robotic.

We tightened blend times between standing idle and walking, tightened blends when turning etc, and now we think we’ve found a much tighter balance. Most of the internal testers, re-accustomed to the weightier movement through extended play, were already pretty much satisfied with what we had – but all now agree that the tightening of these screws has made things a lot better.

As such we’re now feeling a lot more confident that, after some adjustment period once both beta and final version are live, most established PZ players will have far less issues over how animations have changed the feeling of mobility within the game. Which has come as a relief

OPTIMIZATION

Zac’s current challenge is to be able to draw large quantities of articulated, walking, shambling, crawling, eating, and swarming zeds at a reasonable frame rate. Right now it’s okay-ish on a decent system, but wouldn’t stand up to a huge amount of zombie horde herding – which we know is a favourite pastime of PZ players.

Crowd Rendering is a collective term that involves a number of techniques that take advantage of the large numbers of crowds to make the process much more efficient.

To know where to aim, however, it’s a big help to have intimate knowledge of just how the PZ engine is performing, and where the hot-spots are. Toward this end, we are adding a Performance Analyzer module to AnimZed, and will direct our efforts to wherever it takes us.



OTHER STUFF
  • The new Kentucky-themed soundtrack from our music maestro Zach Beever is now entirely in-game for build 41, working with the sadistic music director and has drama calculations tweaked too. The 36 new tracks span 2hr:41m in all, and also come with the gift of a new ‘level up’ noise, for those fed up with the singing lady.
  • Muzzle flash.





  • Survivor Zeds have been added to the roads of the area. They’ll spawn with a bunch of other zombies, but will always carry a good rucksack filled with survival goodies and an annotated map to lead you on elsewhere.
  • Stas’ improved controller work is going to be left until Build 42 so the current gamepad support has been improved to cater with the new movement and combat. L3 (pressing the left stick) toggles sneaking. Right-trigger while moving makes the player run, similar to the gas pedal in a vehicle. Right shoulder button is reload firearm. Left shoulder button is rack firearm.
  • New Blood layer system so clothing closest to wounds gets stained with blood first, before progressively making blood marks on the next item of clothing. So a t-shirt gets a blood stain first, before then starting to make a mark on the sweater that covers it. Quick video of this in testing seen here.
  • A big bugbear in the current internal build has been that the player could drop-dead from bleeding from non-consequential areas – like a gash in your feet. Now all injuries have their own bleeding modifier, so a neck wound has far worse bleeding implications than, for example, your leg.
  • A speed modifier has been added to different body parts – so that injuries on some body parts have a greater impact on your walk and run speeds than others. So, for example, an injury on your upper leg will have less of an impact on speed than one directly on your foot.
  • A ‘player appearance’ tab has been added to the in-game health/skills panel. Here you will be able to make whatever in-game appearance customisations to your survivor that are available to you – dependent on you having the relevant scissors, combs etc. in your inventory.
  • The character customization screen has been receiving some polish– improving suggested player and profession clothing load-outs, making coloration choices less garish and polishing the idles of the character model that you’re dressing up. After much internal discussion on what to give away to players in terms of profession costumes, Martin has been creating some additional branded t-shirts to go with various professions in the game.


We also decided not to keep this rotational disaster in-game, but the modders amongst you will be able to revive it if needs be.

https://www.youtube.com/watch?v=Y8_-XVSGpSs

This is the eighth Steam round-up of development news for Project Zomboid, but weekly Thursdoid blogs are posted both on our website and on the Steam discussion boards.
A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info.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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too.

Spiffo’s Round-Up #4



Hey all, here’s the highlights of the last few weeks of Project Zomboid development – compiled from the Thursday blogs that appear at http://www.projectzomboid.com/blog/ and on the PZ Steam boards.

Here’s a quick video that shows whereabouts we currently are with the internal anims build, with subtitles to highlight work still to be done – which will also hopefully provide an accurate picture of what it’ll look and feel like to play.

https://www.youtube.com/watch?v=q3bLv8Hl_0Y

As you can see there’s a lot of general smoothening of rough edges happening on the build at the moment, and likewise alongside our friends at TEA we still need to plug in work on rotational blending, MP hook-ups and the work on the zoom that led to the sharper-looking models we showed off in past weeks.

