Full notes
Full Project Zomboid update
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What changed
- Gameplay
- Events
- Balance
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 –
Source
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