Babydoid
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Hey everyone! Time for today’s Thursdoid! This time will be another rather hastily put together one I’m afraid. And to boot the internal development build decided to break today shortly before I was due to record a video, so hurray! After a few hours of trying to get something together I’ve had to go ahead without.

As alluded to more vaguely last week, fearless leader and Thursdoid writer Batsphinx was last week unable to Thursdoid as he and his wife were busy delivering their new daughter Samantha onto their bathroom floor at 4am (shout out to Nick at the 999 emergency services who talked them through the ordeal!) and as such for the next few weeks he’s getting some rare but well earned Zomboid-free time to be kept awake all night and be milk sick upon. Congratulations Will from everyone in the team!

So it’s left in the meantime for myself, coder and much less organized Thursdoid writer to take over.

Usually I’d be bribing you with an awesome montage gameplay video with new Zach music to take your mind off the piss poor rushed together Thursdoids, but since that’s not happening, I’ll try go into some more details on what’s going on in the team this week! There are still some neat tech videos to show off.

TEA TOOLS AND TECH IMPROVEMENTS

Zach continues his great work adding more tools and features, this time to allow Martin and the other devs to quickly add and test new costume pieces through the AnimZed editor and preview them in game.

 

Meanwhile, Mark is getting to the bottom of some low level blend bugs which have resulted in various issues and snapping that has been causing problems for a long while. We’re hoping future videos will have that extra smoothness and polish to the character motion because of it.

FIRE IN THE DISCO

General Arcade side, Yuri has been continuing his visual effect work, this time turning his attention to the outdated fire effect. He’s really in the very early experimentation and getting his particle system up and running, so the results are FAR from complete and extremely experimental. We were going to hold on showing until we had textured particles and blurring and further balancing done, but since our gameplay video fell through I thought we’d show where it is. So please no assumptions about size or colour or detail or untextured squares, any other aspect being final, as we already know this is far from complete but are excited to see how the tech is progressing:

GAMEPLAY

The team continue to work on tying the new animations, clothing and models into the game. Romain has been working solidly polishing up the combat and other in-game actions, I’ll let him speak for himself because ‘yum free Thursdoid words!’:

“I’ve been working on adding a lot of the anim currently available, this leads to a whole new system for “extended idle animation”.
Depending on your character moodles, pain or other variable, you’ll see sometimes you character scratching an arm, shivering, checking his weapon, wipe his legs to check for blood etc.

On top of that, several new timed action animations were done, and with this some fixes for the current timed actions (digging a graves now equip any shovel in both hands, crafting now check for hammer in container, etc.).

Animation for digging, looting (on the ground, on shelves, in wardrobe.. All different, depending on the container location), cleaning blood…
Blood on clothing now also has its own system, depending on clothes you’re wearing. Prior to this, blood were only applied to character’s textures, now it’ll detect if you have a jacket then blood will splat on it and not on the shirt or your torso… Dress up accordingly to keep your character clean! 
New outfits are also being added along with their own zone (Gigamart employee for example!)

Other than that, I was focused a lot on combat, fixing bugs & making it more fluid/fun (pushing a zombie will bump the zombie behind him, added character defending from a bite..)

I also… Erm. Removed Milk spawning from shelves in kitchen.. Don’t ask me why. [ed: Because the US don’t drink awful UHT milk as standard like the Europeans seem to so keep their milk refrigerated. This turned into quite the outraged debate within the team!]

And that’s your lot! Actually didn’t turn out as bad as I was anticipating. Thanks again and apologies for the video letdown, we’ll try get something sexy for next week to make up for it!

This week’s pic is by us! 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 hereOur Discord is open for chat and hijinks too.

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very very good, keep up the great work guys! 

one thing i'd really love to know is if you're gonna vhange the aiming system a bit with the anims update: i know it's hard to hit moving targets and i dig this, but could we have a way of knowing what our character is aiming at? right now i have no way of knowing which zed i'm aiming towards, as long as all of them are in my field of view.

also any word on bows? those silent weapons are hard to balance though. 

 

lastly, I've read/seen a lot of animations recently, all very cool, and i love how they change gameplay too, and i bet most of the common actions lile eating and drinking are also in, but but buuuuut

do we have an animation for smoking? it is a silly detail but i'm a sucker for visible smoking cigarettes

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3 minutes ago, Livio Persemprio said:

very very good, keep up the great work guys! 

one thing i'd really love to know is if you're gonna vhange the aiming system a bit with the anims update: i know it's hard to hit moving targets and i dig this, but could we have a way of knowing what our character is aiming at? right now i have no way of knowing which zed i'm aiming towards, as long as all of them are in my field of view.

also any word on bows? those silent weapons are hard to balance though. 

 

lastly, I've read/seen a lot of animations recently, all very cool, and i love how they change gameplay too, and i bet most of the common actions lile eating and drinking are also in, but but buuuuut

do we have an animation for smoking? it is a silly detail but i'm a sucker for visible smoking cigarettes

 

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)

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1 hour ago, nasKo said:

I also… Erm. Removed Milk spawning from shelves in kitchen.. Don’t ask me why. [ed: Because the US don’t drink awful UHT milk as standard like the Europeans seem to so keep their milk refrigerated. This turned into quite the outraged debate within the team!]

To be fair, canned condensed milk and powdered milk are both sold in the US, and should totally be included in the game.

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1 hour ago, Octopus said:

To be fair, canned condensed milk and powdered milk are both sold in the US, and should totally be included in the game.

 

not like 20 boxes full of it in every kitchen's cupboard tho :D

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6 hours ago, ZombiesLoveBrainiacs said:

Will we inventory screen get an update to handle all the new slots for clothing items?

 

I really hope so. Probably would be a lot easier to just have a doll icon where you drag&drop clothes and items on. Always hated this right click -> wear -> etc. stuff.

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Posted (edited)
13 hours ago, lemmy101 said:

 

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)

 

So good to hear, I posted a long loooong way back in the suggestions about using the commandos style sniper rifle scope as an idea for aiming, I think it will fit PZ pretty well.

 

Really excited for all the bits and pieces that have needed updating for ages finally getting overhauled, hunting, fire effects, aiming etc.

 

Edited by Neutz

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Congrats Will! Hope that Nick is coming to life ingame as an NPC or as a medical zombie.

 

Really looking forward to the anim update, but not only because of the new look/feel the game is getting because of them even more so because of the refining of more system further down the road once this big step is done.

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