Title: Project Zomboid Post by: Malakili on July 04, 2011, 12:21:40 PM Didn't see a thread for this yet:
http://projectzomboid.com/blog/ Quote Project Zomboid is a Zombie Survival RPG. Here are some of its planned features: Retro-isometric style with plenty of zombie insides thrown in for good measure. A massive city and the surrounding areas to traverse, explore and loot. Open-ended sandbox world – survival is your only goal, and we’re sorry to tell you… you WILL die eventually. Get infected. How will you spend your final days? Will you have a heroic moment of self-sacrifice, or end up chewing your best friend’s throat out? Meet other survivors who you can join forces with, trade with, undertake missions for, or fight with for resources. Loot, salvage, and build what you need to survive the apocalypse, from food and medical supplies, to weapons, even just booze to help get you through the nights. Advanced item crafting allows you to use looted items to build weapons, traps, defenses, and many other things to help you survive. Character progression. Learn skills and perks to help your character face the challenges of survival. Starvation, illness, loneliness, depression, alcoholism, drug addiction, suicide, insanity, trust issues. There’s more to zombie survival than shooting zombie heads off. Join your friends and survive the apocalypse together in co-op multiplayer. The world changes the longer you survive; power plants fail, plunging the city into darkness and making batteries and tinned food prized commodities. The army rolls into the streets to perform ‘clean up operations’ and other gamechanging events occur the longer you survive. Play in your browser, or stand-alone, on PC, Mac and Linux. Looks like they are doing a Minecraft style alpha release, buy now gets you access + full version eventually thing. I might just go in on this depending on how badly my wallet is hit by the Steam sale. Looks really cool as a concept, I hope the execution is decent. Edit: You can download a pre-alpha/tech demo here http://projectzomboid.com/blog/index.php/2011/06/free-public-demo-released/ Title: Re: Project Zomboid Post by: Mrbloodworth on July 04, 2011, 01:55:24 PM Demo is promising. Especially if it has a server like minecraft at some point.
EDIT: Fucking A, I burned down the house! Title: Re: Project Zomboid Post by: Malakili on July 04, 2011, 02:11:19 PM I played the demo a bit as well and I thought it was pretty good. The crafting menu was buggy for me, were you able to craft things properly? I managed to board up my windows and pilfer some food from the neighbors, but I could manage to actually cook it. I think it will be fun single player, but co-op is obviously where the game will shine if they pull it off. Anyway, definitely promising enough to keep an eye on. I'm going to keep an eye out for when they release the not-free client again (apparently there was some issue with updating, and they've taken it down until further notice). For 8 bucks its probably already worth it.
Title: Re: Project Zomboid Post by: Mrbloodworth on July 04, 2011, 02:15:22 PM I played the demo a bit as well and I thought it was pretty good. The crafting menu was buggy for me, were you able to craft things properly? I managed to board up my windows and pilfer some food from the neighbors, but I could manage to actually cook it. I think it will be fun single player, but co-op is obviously where the game will shine if they pull it off. Anyway, definitely promising enough to keep an eye on. I'm going to keep an eye out for when they release the not-free client again (apparently there was some issue with updating, and they've taken it down until further notice). For 8 bucks its probably already worth it. Working so far. However, cooking is where I burned down the house! Title: Re: Project Zomboid Post by: Malakili on July 04, 2011, 02:24:20 PM However, cooking is where I burned down the house! I tried to make my dying wife more comfortable by giving her a pillow. She died of uh...chronic...suffocation :why_so_serious: Title: Re: Project Zomboid Post by: Mrbloodworth on July 04, 2011, 02:26:01 PM Am I just not supposed to get past cooking? ( Demo )
Title: Re: Project Zomboid Post by: Malakili on July 04, 2011, 03:09:51 PM Am I just not supposed to get past cooking? ( Demo ) Turn off the stove before you go upstairs. Title: Re: Project Zomboid Post by: Mrbloodworth on July 04, 2011, 03:12:12 PM Am I just not supposed to get past cooking? ( Demo ) Turn off the stove before you go upstairs. Yeah just figured that out, I was leaving it on as I did not know when it was "Done". Also: Title: Re: Project Zomboid Post by: Malakili on July 04, 2011, 03:22:23 PM Am I just not supposed to get past cooking? ( Demo ) Turn off the stove before you go upstairs. Yeah just figured that out, I was leaving it on as I did not know when it was "Done". Also: Yeah, I made it all the way through the tutorial without dying on my 4th try or so ( :grin:). Now I'm going to try and explore a bit. Title: Re: Project Zomboid Post by: Threash on July 04, 2011, 03:25:34 PM Wait, i wasn't supposed to smother my girlfriend to death with the pillow?
Title: Re: Project Zomboid Post by: Malakili on July 04, 2011, 03:33:28 PM After the tutorial ends things get bad fast. During my last attempt I holed up in the diner just south of the safe house, but I took a bite to my shoulder on the way there. I tried bandaged it and scavanged some food from the fridge, but there were so many fucking windows in that place that the zombies could easily see me from outside, so I couldn't hide. Evenetually they broke in and I died, backed into the pantry flailing wildly with my hammer, I took a couple with me, but there were too many of them. Time survived: 2 days, 9 hours.
Title: Re: Project Zomboid Post by: Xanthippe on July 06, 2011, 01:22:46 PM I downloaded it, made sure I have Java 6, made sure my drivers are up to date and clicked on the bat file (ProjectZomboid). I get a little cmd screen, and then a big screen that has some text with 'Your journey starts here' at the end and then it hangs. I can't get past this point.
Title: Re: Project Zomboid Post by: Vaiti on July 06, 2011, 02:37:56 PM Just takes awhile. I thought it was frozen the first time as well. Just go make a sandwich or something. :grin:
Title: Re: Project Zomboid Post by: NiX on July 07, 2011, 06:55:01 AM Can't get the damn tech demo to download. Bah!
