1. ProtoZED
  2. News

ProtoZED News

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

Sept DevLog Update

Hello fellow walkers...I bring you a voiceover-less video. Been hard at work but not much to say so i'll just show instead of tell.

Vehicles
Foley Footstep Sfx
Vegetation System
Floor Plan Generator Version 99999....only 9999 more to go

https://www.youtube.com/watch?v=GTGogh1gCfc

July Dev Update | Utility AI / Motive AI

Much progress has been made on Protozed's colonist/survivor AI implementation. They will be following the design paradigm of "Utility AI" or "Needs-based AI"

Check out more details here:
https://www.youtube.com/watch?v=Y0UUmnMfg2w

Protozed Changelog #300-319



hello friends


Here's some of my latest comments to my source control for any of you interested geeks/devs out there:

[h2]updates:[/h2]
  • world grid item spawner working
  • implemented simple interactions


[h3]mass:[/h3]
  • mass-based montages working now
  • modified mass navigation processors to handle path points
  • added mass zombie nav path points
  • added api bp to retrieve path points async and cache path requests/results


[h3]plugins:[/h3]
  • added coro plugin
  • added ai grid player finder plugin

DevStream - Simple Interactions System

Hey guys, I upped the production quality on my dev streams (hopefully) - Let me know what you think.

In this video, I talk and think through how interactions will work in ProtoZED from a user experience perspective. You'll see some of my thought process and what leads me to go the route of zero sievert's implementation.

[previewyoutube][/previewyoutube]

#ProtoZED is a coop extraction looter-shooter with #projectzomboid style combat. This game will focus more on shorter sessions when out gathering supplies (extraction shooter like #zerosievert & #tarkov ) and keeping your survivors' needs managed while at base (colony sim management like #rimworld).

I am a #unrealengine solo dev that has been working on pieces and parts to this game for years now. This is my labor of love and I am very excited to be putting all of these pieces together into a cohesive experience.