nasKo

Administrator
  • Content Count

    3757
  • Joined

  • Last visited

About nasKo

  • Rank
    Speaks German in the Night, Community Manager

Profile Information

  • Gender
    Man

Contact Methods

  • Skype
    n2dmaddin
  • Twitter
    @nsk_pz

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. nasKo

    Reloaded

    Hey survivors! As stated last week, we will probably be slowing down on the ‘new stuff to show’ on the run up to build 41’s IWBUMs release, a big exception being the rotational blending stuff once that finally lands. So please be aware that Thursdoids may start to get a bit boring, but that this is good news as it means our work has gotten to the boring clean-up phase before release! In the meantime though, we’re not quite there yet, and we still have a few cool things to talk about! RELOADING RJ has been working on a rewrite for the current reloading system, to further help us improve the reloading system and its connection to anims. Eagle eyed survivors last week spotted that the reload animations didn’t actually correlate to what was happening during the reload. At present (outside hardcore reloading) we just have a timed action that runs through, speed dependant on panic and other factors, and once its complete the character chambers and is ready to fire. The problem here is when the animation contained the loading, and chambering, and if the player’s panic meant they took 3x as long to complete the reload, the anim would just loop repeatedly until the action was complete. The new system will inherently do all these actions separately, and we will have anims for fumbling or doing any of these actions slower. This not only allows us to sync the anims to the relevant action (chunk chunk of the shotgun being pumped synced to the anim should be rather satisfying) but also allows us to make panicked reloading make a lot more sense, say the character dropping a bullet on the floor, or fumbling to get it into the gun. This should hopefully lead to some tense moments, and allow good luck to sometimes combat the currently just universally slowed down reload time, (or terrible luck to make the situation even worse). VAULTING We’ve got the running and vaulting working and implemented. At the moment we only have the highest speed and finesse version implemented, but we’ll be looking now to adding more variants in for the less fit, athletic, graceful and clumsy people (though we do already have tripping in) While it still needs some balancing, and the speed and ease the character vaults shown here would probably be reserved for the very few who focused their entire build on athletic ability, it’s rather fun and fluid running about. Here’s a little vid to demo it: INVENTORY PLANS We’ve had a lot of discussion about how the clothing will tie into inventory during the past week. Please note there is no guarantee any of this will see the light before IWBUMs, or even this build. With the anticipation of this build we’re not going to mix anything in that will cause any delays to getting the build out. Our idea though is one we hope will both leverage clothing a lot more in terms of gameplay, as well as hopefully make our inventory system a little more intuitive and easy to use for players, particularly those familiar with a lot of other FPS survival games. Please note this is very fresh in the oven, in early discussion, and rough around the edges, but we’d be eager to hear others feedback! The main headlines: 1) The system would require that ALL items need placing inside a container. The whole concept of the nebulous ‘top level inventory’ would be removed from the game. Characters would have inventory space inside clothing. We combine all pockets and other space to carry items into making all clothing into containers of varying sizes. Certain high value fishing jackets may allow for significant storage. Sewing and other skills could modify clothing to add pockets and increase their carry space. 2) All current game actions that require an item be in the main inventory would be recoded to allow that action to work with the item in whatever inventory it is in. This is to counter balance the extra awkwardness of not being able to carry items in your top level inventory any more. 3) The inventory item view will now contain a nested structure showing each equipped item, then everything inside that container, all within the same view. 4) The buttons we currently have as tabs will serve as hyperlinks to move the inventory window to show that item in case it needs to be scrolled, as well as being a convenient drag/drop container to move items around as always. We’re also toying with the idea of these icons becoming always present ‘equip slots’ for hands, body parts, backpacks etc. It’s still unclear if this will be possible with these icons needing to behave in different ways depending on context, and if there’ll be conflicts. Say you have a bag in your left hand, should dragging a bat onto it put bat in the bag or equip the bat? We still need to think on how this part may work. Here is a mockup we quickly made during discussion to illustrate how it would work, but please don’t take any of the aesthetics as final: We’d be able to look into an ‘icon only’ version of the items within backpacks, for those who have played long enough to be able to recognise all the inventory icons, could optionally stack all the icons compactly in a grid under the container item heading, with stack sizes and tooltips, making the inventory system a lot more compact and reminiscent of other survival game’s inventories, without sacrificing the advantages of ours. This week’s image lazily reused from the blog. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  2. nasKo

