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Other Projects => Other Games => Topic started by: ScriptWolf on March 28, 2011, 09:14:45 am

Title: Zomboid
Post by: ScriptWolf on March 28, 2011, 09:14:45 am
Ok Yes this is another zombie title but this one does seem to have alot of potential, first saw it on rock paper shotgun and they gave a small description and there is also some pre alpha combat being shown and i think it sounds good.

http://www.rockpapershotgun.com/2011/03/28/project-zomboid-trailer/ ( rock paper shot gun preview)

Rock paper shotguns preview
Spoiler (click to show/hide)

and it seems to have a lot of potential and i like the sound of it being more than just run and gun and being able to hole up in a house and make a fortress out of it, and when multiplayer is released using my friends as zombie bait  :D, and to be honest if i find out a bit more about the game i don't mind donating £5, i hope it ends up as a better Die2Night

Main website: http://www.projectzomboid.com/

Forum: http://theindiestone.com/community/general-zomboid-discussion-f20/
Title: Re: Zomboid
Post by: ductape on March 28, 2011, 09:54:36 am
Yeah uhh... I dunno. The video shows a very simple zombie SHMUP and I know they have all sorts of IDEAS and PLANS for more features, but they dont have anything yet. We see games about this level of development on TIG Source forums all the time.

I simply cannot see forking over cash to an unproven team, how do we know they will even complete this? I certainly dont want to see every startup indie team ask for spare change while they learn how to make their first game. Beyond making the game itself, starting a development team is like starting any business, and partnerships are difficult for anyone. Lots of variables, but I wish them luck.
Title: Re: Zomboid
Post by: ScriptWolf on March 28, 2011, 10:31:02 am
Still you got to take chances otherwise ideas don't get made into the games they could have been.
Title: Re: Zomboid
Post by: lemmy101 on March 28, 2011, 01:06:10 pm
Hey thanks for the post :) I'm one of the makers of the game, ductape you make a valid point indeed, we're using the pre-order / donation system purely because we came off the back of another game (Privates for Channel 4) but since that had a development budget, and no subsequent funds from sales since it was a free to download educational game, we found ourselves in dire straits moneywise once that had finished, and so we had to announce our secret project way early and appeal to people's better nature to help keep us going and keep us working indie full time.

And when we released the vid we did on the proviso that we felt we had to due to some people were weary of giving money based on a few screenshots, and some even making quite brutally accusations of us making screen mockups and setting up a fake site to scam people. It felt we needed to show something, and this is way earlier than our planned video release. We plan on releasing a more comprehensive trailer in a couple of weeks, but we're not quite there yet and combat is the only thing that feels complete enough to demo in video without too much placeholder art and other things. There is more to it than in the video, already, and we've got 30 years of commercial game experience in the team, so we at the very least are perfectly confident in delivering.

But yeah, we understand your point of view entirely, and are fully aware that we're perhaps asking a little much at this time, so obviously it's up to the individual whether the investment feels worth it.
Title: Re: Zomboid
Post by: adwarf on March 28, 2011, 01:23:28 pm
Just from that trailer I see the game has serious amounts of potential, and I am looking forward to getting to play it someday.
Title: Re: Zomboid
Post by: SeaBee on March 28, 2011, 02:16:23 pm
I'm still not tired of zombie games. Probably never will be.

Best of luck to you and your team, lemmy101. Watching with interest.
Title: Re: Zomboid
Post by: nenjin on March 28, 2011, 02:45:37 pm
Quote
I'm still not tired of zombie games. Probably never will be.

Werd.

It's got an X-com look and feel to it which I like very much. Tastefully keep us updated here and I'm sure someone will decide it's worth ~$5 to try out. I like what I'm hearing and look forward to seeing more.
Title: Re: Zomboid
Post by: Tilla on March 28, 2011, 03:49:25 pm
I cannot be sick of zombie games until one seriously addresses stuff about infection and so on :P
Title: Re: Zomboid
Post by: lemmy101 on March 28, 2011, 04:00:37 pm
You can completely get infected in ours. One scratch and the death clock is ticking. Then the game becomes about deciding how you're going to go out. You also get to see yourself reanimate and watch what happens for as long as you like (or until a bullet is put through your head :D).
Title: Re: Zomboid
Post by: adwarf on March 28, 2011, 04:06:07 pm
You can completely get infected in ours. One scratch and the death clock is ticking. Then the game becomes about deciding how you're going to go out. You also get to see yourself reanimate and watch what happens for as long as you like (or until a bullet is put through your head :D).

Is there an option to strap explosives to us, and take a bunch of them with us ?
Title: Re: Zomboid
Post by: lemmy101 on March 28, 2011, 04:15:18 pm
Hell yeah. The philosophy we're taking with the crafting system very much allows for explosives to be made from bleach or fertilizer or whatever (I look forward to researching that on google and the resulting governmental detention) and since suicide is a constant option open to the player with any lethal weapon this will all be inherently possible as soon as craftable explosives are in the game.
Title: Re: Zomboid
Post by: Hugehead on March 28, 2011, 04:16:33 pm
So it sounds like the city will slowly descend into madness, will all other NPCs run on the same rules of your character, and will the game start with just a few people infected and those people infecting more and more, so it would be possible to to stop the outbreak before everyone is infected, or eventually eliminate all the zeds?
Title: Re: Zomboid
Post by: lemmy101 on March 28, 2011, 04:19:18 pm
Nah there is no happy ending. There is no way to stop the outbreak. A key factor of the game is your death is 100% inevitable, and it's the story of how you died. And it's that story and the things you accomplish and experiences you have while alive that are the 'goals' of this game.

There are less zombies and more survivors toward that start of the game, but it's already too late. This is worldwide and unstoppable. It's just a matter of time.
Title: Re: Zomboid
Post by: Bdthemag on March 28, 2011, 04:25:20 pm
Coming to facebook as Zombieville! Looks a bit interesting though.
Title: Re: Zomboid
Post by: adwarf on March 28, 2011, 04:30:38 pm
I look forward to gathering like ten survivors together geeting a bunch of gunss, ammo, and explosives, and having a last stand as hundreds upon hundreds of zombies descend upon us, and when I am the only one left I am going to rig my small fort to blow, and takee them all with me to hell. zombieland.
Title: Re: Zomboid
Post by: Bdthemag on March 28, 2011, 05:25:12 pm
Also if its a browser game it obviously copies urban dead like other browser based zombie games, just kidding though.
Title: Re: Zomboid
Post by: dbfuru on March 29, 2011, 03:05:47 am
I just donated, 5 pounds/$8 isn't much at all and it looks like X-COM, and whilst it's a shallow thing that's one of the main reasons I donated, haha.