Title: Re: Project Zomboid Post by: UnSub on July 07, 2011, 07:09:41 AM Can't get the damn tech demo to download. Bah! Same. I'm interested, so someone tell me when it works again. Title: Re: Project Zomboid Post by: Malakili on July 08, 2011, 01:47:30 PM It seems to be working for me at the moment. On another note, it looks like they are going to be working on Steam with their paid version at least (reminds me of what natural selection 2 is doing). Hopefully the pricing stays the same and I will definitely pick it up.
Title: Re: Project Zomboid Post by: Xanthippe on July 08, 2011, 08:56:42 PM Just takes awhile. I thought it was frozen the first time as well. Just go make a sandwich or something. :grin: I went and got a beer, got into a discussion with my spouse, and came back to the same thing - a nonresponsive window that looks like it's stuck on loading. Probably 10 minutes or so later. It doesn't like my system, I guess. I really want a good zombie game. Or any game that isn't some buggy piece of crap that sucks me in for several hours and then breaks. (Wah!) Title: Re: Project Zomboid Post by: Mrbloodworth on July 08, 2011, 09:02:25 PM Make sure your java is upto date. You could open the java console and see where it got stuck.
Title: Re: Project Zomboid Post by: UnSub on July 08, 2011, 10:32:01 PM I've got it working.
I'm never quite sure what the controls are - to bandage myself, do I click on the bandages, have the bandages in the icon then myself, double click, etc? Also I found that if I played on full screen mode the crafting window wouldn't open, so windowed mode it is. Title: Re: Project Zomboid Post by: NiX on July 08, 2011, 11:11:00 PM I've got it working. A lot isn't explained. Took me forever to figure out how to board up windows or that I could bust doors down with my hammer. I also learned that breaking doors attracts zombies.I'm never quite sure what the controls are - to bandage myself, do I click on the bandages, have the bandages in the icon then myself, double click, etc? Also I found that if I played on full screen mode the crafting window wouldn't open, so windowed mode it is. Title: Re: Project Zomboid Post by: Cadaverine on July 09, 2011, 01:28:05 AM You can find some information at http://www.pzwiki.net/wiki/Main_Page (http://www.pzwiki.net/wiki/Main_Page).
Title: Re: Project Zomboid Post by: Mrbloodworth on July 09, 2011, 07:22:16 AM This looks promising:
Title: Re: Project Zomboid Post by: Threash on July 09, 2011, 08:02:16 AM Jesus christ, its amazing how easy i turn into "retarded horror movie guy" when playing this. See a bunch of zombies milling about as soon as you step outside? run back in and board yourself in! ok, now they are beating at the door and i have no way out and no food...
Title: Re: Project Zomboid Post by: Malakili on July 09, 2011, 08:10:21 AM Jesus christ, its amazing how easy i turn into "retarded horror movie guy" when playing this. See a bunch of zombies milling about as soon as you step outside? run back in and board yourself in! ok, now they are beating at the door and i have no way out and no food... Yeah who knew those movies were so realistic. Title: Re: Project Zomboid Post by: schpain on July 10, 2011, 12:26:26 AM want to buy leap out a window function!!!
also the psycho in the supermarket is an asshole!! I spent the better part of a day tooling around hitting zombies, when i finally found a supermarket i walked in, boarded up the door behind me then caught a shotgun shell in the back of the head. bastard! This game will be hilarious when multi is implemented. Title: Re: Project Zomboid Post by: UnSub on July 10, 2011, 06:09:15 AM Managed to last 4 days before getting boxed up and trying to fight my way out. Perhaps I should have run through the zombies, but I wasn't sure if that was possible.
An 'escape through the window' option could have saved me. In a number of ways I think this is a bad demo for the game. If I hadn't heard that things got better once you learned to play, I probably would have scrubbed it off my hard drive for not explaining to me how to do the basics. Dealing with the demo: Title: Re: Project Zomboid Post by: Threash on July 10, 2011, 06:31:31 AM There is some truly scary moments in this game sometimes. Like forgetting to check for a backdoor and waking up to find that the sound you heard was hundreds of zombies in the living room trying to get OUT of the house, not your defenses holding them at bay outside as you thought.
Title: Re: Project Zomboid Post by: Malakili on July 10, 2011, 07:44:27 AM Managed to last 4 days before getting boxed up and trying to fight my way out. Perhaps I should have run through the zombies, but I wasn't sure if that was possible. An 'escape through the window' option could have saved me. In a number of ways I think this is a bad demo for the game. If I hadn't heard that things got better once you learned to play, I probably would have scrubbed it off my hard drive for not explaining to me how to do the basics. Dealing with the demo: On the one hand, it isn't really intuitive without the wiki sometimes, but neither was Minecraft and it shot off. This version we are playing is the very first publicly released tech demo (they aren't even calling it a demo of the game officially, just a pre-alpha tech demo) and I think it serves as that. Its as much proof of concept as anything, they want the people who are interested in their game to have it to try so they will spend the 5 pounds and get paid version to help along development. Convinced me (though I'm waiting until they release the paid version again). Title: Re: Project Zomboid Post by: Malakili on July 14, 2011, 07:28:37 PM Lots of new info today:
Modding: http://theindiestone.com/community/viewtopic.php?f=23&t=2693 (Technical info, for potential mod makers more than mod users) Cooking: http://projectzomboid.com/blog/index.php/2011/07/cooking-plans/ Quote The other obvious benefit is to morale and a sense of normalcy. The feeling of having a treat will do wonders for your group’s morale. When looting a building you may be as excited to find a spice rack as you are to find shotgun shells. Cooking skills will allow characters to get more portions from less ingredients, and may also allow for more ingredients to be used, or more unorthodox combinations to be combined without it tasting revolting. Sanbox v. Story modes: http://projectzomboid.com/blog/index.php/2011/07/adventures-of-kate-and-baldspot-scripted-vs-emergent/ Quote At its heart Project Zomboid is a sandbox game, and as such having random and unscripted game-play experiences is paramount to its ethos. HOWEVER. We can’t ignore the fact that clearly our method of story-telling in Project Zomboid has gone down extremely well, and we’d be fools not to explore it further. ... So… our plan is to expand Kate and Baldspot’s story into a more meaty tutorial come story mode. Project Zomboid Stories, if you will. This will be an alternate game mode selected from the main menu, which will remove the random start position and character creation elements and thrust you into the role of Baldspot (and maybe one day Kate, who knows? Even co-op 2 player?) The tutorial as it stands now will be expanded into a more substantial story, introducing other characters and quests to give these two the adventure they deserve. Looking good. There was also a suggestion that we might see the game back up for purchase within a week or two - with the big update done, and with redeemable steam codes. Everything seems to be shaping up nicely! Title: Re: Project Zomboid Post by: Xuri on July 15, 2011, 12:52:10 AM Have played the demo once, and this looks very promising indeed. Thoughts about my first attempt:
Title: Re: Project Zomboid Post by: Malakili on July 17, 2011, 10:11:58 AM http://projectzomboid.com/blog/index.php/2011/07/demo-compatible-map-editing-tools-released/
Map editing tools released for the modding community, compatible with the tech demo. Apparently this is a peace offering because the patch is taking so much longer than they original said it would. To be fair though, its taking so long because they are making the final arrangements with Valve for getting it up on Steam, so I'm willing to wait for that either way! Edit: (http://i.imgur.com/Y89eb.jpg) Title: Re: Project Zomboid Post by: Xanthippe on July 21, 2011, 08:34:51 AM Make sure your java is upto date. You could open the java console and see where it got stuck. Whoops - I thought I actually posted my problem here. No, it didn't help. I don't even get to where the java console loads. I suspect that I might have a device driver that isn't recognized or something? I don't know. My video driver is up to date, and java is up to date (and I don't have a problem with Minecraft or seeing the java console there). Puzzling. Title: Re: Project Zomboid Post by: Mrbloodworth on July 21, 2011, 09:17:38 AM Guess that worked for you then?
Title: Re: Project Zomboid Post by: Malakili on July 21, 2011, 09:57:45 AM Oh, seeing this thread up here reminds me. The modding tools have been released now. Mapping for an isometric game is a new challenge for me, it makes my brain hurt a bit I must admit.
Title: Re: Project Zomboid Post by: Malakili on July 22, 2011, 01:58:25 PM (http://i.imgur.com/FDN6O.png)
My best try yet. I haven't been playing too much, but I was real close to being able to take it the long haul. On my second day out to find supplies though I took some bites that eventually caught up with me. In the end I just decided to hit the streets with a shotgun, a bunch of ammo, and took as many of them as I could with me! Good times. Title: Re: Project Zomboid Post by: Threash on July 22, 2011, 02:11:10 PM All of my games end in a "Ok I'm dead, I'm going to take down as many of you fuckers as i possibly can" moment of glory too. Last one i was backed into a corner with a spiked baseball bat.
Title: Re: Project Zomboid Post by: Malakili on July 24, 2011, 04:31:09 PM More info about the big incoming patch. My guess is that it will likely finally be ready this week. Sadly, no Steam integration for this patch, but its their priority for their next one.
New Features: Quote Here is what to expect: 1) Craftable doors. Smashed doors have a chance of dropping hinges and door knobs. 2) Open doors now block vision/collide at their new angle. 3) Professions and traits – initial character customization. 4) Cooking food. Fully functional ovens. 5) Food now goes bad. Refrigerators slow down the process. Eat consumables first! 6) Chance of illness if eating spoilt or uncooked food. 7) Bored and depressed moodles. Read books or magazines or go for a stroll outside to relieve boredom (more later). Eating cooked meals also reduces boredom / depression. 8 ) Curtains. Block view into building without needing barricades. Sheets can be used to make makeshift curtains. 9) Various bug/crash fixes. Notably no more fire crashes. 10) Burglar alarm on a couple of random buildings on the map. 11) Barricading and crafting etc now takes time to complete. Alterable by different traits. 12) A few more foods and cooking apparatus / crafting recipes. 13) Customizable characters. Most of the legwork for the NPC update already done due to this. 14) Sandbox mode / Adventures of Kate and Baldspot 15) Moddable items, moddable crafting recipes, moddable item distribution, moddable maps, moddable costumes / characters. 16) Rain gets you wet. Colds. Get a cold, coughing and sneezing draws zombie attention. Tissues will mute the sound you make. 17) Wearable clothing. 18) Jukebox – at moment with some old PAWS tunes. Convert your music to OGG to play tunes in-game. Will add walkman to later update. Full post: http://projectzomboid.com/blog/index.php/2011/07/whats-been-going-on/ Title: Re: Project Zomboid Post by: Mrbloodworth on July 24, 2011, 07:16:02 PM Any word on the maps? I hope they won't be static.
Title: Re: Project Zomboid Post by: Malakili on July 24, 2011, 07:22:56 PM Any word on the maps? I hope they won't be static. There hasn't been any definitive word. I get the impression the size is going to be pretty staggering and that the tech demo map was just sort of thrown together so I don't know if randomization is going to matter a ton. There will definitely be (and already is to some extent) randomization in terms of item and zombie spawns, but I don't know either way on the maps yet. Its really still so early that I think multiplayer stuff also hasn't been given an enormous amount of thought, so I wouldn't expect to see that for a while yet. Title: Re: Project Zomboid Post by: Surlyboi on July 25, 2011, 07:35:08 AM Quote 18) Jukebox – at moment with some old PAWS tunes. Convert your music to OGG to play tunes in-game. Will add walkman to later update. OGG? Really? I love this game and it's getting better all the time, but that's just going full neckbeard. Title: Re: Project Zomboid Post by: Malakili on July 25, 2011, 08:32:32 AM Quote 18) Jukebox – at moment with some old PAWS tunes. Convert your music to OGG to play tunes in-game. Will add walkman to later update. OGG? Really? I love this game and it's getting better all the time, but that's just going full neckbeard. Yea, kinda silly, but its still a neat feature in principle. Title: Re: Project Zomboid Post by: Surlyboi on July 25, 2011, 09:01:21 AM Totally. I love the feature. It's the execution that leaves a bit to be desired.