With that put up top then, let’s have a look at some of the other stuff that’s being introduced into the next PZ build.


BODIES EVERYWHERE

In Build 41 we will be adapting the lore slightly (hopefully forgivably) by making it so that the zed impulse to bite someone who’s unturned isn’t entirely removed after their death. Idle zeds will be slightly attracted to human corpses, and will crouch to feed – meaning you can sneak by or attack without them noticing you as easily. This can be seen in the vid below:

https://youtu.be/bC5LYYJPI8A

Meanwhile, the same event can be added to our growing roster of interesting scenes we can spawn in random houses, which can be seen in the below screenshot– which is also a good example of how neatly ChrisW’s cutaway system will be improving the game.

(Please also note that since this screenshot and video were taken we’ve added in more poses for feeding zombies – so they won’t all be doing the more human-like crouch, and some will be on their knees and pawing at the corpse.)



In the current build the discovery of survivor bodies can be quite crude, with bleach or alcohol bottles scattered around willy-nilly for example. With our new systems we can also quite easily add in bodies that tell a clearer and neater story. Even if it’s as simple, and tragic, as someone who died from self-inflicted gun wounds.

[PLEASE NOTE THIS IMAGE IS WIP - POSES ETC WILL BE MORE VARIED AND IMPROVED]




OTHER NEWLY IMPLEMENTED ANIMATIONS

[Traditional disclaimer: work in progress! Improved/sharper character models seen in previous blogs not yet in main test build!]

Here’s a quick vid that shows off the ability to pour out liquid from a container, the ability to sit on the ground to have a rest, and an idle that shows the survivors warming themselves in front of a heat source.
Crikey, this game's quite dark isn’t it?

https://www.youtube.com/watch?v=vllCqedCauw

New animations tied into the new system include: applying bandages and taking pills.

https://www.youtube.com/watch?v=qgZwqkchCoc

Also, digging graves and pouring contents from bottles out onto the ground. Allowing you to pour one out for your homies, if you so choose.

https://www.youtube.com/watch?v=66qBOvl8h0g


MODDING POTENTIAL

We will be releasing our new AnimZed dev tools to the community when we release this version (perhaps even when we are still in IWBUMS testing if the documentation is ready) and just wanted to touch on the sort of thing that could be done quite easily with them once they’re available.

For example, a while ago Martin made us some skeleton models. These are primarily intended for use when exposing bone under character flesh when mortal body damage occurs. Likewise, bodies that have been feasted on may have exposed limb bones where the flesh has been picked clean – and on top of that, there's always the opportunity for crawlers to be dragging skeletal bloody legs across the floor and for more damaged zeds to be appearing in Six Months Later and beyond.

All that’s still to come though, and as a quick mod experiment on his birthday (when he should have been having a day off) RJ decided to have a look what they’d look like if used in-game in their entirety.

PLEASE NOTE: THIS IS AN EXAMPLE, AND NOT A REAL GAME FEATURE

https://www.youtube.com/watch?v=waiu4dAFEOU

The results are a bit rough still, but we’re sure you’ll agree: Boom, there’s the beginnings of aHarryhausen or fantasy mod. Good times to come hopefully.


SMALLER CARS

We had been waiting for the animations build to resize cars, due to the difference in size between our old and new character models. Yuri has now done some magic, and readjusted the physics – so now the in-game vehicles look like this. Which, we reckon, is a nice improvement.

https://youtu.be/l7_5qWYe_nE

Now Yuri is tweaking his water effects, adjusting the intensity of their outlines and improving the banks of rivers, while also looking to improve the vehicle saving system so (very rare) events of car loss can be eradicated.


WINDOW HOPPING

Something else that might be of worthy of mention, and a quick vid, are some examples of where the new animations system are highlighting ‘in-between’ states that the game could previously get away with – but now either look weird, or have resulted in a show-stopper bug.

A good example of this is when a player either bumped into a zed when escaping through a window, or was very closely pursued by zeds when escaping – this was not only resulting in visual weirdness in the anims build, but also was trapping the player in the window frame for all perpetuity. As such, after a consultation with Animator Martin, we can use this sort of situation for some cool new gameplay considerations.