Am I right in that the username/password will be sent after the end of April/when there's a playable demo ready?

Planned features look really good, best of luck!
Title: Re: Zomboid
Post by: lemmy101 on March 29, 2011, 03:15:44 am
That's correct. Though we may end up doing a few bug / small addition patches to the demo version before we branch off into the paid version. :)

Thanks for the donation! :) Much appreciated!

lemmy
Title: Re: Zomboid
Post by: Tilla on March 29, 2011, 04:24:35 am
Hell yeah. The philosophy we're taking with the crafting system very much allows for explosives to be made from bleach or fertilizer or whatever (I look forward to researching that on google and the resulting governmental detention) and since suicide is a constant option open to the player with any lethal weapon this will all be inherently possible as soon as craftable explosives are in the game.

Game of the year. All years.
Title: Re: Zomboid
Post by: Sinned on March 29, 2011, 06:40:13 am
Interesting, looks and sounds very promising (and fun!) Lemmy101. Can't wait to see more of the game :)

You already got me interested, also it's always a big plus to see a dev posting in these threads.
Title: Re: Zomboid
Post by: kulik on March 29, 2011, 09:37:07 am
Nah there is no happy ending. There is no way to stop the outbreak. A key factor of the game is your death is 100% inevitable, and it's the story of how you died. And it's that story and the things you accomplish and experiences you have while alive that are the 'goals' of this game.

There are less zombies and more survivors toward that start of the game, but it's already too late. This is worldwide and unstoppable. It's just a matter of time.

...you're in the right place here. We all play the game with the slogan "Loosing is fun" after all.
Title: Re: Zomboid
Post by: adwarf on March 29, 2011, 09:41:26 am
We also love making up ways for our dwarves humans to die glorious deaths.
Title: Re: Zomboid
Post by: Astral on March 29, 2011, 12:08:35 pm
This has a very definite "losing is fun" vibe to it. Will keep my eye on it.
Title: Re: Zomboid
Post by: Zangi on March 29, 2011, 12:37:42 pm
Here Lies Urist:
Infected at 8:37 AM of the 5th day
Died at 3:53 PM of the 5th day, via Massive Explosion, taking 274 zombies and 26 survivors along for the ride.
Title: Re: Zomboid
Post by: lemmy101 on March 29, 2011, 01:35:23 pm
...you're in the right place here. We all play the game with the slogan "Loosing is fun" after all.

Hey, I'm a Dwarf Fortresser too, it's probably not that much of a coincidence. :)
Title: Re: Zomboid
Post by: lemmy101 on March 29, 2011, 04:31:17 pm
A couple of extra bits in pieces on our forums:

http://theindiestone.com/community/general-zomboid-discussion-f20/some-little-progress-teasers-t332-20.html

http://theindiestone.com/community/post4219.html#p4219
Title: Re: Zomboid
Post by: Sowelu on March 29, 2011, 04:51:47 pm
X-Com meets zombies (well, superficially X-Com in appearance)?

Are these slow zombies, or am I going to have Chryssalid nightmares and have to hide under the bed for a month?
Title: Re: Zomboid
Post by: lemmy101 on March 29, 2011, 05:05:41 pm
Slow shambling Romero style. :)

Though when they get close they can summon up enough gusto to do a lunge at you.
Title: Re: Zomboid
Post by: Mephansteras on March 29, 2011, 05:07:27 pm
Cool. I've been thinking zombies would be good for an x-com style game. Nice to see that someone is working on one!
Title: Re: Zomboid
Post by: Sowelu on March 29, 2011, 05:28:56 pm
This might've already been answered, but...Some players are going to be very good and some are going to be very bad.  How many players do you expect a given server to have, and how frequently do new servers show up for people who failed so that they can start over?  Or, are there NPCs that dead players can jump into?

(God that always pissed me off about Left 4 Dead.  Okay, I died, there's still bots standing, let me take over a bot...)
Title: Re: Zomboid
Post by: Megaman on March 29, 2011, 05:35:38 pm
I am very skeptical about this, might as well be 'another' Fort Zombie.
Title: Re: Zomboid
Post by: adwarf on March 29, 2011, 05:39:06 pm
* Urist begins hammering wood into wall *

* Zombie 1 Breaks through window *

* Urist is terrified as he reaches for his shotgun *

* Zombie 1 eats Urist's brain *

* Urist dies from stupidity he shouldn't have been hammering a board at night *
Title: Re: Zomboid
Post by: Hugehead on March 29, 2011, 05:44:13 pm
If you've survived long enough to be in a city that's already a living Hell, then it would be logical to start fairly well off. You would have to have a weapon, and a fairly stable food and water supply, and you would probably have companions as well, so my question is how do you start in game?
Title: Re: Zomboid
Post by: lemmy101 on March 29, 2011, 05:51:38 pm
I am very skeptical about this, might as well be 'another' Fort Zombie.

Fair enough. ;) Except it's not another 'Fort Zombie', of course. If you're not bothered about zombie survival games then I suppose the distinction between an (albeit much more involved) tower defensish 'build a base' game and an open world sandbox survival RPG may be academic, I suppose.

Quote
This might've already been answered, but...Some players are going to be very good and some are going to be very bad.  How many players do you expect a given server to have, and how frequently do new servers show up for people who failed so that they can start over?  Or, are there NPCs that dead players can jump into?

One, for the start of it. Multiplayer is coming later down the line, and the implementation details on that are still a bit fuzzy as they depend on the best way to go about it atthe time, but I imagine you'd more likely to be playing with friends than with random people at least for a good while as we're not creating an MMO despite some of the reporting to the contrary :)

Certainly creating a persistant server should be possible at some point, and although it's possible, I can't imagine us ever supporting 50 players+ or something so would likely be a whitelist situation where a group of people, 5, 10, 16 or something, who know each other would all have access to the server.

Quote
If you've survived long enough to be in a city that's already a living Hell, then it would be logical to start fairly well off. You would have to have a weapon, and a fairly stable food and water supply, and you would probably have companions as well, so my question is how do you start in game?

It's more like the remake of Dawn of the Dead where, although it's never stated in the game, it's assumed you've just woken up in bed after the infection hits and it's all kicking off around you. I said earlier 'it's already too late' and it is, but still very early in the timeline as far as the infection is concerned.

