{"id":314,"date":"2011-05-01T14:45:14","date_gmt":"2011-05-01T14:45:14","guid":{"rendered":"http:\/\/theindiestone.com\/binky\/?p=314"},"modified":"2011-05-01T14:46:58","modified_gmt":"2011-05-01T14:46:58","slug":"so-yes-okay-you-can-run-in-project-zomboid","status":"publish","type":"post","link":"https:\/\/theindiestone.com\/binky\/2011\/05\/01\/so-yes-okay-you-can-run-in-project-zomboid\/","title":{"rendered":"So yes, okay? You can run in Project Zomboid."},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/theindiestone.com\/binky\/wp-content\/uploads\/2011\/05\/PlayerRunningFrame.png\" alt=\"Player Running\" title=\"PlayerRunningFrame\" width=\"76\" height=\"240\" class=\"alignleft size-full wp-image-315\" \/>A while back when we released the videos of Project Zomboid in action, we didn&#8217;t have any player running frames. Instead, the walking animation was sped up depending on how fast you were moving.<\/p>\n<p>This, as I&#8217;m sure you can imagine, looks very silly when you&#8217;re moving relatively quickly. So instead of ruining the video by having &#8220;Benny Hill&#8221;-style comedy walking, we elected instead to only walk while we were capturing the footage.<\/p>\n<p>This resulted in far too many reactions like, &#8220;I think it&#8217;s a little rubbish that you can&#8217;t run. Why can&#8217;t you run? Seems like poor design to me&#8221;, etc.<\/p>\n<p>The same logic applies to everything else a human <em>ought<\/em> to be able to do, and the same answer applies to nearly all of them:<\/p>\n<p>&#8220;How come you can&#8217;t climb out of windows?&#8221;<br \/>\n<em>Answer:<\/em> Because the art hasn&#8217;t been done yet.<\/p>\n<p>&#8220;How come you can&#8217;t climb over obstacles?&#8221;<br \/>\n<em>Answer:<\/em> Because the art hasn&#8217;t been done yet.<\/p>\n<p>&#8220;Why are the zombies bald?&#8221;<br \/>\n<em>Answer:<\/em> Because the art hasn&#8217;t been done yet.<\/p>\n<p>Actually, this last one requires a slightly longer answer. Characters in the game will ultimately be assembled out of component parts &#8211; head, headwear, shirt, trousers, etc. So you&#8217;ll be able to customise your character to your heart&#8217;s content. The same goes for the NPCs which will use the same system. And since <em>any<\/em> NPC or, indeed, you the player can become a zombie, the zombies need to reflect the look of the character from which they turned.<\/p>\n<p>So the zombies will have a head that matches the character. Because there are no other heads in the game yet, rather than having all the zombies use a head that looks like the player, I instead made them completely generic and bald &#8211; a template, essentially, to work on top of &#8211; adding hair, gruesome zombie effects, and whatnot as relevant. But since you can only work on one thing at a time, all this stuff has been left for <em>post demo<\/em>.<\/p>\n<p>There we go then &#8211; now that I&#8217;ve finished the sprite frames, in the demo release you will be able to run. The zombies can&#8217;t though. \ud83d\ude09<\/p>\n","protected":false},"excerpt":{"rendered":"<p>A while back when we released the videos of Project Zomboid in action, we didn&#8217;t have any player running frames. Instead, the walking animation was sped up depending on how fast you were moving. This, as I&#8217;m sure you can imagine, looks very silly when you&#8217;re moving relatively quickly. So instead of ruining the video&#8230;<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2},"jetpack_post_was_ever_published":false},"categories":[11],"tags":[],"class_list":["post-314","post","type-post","status-publish","format-standard","hentry","category-project-zomboid"],"jetpack_publicize_connections":[],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p326tq-54","_links":{"self":[{"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/posts\/314","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/comments?post=314"}],"version-history":[{"count":5,"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/posts\/314\/revisions"}],"predecessor-version":[{"id":320,"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/posts\/314\/revisions\/320"}],"wp:attachment":[{"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/media?parent=314"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/categories?post=314"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/theindiestone.com\/binky\/wp-json\/wp\/v2\/tags?post=314"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}