Spiffo’s Round-Up #4
Author: nasKo,
published 5 years ago,
[img]https://i.imgur.com/8njQ1bH.jpg[/img]
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.
[h1]BODIES EVERYWHERE[/h1]
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.)
[img]https://i.imgur.com/8njQ1bH.jpg[/img]
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]
[img]https://i.imgur.com/gHxTn79.jpg[/img]
[h1]OTHER NEWLY IMPLEMENTED ANIMATIONS[/h1]
[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
[h1]MODDING POTENTIAL[/h1]
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 – and on top of that, there's always the opportunity for crawlers to be dragging skeletal bloody legs across the floor and for more damaged zeds to be appearing in Six Months Later and beyond.
All that’s still to come though, and as a quick mod experiment on his birthday (when he should have been having a day off) RJ decided to have a look what they’d look like if used in-game in their entirety.
PLEASE NOTE: THIS IS AN EXAMPLE, AND NOT A REAL GAME FEATURE
https://www.youtube.com/watch?v=waiu4dAFEOU
The results are a bit rough still, but we’re sure you’ll agree: Boom, there’s the beginnings of aHarryhausen or fantasy mod. Good times to come hopefully.
[h1]SMALLER CARS[/h1]
We had been waiting for the animations build to resize cars, due to the difference in size between our old and new character models. Yuri has now done some magic, and readjusted the physics – so now the in-game vehicles look like this. Which, we reckon, is a nice improvement.
https://youtu.be/l7_5qWYe_nE
Now Yuri is tweaking his water effects, adjusting the intensity of their outlines and improving the banks of rivers, while also looking to improve the vehicle saving system so (very rare) events of car loss can be eradicated.
[h1]WINDOW HOPPING[/h1]
Something else that might be of worthy of mention, and a quick vid, are some examples of where the new animations system are highlighting ‘in-between’ states that the game could previously get away with – but now either look weird, or have resulted in a show-stopper bug.
A good example of this is when a player either bumped into a zed when escaping through a window, or was very closely pursued by zeds when escaping – this was not only resulting in visual weirdness in the anims build, but also was trapping the player in the window frame for all perpetuity. As such, after a consultation with Animator Martin, we can use this sort of situation for some cool new gameplay considerations.
PLEASE NOTE: This is a WIP animation, and whatever anyone tells you – [b]the big saucepan is a bug that’s already been fixed and won’t be in the final build.[/b] (We’re also working on more 'table against window' polish).
https://youtu.be/1hfDXZbZCtU
On top of this we will be improving this further – perhaps with a zed grabbing and pulling you into the window instead of pushing you out.
Anyway, those are the main headlines. If you’d rather read ‘em on a weekly basis, alongside the smaller details we’re ticking off and issues we’re addressing, then check the website or the Steam forum. Thanks all!
[i]This is the fourth Steam round-up of development news for Project Zomboid, but weekly Thursdoid blogs are posted both on [url=https://projectzomboid.com/blog]our website[/url] and on the [url=https://steamcommunity.com/app/108600/discussions/]Steam discussion boards[/url]. A general list of stuff added to PZ, and vids of features being worked on, is kept [url=https://projectzomboid.com/blog/2017/02/buildstatus/]here[/url] – so you don’t have to plough through endless dev blogs for info. 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 direct to your mailbox. We also live on Twitter right [url=https://twitter.com/theindiestone]here[/url]! Our [url=https://discord.gg/0lGvMrCiUWfAc0eQ]Discord [/url]is open for chat and hijinks too. Our thanks to our good friend Xeonyx for creating the header image using the internal anims build. That’s all for now, keep tabs on our website for more every week!
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