Operation Big Tree
Author: nasKo,
published 8 years ago,
[u][img]http://projectzomboid.com/blog/wp-content/uploads/2016/05/bigtreeheaderimage1-712x462.png[/img][/u]
Hello! Here is the Zomboid news. *Shuffles papers on desk*
[h1]Farewell 34 and new demo[/h1]
First off, something that happened a smidge after the last Mondoid was published is that the final iterations of Build 34 came to a close with the release of[u] [/u][url=http://theindiestone.com/forums/index.php?/topic/19577-released-public-build-3428/]34.28[/url][u] [/u]This has now also been released on GOG, if you’re one of the GOG guys/gals.
Given as our free demo was long in the tooth to say the least (from Build 2x!) we’ve also updated it on Steam with all the 2x goodness, added gameplay features and general betterness of the current game. Next time we update it, it’ll be once all our lovely new animation systems are live and stable.
[h1]Operation Big Tree[/h1]
While the new animation, clothing, models and whatnot system is banged with hammers elsewhere Mash and EasyPickins have been working on something that became a natural progression from the 2X sprites that were a core part of Build 34. And so, without much further ado, here comes Operation Big Tree.
[img]http://projectzomboid.com/blog/wp-content/uploads/2016/05/bigtree1-246x300.jpg[/img]
There are two new sizes of trees, in addition to the four the game already has, that ascend to a maximum of a two-storey height. Currently, larger trees will provide three and four logs respectively when you chop them down, but will clearly take extra work to fell them.
[img]http://projectzomboid.com/blog/wp-content/uploads/2016/05/JumboTrees11.png[/img][img]http://projectzomboid.com/blog/wp-content/uploads/2016/05/JumboTrees21.png[/img]
As a part of all this, we’re also experimenting with transparency when the player is behind the bigger trees, and also the slow-down when you pass between them and smaller shrubbery. Right now, these larger trees only appear in Forest and Deep Forest zones so they’ll come with an added bonus of being a visual indication of where you can start foraging.
[h1]Two-step building latest[/h1]
[img]http://projectzomboid.com/blog/wp-content/uploads/2016/05/moartwostep1.png[/img]
RJ’s work on refocusing metal stuff continues, but in the mean-time here’s a fun screen showing new craftable walls and quick run-down on where we’re at with two-step building and multi-discipline building projects.
“As you can see the wall frame are getting in, which means that now to create a wall you’ll need to build the frame, then the actual wall. I’m also experimenting with how much walls ‘cost’ compared to what they do currently, but if you don’t want to do high-level walls then the option will be there to make a crappy one while you’re short on supplies and upgrade it later.”
“In general, a lot of the metal stuff you can build will come in poorer versions, but can then be improved later on when you have a higher level in that skill.”
[i]This week’s featured image by lovely, lovely Tim from Canada. The Block of Italicised Text would like to direct your attention to the [url=http://pzwiki.net/wiki/Main_Page]PZ Wiki[/url] should you feel like editing or amending something, and the [url=https://projectzomboid.com/lists/?p=subscribe&id=1]PZ Mailing List[/url] that can send blogs like this and patch notes directly to your mailbox. We also live on Twitter [url=https://twitter.com/theindiestone]right here[/url]! Okay thanks bye![/i]