Title: Re: Project Zomboid Post by: Sky on July 26, 2011, 09:34:49 AM Quote PLEASE NOTE – DUE TO PIRACY ISSUES, AT THIS TIME THE PAID ALPHA IS NOT AVAILABLE. DO NOT BUY UNLESS YOU’RE OKAY WITH WAITING UNTIL THIS IS RESOLVED. I want to hear some cunt bitching about how much DRM sucks right about now. :oh_i_see:Title: Re: Project Zomboid Post by: Malakili on July 26, 2011, 01:25:48 PM Quote PLEASE NOTE – DUE TO PIRACY ISSUES, AT THIS TIME THE PAID ALPHA IS NOT AVAILABLE. DO NOT BUY UNLESS YOU’RE OKAY WITH WAITING UNTIL THIS IS RESOLVED. I want to hear some cunt bitching about how much DRM sucks right about now. :oh_i_see:Luckily this should be resolved shortly due to their deal with www.desura.com, and then it'll also be available on Steam (you won't buy it on Steam, but it will be hosted on Steam, at least before release). Desura will be coming first, then Steam. Luckily, if you buy it on Desura when they release it there for 5 pounds, then you can get a key that unlocks it on Steam later when it comes out there, so its really win win in the end. As soon as it goes back up, I'll be picking it up, and I'll be sure to post my impressions/experience with the paid version for you guys. I'm not sure what the state of the free tech demo version will be after that, I imagine it will stay up buy I haven't heard anything confirmed. Title: Re: Project Zomboid Post by: Malakili on July 28, 2011, 11:03:36 AM Three part series showcasing some early modding. The very beginning is the same as the tutorial, and then quickly branches out to the new stuff, so you can skip the first 5 minutes or so if you've already played it:
http://www.youtube.com/watch?v=BFN9qACp1nA&feature=related I think that the fact that we've seen some really impressive additions even though the mapping/modding tools have only been out 2 weeks is a really good sign for the long term. Title: Re: Project Zomboid Post by: Malakili on August 06, 2011, 08:43:13 AM Long post from the Indie Stone re: the update. Waiting waiting waiting patiently.
Quote So this is another update on what’s going on. We’re not sure what to say on it to be honest, but a lot of people have been clamouring for information on how the update is coming along. There’s no extra features added beyond what was in the previous update post, as was said in that post we’ve stopped adding features now the external stuff has come through, and it’s just been a case of catching up with the moved goalposts of the added features. There have been various other issues that have delayed the team but they are of a more personal nature and are exempt from our usual complete transparency on what is happening. However we’ve been progressing on all of this stuff and it’s in a stage of ‘almost done’ness that will hopefully not last too long. Again we’re refraining from giving any dates, and stress again this was a one off nightmare update that had so much baggage attached to it, and early adopters will know generally we have frequent smaller updates, it just wasn’t really possible for this one. Unfortunately the majority of purchasers came after the majority of these updates were released, and as such have only seen the ‘dark side’. We look forward to showing them what life was like in PZ-ville before all this happened. The lack of posts updating you on how things are going are generally because… well, all we could say is this, which is pretty much 100% saying the same thing we said last time, except that we are now closer to having it out than we were when we posted this same information last time. Okay, actually. We can address one of the comments from our previous post here: This game is very good but sadly the developers, their PR and way handling the community is very bad. You never explained us correctly why the update takes ages. Your only reaction was pointing out how poor you are and how bad the community is to you. First off I’d like to point out we refered to a ‘very vocal minority’ ruining the forums FOR our community. We’ve never claimed anything but our community being wonderful. So these are the reasons for the delay, in black and white. Looking back on previous posts, we’ve literally mentioned all of them previous to now, but here they are in one place in a more detailed manner. We hope this makes people feel more informed as to what’s going on at the moment. The update is taking ages because of the following reasons: 1) Due to us supporting Linux, it required us to have our own version separate from the kind offers of Desura and Steam. As much as it’d have made our lives easier, frankly, to rely on them 100%, it wouldn’t be fair to our Linux customers to abandon support for them, so it took some considerable time to write a new authentication system that would allow us to distribute the game via FilePlanet, make it reasonably robust, and also not rely on the cloud system that was exploited before. – Summary: We were delayed due to trying to be fair to Linux users. 2) Desura, as it stood at the time, did not allow for us to get hold of people’s email address. Therefore people who bought from Desura would only ever have been able to play the game through Desura, and would not have gained any benefits, present or future, that would come with being in our user database, including but not limited to ultimately getting a Steam redeem code. Since Desura would be the only mechanism for the vast number of people who only have access to PayPal as a payment mechanism, and Desura were kind enough to develop a system that allowed for the user to request their details be passed onto us, this was well worth doing. – Summary: We were delayed due to trying to be fair to PayPal/Desura users. 