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Builders be building - April 2024 Update

Hello friends!

April was a busy month for me personally but i managed to get some good work done in the past couple of weeks.

Below you can see a preview of the UI and building system for placing structures. Buildings can be loaded from custom XML, specifying the mesh and texture to use.



Here we have the colony and pawn task system at work. Essentially, there is a colony "brain" that will assess all tasks and assign them out based on priority, ability, and distance using a sort of "Utility-based AI" system I'm calling Motive AI. ( Some of you might have seen a simplified version of this in action for my itch.io title code monkeys )



Lastly, here is a EARLY preview for health system. This is super alpha but i thought this was pretty cool. All of these body parts are also defined and loaded via XML. All clothing/skin materials on characters have a invisible blood mask on them that we can unhide on demand. Still need link XML definitions to skeletal bones but that is a task for future future future Scott.



Have a good one!
Scott

Dev Update - March 2024

Hey! I've been working on NPC's and stores for the past couple weeks but I'm not ready to show anything just yet. Lots of code/background architecture stuff. Hopefully, i'll have something for show&tell next month though!

I've put some more polish into the item inspection window seen here:


As well as Timed Actions. For any of you Project Zomboid modders out there, the technical concept works nearly the same and will have the same principles when creating your own actions. The example I've got working now is reload/unload:


Until next time!
Scott

Attachment System nearing 1.0 !!!

Actually its nearing 2.0 for me because I had to rework/redesign the system right after I got it to 1.0 but REGARDLESS - it is almost done!

This attachment system will allow nested items ( think tarkov attachment system )

While the example here is a gun, the system will work for any item and any attachments so modders can create complex and unique items.

Maybe a bat with attached spikes? Or a grenade with a loud squeaking rubber ducky? Come here zom zom zom! :)

Protozed January Dev Update

Hello Friends!


I’ve been hard at work on the inventory system as of late. I have an early preview of the inventory system style to show but keep in mind, it is early draft and subject to change.



I’m using a customized version of ArcInventory, which provides a solid, modular framework to build the complex inventory and item architecture I’m going for. For those interested, I’m also including a rough design diagram of the itemstack and how attachments/sockets work. You’ll notice that there really is no limit to how far an item can be stacked. ( Think Tarkov’s attachment system )



As a final note, here is how the procedurally generated neighborhood is working. I’m using unreal’s PCG functionality to generate the surrounding foliage, Dungeon Architect generate the layout of the neighborhood and my FloorPlan generator to handle layouts of rooms and furniture in the houses.




Thanks for all of your support!
Scott

Infinite Floor Plans!

Hey there....

The Floorplan generator is essentially in a complete state. Or at least beta I would say. Content for the floor plan generator engine is really the only thing left.



It can handle various sizes, multiple rooms with required props & decorations, and all done with C++ and ISM so generation time is FAST. Blueprint spawning will happen Post generation (Doors, loot containers, etc), after the entire level has been loaded and as players near houses/buildings.

Also, modding support is coming along swimmingly. Image, Audio, and Mesh(.fbx) files can all be loaded at Runtime.

There's way more to talk about but that will come next month!

Thank you for your continued interested and support!
Scott