Project Zomboid is an open-ended zombie-infested sandbox. It asks one simple question – how will you die? Whether surviving in Knox County free-roam or controlling Indie Stone mascot Baldspot in his quest to save his injured wife Kate – death is always a certainty. Quite how long you manage to put it off is another matter…

Report article RSS Feed 2012: Year of the Zombie

Happy New Year to all survivors everywhere, no matter what your current moodle is. With the dawn of 2012 comes a moment for a bit of a PZ ‘State of the Nation’ address, so everyone knows what’s going down in Knox County in the months ahead. The main news, of course, is about the update: it’s progressing really well, and we’re firmly on the final stretch now. We're not willing to give a release date, as always, but we think that your patience will be rewarded.

Posted by Batsphinx on Jan 4th, 2012

In the run-up to Christmas our blogs largely focussed on the NPC activities being pumped into the game, but seeing as the game has received a radical engine overhaul since the last build there’s also a bunch of exciting technical features being introduced.

We’re only formally announcing the stuff we can 100% be sure will be complete by the time that the new NPC behaviours are solid enough to release, but one thing that’s a dead cert is a new graphics and lighting engine. This not only improves the graphics of the game dramatically (though the traditional X-Com style tiled lighting will still be available for lower spec machines or retro enthusiasts) but has some fun gameplay ramifications. Here is a quick video to demo it:


The new lighting has a big effect on the game visually, but it also affects gameplay.

Primarily it’s allowed us to reduce the ambient light at night – we’ve added light sources like streetlamps, but find yourself in an unlit alleyway or in the woods and you’ll be in trouble. Unless armed with a flashlight, survivors will need to stick to lit areas to have any hope of seeing where they are going. As such flashlights and batteries will now be prized commodities, especially when we flick off the switch at the local power plant! Weather and moon cycles will further affect light levels: a full moon and clear sky resulting in lighter nights and longer viewing distances.

Spending lots of time awake in darkness will tend to depress characters, yet turning on the lights will be dangerous - as zombies will be attracted to the light and even see movement through curtains or sheets. It’ll only be truly safe to light up rooms when they’ve been barricaded. Candles and other non-electrical light sources are also planned.Another primary feature is likely to be complete by the time the build is released as well, but we’d rather it be a surprise. It stems from the fact that we’ve managed to reduce the memory usage of the 0.1.5 build dramatically – it now uses a quarter of its original memory footprint. As such we have a load more memory to spend – and the modders among you might have an inkling as to where we’ll direct it… in fact people with the eagle-eyed trait may be able to spot a hint of it in the video...

And after the update? It should also be underlined that one of the most frequently called for features in PZ – that of saving and map traversal – will be of primary development importance once the current build is kicked out of Indie Stone towers and into your tender, loving embrace. We’ve been laying the foundations for it in this update, but seeing as we’ve already coded it once we know that it’s one of the most long-winded, repetitive and frustrating development tasks on the menu.

Seeing as it’ll take a while to code, then, we'll be keeping the momentum going with interim updates while saving is still in development. As you may already know female characters, clothes and animations are getting close, for example, and from this extra content from the Kate and Baldspot adventure (with a healed, walking Kate) can follow. The Will Porter, meanwhile, has started writing new NPC archetype dialogue for more specific character types to dripfeed into updates – so the scripts can stay a little more fresh after repeated plays.

All of this is essentially meant to say that 2012 is setting itself up to be a good year for having your brain eaten. We realise that getting this update out has been a slow old business, even when taking the ‘incident’ into account, but want to underline that with this update we’ll be laying down the groundwork to help future updates flow thicker and faster. There’s a lot bubbling under the surface of PZ development and we can’t wait to let you die horribly within it.

Post comment Comments
Andinout
Andinout Jan 4 2012, 12:40pm says:

But i want to die within it now :( take your time looking better every time

+10 votes     reply to comment
Spe¢ter
Spe¢ter Jan 4 2012, 1:14pm buried:

(buried)

I'm going damn mad. I NEED IT. It's a ******* test version anyways,- release it now!

-9 votes     reply to comment
B.R.V
B.R.V Jan 4 2012, 1:38pm replied:

Hell no!
Let them finish it, polish it!

+12 votes     reply to comment
Spe¢ter
Spe¢ter Jan 4 2012, 4:12pm buried:

(buried)

It'll be finished only in a couple of years... It's version 0.15.

-7 votes     reply to comment
macacos2
macacos2 Jan 5 2012, 9:15am replied:

Isn't it "out" for those who bought it in alpha funding stage?
I remember a couple alpha builds being released a while back being available to costumers.

+5 votes     reply to comment
franx12
franx12 Jan 9 2012, 11:01am replied:

I don't really get why did both your comments get buried; go figure. Anyway, I gotta agree with both macacos2 and B.R.V, the game is in alpha (which means it's far from done) and we should give devs time to polish the game. You don't want PZ to be another rushed-out game like CoD, do you? :) And besides, the version number being 0.15 doesn't mean it will stay in 0.1x forever, right?

+1 vote     reply to comment
PierreOfTheFrench
PierreOfTheFrench Jan 4 2012, 1:36pm says:

Looking awesome as usual :) Any eta on multiplayer? It's great fun now, but with other people I think it would be fantastic.

+1 vote     reply to comment
Rahl005
Rahl005 Jan 25 2012, 4:20pm replied:

Are they actually working on a multiplayer feature! That would be f****** amazing!

+1 vote     reply to comment
Suduki
Suduki Jan 4 2012, 3:26pm says:

Quest manager?

+1 vote     reply to comment
Edswor
Edswor Jan 4 2012, 3:55pm says:

Looks great the new lighting system.

+2 votes     reply to comment
kazumo
kazumo Jan 4 2012, 4:57pm says:

Omg, I'm going to die so many times now :(

+2 votes     reply to comment
Morgath
Morgath Jan 4 2012, 5:44pm says:

Looks great, and I think the lighting is going to make the game a lot more interesting.

Would be great if you put in a mechanic so your eyes can adjust to the light - would be an interesting tactical choice if running in he dark if its just light enough to see a little, but not into the deepest shadows - should you light up your torch and see what is over there is a zombie or a survivor and knock out your night vision?

+1 vote     reply to comment
Riccars
Riccars Jan 4 2012, 8:56pm says:

I think I saw an expansion on the map size or at least a road leading off map I dont remember being there.

One thing I would like to see change is how close you have to get to where buildings would block your view before they go transparent or cut off upper levels. I always get squeamish when I approach those edges unsure if I'm running blindly at a zombie.

+2 votes     reply to comment
Bubbels
Bubbels Jan 5 2012, 11:39am says:

I want to build my own house in the forest with some wooden walls around it :D but the light looks cool too

+1 vote     reply to comment
fusedafuse
fusedafuse Jan 8 2012, 3:02pm says:

Lighting looks awesome, have finally just bought the game and I'm looking forward to any content that you're gonna put in.

+1 vote     reply to comment
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Project Zomboid
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Windows, Mac, Linux
Developer & Publisher
The Indie Stone
Engine
Custom Built
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Projectzomboid.com
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Released Jun 19, 2011
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