    Logging for cars

    I hope I'll be corrected if I'm wrong but I think this should be possible in the future, since we're moving vehicles to database entries.
  3. nasKo

    Spiffo’s Round-Up #6

    These were mainly a thing for Steam, since we've received many complaints from people about appearing in their feed every week. The roundup 6 was just reposted here because we initially wanted to link to it from Steam but decided to just link to a repost on Steam to have it all still in the same environment ("ARE YOU SURE YOU WANT TO FOLLOW THAT LINK AND LEAVE STEAM?! PLEASE CONFIRM"). The roundups brought nothing new, they were just a summary of the last 4-5 Thursdoids. We're unlikely to make another Roundup until after IWBUMS, though, as we've received complaints about them, too and it dragged down team morale to a point that we decided to just have one post on the Steam announcements page and just update that with shorter summaries. Hopefully we'll continue with the Round Ups after IWBUMS or stable, but we'll see about that.
  4. nasKo

    Feedback on July 4th Video + UI Feedback

    Thanks for the feedback! Certainly some balancing to be done. The zombie at 38 isn't getting a bite out of the character though. Not sure if it is intentional but I can imagine it eventually being deliberate to balance out its sudden appearance. UI certainly isn't going to get a lot of attention for this build. As for equipping, while it might not be ideal right now, you can press 1 and 2 to quick equip a melee weapon (1) or firearm (2) from your main inventory.
  5. nasKo