Even if this defies sense a bit, for gameplay benefites it's important that you start in this situation imo, than already teamed up with people since really the teaming up with people is an experience the player wants to have themselves.
Title: Re: Zomboid
Post by: Zangi on March 29, 2011, 05:55:56 pm
Running your arse off and unloading/breaking/dropping excess stuff to make it to a safe spot.  Basically a... after things get hot and dicey, you just made it out with yourself and X/no stuff scenario?
Title: Re: Zomboid
Post by: Sowelu on March 29, 2011, 05:59:30 pm
Don't worry, guys!  Atlanta is one big safehouse!  We just need enough supplies to get there, and then we'll be fine.
Title: Re: Zomboid
Post by: Megaman on March 29, 2011, 06:00:50 pm
I am very skeptical about this, might as well be 'another' Fort Zombie.

Fair enough. ;) Except it's not another 'Fort Zombie', of course. If you're not bothered about zombie survival games then I suppose the distinction between an (albeit much more involved) tower defensish 'build a base' game and an open world sandbox survival RPG may be academic, I suppose.
I meant that it had a great idea, but bad implementation.
Title: Re: Zomboid
Post by: lemmy101 on March 29, 2011, 07:17:38 pm
Crafting is in and working now! A liiiiittle bit minecraft but there isn't really any better way to approach it that isn't being different just to be different (and therefore ending up with  a worse system).

http://www.theindiestone.com/lemmy/index.php/2011/03/30/316/

No shapes or grid, just component items = new item.
Title: Re: Zomboid
Post by: adwarf on March 29, 2011, 08:53:10 pm
May I suggest that when you start you cna choose different jobs like electrician, or buisnessman that will result in different skills, househlod items, houses, cars, etc ?
Title: Re: Zomboid
Post by: Tilla on March 29, 2011, 08:57:31 pm
Definitely like the crafting system look. Will there be complex crafting too, like sub-components that can be made, and then put together to make something even more complex? That would rock :D
Title: Re: Zomboid
Post by: Hugehead on March 29, 2011, 08:59:21 pm
Will you be able to use cars, and after they run out of gas take them apart for parts?
Title: Re: Zomboid
Post by: lemmy101 on March 29, 2011, 09:21:17 pm
Drivable cars are tricky for two reasons, firstly they would be awkward to control / draw to look and feel right in isometric viewpoint.

Also,at least at the moment, there are map areas which load in as you walk to the border. We'd need to introduce a streaming level that had no borders to make vehicles feasible. We want to add them, but can't commit to that at the mo.

There will definitely be stationary vehicles eventually though.

re: Complex crafting, very probably. It's all just making multiple objects into a new object, so it's up to the design of craftable items we come up with how many potential tiers of items can be made. An item that comes out of crafting can just as easily be an ingredient to another item.
Title: Re: Zomboid
Post by: Hugehead on March 29, 2011, 09:44:59 pm
Will it be possible to make a Molotov launcher?
Title: Re: Zomboid
Post by: Tilla on March 29, 2011, 09:58:19 pm
Vehicles could work as a way to more easily travel to a distant zone perhaps from your base? No need to animate or anything, just run random damage and fuel use - run out of fuel at the wrong time and you'd be stranded, and damage would probably be tough to fix.
Title: Re: Zomboid
Post by: x2yzh9 on March 29, 2011, 09:58:36 pm
Do you think your going to be going on a planned route with what you'll be coding, or are you just coding the features randomly?

Edit:Another question, after a certain amount of time, will you be able to make a journey outside city limits to find like, a old abandoned farm, reinforce it, produce food, sell food for city-only commodities?
Title: Re: Zomboid
Post by: Moghjubar on March 29, 2011, 10:34:06 pm
Will it be possible to completely bar yourself indoors with a slowly diminishing food supply, as you desperately try to tunnel under your house to the old abandoned supermarket (using only a spade and a few spoons), which you cannot get to by walking outside as the horde has descended upon your home?
Title: Re: Zomboid
Post by: lemmy101 on March 29, 2011, 10:46:23 pm
Will it be possible to make a Molotov launcher?

Haha I like it. There almost definitely will be. Now. ;D
Title: Re: Zomboid
Post by: lemmy101 on March 29, 2011, 10:47:12 pm
Quote
Vehicles could work as a way to more easily travel to a distant zone perhaps from your base?

Nice thinking, we'll bear this one in mind. :)
Title: Re: Zomboid
Post by: lemmy101 on March 29, 2011, 10:49:23 pm
Do you think your going to be going on a planned route with what you'll be coding, or are you just coding the features randomly?

Mainly we're doing things in order of biggest game-play gain for least coding / art cost. So we're focusing somewhat on combat first, as combat is fun, then building the other survival aspects around that.

Edit:Another question, after a certain amount of time, will you be able to make a journey outside city limits to find like, a old abandoned farm, reinforce it, produce food, sell food for city-only commodities?

Ultimately. We're going to add areas post release, and countryside is definitely on the cards, probably one way from the suburbs, which is the first area going in, will be the inner city, the other toward the country.
Title: Re: Zomboid
Post by: lemmy101 on March 29, 2011, 10:50:08 pm
Will it be possible to completely bar yourself indoors with a slowly diminishing food supply, as you desperately try to tunnel under your house to the old abandoned supermarket (using only a spade and a few spoons), which you cannot get to by walking outside as the horde has descended upon your home?

Interesting idea and something we may explore in the future. :) Wouldn't expect digging for a while tho.
Title: Re: Zomboid
Post by: Megaman on March 30, 2011, 12:25:07 am
Woah bro, modify your posts, quadrouple post.
Title: Re: Zomboid
Post by: kulik on March 30, 2011, 01:34:08 am
http://www.theindiestone.com/lemmy/index.php/2011/03/30/316/

One thing i noticed. X-com had specific isometric view in which the walls was only as high as the characters. The reason of course was that higher walls would obscure your view. This image clearly shows that if you would be closer to the lower wall you would be totally obscured, will the characters have outlines to see them behind walls and what about important items close to walls?
Title: Re: Zomboid
Post by: Sean Mirrsen on March 30, 2011, 01:58:58 am
From the replies there, it seems there will be cutaway walls, they just aren't in yet.
Title: Re: Zomboid
Post by: lemmy101 on March 30, 2011, 02:38:15 am
We're playing with a system for this as we speak. It's a bit tough to get right though.