3) Due to the aforementioned two delays, expectations risen, and we did spend a lot of time where we could have just sat back and waited. Instead we continually rose the bar of what would appear in the update. Also the pressure for the paid version to ‘ship’ with enough above the demo version to be worthwhile and worth the money is not to be understated. And since we had all this time we continued adding and adding to make sure that the delay would be worth the wait. Of note is the modding capabilities. The amount of work in this feature is immense in itself, and while it’s frustrating that there’s been this massive delay, this modding functionality would likely not have existed for a year or two were it not for this delay. The amount of content available to players not too long after this update ships should vastly outweigh the amount of content that would be available if we’d never had these delays and had kept up with the frequent updates. Understand this update, the first ‘paid’ version since the demo was released, will have nigh on 100% modding capability and opens up the possibilities for complete story modes to be created by the community. We weighed all this up and decided for the time it would take to implement it, the gain for the community would be immense, so we implemented it. – Summary: The update is delayed because we decided a longer delay was less upsetting than a delay and disappointingly small update, and this additional functionality would be much better for the game and community in the long term. Of course now the Desura stuff is sorted (Steam is still ongoing, but that’s primarily because it needs a lot more time from us than we have at the moment, so it’s Steam waiting on us, not the other way around) we have to finish off all the stuff that we committed to for this update. True we could have abandoned all the half finished things and left them for a subsequent update, but truth be told the delay had already been substantial, and having a few curtains and being able to select a few character traits didn’t seem enough to offer for the time and would likely have received a lot of criticism in itself, and we genuinely feel that the potential for the user created content would give you far more far sooner and is worth the additional wait. So we could choose between a long delay and a disappointing update, or a longer delay and a content rich update. We’d already lost a lot of points for the delay as it stood, and by finishing off the modding stuff in particular we’d be offering a great deal to the community in terms of potential hours of gameplay it was too good an opportunity to pass up. Again, the offer of a refund is still there, should anyone want it. Also re: ‘pointing out how poor we are’. We did that back when we were poor, in March, on our personal blogs, before and on the day we announced the game. Never since then have we said we’re poor. Not once. People have assumed we’ve been struggling, despite us being quite open about our sales figures when asked. We’d not have the cheek to claim we’re poor when we’ve sold 16,000 copies of the game. There were hairy moments when Google/PayPal were being funny about our money but they were resolved. We’re not poor, we just have a crap-load of work to do, and while we apologize for not spending time on the blog reporting daily that we’re working on the update, we’re spending that time working on the update. Let us not forget that we’ve in the past received criticism for blogging too much when we should be working on the update. Oh and that brings us nicely to: 4) Given the amount of sales, we’ve had a shit ton of business stuff to deal with. Legal stuff that has to be dealt with that takes up a massive amount of our time (specifically 50% of the coding team’s time). Accountants, lawyers, the Tax Man, the VAT Man. This is all stuff that’s of massive importance to deal with, has all needed dealing with fairly rapidly due to the sudden influx of purchases, and as frustrating as it is to deal with, we’d be fools to let it slide as it could cost us everything. This is before accounting for the hundreds and hundreds of emails we get daily. Thanks for your patience and apologies for the ongoing delay. Love, The Indie Stone Title: Re: Project Zomboid Post by: Sky on August 09, 2011, 06:08:37 AM It's cute that they support Linux but not OSX.
Title: Re: Project Zomboid Post by: Mrbloodworth on August 09, 2011, 06:10:17 AM You need to talk to OSX about its java support guy.
Title: Re: Project Zomboid Post by: Malakili on August 09, 2011, 06:12:43 AM It's cute that they support Linux but not OSX. They do support OSX actually, its just a bit wonky to get it working in the tech demo from what I have read on their forums. There are some threads which explain how to coax it into working, but I honestly don't even know if that was this tech demo those threads are talking about or the previous paid version before it got taken down. Their intention is to have it support windows, osx and linux. Title: Re: Project Zomboid Post by: Mrbloodworth on August 09, 2011, 06:21:00 AM AFAIK, OSX and or apple is depreciating java support. Its not even going to be in future versions of the OS.
Title: Re: Project Zomboid Post by: Malakili on August 09, 2011, 06:41:29 AM AFAIK, OSX and or apple is depreciating java support. Its not even going to be in future versions of the OS. Ah well, I guess it'll work for as long as it can than. Title: Re: Project Zomboid Post by: Ghambit on August 09, 2011, 07:34:57 AM This game is quite literally isometric real-time "Die2Nite." Samwise?? Did you code this thing?
oh... Long in-game interview with lead dev. http://www.youtube.com/watch?v=3ab3CVQGJq0 Quote I'm kinda nervous, I apologize. I'm English and I'm quite drunk. Title: Re: Project Zomboid Post by: Ghambit on August 28, 2011, 08:58:34 PM Test Release is out (again):
http://projectzomboid.com/blog/index.php/2011/08/early-test-release-out/ Title: Re: Project Zomboid Post by: Malakili on August 29, 2011, 12:33:52 PM Bought this today. It is 8 bucks on Desura. I think its 5 euros if you live on the other side of the pond. I've already gotten this much entertainment worth out of the old free demo so a no brainer for me, but I've only just gotten to load it up once for a quick look, will report more when I get the chance.
First 5 minutes notes: They've added sandbox mode and story mode. I only tried sandbox mode. Basically it just drops you into the middle of the zombie apocalypse and says "go." I was able to give myself a profession that gave me some bonuses to various activities. Doesn't seem real fleshed out yet, but the system is in place, which is the important part. I was able to change a few thhings like my face, and what cloths I was wearing. You now have a paper doll in game, so you can find and change cloths. I imagine this also opens up the door to armor (found Kevlar?) but that is speculation. I also didn't recognize my spawn point, so it seems the map has been expanded for this version. Also, the free version is still available for those that want to try the game for free, but it is missing all the new stuff from the last 2 months of work they did. Still, it is the version that got me hooked, and gives a pretty good idea of what this is all about. Title: Re: Project Zomboid Post by: Ghambit on August 29, 2011, 05:15:49 PM It's a bit confusing sifting through the differences between the two versions. Can you expound?
