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General Project Zomboid FAQ

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Here’s Spiffo the Community Raccoon’s full run-down on the most asked questions we get about how people can get their hands on Project Zomboid, and where we’re going with it.

Q. What is Project Zomboid?
A. Project Zomboid is an open world zombie survival RPG set in a post-apocalyptic, obviously zombie-infested world where you are challenged to survive as long as you can until you inevitably die.
This is the story of your death, not how you overcame the apocalypse against all odds.


Q. Is there Multiplayer?
A. YES!

Multiplayer is already available!

For all your multiplayer needs, please check out our Multiplayer FAQ.


Q. Who is The Indie Stone?
A. We are people. We also have faces and you can see them here:
http://projectzomboid.com/blog/about-us/


Q. What platforms do you support?
A. Project Zomboid is available for Windows, Linux and Mac.
There are no plans for other platforms at this point in time.


Q. You've been in development and Early Access for a while. When will you release the game or consider it 1.0?
A. Two major features are yet to be implemented into the game, both of which are currently in full-time development each with dedicated full-time developer support. These are:

NPCS - A far reaching and in-depth NPC system with character relationships, personalities, and an emergent story engine that allows for diverse and emergent character based zombie survival story unique to every playthrough. This also includes the tutorial, a return of Kate and Baldspot who starred in the early alphas of the game.

Vehicles - Fully physics modelled 3D vehicles, siphoning petrol, mechanics skills.

Several features require either significant modifications, rewrites or completion before we could consider 1.0.

Map completion - We still have a major city, an army base, more wilderness, and several small towns to implement to the game map.

UI Rewrite - The UI isn’t perfect by any stretch. We would like to get a more intuitive and ergonomic UI system implemented.

Stealth / Combat - New animations to allow for stealth mechanics (looking round corners, crouching behind walls, cover etc) as well as a rewrite of the combat system to leverage new animations to make combat more involved, intuitive and fluid.

We’ve been aiming for these to be completed by the end of the year 2015 but we've been aiming at the end of the year 2014 prior to that. However, this is not set in stone.
We tend to avoid ETAs generally because Early Access development in particular is often filled with unknowns and we want to ensure we get these highly anticipated features right.

In the meantime however we will continue to update the game and provide new features for our community to play with. One of our developers full time responsibility is providing frequent and new items, crafting recipes, skills and survival gameplay elements to fill out any holes in gameplay, and provide frequent feature rich game updates in line with community feedback, while the other developers focus on finishing these specific remaining major features.


Q. What about after 1.0?
A. At this point, once we feel we have fulfilled every promise we gave when the Project Zomboid site first launched (except the last one, ahem, ignore that. Absolutely no one wanted that, it turned out), as well as the extra things detailed above, and the game is sufficiently polished and bug free, we will launch the game as 1.0 and leave Early Access.

What happens at this point depends entirely on whether the game is making money or not, but given the past solid performance of the game we see no reason why it shouldn’t be. Several developers within the team will likely start exploring our second project at this point, however we have dedicated and passionate developers who were brought into the company via the Project Zomboid modding community, emotionally invested in the game, who are already a big part of the development and communicating with the community. As long as Project Zomboid is making enough to support their continued development of the game, and they are happy to continue working on it (which seems likely), we will continue making Project Zomboid indefinitely as long as there is interest.

That all said, we can’t make any solid promises beyond the 1.0 mark, however there are countless things we would love to do that go way beyond 1.0 and sales make us confident that we’ll get the opportunity to explore them. Truth be told, given that it was Zomboid that put the money in the bank in the first place, as long as our company is secure and we can fund any other project's development comfortably, it's very probable we'd be willing to put some money back into the game beyond the point it's sustaining itself if there are any features in particular we can't bear to leave out of the game.
Words are wind though, and all we can do is guess where we'll all be by then. We really want to keep this train going as long as we can though, as long as it continues to the benefit of the game. At which point the modders will hopefully take the mantle with almost unlimited access to the game's core.”


Q. Do you guys need any help with music, artwork, translation or some other creative endeavour?
A. We’re fine right now in most areas; we’ve got a full complement of developers and helpers, but feel free to send over whatever you’d like. If you’d like to help out then the best way would be through our modding community. If you'd like to add more languages or help with translation, please check out our translation forum


Q. How much does/will it cost?
A. The game is currently available for 9.99 GBP / 13.99 EUR / 14.99 USD
The price will likely increase once we're dropping out of Early Access.


Q. What age rating is Project Zomboid?
A. We currently have no fixed age rating, but would underline that this is a mature game dealing with adult subjects. Parental discretion is certainly advised.


Q. When I buy Project Zomboid, what does that get me?
A. Project Zomboid is a game that’s still in development. When you purchase a license you gain access to every build we release, up to and including its completion. We will consider the game complete when we’ve ticked off everything we promised and planned out at the start of our alpha-funding campaign


Q. Will there be a demo?
A. There is! In it, you will start off as infected, so you can play as much/often as you like, but you will only last so long. Please give it a try if you're unsure whether PZ will run on your machine.
As of now, it is a bit out of date but we'll make sure to release a more up-to-date version of it once we're further down in development, and for sure once we're out of Early Access.


Q. How can I follow the game’s progress?
A. You can follow us on Twitter @theindiestone and check-in on our forums http://www.theindiestone.com/
We also blog about our progress every Monday.