Quote
Woah bro, modify your posts, quadrouple post.

EDIT: Yeah sorry about that. Though to this day I've never fully understood what the big deal is.
Title: Re: Zomboid
Post by: justinlee999 on March 30, 2011, 03:43:53 am
I probably won't shell out money on this until you can explain the game to me.

So there are other NPCs like you who try to survive right? Do you guys compete for resources?

Weapons, I would honestly like a game that makes you feel helpless with your weapons, I played a game that is isometric like this and quite similar to this, but the "horror" factor soon melted away as I had 4 of my companions with flamethrowers and I have a machine gun with 999 ammo in it with no need to reload.

How would multiplayer be implemented? I would assume its the same as single player except there are more than one player in it, and a chatbox.
Title: Re: Zomboid
Post by: lemmy101 on March 30, 2011, 04:20:10 am
Quote
Weapons, I would honestly like a game that makes you feel helpless with your weapons, I played a game that is isometric like this and quite similar to this, but the "horror" factor soon melted away as I had 4 of my companions with flamethrowers and I have a machine gun with 999 ammo in it with no need to reload.

That sounds like what this game is specifically going against. :D shotgun blasty video aside, combat in this game is a complete last resort, you're in grave danger using practically any weapon: Baseball bat, one mistime or too many zombies and all it takes is a scratch. Shotgun: One shot and hundreds of zombies from around the rest of the neighbourhood will be en route to where you are, and you're never going to have the ammo to deal with all those.

Also you'll have very limited ammo you've salvaged, and can only carry so much. The best solution is always to avoid the zombies if at all possible. As it would in a real apocalypse.

Quote
So there are other NPCs like you who try to survive right? Do you guys compete for resources?

Ultimately a huge part of the game. While they will not be in the first demo, and will start off simple, it's going to evolve into managing relationships in your group, dealing with trust issues, prejudices, helping people find their missing loved ones, having the clutz who always leaves doors open or makes unnecessary noise (who if you're particularly callous, you may say 'hey let's go and get supplies' then take him up the street and put a bullet in his head, come back and tell the rest he got eaten), the shifty one who got bit but is keeping it secret, the guy on the CB radio you contact and go to track down. Doing trades with, or defending your safe-house from a rival group of survivors.

So yeah, needless to say NPCs are a massive part of the game.

Multiplayer would essentially be the same experience, but there would be multiple human players in the group. :)
Title: Re: Zomboid
Post by: justinlee999 on March 30, 2011, 04:24:57 am
What the zombies like? I would much prefer no zombies having super powers, rather, just slow shambling zombies coming in the dozens, with undead animals accompanying them. And to add to the adrenaline, some human looters as well.

If you succeed in getting me interested in this game with your descriptions and a video that somewhat explains some of what you've said, consider my 5 dollars in your PayPal.
Title: Re: Zomboid
Post by: lemmy101 on March 30, 2011, 04:26:40 am
Zombies are strictly Romero style shuffley ones. We're going for the 'authentic' zombie apocalypse experience. No special infected or super mutants. ;)

You'll need to wait for another video (beyond the shotgun test one linked in first post) as we need to make the trailer yet, probs a couple of weeks. ;D then again there is a lot of info on our blogs posted elsewhere on this thread too.

http://www.projectzomboid.com for more info, also:
http://www.theindiestone.com/lemmy/index.php/2011/03/15/a-slightly-less-pathetic-game-announcement-with-screenshots/
Also an interview here: http://www.plughead.net/interview-indie-stone-project-zomboid
Title: Re: Zomboid
Post by: justinlee999 on March 30, 2011, 04:30:07 am
If you release the demo, pre-orders are still on right?

EDIT: Also, how interactive is the environment? Here's an example:

You're in a house, stuck in the kitchen. You grab a knife from the kitchen counter. Zombies knocking on the doors, and you turn on the kitchen sink, before the zombies break in, the room is slippery, and zombies fall down on their way to you. But they've finally made it, and are near you, and you quickly push the fridge and it crashes to the zombies. Or even better yet, have the microwave cooking some food burn a zombies head

Of course it doesn't have to be be that ambitious, but just how interactive is the environment? Ultima style? Like putting a dough in a bucket of water, then putting it in the oven etc etc. Rather than just having a craft panel for all your cooking needs. I also like rearranging furnitures in games when I have nothing better to do.

...And since we're on the topic of putting doughs in water and Ultima, why not gather blood in a bucket and wet your dough in it?
Title: Re: Zomboid
Post by: lemmy101 on March 30, 2011, 04:32:30 am
Yeah donate/pre-order for £5 or over and whenever you make that pre-order, once the demo is branched off into the paid-alpha (after bug fixes / small additions to make sure the demo is solid) you'll receive a key and pass through the mail you use on paypal. You can pre-order / buy the game at any point after the demo / paid alpha is out too, though the price will likely go up further through development.
Title: Re: Zomboid
Post by: justinlee999 on March 30, 2011, 04:43:37 am
I edited my post by the way, might want to respond to that.
Title: Re: Zomboid
Post by: mendonca on March 30, 2011, 04:45:18 am
Interested in this project, if only for the UFO: Enemy Unknown feel going on.

Especially the 'electro-flare' glow at night.

Will definitely put up a fiver for this.

And Lemmy: Reading your blog made me think of the time as a student when we used to shop at ASDA, get there by foot, and take a whole trolley back to our house with us. Which raises the question - can you fill a shopping trolley full of explosives and push it down a hill in to a horde of zombies?
Title: Re: Zomboid
Post by: justinlee999 on March 30, 2011, 04:46:32 am
By the way, I didn't really feel "Looks like XCOM" when I first saw it, more like "Looks like another project I know that has been on for years now and never completed", particularly the character style.
Title: Re: Zomboid
Post by: lemmy101 on March 30, 2011, 05:32:01 am
Interested in this project, if only for the UFO: Enemy Unknown feel going on.

Especially the 'electro-flare' glow at night.

Will definitely put up a fiver for this.

And Lemmy: Reading your blog made me think of the time as a student when we used to shop at ASDA, get there by foot, and take a whole trolley back to our house with us. Which raises the question - can you fill a shopping trolley full of explosives and push it down a hill in to a horde of zombies?

Thanks! :D

Also love the shopping trolley idea!
Title: Re: Zomboid
Post by: mendonca on March 30, 2011, 06:04:41 am
Accidentally donated £20.

