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ProtoZED News

ProtoZED May 2024 DevLog Update

Hey hey hey! It's been a busy month! Here's the squeeze.

Terrain Generation
is now dynamic and layer based. Similar to the step-based generation system in Rimworld, it has 5 generation steps ... for now. This will let anyone hook into the generation process and inject their own logic.

  • CityLayoutGen
  • RoadGen
  • HouseLayoutGen
  • FloorPlanLayoutGen
  • NaturalTileGen


World Item Visualization

I'm using intelligently-hashing Master InstancedStaticMeshComponent Manager to render items. This will allow rendering of thousands of items with minimal performance impact.

Serialization

The serialization/save system is working out well. World Inventories are now re-implemented so every 100x100 is a ground tile inventory. Of course we are not creating them if there are no items in that ground slot :)
Terrain data saves and reloads properly. Both tiles and vegetation. (The construction system has been serialized for a long time)

There's more but i'll save that for next time :)

Armin Haas

Here's a youtube video with some visuals and premiere of one of the exclusive procedural music tracks that will be coming with the release of ProtoZED. It is written and performed by none other than Armin Haas himself! Thank you Armin!

Until next time! Thanks for all of your support!

[previewyoutube][/previewyoutube]

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