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Project Zero News

February's Development Recap

Hello!

It's time for another development update.

Last month I didn't really work on the AI stuff due to over working on it for a month so I decided to work on some other stuff I have had on my list for a while.

  • Modified Kill Feed to show the team color you are in instead of "highlight" color and improved performance.
  • Fixed some issues I found with Kill Cam UI.
  • Switched chat system to another to have much more flexibility.
  • Added friend list back to main menu which is much better than before (for me atleast). It will show basic stuff like avatar, nickname and friend's online state. You will be also able to join the room your friend is in and message the friend.
  • Made some small changes to FPS & Ping UI.
  • Now when you click a player's name on scoreboard you will be able to see some information of them. For example level, avatar and able to open their steam profile if you feel like it.
  • I've made some progress on Castle's textures, here is couple pictures. This is subject to change
  • I started to rework the "City" map, but it's in very early stage.
  • Overall performance improvements like always.


That's all for this development update.
Have a great rest of your day, until next time!

Stay connected with Project Zero:

- Wishlist and follow Project Zero!
- [Project Zero Twitter]
- [Project Zero Discord Server]
- [Patreon] (If you want to support PZ development and see more development updates!)

https://store.steampowered.com/app/2257910/Project_Zero/

AI Development Update

Hello!

It's time to let you guys know how the AI rework has been going since the last development update.

I have managed to complete weapon switching, animations, movement and some other small stuff.

Right now I would say it's in a great state, but there are still some things I need to improve.

It's coming together slowly, but it will get there!

The AI has some new features for example weapon switching, field of view detection (there really wasn't a detection system before), bots will have different loadouts, bots will know the last location of their enemy if lost vision and will go to that spot, and many other.

Obviously even though the AI will seem fine to me at some point, I need feedback from the players to improve it even more.

Follow me for More Updates:

Stay connected with Project Zero:

- Wishlist and follow Project Zero!
- [Project Zero Twitter]
- [Project Zero Discord Server]
- [Patreon] (If you want to support PZ development and see more development updates!)

Have a great rest of your day, until next time!

https://store.steampowered.com/app/2257910/Project_Zero/

December's Development Recap

Hello and hopefully you had a great holiday!

It's time to talk about AI and why I have been so quiet for almost a month.

Development Progress Update:

I spent couple weeks thinking how I want the AI to operate/work and I took some time off to relax.

Working on AI really isn't my speciality so things will take longer, but I'm learning in the process.

Development on the AI is going great so far though, but nothing major to show yet. Hopefully soon!

Q&A or Community Questions:

If you have any questions, please don't hesitate to reach out! I will gladly address them in the next recap.

Follow me for More Updates:

Stay connected with Project Zero:

- Wishlist and follow Project Zero!
- [Project Zero Twitter]
- [Project Zero Discord Server]
- [Patreon] (If you want to support PZ development and see more development updates!)

I will try to post another update in a week or two.

Have a great rest of your day, until next time!

https://store.steampowered.com/app/2257910/Project_Zero/

Playtest 5 has now ended

Hello!

I would like to thank everyone who tried Project Zero out! Means a lot to me.

The playtest player wise wasn't super great, but maybe some day we will get there.

A lot of new bugs & issues were found which is good.

Next playtest will be sometime next year, but I'll inform you all once it's time for that again.

I'll be working hard till something "huge" happens again. Next things I'll be fully working on is to get the AI back to a working state and after that get BOMB game mode working again.

Possibly more stuff, but I'll let you guys know in the next development log which will come out 1st of January.

Have a good one.

Playtest 5 Information

Hello!

I have been talking about the next playtest over the past like 2 months, but now the time has come.

Playtest 5 will be starting on November 24th and will end on December 10th.

Let's go through what has changed.

[h2]ADDED[/h2]
  • Now when staying inside a molotov, the damage you take increases.
  • Added new options: Refresh Rate and Shadow Quality.
  • Added Hit Sound for headshot.
  • Added an pop up for Gun Game which shows what weapon you are going to get next.
  • Added a new command to be able to change binds inside Console.
  • Added translation for Simplified Chinese, Japanese, Russian, Turkish, Korean, German, Finnish and French.


[h2]BUG FIXES[/h2]
  • Fixed couple boxes not showing on City.
  • Fixed some weapons feeling heavier than others.
  • Fixed Team Selection not showing player counts correctly.
  • Fixed Weapon Loadout bug.
  • Fixed a crash when buying something from Shop.
  • Fixed Player Avatars not always showing (hopefully).


[h2]CHANGES[/h2]
  • Reduced Grenade damage radius.
  • Modified UI when successfully buying something from Shop.
  • You are now able to access Console anywhere.
  • Made changes to player animations.


[h2]REWORK[/h2]
  • Reworked Team Selection.
  • Reworked recoil system. Now weapons use spray patterns.
  • Reworked Castle map. (not all textures have been applied due to still being WIP.)


[h2]IMPROVEMENTS[/h2]
  • Improved performance.
  • Improved textures for maps.
  • Improved lighting on Market and Training map.
  • Now when you play against bots, it's fully offline.