I insist you spend the £15 difference on fun things, like booze.

Take care, and good luck with the project.
Title: Re: Zomboid
Post by: lemmy101 on March 30, 2011, 07:23:01 am
Accidentally donated £20.

I insist you spend the £15 difference on fun things, like booze.

Take care, and good luck with the project.

Oh my! You sir are awesome and we love you! <3 Thank you!
Title: Re: Zomboid
Post by: justinlee999 on March 30, 2011, 07:59:56 am
Maybe you could disregard my previous comment. A fully interactive environment would be taxing on a browser game and a game with a low budget no?

I might donate sometime around April.
Title: Re: Zomboid
Post by: x2yzh9 on March 30, 2011, 11:11:11 am
Later in the game, when the infection is substantial and 'clean-up crews' are sent through the streets, will they receive supply drops that you could kill their team for? How difficult to kill will the crews be?
Title: Re: Zomboid
Post by: Sowelu on March 30, 2011, 01:38:11 pm
having the clutz who always leaves doors open or makes unnecessary noise (who if you're particularly callous, you may say 'hey let's go and get supplies' then take him up the street and put a bullet in his head, come back and tell the rest he got eaten)

So kind of like Space Station 13 with zombies?

Sounds like it will be possible, nay easy, to screw over other players in this game.  I insist that you give Space Station 13 a spin for a night or two when you don't mind an annoying learning curve and an annoying client.  It's very good at demonstrating what you have to watch out for when you create a world that might allow griefing.  I mean, yeah it's pretty fun, and it's kind of awesome playing a game where you can knock someone out with a toolbox, grab their body and stuff them into a cabinet and then weld the door shut...and then deadbolt the airlock into the room...and electrify it...but at the same time, it's pretty easy for someone to ruin the game by dicking around.  One guy in atmo decides to release plasma into the air vents, or someone goes around snipping wires and/or locking airlocks open to space...yeah.  It's fixable in that game, sure, but I still think it should be required reading for someone making a multiplayer game in the survival kind of genre, if you expect them to roleplay and the world is dangerous.
Title: Re: Zomboid
Post by: lemmy101 on March 30, 2011, 06:09:30 pm
Remember I was talking NPCs in that post, but when MP is in no reason the same wouldn't apply. :)

I think we're taking the 's**t happens' camp where if you're in a zombie apocalypse, you can bet your ass that there would be that guy who betrays the group and screws them all over, so why shouldn't people be able to screw people over in this game?

Since it's not an MMO, if you don't want to get screwed then don't play with a group who would screw you, or on a server anyone can join. :)

"Later in the game, when the infection is substantial and 'clean-up crews' are sent through the streets, will they receive supply drops that you could kill their team for? How difficult to kill will the crews be?"

Very difficult. :) We figure the best way is to make traps for them, particularly ones that get them eaten by a massive pack of zombies. Going toe to toe with heavily armed soldiers isn't a good idea ;)
Title: Re: Zomboid
Post by: Sean Mirrsen on March 31, 2011, 12:29:27 am
Going toe to toe with heavily armed soldiers isn't a good idea ;)
On the other hand, a few successful raids on such soldiers and the disparity in firepower will become negligible. Though I seriously doubt there will be one in the first place - if MacGyvering is allowed, the players will have such monstrous weapons that will make any clean-up crew run in panic.

Btw, have you looked at Dead Rising? Specifically for the item crafting ideas. A powered wheelchair with dual machineguns is a great way to get around.
Title: Re: Zomboid
Post by: Neonivek on March 31, 2011, 12:33:52 am
Yeah but remember how in the very same Dead Rising they tended to seriously multiply the objects you used and often super charged them AND used TONS of duct tape?

Bucket + Screwdriver = Several supercharged Screwdrivers perfectly balanced and attached to a bucket.

The wheelchair is a good example. TECHNICALLY all he did was attach a battery to the chair (I think... it could have been a computer... as the battery could be the electric chair) and somehow got a working device.

I like dead rising 2 but BOY has it lead to some really horribly designed "Improvised weapon" games (or just one) where Shotgun + Marbles = Shotgun.
Title: Re: Zomboid
Post by: Sean Mirrsen on March 31, 2011, 02:41:20 am
Well, DR2 is a console game. A console game with limited item slots, and ridiculously fragile fire axes and sledgehammers. It allowed itself some leeway in regards to crafting. You don't need to.

Btw, I suddenly feel as if the accepted currency items in the game will be cans of food, and rolls of duct tape.
Title: Re: Zomboid
Post by: lemmy101 on April 01, 2011, 10:52:25 am
Stress, morale, hunger and fatigue in the game:

http://www.theindiestone.com/lemmy/index.php/2011/03/31/stress-factor/
Title: Re: Zomboid
Post by: Ivefan on April 01, 2011, 01:42:45 pm
Nah there is no happy ending. There is no way to stop the outbreak. A key factor of the game is your death is 100% inevitable, and it's the story of how you died. And it's that story and the things you accomplish and experiences you have while alive that are the 'goals' of this game.
Not that I mind the 'going out in a blaze' scenario, I just think that you should leave the possibility of outliving the infestation, even if it is near impossible.
Though I guess it would depend on the zombies. Do they decay, and if so, how long before they cannot move?

Other than that, Would it be possible to construct barricades to establish a safe-zone?(and becoming a target from other survivors)
Bows and crossbows would be a good silent ranged weapon and long spears good for defense, to stab them from outside their reach.
Title: Re: Zomboid
Post by: MasterFancyPants on April 01, 2011, 04:39:26 pm
Nah there is no happy ending. There is no way to stop the outbreak. A key factor of the game is your death is 100% inevitable, and it's the story of how you died. And it's that story and the things you accomplish and experiences you have while alive that are the 'goals' of this game.
Not that I mind the 'going out in a blaze' scenario, I just think that you should leave the possibility of outliving the infestation, even if it is near impossible.
Though I guess it would depend on the zombies. Do they decay, and if so, how long before they cannot move?

Other than that, Would it be possible to construct barricades to establish a safe-zone?(and becoming a target from other survivors)
Bows and crossbows would be a good silent ranged weapon and long spears good for defense, to stab them from outside their reach.

Maybe once you think you're strong enough you could set your character to a kind of autopilot mode and let the game simulate a few years to see if they survive.