    Spiffo’s Round-Up #6

    Hi everyone, here’s the highlights of the last few weeks of Project Zomboid Build 41 development – compiled from the Thursday blogs that appear at http://www.projectzomboid.com/blog/ and on the PZ Steam boards. First off, here’s the latest gameplay video taken from the internal test build – which shows off many of the developments we discuss in the blog below. So what kinda new animation tech are we seeing in this video, alongside the survivor with the level 10 (and beyond!) aiming skills? Well stick with us, and let’s find out. TRANSITIONS First, we’re off to Zac – for an explanation on the biggest update to the internal test version this month. “Up until now, the character would go from standing, to walking, to sneaking, to running, to standing again. At every state change, there was no lead-in. We were using some maths to blend from one pose to another, but it really wasn’t enough.” “The change was still looking fairly unnatural in some cases. The character had an air of defying gravity, for example, when he/she suddenly went from standing still to full sprint.” “Now though we can have transition animations. So in the described instance it’s: StandingToRunning. This is where the character will change stance, shift their weight, and launch into a run. As a result it all seems much more lifelike.” So, check this out: It’s with this Zac anim-transitioning magic, then, that we can have a handcrafted tailor-made animation to make the character aim down the sights and bridge the gap between the two poses. It makes everything looks much more sleek and cool. This has also led into the inclusion of the following… JOG vs SPRINT We’ve now finally gotten sprint mechanics fully integrated into the game. The idea behind sprint is to differentiate between a ‘fast jog’ and a short term sprint at maximum speed. The two are being balanced as follows: Fast jog: players will be able to maintain this for long periods, keep a level of control over their movement and stop quickly – but they will not be as fast as what you’re used to in terms of high-level PZ sprinting. Short term sprint: a sudden burst at a maximum speed. With this the character will maintain a much greater pace, with the cost of more stamina lost, louder footsteps and a much wider turning circle. In sprint you’d also have greater potential for accidents, particularly with clumsy characters if sprinting over/near obstacles or into walls. Those with high sprint/athleticism levels will be able to clear fences while sprinting – although clumsier and low skill survivors could well be advised to avoid this as a tumble/fall will be likely. Please note that, when taken, the following vid was highly WIP – however it does explain the improvements well. TWO THINGS: AT ONCE Anim masking was another of our ‘needs to be done before IWBUMS’ biggies. Essentially, when an animation is playing, it can be set to only play on certain bones of the character’s animation skeleton. The most obvious use of this being only upper body. Before this tech, it was impossible to, say, play a reload animation while walking, or eat while walking. Martin would have had to animate ‘walking while eating’, ‘walking while reloading’ and also every transition animation possible. Now, however, we can play the reloading animation on the upper body while the legs continue playing the walking animation. We’ve also done some reorganizing of the game code’s player states, to allow timed actions (those with a bar over the character’s head, used for everything including eating to reloading) to be able to be carried out at the same time as the character’s other major states used for walking, running etc. Here are two vids showing some of these masked anims, with the usual “WIP!” warning lights flashing. Especially with the seated one at that point in development. Reloading looks cool though, right? BASIC STEALTH SYSTEM We have animations for a more complex stealth system – including cover traversal, shooting from cover, rounding corners, wall hugging etc but as we’ve said before that will be coming in a later build. What we’ve added into 41, however, is a first taste of it all – tied to a crouch/sneak toggle that’s currently on ‘C’ on your keyboard. Here’s a quick vid that can explain it all a bit better than using words. Please note: just after recording this video we discovered that the character’s kneeling idle wasn’t playing while crouching when stationary due to a bug. Please note that the character’s visible profile over objects will be reduced more while stationary than what’s seen in the vid. And also make the position less brutal on the character’s knees. Please also note: unless there’s a huge campaign against it, from within or without, we’ll likely stop zeds eating below the waist of the corpses they come across. It looks a little too much like a sex act. ZED SCENES Build 41 will be slightly changing PZ’s zombie lore so that the initial wave of zombification occurred in a manner that people died a bit more quickly – to the extent that the zeds they left behind will be wearing relevant clothing and placed in situations relevant to what they were doing when they turned. The new model and clothing system means that we can have randomized ‘scenes’ in houses to give a bit of flavor to what was happening in the home before/during the Knox Event, with some common and others rare. Likewise we can do the same for more horrific scenes that happened after the event itself, placed further down the PZ timeline. To this end then we could, for example, have a small chance of having a home where there was a prayer meeting happening represented by a priest zed and 4-5 civilian zeds holding bibles. At the other end of the spectrum we could suggest in another house that two people were being over-friendly with each other by having two zombies not wearing any clothes in a bedroom. Or simply that a bathroom zed was having a wash by having them appear in a bathrobe, or without clothes, in their bathroom. Although it doesn’t look as visually appealing as we’d like it (one day we will hopefully be able to invest in a 3D modeler to work with us on items left on the floor) we can also scatter around bottle sprites, clothing sprites, books etc. to elaborate on the scene. STILL TO DO Once the anim masking is 100%, the last big pieces to slot into place for an IWBUMS beta are hooking it all into MP and rotational blending. We’ve explained it before, but for clarity, this rotational system is required to allow: Anims for characters to turn on the spot to any angle An anim for characters stopping while running and thrusting into a run at a different angle Anims for zombies hearing a player and turning their head toward them, before turning and stumbling in their direction Any general animation that contains rotation within them that needs to conceivably work at any 360 degree angle, and be able to blend between the base compass position animations provided by Martin. These are especially important to the game as right now the character turns with a turning circle like they are a vehicle, which makes them extremely awkward to move precisely indoors. (It’s not obvious from the videos, but you’d find it annoying to play!) We also need to work on zed hordes pooling what states zombies are in, and sharing a smaller pool of zombie skeletons for the same anims so we get better performance when there’s a horde on-screen. (Seeing as Zac was previously the guy who got two million dancing penguin models on the Wii though, we’ve undoubtedly got the best man for the job.) When all this baseline anims tech is in the build, and only then, we will open up the IWBUMS beta to wider testing. In the meantime the rest of the team are on polish, fix and balance duty – as well as hooking up the new stuff as and when it rolls in. IN OTHER NEWS ChrisW is still working with us, and is improving his cutaway system so it’s clearer where doorways and windows are – and are no longer big scary black lumps of probable doom in the internal build. EP has had a bit of fun, and has used the new anims and models system to create mannequins that can be moved into safehouses and dressed however a shopkeeper’s (or survivor’s) might like them to be dressed… Xeonyx’s Kingsmouth paradise island Challenge Map now has bikini and swim short zeds! The development of our version of Louisville continues, for a long-distant version of the future. We also, sadly, decided to fix the bug that was making survivors look like this. This is the sixth Steam round-up of development news for Project Zomboid, but weekly Thursdoid blogs are posted both on our website and on the Steam discussion boards. A general list of stuff added to PZ, and vids of features being worked on, is kept here – 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 PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too. That’s all for now, keep tabs on our website for more every week!
  6. nasKo