Q. So where can I download the current build?
A. The latest stable builds will auto-update (if you have that option selected).
If you'd like to test the buggier, but sometimes more current, beta-builds read how to access them here:

http://theindiestone.com/forums/index.php/topic/4183-iwbums-the-i-will-backup-my-save-branch/

Please keep in mind, we're always looking for feedback about our "IWBUMS" beta branch.


Q. I found a bug! Where can I report it?
A. The best place with the highest probability of it being noticed is our bug tracker on our forums:
http://theindiestone.com/forums/index.php/tracker/


Q. Help! I’m having some sort of trouble with my PZ account!
A. First of all check out our Support section on the forum, if your answer doesn’t lurk there then fire off a mail to accounts@projectzomboid.com, but be sure to include your receipt of purchase.


Q. Help! I’m having some sort of trouble getting PZ working!
A. In 99% of cases our Support pages will be able to help you, but if the issue persists then post up in the Support section of the forum.


Q. WHERE ARE THE ACHIEVEMENTS?
A. We will add those later down the line, when the game is more feature complete.


Q. I have a suggestion for a really cool feature that could go in PZ! Who should I contact?
A. Go to the Suggestions part of our forum, search to find out whether anyone else has ever dreamt it up – and, if not, then dazzle us with a post about your zombie survival know-how.


Q. Can I monetize YouTube videos, "Let's Play" commentaries etc?
A. Yes! YouTube and Twitch are the lifeblood of our game. Go crazy!
Post this up in the youtube video description to be on the save side:
http://projectzomboid.com/blog/youtube-terms/


Q. Can I modify the game? Are there terms and conditions?
A. You're very welcome to modify PZ! We got terms and conditions covered here:
http://projectzomboid.com/blog/2013/09/terms-conditions/


Q. Will I have to purchase the game again once it appears on Steam (non-Early Access)?
A. No. If you've bought it during Early Access you will obviously get the "final" game, too.
Everyone who already bought the game even before we appeared on Steam Early Access is be able to get it on Steam for free.
Go here for all the info you need:
http://projectzomboid.com/blog/2013/11/returning-to-pz/


Q. Will you add Steam Workshop support?
A. Short one: Yes!


Q. Will you support Steam Big Picture mode?
A. We plan to do so! Controller support is currently in and we’ll work on the UI to fit Big Picture mode as well as controller support polish in the future.


Q. Will NPCs be friendly or hostile?
A. Neither and both. We don’t want to make it that simple. NPCs may gain your trust and then back-stab you horribly. We’re trying to make this as dynamic and most importantly non-predictable as possible.
Crusader Kings 2 is a pretty inspiring game ;)


Q. What is this “meta-game”?
A. It’s essentially what keeps the world around you on being interesting by “living”.
Think of it as an abstract level of simulation for NPCs and Zombie population, from where they're plucked and made concrete when you enter the area. This abstracted simulation accesses various metadata about the world (rooms, building definitions and their locations) and is the underlying system coordinating the actions and events in the world that happen without you being in the immediate area.

You might want to think of it as a complex puppet theater where the puppets are playing behind the curtain. When you open it, the game looks at the state of the actors and spawns them into the world as concrete characters in their corresponding states.
They will still be driven by the puppet master (the meta-game) so their (inter)actions and interests play out in the same way, but now with the curtains wide open for you to see them playing out.


Q. Can I build my own fort? Can I also grow my own food?
A. Yes and yes!
We also have plans for other methods of obtaining food.


Q. I’m not sure what I’m doing in Project Zomboid. Is there a manual?
A. Unfortunately the tutorial is not yet a part of any of the newer releases.
Check out the PZ wiki and our forums which will definitely help.


Q. What is Sandbox mode?
A. Sandbox mode lets you customize the lore to your fitting. You love the “28 Days Later”-kind of sprinting Zombies or just want a harder challenge? There are too many/too few Zombies and you want less/more? Want more/less NPCs? You want to set the speed of the ingame-time to real-time?
Sandbox mode lets you edit these settings and more to your liking. The Zombie lore is completely customizable to the point, where you can edit the kind of transmission, the reanimation time after death as well as the infection mortality. You can also edit Zombies’ abilities to hear, see and smell as well as abilities such as memory and cognition.


Q. How big is the map?
A. The game takes place in Muldraugh, KY and we’re expanding to the surrounding areas, eventually. Muldraugh itself is a relatively small town, so don’t expect huge office buildings while you’re there. A good overview of the map can be found here (thanks to the awesomemest blindcoder!):
http://pzmap.crash-override.net/

Cities and other locations will eventually be included. We’re going for “huge” rather than big, so you’ll have to actually prepare for longer trips.
Also, our lovely modding community will be able to provide a lot of interesting (additional) maps!


Q. Is the map procedurally generated?
A. No. We have a clear story in mind and have plans on where the story will take you. Random map generation does not work very well with generating cities or towns that are supposed to actually feel different. However, it does work well for creating natural terrain, so we might end up using random generation to provide an infinite map size beyond the borders of the hand-crafted map. This would require a fair ammount of work, though, so it is fairly low on our priority list.
We're sure that some modders will take up the challenge at some point :)


Will there be vehicles and means of transportations?
A. Another short one: Yes!


Q. Will I be able to play this with a Controller?
A. Yes! Considering we want to support Steam Big Picture mode, you will be able to play the game without the mouse and keyboard in the future.
Controller support is fairly raw at this point but will be fixed and polished very soon!
Community member Kevlar_29 created a handy guide how to use your controller in PZ which you can check out on our forums.

Edited by nasKo

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