Report article RSS Feed It's Been a Tough Old Week

Hello again, Right, let us get this bit right out of the way first: this isn't a, “yaaay! There's an updated version released!” blog post. Sorry. Truly. But we're all rather knackered after Rezzed and then burning the midnight oil to get a stable Desura release in the week following. So rather than risk bollocksing everything up horribly while our brains are a bit fried, we've taken a step back to relax, recuperate, and regenerate those pesky brain cells...

Posted by CaptainBinky on Jul 9th, 2013

Hello again,

Right, let us get this bit right out of the way first: this isn't a, “yaaay! There's an updated version released!” blog post. Sorry. Truly. But we're all rather knackered after Rezzed and then burning the midnight oil to get a stable Desura release in the week following. So rather than risk bollocksing everything up horribly while our brains are a bit fried, we've taken a step back to relax, recuperate, and regenerate those pesky brain cells with a view to coming back harder, faster, stronger in a day or two.

That said, if you did miss it – yaaay! The Desura build came out! And it had that new Last Stand mode in it! Which you could play split-screen multiplayer if you have a couple of PC compatible joypads lying around! Here's proof! 

See? Hooray! On top of that, Romain has been beavering away on some bug fixes and features for the up-coming version:

Changelist

  • Multiple inventory selection fixed
  • Better color for background inventory (colour change when you select a cold food, etc.)
  • When clicking in inventory while being in "attack" stance will cancel it (no more shooting or attacking in the air while clicking in the inventory)
  • Farming/Camping streaming rewritten to avoid the teleporting crops problem
  • Hitting escape while dragging a ghost item (for example placing a wooden wall...) will cancel it and don't display the menu
  • Added text between each wave for Last Stand (Prepare yourself for vague X")
  • Added "ReuseGridsquare" and "LoadGridsquare" event (used for streaming stuff, each grid which disappear throw a ReuseGridsquare, and each loaded LoadGridsquare)
  • Added a hotkey for screenshot (default F12), screenshot are saved in your C:/users/YOU/Zomboid/Screenshot folder
  • Re-added the star texture near your equipped primary weapon to show the condition of this weapon
  • Time to get wet under the rain increased

Other things in progress

Art-wise, work is still progressing nicely on the new map section of West Point. It's difficult to provide sneak peeks of that region at the moment since until we start putting the whole thing together, it kind of exists as a series of individual buildings and raw map data. And that would be a bit meaningless to look at right now. But it's big – this is no minor outlying village. West Point is almost two-thirds of the size of Muldraugh itself – bigger if you include the surrounding farmland areas – so will represent a significant addition to the world.

So, what else is new at The Indie Stone?

Now that the Desura build is out, we're going to be more attentive to house-keeping issues. Those of you who frequent our forums may well have seen a rise in the number of (bizarrely) kitchen-related spam posts, which is starting to drive our moderators insane. So, amongst other things, we're going to be moving to new forum software.

Also, next monday we have a big The Indie Stone meeting with Will popping up from Brighton to spend the day in Newcastle planning out future gameplay and West Point-y stuff with the rest of us. And there'll probably be hugs too, but that's more something I personally am looking forward to more than anything you need concern yourself with.

And speaking of Will... Yaaaay! More Kate and Bob stuff! You know that work is coming along nicely with the NPCs when discussion starts swinging back to what happens next in that story. It's exciting! And it's coming! And Will's gone all giddy at the knees just thinking about it. This'll be the part of the discussion on monday which will most likely lead to hugs.

So we're sorry that we can't give you too much in the way of specifics this Mondoid, but we hope you're as excited by what's to come as we are.
Love you all,
The Indie Stone <3

Post comment Comments
Kaptain_Kallum
Kaptain_Kallum Jul 9 2013, 5:53am says:

Keep up the awesome work!

+11 votes     reply to comment
yodale
yodale Jul 9 2013, 6:20am says:

could you please finish the Multiplayer for the Survivalmode?

+2 votes     reply to comment
Hiduh
Hiduh Jul 12 2013, 4:11pm replied:

They will get to that just give them time in case you read their brains are fried

+3 votes     reply to comment
mvanella
mvanella Jul 13 2013, 12:58pm replied:

We all know they are tired. I think what we all mean isn't "GET IT DONE TODAY". More like, "please move multiplayer it to the top of the next sprint backlog."

+1 vote     reply to comment
Bravo81
Bravo81 Jul 9 2013, 6:27am says:

Looks awesome, have purchased the Alpha. Thanks alot!

+6 votes     reply to comment
Fuebar
Fuebar Jul 17 2013, 4:43pm replied:

"No problem!"
- Alot

+2 votes     reply to comment
Gunny8
Gunny8 Jul 9 2013, 7:55am says:

Good work guys. PZ is coming along real nice!

+3 votes     reply to comment
Wanhus
Wanhus Jul 9 2013, 7:59am says:

Nice the condition star are back. It was sometimes kinda hard trying to ques if the weapon in hand is good for 20 hits or just one.

Please also try to get the condition icons ( bleeding, hungry, sleepy, etc ) to work for each player in multiplayer. And if possible get the health and skill menus for each player. This is a great multiplayer already. Few fixes, npc:S and fire and its awesome. After that... well I ques it goes godly?

+5 votes     reply to comment
Volumed
Volumed Jul 9 2013, 8:12am says:

Can't wait for online multiplayer, where I bought the game for in the first place. I hope the servers can support a good amount of players that would be awesome.

Keep going!

+3 votes     reply to comment
Agrargorn
Agrargorn Jul 9 2013, 4:41pm says:

game looks like it gets right there where the devs want it to be, good job people go on! The only thing I have to say is that right after dying you have to start again, i know its normal, but it should be one of the targets for future, because its kind of annoying to restart and restart and restart right after dying( yes i am a survival noob^^)

0 votes     reply to comment
Number016
Number016 Jul 9 2013, 5:20pm says:

great job !!! Keep up the hard work.

+1 vote     reply to comment
Nexus2132
Nexus2132 Jul 10 2013, 1:09am says:

This question has Pry been asked alot lately, but please tell me Last Stand Mode isn't all you're doing for multiplayer right? -_-

+2 votes     reply to comment
CaptainBinky
CaptainBinky Jul 11 2013, 5:10am replied:

The current splitscreen multiplayer works in all game modes - it's just the Last Stand mode is the easiest way for us to test it. And future plans have not changed regarding proper full multiplayer (LAN, online support, etc). The splitscreen stuff is just a nice little extra :)

+2 votes     reply to comment
Magusdl
Magusdl Jul 14 2013, 2:04am says:

Any improvement on the split screen mp for survival/sand box is welcome. Keep up the great work!

+1 vote     reply to comment
jack1206
jack1206 Jul 14 2013, 3:27am says:

NPC's?

+1 vote     reply to comment
Jonnycash157
Jonnycash157 Jul 15 2013, 2:22am says:

Here's a fundemnetal question needing asking... Project Zomboid is a game that is client-side like Minecraft, wheas World Of Warcraft is server-side. Minecraft has spanned a massive communtiy, replacing Runescape. Since Minecraft is Client-side and has an expansive modding comunity, You would expect there to be an API. Minecraft is not built for mods because there is no actual engine and no built-in API. Project Zomboid has an undying potential for a wide range of players and of course modders... is there an "actual" Game Engine and is there a "real" API to PZ? If yes then good job... If not do something...

+1 vote     reply to comment
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