Also, the game is built around MP, so where the heck is it? Timeframe? Title: Re: Project Zomboid Post by: Malakili on August 29, 2011, 05:22:43 PM It's a bit confusing sifting through the differences between the two versions. Can you expound? Also, the game is built around MP, so where the heck is it? Timeframe? Story mode basically is more traditional RPG - some quests and such, Sandbox mode just drops you into the world with no direction. There will be some character development and such I guess. If you played the tech demo, think of up until the house fire/burglar as story mode. I'm not really interested in the story mode, but I guess the mini story they did for the last alpha version was so wildly popular they decided to make it into a distinct mode. Multiplayer has no ETA, I would expect single player until further notice. The good news is the game is pretty damn fun in single player, though for obvious reasons I am also looking forward to multi. Title: Re: Project Zomboid Post by: Malakili on August 30, 2011, 02:51:32 PM I can stream this if there is anyone interested in seeing the new version. I might have some time later tonight, or this weekend. Let me know if there is any interested. It isn't the most exciting game to watch, but it'd give you an idae of what its like if you are curious.
LOL: So - random NPCs. I wandered into some house, saw two dead zombies on the floor, thought that was interesting. Walked into the kitchen and was prompted killed by a bat to the head by an NPC survivor. Laughed. Title: Re: Project Zomboid Post by: Vaiti on October 16, 2011, 04:49:37 AM Andddddddd she's dead Jim.
http://projectzomboid.com/blog/index.php/2011/10/project-zomboid-burglary-statement/ (http://projectzomboid.com/blog/index.php/2011/10/project-zomboid-burglary-statement/) tl;dr, months of code and assests stolen, no backups, one dev flipped out saying the project was no dead dead dead, then deleted his twitter account this morning Title: Re: Project Zomboid Post by: Malakili on October 16, 2011, 05:33:12 AM Hmm, this is unfortunate. We'll see what happens.
Edit: http://www.theindiestone.com/lemmy/index.php/2011/10/16/final-post-and-apology/ Basically, project not dead, but set back a long ways. Title: Re: Project Zomboid Post by: Vaiti on October 16, 2011, 06:20:44 AM (http://i.imgur.com/cZvzv.png)
Title: Re: Project Zomboid Post by: Malakili on October 16, 2011, 07:01:01 AM Yes, Lemmy lost his shit after it happened, got drunk, and posted a lot of stuff to twitter, the blog post is from after that though. Still, the bad part is they lost over a month of work, which means its going to be a long time before we see any update again. Its shitty, but I can certainly understand how he felt, so whatever. There are a lot of pepole on the forums and on reddit going nuts over what he said on Twitter, but then again, thats just what people on the internet do.
Title: Re: Project Zomboid Post by: Xanthippe on October 16, 2011, 07:23:09 AM Poor Lemmy. I want to give him a hug.
I want to hug him and pet him and squeeze him and call him George. Title: Re: Project Zomboid Post by: Vaiti on October 16, 2011, 07:32:07 AM Really, the shit they were saying to him was just vile. That twitter picture there was at least before he got to drinking. He was getting so much flak from people, once the drinks sit in he went into a pity spiral, that everyone else then proceeded to make fun of. I still think this might basically spell the end for them, unless they get a large cash infusion. They need to replace the laptops, which doesn't seem like a big thing, but it's a big enough thing for a small 4 man team, they've lost months of work, both in code and in game assets like sound and art. There is a reason Lemmy hit the bottle as hard as he did. He knows how bad this is for them. It's just very unfortunate.
Title: Re: Project Zomboid Post by: Ghambit on October 16, 2011, 08:06:21 AM This is why I'm moving pretty much every IP-related thing I have to "the cloud." I don't even like working offline anymore.
But hey, maybe this will create a backlash of support for the game and it'll release even better then it was originally designed to. Title: Re: Project Zomboid Post by: Malakili on October 16, 2011, 08:10:28 AM This is why I'm moving pretty much every IP-related thing I have to "the cloud." I don't even like working offline anymore. But hey, maybe this will create a backlash of support for the game and it'll release even better then it was originally designed to. Yeah, they really *should* have had this stuff backed up somewhere else, but I guess hindsight doesn't really help the situation any. The game has a solid following, and it has the advantage of offering something that pretty much no one else is making, so I don't think the fan base is going to flee if they are set back a couple months. My money is already paid anyway though, and I know a lot of people who paid are angry about this, but if anything I'm just sad/disappointed. If in the end the game does fold, well, you take that risk when you buy something in alpha. Title: Re: Project Zomboid Post by: Ghambit on October 16, 2011, 08:27:46 AM These days it's not even about being simply "backed up." It's about working in a constantly served online environment.
When jo-shmo can work on something with his wife 1000 miles away, on a free app that's served for free... there's really no excuse for situations like this for projects worth millions of dollars potentially. Also, wow. Did they not figure out how to at least auto-ftp a file every 5 mins? :headscratch: I kinda dont get this situation. How can one code such a great game and not basically tie his show at the same time? Title: Re: Project Zomboid Post by: Vaiti on October 16, 2011, 08:37:50 AM You're seriously being overly harsh.
They worked on laptops, from a two flats, with a 4 man team. Title: Re: Project Zomboid Post by: Ghambit on October 16, 2011, 08:42:46 AM Like I told you, I sympathize. Sad situation. But there's no reason we cant learn from it; nothing harsh about that.
edit: also, working on laptops from some flats with 4 people is irrelevant. I'm working by myself on a fuckin netbook in the middle of nowhere on a goddamned boat hooked up to a power antenna and intermittent 3g. What''s your point? If I have something important I'm working on it's autoupdated every few minutes and served remotely. Title: Re: Project Zomboid Post by: Ironwood on October 16, 2011, 09:00:03 AM No, I don't have much sympathy. In this day and age, that's really, really, really clownshoes stupid.
A shame though. Title: Re: Project Zomboid Post by: Threash on October 16, 2011, 09:17:50 AM It's a month of work, not a year, not the whole thing, they are not at square one. It would be sad if they didn't recover from this, the worst case scenario should be being a month behind.
Title: Re: Project Zomboid Post by: Samwise on October 16, 2011, 09:35:02 AM In this day and age, that's really, really, really clownshoes stupid. This. Even if you can't be arsed to use real source control, you can put the thing in Dropbox or some similar device. (edit) Title: Re: Project Zomboid Post by: Sky on October 16, 2011, 11:57:59 AM Every time someone bitches about our three (four for the smart ones) tier backup, I have an overwhelming urge to simulate an outage for them.
