lemmy101

PZ Dev
  • Content Count

    1919
  • Joined

  • Last visited

3 Followers

About lemmy101

  • Rank
    Co-Founder, Developer, Ninja

Profile Information

  • Gender
    Not Telling

Recent Profile Visitors

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

  1. lemmy101

    Regarding the latest Thursdoid, to TIS

    Hey CaptainDingo! Thanks for the offer and we'll definitely consider it! It's not time right now we're still deciding on where all this would fit in.
  2. lemmy101

    Sunbeds and SunZeds

    it's not currently planned, as it creates a real issue with the river, which is there purely as a a natural barrier way of meaning we won't have to model the entire of Louisville and surrounds over the river, only the portion on this side north of where the mall etc is (which will still be meaty enough in terms of work and play area). Also in terms of lore, for a good portion of the early game at least, the other side of the river is fine and unaware of the zombie threat across the river, so there are multiple issues with adding swimming and maintaining our story, the huge ton of work it would add aside. Maybe if at some point we can do some kind of 'currents are too strong' thing to keep the river uncrossable we could consider it. No promises though.
  3. lemmy101

    Reloading skill could use a rework

    In future builds, there will be no such thing as manually applied skill points, so you don't have the same kind of opportunity cost by choosing one thing or another. We can keep reloading skill but maybe also add gun maintenance skill, since skills will just level up themselves through xp gained doing that action organically there's no reason to remove or change existing skills because they are not seen as equivelent usefulness as others. Because of this we're hoping over the next few builds to vastly increase the number of skills to cover a lot more gameplay systems and stats.
  4. lemmy101

    The Sound of Mucus

    Hear the 'difference': The zombie sounds we've added are surprisingly similar (though we didn't consciously imitate) to a show that probably represents the most culturally relevant modern depiction of the zombie in popular culture, so to those saying 'too animalistic' or 'over the top' I respectfully disagree. The vast majority of feedback we've received has been overwhelmingly positive, we're extremely happy with the results, we may tweak volumes and hearing distances before release, or add more variation and degrees between different zombies, but this is how the zombies are now and there's nothing wrong with them. If they are 'too scary' then they are doing their job well, and someone of a nervous disposition or young age should not probably be playing if they are too scary. Zomboid has never been intended for the faint of heart and always blatantly and clearly intended and advertised to be a dark, bleak, nerve-wracking survival horror experience, and if it wasn't before these zombies, then it was a failing we've managed to overcome. This ain't Minecraft, it's Project Zomboid.
  5. lemmy101

    Combat Renovations

    it's not just you, it's a concern we're trying to balance against the sluggishness, it may change again before release to try and find some sweet spot between the two, we'll see how it plays out. The slower movement / anim speed drew a lot more complaints tho.
  6. lemmy101

    Combat Renovations

    and it's literally only neck bites we've changed severity of.
  7. lemmy101

    Combat Renovations

    sorry you feel that way, but the things you describe as unfun have been our raison d'etre, ethos and what the game's proudly worn on its sleeve as its inspiration, marketing and reason for being since day 1, we're not going to move away from that. You always have sandbox to disable.
  8. lemmy101

    Night Drivin’

    anims still aren't to the point the first vehicle build was - multiplayer is completely non-functional, the game difficulty balance of the game is completely fubared, it will run like an asthmatic dog with high zombie counts, and anims have been hyped for years longer than vehicles were, so we have to make sure first version doesn't piss people off cause there is 100x more 'it's taken them X long to do' expectation. We're also very much hoping that anims going public will coincide with a sales increase that will pay for all the significant extra resources and money we've put into getting them out there asap, and pushing them out in an underwhelming state would be dangerous to risk muting the excitement and attention it would get. Sadly as much as IWBUMS is a testing beta branch, a huge amount of people take it as the defacto build as soon as it goes public in any way. As much as testers are positive about them, they just aren't ready for IWBUMS before a few key things, particularly the rotational blending and MP support, as well as some SERIOUS optimization to not cut off the bottom half of our players. But that day is definitely getting closer. We won't keep it in private testing longer than i needs to be, but a few minutes of video simply doesn't tell you the whole story.
  9. lemmy101

    Forking Hell

    in animation build
  10. lemmy101

    Babydoid

    not like 20 boxes full of it in every kitchen's cupboard tho
  11. lemmy101

    Babydoid

    Probably not in the anim update, but we have a completely new gun aiming system planned that'll prob be in the hunting update after. Think of the old Commandos games with their sniper rifle sights that follow the mouse. We're going to try make shooting a more player skill based, visceral and satisfying, with less reliance on RNG with some of the FPS style mechanics like bullet spread indicators on sights, and aiming with your mouse (tho obv the bullet will still travel from the player and may hit cover etc)
  12. lemmy101

    Forking Hell

    I'm almost 100% positive we already have a zombie specific run anim. If not its definitely on the list, no mod required
  13. lemmy101

    Zed Tumble

    Here is a quick video taken, without 4 hours of footage capturing cut down to 30 seconds of short clips, and without me trying to avoid showing all the broken bits this doesn't even scratch the surface. We're not being modest here, the game isn't playable and took me 4 hours to make that 30-60 second video you saw. we're not just hitting record and getting uninterrupted footage of brilliance, outside visual glitches and problems, there are bugs and missing features making the game as it stands 100% impossible to play. And to get footage to show off the stuff that IS working requires about 20 attempts to avoid something totally broken appearing or happening. We're making great progress but there's a lot to do before we could DREAM of putting it out there in public, even IWBUMs. Imagine how disappointed and angry people would be? It's not worth it, you wouldn't enjoy it and would get the experience spoilt for you. We'll release it as soon as we feel people can play a full game of zomboid in it and have a good experience and feel the anims worth the wait, even if there are bugs, it has to function as a game.
  14. lemmy101

    Zed Tumble

    Sorry, not close to that yet. You are seeing little slices of footage of stuff that's in but the game simply isn't close to being fully playable yet.
  15. lemmy101

    Higher Fidelity

    nothing is nerfed as in the entire combat system is being built from scratch from the ground up, but yes we're going to look into making sure we don't make certain weapons aren't OP. while building it from scratch