    More Math(s)

    A very happy 4th of July to our survivors in the US! The grand plan was to have a slick new vid for you today showing, amongst other things, the fixed-up anim-masking issue with the hovering props that we discussed last week. Good news: it’s been fixed up as Zac has been back at the math(s)… Bad news: it sadly came in too late for us to have time to do a bells/whistles video of all latest progress for today’s blog and a new Spiffo’s Round Up over on Steam. (BUT OH WAIT – TURNS OUT A LAST MINUTE SURPRISE VIDEO WAS POSSIBLE! ENJOY! -ed) So, here’s a still image to show it’s working at least! And sorry it’s going to be a boring blog today! Elsewhere it’s been a really productive week on the internal Build 41 anims beta, but almost all of it in the form of fixes, balance and general improvement. The changelist is lengthy, but the content of it rather dull for anyone outside the coding team. Something cool that’s been added is craftable spears and spear attacks, but elsewhere it’s been loads of more minor tasks covering the new cutaway system, pathfinding, footstep sounds, noisy dead zeds, indoor puddles, fixing the issues with radios that are currently in the public build, clipping, tree-chopping, bread knives, strafing, sprinting, turning circles, bite react anims, colour adjustments etc etc. This is the way it’ll be for a few weeks now while we wait for Zac to drop in the rotational blends and MP work that we need before we IWBUMS – and (aside from the next one) you’ll see less and less ‘new stuff’ being shown in vids, and more and more general internal tester gameplay. So apologies for the dulldoid – but there should be a tasty new vid fairly imminently to make up for it, now that Zac’s math(s) have come in once more to save the day. Our thanks to everyone who left a review for us this past week, but most especially this survivor who goes into painstaking detail over how he very nearly shit himself (actually physically shit himself) while playing. Cheers all! This week’s foggy meeting from [PAX]McMiller. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  7. nasKo

    Mannequin vs. Zed

    Ello ello. First thing first, the Steam Summer Sale is currently on – and it’ll likely be the last time you can get PZ in a sale before a price rise that will come alongside the animations build. So if you’re a bystander wondering about diving into the Knox Event, then now is probably a good time! RUN SURVIVOR RUN Since last week we’ve finally gotten sprint mechanics fully integrated into the game. The idea behind sprint is to differentiate between a ‘fast jog’ and a short term sprint at maximum speed. The two are being balanced as follows: Fast jog: players will be able to maintain this for long periods, keep a level of control over their movement and stop quickly – but they will not be as fast as what you’re used to in terms of high-level PZ sprinting. Short term sprint: a sudden burst at a maximum speed. With this the character will maintain a much greater pace, with the cost of more stamina lost, louder footsteps and a much wider turning circle. In sprint you’d also have greater potential for accidents, particularly with clumsy characters if sprinting over/near obstacles or into walls. Those with high sprint/athleticism levels will be able to clear fences while sprinting – although clumsier and low skill survivors could well be advised to avoid this as a tumble/fall will be likely. Please note that this has only been recently integrated, so the following vid is highly WIP! We’ll do a slicker presentation next week when it’s been more polished. SIT SURVIVOR SIT Next up: a progress report on a huge anim tech system that’s one of our ‘needs to be done before IWBUMS’ biggies. In this case, it’s pretty much been done now – albeit with one sizeable tech issue that needs resolving. Anim masking means that when an animation is playing, it can be set to only play on certain bones of the character’s animation skeleton. The most obvious use of this being only upper body. Before this tech, it was impossible to, say, play a reload animation while walking, or eat while walking. Martin would have had to animate ‘walking while eating’, ‘walking while reloading’ and also every transition animation possible. Now, however, we can play the reloading animation on the upper body while the legs continue playing the walking animation. We’ve also done some reorganizing of the game code’s player states, to allow timed actions (those with a bar over the character’s head, used for everything including eating to reloading) to be able to be carried out at the same time as the character’s other major states used for walking, running etc. As stated above, there’s still one big issue to resolve with this, which is a technical point relating to how the skeletons are organized within the game. The result being that items held in hands will not behave correctly in cases when the character’s hands have been made lower to the ground due to another anim – sitting for example. This makes actions like ‘eating on floor’ cause the item held in the hand to appear where it would be had they been stood up – which makes it look a bit broken. There are still discussions going on as to the best way to fix this – a big chat between Zac, Mark and our gang is ongoing – but we’re currently looking for quickest way to remedy it when there’s such a vast animation set to get through. Here are two vids showing some of these masked anims, with the usual “WIP!” warning lights flashing. Especially with the seated one. Reloading looks cool though, right? And now here’s another vid that displays the floating-item issue that we’re currently working on. Once the anim masking is 100%, the last big pieces to slot into place are hooking it all into MP and rotational blending – before polish and major bug fix duties. We’ve explained it before, but for clarity, this rotational system is required to allow: Anims for characters to turn on the spot to any angle An anim for characters stopping while running and thrusting into a run at a different angle Anims for zombies hearing a player nd turning their head toward them, before turning and stumbling in their direction Any general animation that contains otation within them that needs to conceivably work at any 360 degree angle, and be able to blend between the base compass position animations provided by Martin. These are especially important to the game as right now the character turns with a turning circle like they are a vehicle, which makes them extremely awkward to move precisely indoors. It’s not obvious from the videos, but you’d find it annoying to play. IN OTHER NEWS ChrisW is still working with us, and is improving his cutaway system so it’s clearer where doorways and windows are – and are no longer big scary black lumps of probable doom. EP has had a bit of fun, and has used the new anims and models system to create mannequins that can be moved into safehouses and dressed however a shopkeeper’s (or survivor’s) might like them to be dressed… This week’s Terror for the Autons from Sasha. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  8. PZ is currently 40% off and as many as you know, we've always said that we're not discounting the game heavier as a thank you to our early supporters. https://store.steampowered.com/app/108600/Project_Zomboid/ This is also the last sale before we increase the price of Project Zomboid after many years. The price increase will come with the animations build. For those who aren't aware, here is our reasoning for not discounting the game heavier over the years:
  9. nasKo