How fast will time pass while in play anyway?
Title: Re: Zomboid
Post by: lemmy101 on April 04, 2011, 10:54:48 am
Not that I mind the 'going out in a blaze' scenario, I just think that you should leave the possibility of outliving the infestation, even if it is near impossible.

Not that I'm against this in principal, but regarding our plans for the ethos, tone and content of the game, it would be rather akin to saying you should leave the possibility of replaying 'One Chance' for a different outcome. :D the inevitable doom is kinda important so we'd be very resilient to changing that.

Effectively the whole game is set up to be 'the story of how I died'.

Quote
How fast will time pass while in play anyway?

A day is maybe 15 minutes at the moment. This may change for balancing when more of the survival gameplay is in there.
Title: Re: Zomboid
Post by: kulik on April 04, 2011, 04:01:39 pm
the inevitable doom is kinda important so we'd be very resilient to changing that.

Be strong don't let them break you, i too don't want to see happy end in this game.
Title: Re: Zomboid
Post by: Sowelu on April 06, 2011, 08:40:10 pm
A day is maybe 15 minutes at the moment. This may change for balancing when more of the survival gameplay is in there.

How long do you need to play in one sitting to complete a game?  If days are that short, what happens when you-the-player work and sleep?
Title: Re: Zomboid
Post by: Hugehead on April 06, 2011, 08:51:48 pm
You seem to be thinking this is a MMO, it's going to be a single player game with co-op from what I understand.
Title: Re: Zomboid
Post by: lemmy101 on April 06, 2011, 09:23:42 pm
Yep no MMO. ;) What Hugehead says.
Title: Re: Zomboid
Post by: lemmy101 on April 15, 2011, 09:32:44 am
Did a blog post about the game story and time line of Project Zomboid.

You guys are mentioned, so made me remember this thread. ;D

http://www.theindiestone.com/lemmy/index.php/2011/04/15/project-zomboid-game-length-and-world-timeline/
Title: Re: Zomboid
Post by: Deadmeat1471 on April 15, 2011, 12:06:09 pm
This looks epic, soon as I get some £ you get some £ :D
Title: Re: Zomboid
Post by: Tilla on April 16, 2011, 05:20:15 pm
Preordered after seeing the new UI stuff ;0
Title: Re: Zomboid
Post by: lemmy101 on April 17, 2011, 08:04:22 am
Awesome thank you :) we put a lot of work into trying to get the UI right so glad you like :)
Title: Re: Zomboid
Post by: Singularity-SRX on April 17, 2011, 10:19:07 am
buildable weapon idea: coilgun
works using a pulse of electricity through a copper coil, sending a metal bullet flying
range depends on quality of capacitor

I have a few ideas on how it could be put together, if you'd like to hear them

Also, are there skills in game?
Title: Re: Zomboid
Post by: Hugehead on April 17, 2011, 10:35:40 am
Errr... Why not just call it a railgun, that's exactly what it is. ???
Title: Re: Zomboid
Post by: adwarf on April 17, 2011, 04:52:18 pm
Question: Will this game be a pay to download game, or one that comes with a disc, booklet, and in a box ?
Title: Re: Zomboid
Post by: Bdthemag on April 17, 2011, 06:54:20 pm
Question: Will this game be a pay to download game, or one that comes with a disc, booklet, and in a box ?
Its probally going to be a Pay to Download since you know they are an indie developer.
Title: Re: Zomboid
Post by: Singularity-SRX on April 18, 2011, 12:24:58 am
Errr... Why not just call it a railgun, that's exactly what it is. ???

A railgun uses 2 rails and the flow of electricity to move a projectile.
A coilgun uses a copper coil to pull the bullet forward, so it's much slower.

Railguns are much simpler, but require much more power (and by this I mean it needs a F*CKTON of power), although they are very strong.
Coilguns are harder, don't require too much power, but aren't very strong.

So not exactly, really :P
Title: Re: Zomboid
Post by: Deadmeat1471 on April 18, 2011, 01:32:16 am
Errr... Why not just call it a railgun, that's exactly what it is. ???

From what I read, this is a coilgun. A rail gun uses rails not coils.

Errr... Why not just call it a railgun, that's exactly what it is. ???

A railgun uses 2 rails and the flow of electricity to move a projectile.
A coilgun uses a copper coil to pull the bullet forward, so it's much slower.

Railguns are much simpler, but require much more power (and by this I mean it needs a F*CKTON of power), although they are very strong.
Coilguns are harder, don't require too much power, but aren't very strong.

So not exactly, really :P

What he said  :P
Title: Re: Zomboid
Post by: lemmy101 on April 18, 2011, 05:27:22 am
Question: Will this game be a pay to download game, or one that comes with a disc, booklet, and in a box ?

Well neither, technically, but pay to download I guess is closest. In the same way as Minecraft. i.e. you'll get a free demo that's playable in the browser, and will be able to download the full game exe (or other platform equivalents), and logging on with a u/p we provide after the demo is out, either in-browser or stand alone, it will download the latest version. You can play offline though, just the u/p will be required for the game to self-update.

So yeah technically I guess you're paying for the username / password access.
Title: Re: Zomboid
Post by: Hugehead on April 18, 2011, 08:17:16 am
You learn something new everyday, but I think it should still be called a railgun, because everyone is familiar with their concept.
Title: Re: Zomboid
Post by: lemmy101 on April 20, 2011, 05:57:23 pm
Crazy day. We released two short videos, which were picked up by RockPaperShotgun: http://www.rockpapershotgun.com/2011/04/20/retroarrgghhh-project-zomboid-footage/

And we launched our new prettier less placeholder site: http://www.projectzomboid.com with some more game information. :)

xx
Title: Re: Zomboid
Post by: Ringmaster on April 25, 2011, 09:04:31 am
What's happening with all this 'Google suspending their account' fiasco? Will our money still be going through to them?
Title: Re: Zomboid
Post by: lemmy101 on April 25, 2011, 11:54:16 am
God only knows at this point. All we know is we will of course honour all preorders if the money isn't refunded to you, even if we don't get it ourselves.
Title: Re: Zomboid
Post by: Bdthemag on April 25, 2011, 03:29:44 pm
Great to finally see a zombie game about actual surviving, Left 4 Dead is great and all but mowing through armies of the undead gets a bit boring after awhile, expect a pre-order from me coming soon :D
Title: Re: Zomboid
Post by: kulik on April 25, 2011, 04:32:49 pm
Will there be mp3 players to preserve sanity? (to oversound zombie moaning)
Title: Re: Zomboid
Post by: Briggsy16 on April 25, 2011, 04:45:36 pm
Just donated £5 for this after looking through the site and seeing the option of donating for alpha. Gotta love the Minecraft way of doing this stuff.