PLEASE NOTE: This is a WIP animation, and whatever anyone tells you – the big saucepan is a bug that’s already been fixed and won’t be in the final build. (We’re also working on more 'table against window' polish).

https://youtu.be/1hfDXZbZCtU

On top of this we will be improving this further – perhaps with a zed grabbing and pulling you into the window instead of pushing you out.

Anyway, those are the main headlines. If you’d rather read ‘em on a weekly basis, alongside the smaller details we’re ticking off and issues we’re addressing, then check the website or the Steam forum. Thanks all!

This is the fourth Steam round-up of development news for Project Zomboid, but weekly Thursdoid blogs are posted both on our website and on the Steam discussion boards. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Our thanks to our good friend Xeonyx for creating the header image using the internal anims build. That’s all for now, keep tabs on our website for more every week!

Spiffo’s Round-Up #3


Hey all, here’s the highlights of the last four weeks of Project Zomboid development – compiled from the Thursday blogs that appear at http://www.projectzomboid.com/blog/ and on the PZ Steam boards.

First off here are a couple of gameplay videos. This first one is a demonstration of ‘zoned zombie outfits’ – which is essentially the system that ensures that firefighter zombies spawn in fire stations, chef zombies spawn in restaurant kitchens and the like. (Please note that there are a few individual animations in this vid we want to speed up, and in most cases already have done)

https://www.youtube.com/watch?v=YGdxNR-Rrng&feature=youtu.be

Next up, meanwhile, we’ve had some significant improvements and fixes made by Bitbaboon Mark to the core animation blending system in past weeks. He’s fixing a whole bunch of issues, snaps and glitches that have been vexxing us for a long time – digging deep into the code, and doing a total rewire where necessary.

In prior Thursday vids we cut around these uglinesses as much as possible, but they still reared their heads. Snaps between character animations, jarring moves when turning to certain compass directions while strafing, and various other ugly things that we just couldn’t account for were plaguing us – but have now finally been fixed, leading to a far smoother animation blending system.

Zac’s prepared a video demoing the new blending – although please note he’s running in debug, so this doesn’t represent gameplay.

https://youtu.be/QMYGUWlVyMI


Speaking of, please note, that we’ve decided to put the completion of the high-res model rendering work described in the last Spiffo update on ice for little longer, since there were still numerous issues with it that meant it wasn’t suitable to put into the main line – and also it kept getting further broken by the flurry of additions and changes from the team’s work described above.

We feel it would be best approached toward the end of Build 41 dev just before IWBUMS, at the point we could get extra resources on board to get it working right. As such all videos until then will use the traditional character resolution.


TORN CLOTHES AND BLOOD

Zac’s work on masking out different parts of clothing items has resulted in several extremely useful features. First, it now allows us to wear pieces of geometry clothing on top of other geometry clothing – as opposed to being a texture drawn over the character’s skin. This used to be impossible: the clothing worn underneath would always poke through the geometry of the clothing on top, especially when moving.

So now we can layer clothing appropriately, and also spray blood on individual layers and garments – instead of your survivor’s body as a whole.

Our old solution was to to draw underclothing as textures directly on the character model, which unfortunately led to the side effect of them looking like body paint and lacking the bulk of real clothing. Now we can easily turn off areas of the clothing that are covered, so we are provided with many more options.

https://youtu.be/0-DiI2trU7g


This also allows us much more visual indications of damage and clothing wear and tear (quite literally).

As well as putting a player’s newly scavenged/treasured Spiffo shirt at risk of damage, this will allow much more variety with zombies in particular. RJ has been adding code to implement this new system to further randomize zombie’s clothing conditions, and tie potential clothing damage into the various game systems for the player.

https://youtu.be/Y_YEw1zRy7c


SURVIVOR ZEDS

Our primary rule with Build 41 is that we’re updating animations to complement and add foundation to our existing gameplay, rather than get too excited and add in loads of new systems that could otherwise wait till a later version.

A good example of this is something that’s been in the game for a while, but have always been hidden slightly: our annotated survivor maps that show you the way to various hidden stashes.

Now though, to create a bit of a breadcrumb trail for players to follow, we have introduced ‘uniformed’ survivor zeds. They are the walking corpse of a survivor like yourself, who will not only carry some handy loot, but also potentially lead you to a place of interest.