Title: Re: Project Zomboid Post by: Malakili on October 16, 2011, 03:22:45 PM You'd really think they would know better, and I'm sure they did *know* better, but apparently not badly enough to actually do anything. Hopefully the project recovers, because its actually quite a good game.
Title: Re: Project Zomboid Post by: Ghambit on October 16, 2011, 08:45:10 PM :tinfoil:
Maybe they dont want it to recover. Maybe they'd be better served to take their alpha money and run (how much have they made thus far btw?). Maybe the whole thing was actually staged so they could beat a hasty money-laden retreat whilst they move on to other projects or a real job. Title: Re: Project Zomboid Post by: Vaiti on October 16, 2011, 11:24:04 PM Don't click if you aren't up to date on Breaking Bad:
Title: Re: Project Zomboid Post by: Sheepherder on October 17, 2011, 12:49:50 AM Maybe they dont want it to recover. Maybe they'd be better served to take their alpha money and run (how much have they made thus far btw?). Maybe the whole thing was actually staged so they could beat a hasty money-laden retreat whilst they move on to other projects or a real job. Dude. You should never again hypothesize why people on the other end of the internet are doing things ever again, because it just makes you look really, really fucking crazy. Not the hypothesizing, just the way you do it in particular. Title: Re: Project Zomboid Post by: Ironwood on October 17, 2011, 12:59:18 AM Fairly sure he was joking.
Of course, his explanation actually makes more sense to me than 'Software Company Without Backup or Version Control.' Title: Re: Project Zomboid Post by: Vaiti on October 17, 2011, 03:01:28 AM Yeah, it does. I'm having to backtrack on what I said before. Still feel sorry for them. But as Samwise pointed out, even something as mundane and simple as Dropbox could have saved their asses here.
Title: Re: Project Zomboid Post by: Ironwood on October 17, 2011, 03:28:35 AM Hell, Backify just released that Free 512Gb version.
Title: Re: Project Zomboid Post by: Sheepherder on October 17, 2011, 03:54:37 AM Of course, his explanation actually makes more sense to me than 'Software Company Without Backup or Version Control.' People are stupid sometimes. Like inviting Edward the Longshanks into your country to run the place so you can focus your full attention on arguing over who gets to be king. Title: Re: Project Zomboid Post by: Ironwood on October 17, 2011, 04:04:20 AM Oh Shush.
:awesome_for_real: Title: Re: Project Zomboid Post by: Sky on October 17, 2011, 06:43:37 AM Like inviting Edward the Longshanks into your country to run the place so you can focus your full attention on arguing over who gets to be king. Well played, sir. Well played, indeed!Title: Re: Project Zomboid Post by: Mrbloodworth on October 17, 2011, 07:11:01 AM Really sad news! Having worked on many small teams like this, I can relate to the lack of a more "official" backup system. Sometimes when you just have a group of dudes working on a project, they do not think of such things. It happens.
I also really feel for the Lemmy guy, lack of a PR persona means someone on the Dev team fields that role, directly or indirectly. The backlashes and e-mails from the community, for some really petty shit that has zero bearing on reality or development can be downright nasty. I got a number during my time on Wurm. I think its one of those things you can't really explain until you are the the focus. Its a mix of anger, and complete disappointment in your user base. He will likely never be that active in public on a project again, with great reason. If you ever REALLY want to know why development teams do not interact with the player base, ask to see their e-mail sometimes. Hopefully they can pick up the peaces, who knows, a month back in time they may do something more interesting with the progress. http://www.rockpapershotgun.com/2011/10/17/best-wishes-to-project-zomboid/ Title: Re: Project Zomboid Post by: UnSub on October 17, 2011, 08:07:21 AM If you read through the development history of Project Zomboid, the team has been through development hell in terms of problems popping up.
They have also been too open with a gaming community who expect AAA products when they put money down. Title: Re: Project Zomboid Post by: Mrbloodworth on October 17, 2011, 09:19:05 AM I can't say I have watched everything. But yeah. I think indies have a big problem sometimes that other houses do not. Small teams, and the need for support of a community. Especially in terms of tempering/wall testing ideas, testing builds ETC.. Something 4 guys can't afford like the big guys, but still need someone to do. Finding Funding ( Pre-order/Donate ) seems to vary between projects as to if its needed, but its a line once crossed, you change the name of the game completely.. ( Goes from this is fun to, we need a build out now, or else )
Its hard to be four strong and continue a multi-year project, at the very least, on a good day, a "Community" provides the will to keep going when things get tough and you want to toss it in. It can also crush all will to ever touch a game project again. Big houses can shield people from this and provide other means of motivation. Title: Re: Project Zomboid Post by: Yegolev on October 17, 2011, 09:29:16 AM Don't let your clients see your internal problems.
Title: Re: Project Zomboid Post by: Yegolev on October 17, 2011, 09:33:09 AM Tangental, but I've been using Backblaze. It's not expensive but I'm curious if something better exists; this is a fast-developing field I think. The free Backify might work, but you get what you pay for, they say.
Title: Re: Project Zomboid Post by: Mrbloodworth on October 17, 2011, 09:46:29 AM If you are tiny or solo, nothing wrong with Dropbox. For a bit larger, or more remote groups, SVN is cheap. Hell, an external drive would have avoided this as well, I bet a thumb drive would have worked. I suppose it comes down to how many people, how remote they are, and the size of what you need to back up.
Title: Re: Project Zomboid Post by: IainC on October 17, 2011, 11:01:56 AM Tortoise SVN is free. No need to shell out for Perforce just to have some kind of revision control and backups.