Looks great, can't wait for the demo.
Title: Re: Zomboid
Post by: Tilla on April 25, 2011, 09:05:02 pm
Excited for the potential of the demo next week~ :D Hope google does their fucking job and fixes shit ASAP.
Title: Re: Zomboid
Post by: lemmy101 on April 27, 2011, 11:53:12 am
My friend and co-developer CaptainBinky did a US radio show yesterday where he was like 'Hello, I'm a British Person' and can be listened to here:

http://bulletproofpixel.com/2011/04/...inky-hodgetts/

it's aboid Zomboid and also indie vs. commercial games. :D

He's on quite a long time and the hosts talk about Zomboid even after that. :|

Frustratingly since posting it here, he talked about that amazing Dwarf Fortress comic strip with the rampaging monster and the dwarves walling themselves in, and our desire to make a game that people would be able to do similar entertaining recountings of their stories, but it seems to have been cut out of the downloadable version for reasons I can't understand. It was live so he got the mention out there though. :D
Title: Re: Zomboid
Post by: Briggsy16 on April 27, 2011, 02:05:46 pm
What's happening with the paypal and google checkout business at the minute Lemmy? I follow you on twitter but haven't noticed you say anything about it over the last day or so.
Title: Re: Zomboid
Post by: lordcooper on April 27, 2011, 05:28:28 pm
What's happening with the paypal and google checkout business at the minute Lemmy? I follow you on twitter but haven't noticed you say anything about it over the last day or so.

That.

I want in on this, but only when I'm sure my money will actually get to you guys.
Title: Re: Zomboid
Post by: lemmy101 on April 27, 2011, 05:40:40 pm
Google Checkout 'will be sorted' and is currently inactive, but looks like it will be okay.
PayPal is limited again ¬¬ annoying but it's safe to use our PayPal and we'll get at it eventually, and with Google sorted soon we'll be grand. :)

Cheers!

lemmy
Title: Re: Zomboid
Post by: Tilla on April 28, 2011, 04:48:28 am
Reposting from the game forums to save Lemmy the time, the Looting system sounds pretty cool:

Quote
The system is that when the UI container panel opens up with the container (say a cupboard) contents, it will begin a 'searching' process which has a spinning icon with 'searching' next to it. The longer you have the panel open, the longer you are rummaging around in it. Different items, of different sizes, will be easier or harder to find, and the more items, the longer it takes to find smaller items.

So the result is if you're in a hurry, you'll open up containers and see just the big obvious items in there, and then close them moving onto the next, as the other items would have a smaller chance of popping up per second or whatever.

An good example would be rooting around in a sofa for coins. There may be 50 coins there, but you're not going to see them as soon as you start exploring the sofa. They would pop up every few seconds, and as you found them you could add them into your inventory.

Also previously seen items would be instantly visible when exploring the container again, and the fewer items in there the quicker you discover them, so a pen in an empty drawer would show up instantly, where a pen in a drawer with 20 other items may take a good few seconds.

So this basically adds an effectiveness at looting based upon how slowly you explore and the more time you spend with a container open (within reason obviously, don't want to bore people ) but if a zombie horde is about to break through the door, your frantic item scavenging will turn up less items to take.

As such, looting / searching for items can be tied to skills and perks, making certain characters better at quickly finding useful items in a room full of containers.
Title: Re: Zomboid
Post by: Briggsy16 on April 28, 2011, 06:34:19 am
That sounds brilliant. Can't wait for the demo!
Title: Re: Zomboid
Post by: Briggsy16 on May 05, 2011, 10:56:18 am
So the server issues are sorted and Lemmy has said on the forums that being optimistic the demo could be out at the end of the week. He seems to doubt it though.

Can't wait either way.
Title: Re: Zomboid
Post by: Soulwynd on May 05, 2011, 11:08:36 am
You know. Every time I see this thread I think it's about Zombo.com, but then I find out it's not and feel depressed.
Title: Re: Zomboid
Post by: mendonca on May 05, 2011, 11:22:30 am
You know. Every time I see this thread I think it's about Zombo.com, but then I find out it's not and feel depressed.

Cheer up. You've got a virtual zomboid apocalypse to look forward to.
Title: Re: Zomboid
Post by: lordxorn on May 09, 2011, 05:19:15 pm
Lemmy you should read World War Z, it has some very interesting situations and an end game element I mentioned on your forums. =)

Looking forward to my email announcing the demo is ready.
Title: Re: Zomboid
Post by: lemmy101 on May 09, 2011, 07:21:13 pm
Read it, and Zombie Survival Guide :D

re: demo we're getting there! Server move in progress and a few loose ends to the demo to go!
Title: Re: Zomboid
Post by: Cthulhu on May 09, 2011, 07:42:13 pm
Aw yiss.
Title: Re: Zomboid
Post by: Cthulhu on May 23, 2011, 04:02:51 pm
Bunp :C

Paypal fucked this game over like it fucked Notch over that one time.  Holding all their preorder funds for 180 days and cashing in on the interest they should be making.

So apparently they can't afford to release the demo for free :C
Title: Re: Zomboid
Post by: Tilla on May 23, 2011, 06:32:54 pm
It's less about affording to put out the demo, and more about: we could release the demo probably but we'd be wasting the hype that would generate because we won't be able to take any preorders until payment is sorted out. They have the suckiest luck. About a block away a dude got blown up in his car and the whole area was evacuated last week.

Edit: Gog damn this is a funny way of getting around the weird pay-what-you-want restrictions on Google: http://projectzomboid.com/blog/index.php/buy-our-games/
Title: Re: Zomboid
Post by: Empty on May 23, 2011, 09:14:56 pm
You know. Every time I see this thread I think it's about Zombo.com, but then I find out it's not and feel depressed.

Heh. That happens to me too. That's why I ignored this thread until now.
Title: Re: Zomboid
Post by: lordcooper on May 24, 2011, 01:42:10 am
LMAO, those games look awesome.

Do you still get lifetime updates with the free one?
Title: Re: Zomboid
Post by: Tilla on May 24, 2011, 12:36:24 pm
LMAO, those games look awesome.

Do you still get lifetime updates with the free one?