    Anim-Transition Blog

    Hello! Today we are celebrating animation technology to do anim transitions going into the codebase of the internal Build 41 test version. ‘What are these?’ I hear you cry. Well, we have a clever man in Australia who can explain. Over to Zac! “Up until now, the character would go from standing, to walking,to sneaking, to running, to standing again. At every state change, there was no lead-in. We were using some maths to blend from one pose to another, but it really wasn’t enough. “The change was still looking fairly unnatural in some cases. The character had an air of defying gravity, for example, when he/she suddenly went from standing still to full sprint.” “As of now in the internal test build, we can add transition animations. So in the described instance it’s: StandingToRunning. This is where the character will change stance, shift their weight, and launch into a run. As a result it all seems much more lifelike. So, check this out: As you can see above, another area where this is helping a lot is in aiming animations where there’s an object in the character’s hands. Formerly, due to some complex under the bonnet maths, when it did this blend between the two poses you ended up with, say, a gun floating in the air between the hands rather than being realistically held. Now, however, with this Zac anim-transitioning magic we can have a handcrafted tailor-made animation to make the character aim down the sights and bridge the gap between the two poses. So this makes everything looks much more sleek and cool. Here comes the traditional disclaimer: although these videos are still looking super-cool we’re still not at a point we can release a public beta. There’s a bunch of optimization to go in, some MP and SP save system improvements we need to test and mix in, Zac needs to work on the rotation blending for wheeling on spot / zombie alert walking toward player angles etc. We also need to work on zed hordes – pooling what states zombies are in, and sharing a smaller pool of zombie skeletons for the same anims so we get better performance when there’s a horde on-screen. (Seeing as Zac was previously the guy who got two million dancing penguin models on the Wiithough, we’ve undoubtedly got the best man for the job.) We should also probably fix the bug in the current build that makes survivors look like this. Maybe. Slenderman likes to bake cakes This week’s character creation screen-created dictator from our hardy bunch of internal testers. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  10. nasKo

    [FIXED] House with missing walls

    Thanks. This is already fixed.
  11. nasKo

    [FIXED] House with missing walls

    Please post a link to it. Go to https://map.projectzomboid.com and then navigate to the place in question. Just copy the URL so we can find it.
  12. nasKo

