[img]https://i.imgur.com/TIPlxFL.png[/img] Hey all, here’s the highlights of the last four weeks of Project Zomboid development – compiled from the Thursday blogs that appear at [url=http://www.projectzomboid.com/blog/]projectzomboid.com[/url] and on the [url=https://steamcommunity.com/app/108600/discussions/]PZ Steam boards[/url]. [h1]LATEST IMPLEMENTATION VID[/h1] First off, a general ‘recently implemented animations’ video to whet your appetite along with some new Zach Beever musical goodness that will be coming in build 41. https://www.youtube.com/watch?v=Yj2NBd8kR6c [h1]MAP ZONING FOR ZED OUTFITS[/h1] A key aspect of PZ mapping is zoning – which we primarily use to mark up areas that are (for example) suitable for foraging and car spawns. Now however, with different clothing for zombies, we can flag which parts of the PZ map can spawn which particular zombie – or which group of particular zombies. This, then, is how we can spawn only guards and orange jumpsuit-wearing prisoners in Rosewood prison. [img]https://i.imgur.com/x7Qv2xc.png[/img] Likewise, RJ has created a ‘wedding’ spawn zone over one of the churches on the map – which ensures that all zombies inside it, and outside for the selected area, have a very high chance of dressing in smart clothing, with a guaranteed bride, groom and church minister amongst them. This system will allow us to have many and varied different pockets of particular zeds – police in police stations, lumberjacks at McCoy logging, military in military areas etc. Likewise, we will be examining the best methods to make sure that zeds in bathrobes or not wearing clothes are only found in homes and home bathrooms in particular. (It should be noted that aspects of this will also involve a very slight rewrite of PZ lore in terms of the outbreak, but we had intended to return to the radio/TV broadcasts soon in any case). [h1]GAMEPLAY CHANGES[/h1] We’ve been waiting for some important/complex work on rotational anim movements from TEA for a fair amount of the past few weeks – but there’s still been plenty of other areas for us to work in this time. A few examples of this includes knife attack animations, and tying survivors and zeds getting bloodied by attacks in general in-game. This has also involved us adding some additional combat skills, and in the process removing the skill point system. From Build 41 onwards skills will automatically level up when you gain the XP requirements, as we felt the manual skill point system never worked particularly well and would do so even less with many more skills. [img]https://i.imgur.com/vxel0Zg.png[/img] [h1]ZED BUMPIN’[/h1] RJ also adds a note on how running through crowds of zeds will now be a little more fraught with danger. “One thing that’s new and that people might be interested to see in action, is an effort to make sure players can’t dash through hordes without getting slowed down.” “As seen in the video below, we’ve now added bumping against zeds. Colliding with one or two while you’re running isn’t dangerous, you’ll just get slowed down, but try running through a horde and you’ll stumble and fall – leaving you temporarily exposed to the encroaching zeds. We might add in a few more different sorts of animations for nudges/pushes, but right now it looks like this:” https://www.youtube.com/watch?v=eQB4ewT412s [h1]MODEL CLARITY[/h1] Next up, the issue of character and zed model visual fidelity. An area that was proving strange in terms of 41 development was that somewhere along the way some of the visual fidelity of characters had been lost – and simultaneously, somehow, models looked far more buff/hunky than intended. Feet, also, seemed a little on the large side. After a bit of a dig, we finally located a bug in the exported model data that explained it. Due to this bug, the lighting of the characters was broken, which resulted in very washed out characters with little lighting shading – which in turn removed definition that made muscles look bulkier. This has now been fixed and, after re-exporting all the clothing, has allowed us to achieve much better character model rendering and lighting than we’ve shown off previously during this recent leg of anim development. As ever, please keep in mind that we’ll continue to balance/tweak to make sure characters fit their surrounds as well as possible – as well as adjust the models themselves seeing as you can now see individual facial features much more clearly. These caveats notwithstanding, however, we’re pretty happy how they’re looking. [img]https://i.imgur.com/vDL9C4f.png[/img] During this process we also focused on another prominent issue: that the character pixel resolution when zoomed in was extremely blocky and lacking in detail. Due to the ways that our initial zoom system handled things, characters were too harshly pixellated. This caused them to be extremely jaggied compared to what it was in the old days, when we were rendering characters to an off-screen sprite before placing them into the world. So over the past few weeks we’ve been doing some significant work on changing how the game handles the zoom, which in addition to fixing this issue should ultimately lead to slightly more optimized rendering of the game – as well as providing the character models much more detail to play with. [img]https://i.imgur.com/FUEToX3.png[/img] The branch with this system on it isn’t complete – navigating indoors presents issues, mouse input hit-testing isn’t fixed up yet, and we’re having issues with seams between tiles when zoomed out – so it’s not quite ready for integration into the main test build. Here’s a quick video of us running aimlessly around zombies under lights to show it off though. (Along with some new Zach Beever musical accompaniments!) https://youtu.be/cul1ykzHBJo [h1]DEV AND MOD TOOL IMPROVEMENTS[/h1] Zac and Mark from TEA have continued their work on the tech, ironing out the last few issues with the animation blending, as well as providing some extra cool tools to help us implement and debug the animations (as well as the modders once it releases!) https://youtu.be/ZspLm_D0JFM https://youtu.be/HJC5bUTltfI https://youtu.be/hy9wWeTkLQ4 [h1]OTHER ITEMS OF NOTE[/h1] [list][*] Zac has been doing a whole bunch of optimization work, with fun example vids of his wares seen [url=https://www.youtube.com/watch?v=vI5B1G36K2g]here[/url] with his zombie spawning, and [url=https://www.youtube.com/watch?v=jMD5JJ6WQyY&feature=youtu.be]here[/url] with multi-threaded rendering. [*] RJ has implemented his previous work on looting improvements – giving us more control over general clutter, and more realistically placed items in houses. [*] Mash has begun creating icons for new clothing and weapons, Will had begun setting naming conventions for them. [*] Connall and Turbo have continued to implement new timed actions. [*] Yuri has finished adapting his water/puddles into Zac’s revamped shader system, and is now experimenting with a particle system that will provide the bedrock for his fire improvements. [*] The other Zac meanwhile, Young Zach, continues to deliver the new South-tinged PZ score that can be heard at playing over the initial video in this blog. [*] Xeonyx is chasing/fixing map bugs in his now complete Kingsmouth Island challenge map.   [/list] [i]This is the second monthly 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 Steam discussion boards. 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]! [url=https://discordapp.com/invite/0lGvMrCiUWfAc0eQ]Our Discord[/url] is open for chat and hijinks too.