They will always be rare and spawned in a big crowd of zombies, but also appear bloodied and messed up and wear a neat backpack. One of our prototype Survivor Zeds looks a little like this:

https://youtu.be/ukLzLSER28w


OTHER FUN STUFF

Over with General Arcade Yuri has been continuing his visual effect work – and has fine-tuned his water so that waves and ripples aren’t as small. When it was windy in-game this was fairly uncomfortable on the eyes of our internal testers, so they now look like this.

Right now he’s also addressing something that’s been an issue with cars since their introduction, but that we were waiting to address once the differently proportioned new character models were in-game. As such, say hello to the more sensibly-sized cars that Yuri’s currently updating the physics for:





GENERAL GAMEPLAY ADDITIONS

Here’s a quick run-down of other items of interest that have gone into the internal branch of Build 41 over the past month.

    Extended idle animations. Depending on your character moodles, pain or other variable, you’ll sometimes see you character scratching an arm, shivering, checking his weapon, wipe his legs to check for blood etc.

    New timed action animations, alongside fixes for the current timed actions: digging graves with a shovel, looting on the ground or in shelves, cleaning blood etc.

    New outfits are also being added along with their own zone - Gigamart employee for example, and branded logo-ed shirts for various locations.

    New animation variants for the player defending against zombie bites. Three new variations of zombies thumping on objects.

    We’ve gotten ChrisW’s Sims-style wall cutaway system into the main line, but there are still a few issues to work out before its 100% operational.

    Garage doors can now be opened. – huzzah. We will also be addressing the size of garages on the main map, and at the same time adding some more signage to the Exclusion Zone road network

    Support for characters to lower and raise hoods on hooded clothing, for example hoodies and certain coats, have been added alongside several new idle animations used when the character has injuries.

    Zach continues his great work adding more tools and features, this time to allow Martin and the other devs to quickly add and test new costume pieces through the AnimZed editor and preview them in game.

    We have added many clothing items such as a poncho, hoodies, scarfs, aprons and swimming outfits. RJ also now has hair and beard styles being associated with zone costumes (for e.g. so you don’t tend to get military zombies or cops with hippy hairstyles and big beards).

    Oh, and just today we found a way to make PZ feel a little more American.

    https://www.youtube.com/watch?v=ow1qUukvjK4

    This is the third monthly Steam round-up of development news for Project Zomboid, but weekly Thursdoid blogs are posted both on our website and on the Steam discussion boards. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. 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 blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Our thanks to our good friend Xeonyx for creating the header image using the internal anims build. That’s all for now, keep tabs on our website for more every week!

    Spiffo's Roundup #2



    Hey all, here’s the highlights of the last four weeks of Project Zomboid development – compiled from the Thursday blogs that appear at projectzomboid.com and on the PZ Steam boards.


    LATEST IMPLEMENTATION VID

    First off, a general ‘recently implemented animations’ video to whet your appetite along with some new Zach Beever musical goodness that will be coming in build 41.

    https://www.youtube.com/watch?v=Yj2NBd8kR6c


    MAP ZONING FOR ZED OUTFITS

    A key aspect of PZ mapping is zoning – which we primarily use to mark up areas that are (for example) suitable for foraging and car spawns. Now however, with different clothing for zombies, we can flag which parts of the PZ map can spawn which particular zombie – or which group of particular zombies.

    This, then, is how we can spawn only guards and orange jumpsuit-wearing prisoners in Rosewood prison.



    Likewise, RJ has created a ‘wedding’ spawn zone over one of the churches on the map – which ensures that all zombies inside it, and outside for the selected area, have a very high chance of dressing in smart clothing, with a guaranteed bride, groom and church minister amongst them.

    This system will allow us to have many and varied different pockets of particular zeds – police in police stations, lumberjacks at McCoy logging, military in military areas etc. Likewise, we will be examining the best methods to make sure that zeds in bathrobes or not wearing clothes are only found in homes and home bathrooms in particular.

    (It should be noted that aspects of this will also involve a very slight rewrite of PZ lore in terms of the outbreak, but we had intended to return to the radio/TV broadcasts soon in any case).