Title: Re: Project Zomboid Post by: KallDrexx on October 17, 2011, 01:04:16 PM Tortoise SVN is free. No need to shell out for Perforce just to have some kind of revision control and backups. Tortoise SVN is a client tool. You still need an offsite server to store it on for it to matter. That being said, I'm a 1 man team and I pay $7 to store my shit on Github. BitBucket allows you to store private repositories for free. Title: Re: Project Zomboid Post by: Samwise on October 17, 2011, 01:33:01 PM Tortoise SVN is free. No need to shell out for Perforce just to have some kind of revision control and backups. Perforce is totally free for small teams and/or small projects. /shill Title: Re: Project Zomboid Post by: Ironwood on October 17, 2011, 01:38:47 PM lol.
Title: Re: Project Zomboid Post by: NiX on December 01, 2011, 06:27:55 AM Not sure if anyone has been keeping up with the game, but it looks like they didn't lose as much progress as they thought. It almost seems like it motivated them a bit more and the person writing the updates is actually doing a good job of keeping people informed on their progress.
Title: Re: Project Zomboid Post by: Yegolev on December 01, 2011, 06:45:16 AM I've been looking at the site occasionally, mostly to see that they are still working on it. I don't plan on buying it until it is finished, though.
Title: Re: Project Zomboid Post by: Malakili on December 01, 2011, 08:11:15 AM Not sure if anyone has been keeping up with the game, but it looks like they didn't lose as much progress as they thought. It almost seems like it motivated them a bit more and the person writing the updates is actually doing a good job of keeping people informed on their progress. Yeah, they've been keeping up a lot better since the theft. I've basically given up on playing the game until save functionality makes it in to a new release though. Don't get me wrong, I've played the crap out of this and am happy i bought it, but there are only so many times I can start from the beginning. Title: Re: Project Zomboid Post by: Malakili on January 03, 2012, 02:24:25 PM Well despite all the setbacks, these guys are still plugging along. The new lighting looks really nice, and looks like it will actually be important to gameplay: http://www.youtube.com/watch?feature=player_embedded&v=HhWphSiCl4E
Title: Re: Project Zomboid Post by: Malakili on January 08, 2012, 07:22:00 PM I know I'm the only one bumping this thread at this point, but I think you guys will like this quite a lot:
http://www.youtube.com/watch?feature=player_embedded&v=CMryy7MtoVQ Carpentry demo... do want, so much. Title: Re: Project Zomboid Post by: Bann on January 09, 2012, 07:35:16 AM Watching that makes me think of a real-timey xcom fight where you can build structures in addition to destroying them. I want this.
Title: Re: Project Zomboid Post by: Xanthippe on January 09, 2012, 09:23:48 AM Looking better and better.
Title: Re: Project Zomboid Post by: Malakili on May 04, 2012, 06:17:47 PM They are doing a public test on some of their recent alpha iterations, you can download the most recent one here: https://s3.amazonaws.com/alpha.projectzomboid.com/pz_0_2_0q.zip
This has the carpentry/base building stuff in it. Edit: My mistake, this is not public, you need to have pre-purchased in order to play this version, so it is not public as I had originally thought. Sorry! Title: Re: Project Zomboid Post by: Sky on May 05, 2012, 08:04:57 PM Boo!
Well, makes sense but hard to give them money after the debacle. Title: Re: Project Zomboid Post by: Malakili on May 05, 2012, 08:07:49 PM Boo! Well, makes sense but hard to give them money after the debacle. I gave them my money before the debacle so :why_so_serious: But really, I think it cost 5 pounds, which was about 8 dollars when I bought it and I easily got that much fun out of the version they had BEFORE the theft. This new version already has a lot more, and the modding community is already producing tons of stuff. I can see the desire to wait and might even encourage it all things considering, but I'm just saying for the sake of argument that you could probably get your money's worth for what is available already if you like zombie survival. Title: Re: Project Zomboid Post by: Malakili on January 20, 2014, 03:47:16 AM With the power of necromancy I say RISE!
Ok, so this thing has actually gotten pretty good. Development continues. But notably there was a surprise update today: http://projectzomboid.com/blog/2014/01/the-third-act-twist/ Quote Online multiplayer with persistent player run servers! Yes! We have no figures on maximum player count as of yet, but we’ll be expanding our tests in the run up to release and suspect it’ll be connection and server spec limited only. Bugs aside, it managed 10-12 or so on a domestic cable connection pretty effortlessly though, and could probably have gone higher and whatever the limit can definitely be optimized further. Anyone with a copy of PZ will be able to launch their own dedicated console only PZ server just by passing the appropriate parameters to the executable (or running a batch file, or whatever) with whitelists and blacklists, choice of co-op or PvP (purposefully defaulted to co-op to ram the point home) and all that goodness. Servers will be fully moddable using the same stuffs you mod PZ with now. Modders will be able to create their own networky messages to sync the server and client, and we’ll add checksums to check both server and client are running the same mods. In future we could look to auto-download stuff in cases the clients don’t have what is required. Due to the moddable nature of the game and the easily decompilable nature of Java, it’s likely that we’re not particularly hack resilient, so until we can work on some solid countermeasures, people should stick to whitelisted servers with user/pass access, to allow servers to be policed effectively and ‘wrong’uns’ removed. You can read more on all this on this thread, where Lemmy was very proud and also frustrated to hold his tongue on the status of the multiplayer in his responses. If anyone was interested in this back when it the alpha funding first started and it was little more than a tech demo, now is a good time to check it out again. The multiplayer isn't quite ready for primetime yet, so it isn't in the upcoming beta patch according to their post. Title: Re: Project Zomboid Post by: Falconeer on January 20, 2014, 05:23:19 AM It's great. I love this game, I funded it two years ago and I've been patient enough to let it rest, grow, recover (this is the game that at some point lost a huge chunk of progress cuase they got robbed of their laptops and all the data was NOT on the cloud), and get big. Now officially and constantly endorsed by the Day Z folks, it has become quite the awesome cool thing. I am sad that the "Story campaign" isn't fully fleshed out yet, or multiplayer, but even in this stage it's actually quite addictive. The UI takes some time to get adjusted to though...
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