    This bug is ridiculous

    At this point I'm getting a little frustrated because I am still not seeing the bug here. You put the melted icecream in the freezer and the game will tell you if it is frozen or not. Putting melted icecream in the freezer freezes it. The name of the item simply tells you that it previously melted and the status tells you that it is now frozen again. Eating this once melted icecream can make you sick in the game. How would a fix for this "bug" would look like to you?
  13. nasKo

    Zed Scenes' Suggestion Thread

    https://theindiestone.com/forums/index.php?/topic/25529-pz-community-zed-scenes-thinktank/
  14. nasKo

    This bug is ridiculous

    Doesn't make a difference. It never says refrozen, it's just a status of the item. In this case it is molten ice cream that is frozen. The two things are the same. The game never tracks if an item was previously frozen and is later on frozen again. Not sure if it's a language barrier, but it's definitely not a bug. It being named "Molten Icecream (Frozen)" doesn't mean that it melted inside the freezer.
  15. nasKo

    69 Zeds

    Wotcha, couple of fun things for your inspections today. First off: same disclaimer as before. There’s still a lot of work to chew through on Build 41: Zac is currently doing necessary work on animation substates that will unlock concurrent animations, and will then need to work on rotational animations. We also need to do a lot of work to get MP up and running, and most importantly we need to optimize – as releasing into IWBUMS now would see it run like a hog on a lot of systems. Yes, the build is looking great in the vids (which is a big yay, clearly) but it’s not ready for public consumption. There’s still too much broken, and too much unoptimized. The moment it is ready: we’ll open up the beta. We won’t hold it back any longer than we need to – but we’re really not at that point yet. Anyway, with all that said, here’s some stuff that’s gone in this week: BASIC STEALTH SYSTEM We have animations for a more complex stealth system – including cover traversal, shooting from cover, rounding corners, wall hugging etc but as we’ve said before that will be coming in a later build. What we’ve added into 41, however, is a first taste of it all – tied to a crouch/sneak toggle that’s currently on ‘C’ on your keyboard. Here’s a quick vid that can explain it all a bit better than using words. Please note: just after recording this video we discovered that the character’s kneeling idle wasn’t playing while crouching when stationary due to a bug. Please note that the character’s visible profile over objects will be reduced more while stationary than what’s seen in the vid. And also make the position less brutal on the character’s knees. Please also note: unless there’s a huge campaign against it, from within or without, we’ll likely stop zeds eating below the waist of the corpses they come across. It looks a little too much like a horrific sex act. ZED SCENES Build 41 will be slightly changing PZ’s zombie lore so that the initial wave of zombification occurred in a manner that people died a bit more quickly – to the extent that the zeds they left behind will be wearing relevant clothing and placed in situations relevant to what they were doing when they turned. The new model and clothing system means that we can have randomized ‘scenes’ in houses to give a bit of flavor to what was happening in the home before/during the Knox Event, with some common and others rare. Likewise we can do the same for more horrific scenes that happened after the event itself, placed further down the PZ timeline. To this end then we could, for example, have a small chance of having a home where there was a prayer meeting happening represented by a priest zed and 4-5 civilian zeds holding bibles. At the other end of the spectrum we could suggest in another house that two people were being over-friendly with each other by having two zombies not wearing any clothes in a bedroom. Or simply that a bathroom zed was having a wash by having them appear in a bathrobe, or without clothes, in their bathroom. Although it doesn’t look as visually appealing as we’d like it (one day we will hopefully be able to invest in a 3D modeler to work with us on items left on the floor) we can also scatter around bottle sprites, clothing sprites, books etc. to elaborate on the scene. Here’s a few examples of scenes that RJ has coded in over the past week – covering sexy time zeds and sports-viewing male zeds, while band practice zeds can be seen in the header image of this blog. Bedroom Zeds Male sports-viewing enthusiasts. If you can think of any of your own scenes that we could conjure up using the zed costumes you’ve seen in recent Thursdoids then feel free to chip in and let us know – they’re really easy to integrate, and can be as rare or common as required. Cheers all! A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too! The CBOIT has also been promising a mate that it’ll flag up the cool new game Xera: Survival for ages now. And now it has.