    GAMEPLAY CHANGES

    We’ve been waiting for some important/complex work on rotational anim movements from TEA for a fair amount of the past few weeks – but there’s still been plenty of other areas for us to work in this time.
    A few examples of this includes knife attack animations, and tying survivors and zeds getting bloodied by attacks in general in-game.

    This has also involved us adding some additional combat skills, and in the process removing the skill point system. From Build 41 onwards skills will automatically level up when you gain the XP requirements, as we felt the manual skill point system never worked particularly well and would do so even less with many more skills.




    ZED BUMPIN’

    RJ also adds a note on how running through crowds of zeds will now be a little more fraught with danger.
    “One thing that’s new and that people might be interested to see in action, is an effort to make sure players can’t dash through hordes without getting slowed down.”

    “As seen in the video below, we’ve now added bumping against zeds. Colliding with one or two while you’re running isn’t dangerous, you’ll just get slowed down, but try running through a horde and you’ll stumble and fall – leaving you temporarily exposed to the encroaching zeds. We might add in a few more different sorts of animations for nudges/pushes, but right now it looks like this:”

    https://www.youtube.com/watch?v=eQB4ewT412s

    MODEL CLARITY

    Next up, the issue of character and zed model visual fidelity.

    An area that was proving strange in terms of 41 development was that somewhere along the way some of the visual fidelity of characters had been lost – and simultaneously, somehow, models looked far more buff/hunky than intended. Feet, also, seemed a little on the large side. After a bit of a dig, we finally located a bug in the exported model data that explained it.

    Due to this bug, the lighting of the characters was broken, which resulted in very washed out characters with little lighting shading – which in turn removed definition that made muscles look bulkier. This has now been fixed and, after re-exporting all the clothing, has allowed us to achieve much better character model rendering and lighting than we’ve shown off previously during this recent leg of anim development.

    As ever, please keep in mind that we’ll continue to balance/tweak to make sure characters fit their surrounds as well as possible – as well as adjust the models themselves seeing as you can now see individual facial features much more clearly. These caveats notwithstanding, however, we’re pretty happy how they’re looking.



    During this process we also focused on another prominent issue: that the character pixel resolution when zoomed in was extremely blocky and lacking in detail. Due to the ways that our initial zoom system handled things, characters were too harshly pixellated. This caused them to be extremely jaggied compared to what it was in the old days, when we were rendering characters to an off-screen sprite before placing them into the world.

    So over the past few weeks we’ve been doing some significant work on changing how the game handles the zoom, which in addition to fixing this issue should ultimately lead to slightly more optimized rendering of the game – as well as providing the character models much more detail to play with.



    The branch with this system on it isn’t complete – navigating indoors presents issues, mouse input hit-testing isn’t fixed up yet, and we’re having issues with seams between tiles when zoomed out – so it’s not quite ready for integration into the main test build. Here’s a quick video of us running aimlessly around zombies under lights to show it off though.

    (Along with some new Zach Beever musical accompaniments!)

    https://youtu.be/cul1ykzHBJo

    DEV AND MOD TOOL IMPROVEMENTS

    Zac and Mark from TEA have continued their work on the tech, ironing out the last few issues with the animation blending, as well as providing some extra cool tools to help us implement and debug the animations (as well as the modders once it releases!)

    https://youtu.be/ZspLm_D0JFM

    https://youtu.be/HJC5bUTltfI

    https://youtu.be/hy9wWeTkLQ4


    OTHER ITEMS OF NOTE
    • Zac has been doing a whole bunch of optimization work, with fun example vids of his wares seen here with his zombie spawning, and here with multi-threaded rendering.
    • RJ has implemented his previous work on looting improvements – giving us more control over general clutter, and more realistically placed items in houses.
    • Mash has begun creating icons for new clothing and weapons, Will had begun setting naming conventions for them.
    • Connall and Turbo have continued to implement new timed actions.
    • Yuri has finished adapting his water/puddles into Zac’s revamped shader system, and is now experimenting with a particle system that will provide the bedrock for his fire improvements.
    • The other Zac meanwhile, Young Zach, continues to deliver the new South-tinged PZ score that can be heard at playing over the initial video in this blog.
    • Xeonyx is chasing/fixing map bugs in his now complete Kingsmouth Island challenge map.  


    Spiffo’s Roundup #1



    Hey all, here’s a round-up of recent Zomboid dev. To start with a quick video compilation of stuff the team has been wiring up into our friends at TEA’s animation systems.

    https://youtu.be/HhM6eIrxNYA

    Please note that there are still numerous bugs and issues as long as all our combined arms, and it’s hard to get a sustained video without issues and glitches popping up, so this vid is fairly carefully curated – but it does give you an idea of the where we are. (Likewise, if you see something that looks wrong or glitchy, or think ‘hmm, there should be more variation anims in that…’, then we’re probably already on it).


    Essentially, TIS coders are currently implementing the game code-side, tying in the new animation system to all the game systems. RJ, for example, has been handling the combat system, tying up all the weapon swing, zombie reactions and various other related anims, and the system is getting close to the quality of the earlier videos of animations you’ve seen, though now tied 100% into the PZ combat, character and simulation systems.

    Connall and Turbo, meanwhile, have been concentrating on non-combat related animations, such as reading, chopping wood, painting, eating, crafting, and the countless other in-game actions characters can do in-game that were previously performed like a stock-still robot with a progress bar.

    EP has been doing his usual precision striking all across the code base, wiring up the character creation system, connecting model clothing to inventory items in the world, and fixing issues and integrating the codebase across the board.

    In the mean-time TEA are optimizing and improving the AnimZed toolset with our requests the more we use it, and alongside general animation requests and polish Martin is experimenting with the gore potential of the system with visible guts hanging out of the front of zombies and such.

    Here’s another vid from Zac from a two weeks ago: a walk through downtown West Point to test some of the latest optimization work, and the improved shaders that remove a lot of the bleached-out-ness from proceedings. At the moment Zac is also, still, looking into some further threading optimization as, bizarrely, better machines were having some stutters

    https://youtu.be/Ge3IZlzOzRE

    This past week we’ve also reimplemented zombies that spawn covered in blood (when the Version 41 is complete blood will gradually appear on most zeds during combat, however), which can be seen below – alongside a few items ticked off the list from Connall and Turbo’s vast timed action spreadsheet.









    We’re also in the process of working out exactly which animations will be included in the first release, and what won’t – the Cover System; i.e. ducking behind walls and wall-hugging for example, is a confirmed ‘not 41’ at this point as we want to get the fundamentals right first. (edited)


    SIMS-STYLE CUTAWAYS

    ChrisW is back with us currently, and working on better internal visuals for buildings. Screenshots probably speak louder than words in this instance, so here we go:






    GROUND WATER

    Yuri has been putting the finishing touches on the puddle system, as well as tying it into the 40’s climate stuff, and we’re super happy with how he’s been able to add that visual spark to the water effects in the game. Here’s a video of where he’s up to:

    https://www.youtube.com/watch?v=6w5PAhh-pGE

    And here also is an earlier video, showing the more WIP shader effects appearing on roads.

    https://www.youtube.com/watch?v=_n_HxL0eh1E

    Our next plans for Yuri’s visual effects overhaul couldn’t be more opposite, as we want him to give some visual love and attention to fire: one of our most ancient and jankiest looking systems. We’re excited to see what he does with it, and at the same time as a visual boost, we’re planning on rebalancing the way fire works to make it behave more sensibly and better simulate its spread over different materials and tiles.


    CONTROLLER BETA

    Stas from General Arcade has been going great guns with our public controller beta, and we’re now well into the bug fixing and polish stage. If you want to check out the latest version, number 14, details on how to join can be found here.


    MAP EXPANSION

    While the rest of the team works on Build 41, we currently have three people on map content. Mash is developing our take on Louisville, while RingoD is providing her with variations on our current housing models so that its suburbs don’t feel too cookie-cutter.
    Here’s a rare glimpse of a WIP urban location that’s been prised from Mash’s iron grip, shown with the understanding that the release will be a fair few builds into the future.



    Seeing as the main map expansion is still so far away, however, we now also have the New Denver creator Xeonyx working on new locations that will come as a part of new challenges in the main game. Here, for example, is the main resort building on the fictional paradise island of Kingsmouth.