No, the free one is just up for interests sake I think.
Title: Re: Zomboid
Post by: Rumrusher on May 24, 2011, 02:36:30 pm
dang 15 bucks for rock paper scissor game?

Clearly the cost is just for the bonus lifetime pack and not the actual cost of the game.
If the latter is true then well good luck on that game clearly made to make enough cash to buy all the other sand box games being sold by others who also attempt to make enough cash to buy a sandbox game.

Title: Re: Zomboid
Post by: ductape on May 24, 2011, 02:39:12 pm
wait, so you are saying they are making this sandbox game so they can afford to buy other sandbox games? BRILIANT!?

Title: Re: Zomboid
Post by: Cthulhu on May 24, 2011, 03:24:15 pm
dang 15 bucks for rock paper scissor game?

Clearly the cost is just for the bonus lifetime pack and not the actual cost of the game.
If the latter is true then well good luck on that game clearly made to make enough cash to buy all the other sand box games being sold by others who also attempt to make enough cash to buy a sandbox game.

It's a joke/clever workaround.  Apparently Google won't let them have a pay-what-you-want plan so they're selling hilarious games they made in like five minutes along with the Zomboid preorder (Which is the actual reason you're buying hte game)
Title: Re: Zomboid
Post by: Briggsy16 on May 27, 2011, 04:18:32 pm
The demo of this game is close to coming out according to Lemmy, hopefully he works weekends and gets it out tomorrow :D

The demo is basically an alpha version of the game to encourage people to preorder it where it'll then go into closed alpha with paid for access, minecraft style.
Title: Re: Zomboid
Post by: Cthulhu on May 27, 2011, 05:46:01 pm
So does the new source of revenue mean the demo will be free?
Title: Re: Zomboid
Post by: Briggsy16 on May 27, 2011, 06:01:54 pm
Yeah, the demo is going to be free. I imagine they hope that once people play the demo they'll then pay the £5 to order it.
Title: Re: Zomboid
Post by: Rumrusher on May 27, 2011, 09:53:20 pm
Yeah, the demo is going to be free. I imagine they hope that once people play the demo they'll then pay the £5 to order it.
yeah "pay 5 dollars for the game" while playing "the Demo" for free wink* wink*
I see what your doing now, google stop chances of getting donations and now you have to pull this stunt I understand now.
Title: Re: Zomboid
Post by: blackmagechill on May 27, 2011, 10:38:02 pm
Will this be available through Steam, or just by it's self this is browser based, nevermind. I like the look and sound of it though, I might donate buy once I play the demo.
Title: Re: Zomboid
Post by: Briggsy16 on May 28, 2011, 11:55:03 am
A few select testers who have donated are being given links in the IRC channel to play it pre-demo release. I'm in and I can say it plays brilliantly and the art style is great.

Or not. Some asshole leaked the domain name to play it on facepunch and it's been pulled. Sigh.
Title: Re: Zomboid
Post by: Tilla on May 28, 2011, 02:31:48 pm
All pre-orderers get the game now- It requires username and password to access now. It should be publicly demoed soon, there's only a few bugfixes to work on.

http://projectzomboid.com/blog/index.php/2011/05/alpha-tech-demo-released/

First impressions: I have tried twice and not survived the Tutorial so far! The current demo starts with a tutorial having you provide medical care for your wounded wife, finding food and barricading the house, and then trying to escape other disasters along the way.

Spoiler (click to show/hide)

Gotta say the music for this is /fantastic/. Reminds me of Bear McReary's BSG/Caprica scores.
Title: Re: Zomboid
Post by: Briggsy16 on May 28, 2011, 03:55:51 pm
Yeah, the demo is going to be free. I imagine they hope that once people play the demo they'll then pay the £5 to order it.
yeah "pay 5 dollars for the game" while playing "the Demo" for free wink* wink*
I see what your doing now, google stop chances of getting donations and now you have to pull this stunt I understand now.


What are you on about?
Title: Re: Zomboid
Post by: Ringmaster on May 28, 2011, 06:09:47 pm
Not happy that I paid and did not receive my username/password for the demo, have written email to their accounts people and hopefully will get a response back shortly.

Edit: Received a response pretty much instantly (and the email wasn't an automated message). Gotta give the guys credit.
Title: Re: Zomboid
Post by: lordcooper on May 28, 2011, 06:27:05 pm
http://projectzomboid.com/blog/index.php/2011/05/alpha-tech-demo-released/

Have fun guys :)
Title: Re: Zomboid
Post by: Briggsy16 on May 28, 2011, 06:43:03 pm
Not happy that I paid and did not receive my username/password for the demo, have written email to their accounts people and hopefully will get a response back shortly.

Edit: Received a response pretty much instantly (and the email wasn't an automated message). Gotta give the guys credit.

There was a form to request on the forums...
Title: Re: Zomboid
Post by: Tnx on May 28, 2011, 10:35:43 pm
So can anyone else playing this post their impressions of the game up? I'm debating between buying this and frozen synapse.  Also, I find it odd that so many people on here talk about zombie survival games as the ultimate game, but this thread is only at 9 pages.
Title: Re: Zomboid
Post by: hemmingjay on May 28, 2011, 10:47:11 pm
Frozen Synapse is in a much more complete state, and will likely remain so for some time.
Title: Zomboid
Post by: ibot66 on May 28, 2011, 11:32:02 pm
This game's cheaper than frozen synapse, and looks like it has awsome gameplay.
Title: Re: Zomboid
Post by: lordcooper on May 29, 2011, 09:15:42 am
What is out is basically a tech demo.  A fun tech demo, but there really isn't much to say that hasn't already been said.
Title: Re: Zomboid
Post by: Tilla on May 30, 2011, 03:12:11 am
Oh man. They added a story-based option to skip the tutorial and..wow is it dark. I like where this is going, dealing with the darker aspects of humanity and choices you may have to make in this kind of disaster. Maybe a little over the top
Spoiler (click to show/hide)
. But I stand by this being a great choice to set the tone of the game.
Title: Re: Zomboid
Post by: Bdthemag on May 30, 2011, 03:51:56 am
So does this mean we'll finally be getting that baby killing simulator?
Title: Re: Zomboid
Post by: Tilla on May 30, 2011, 03:56:46 am
So does this mean we'll finally be getting that baby killing simulator?
No, children won't be in this game, that is a line they said they won't cross because it personally makes the devs uncomfortable.
Title: Re: Zomboid
Post by: Krath on May 30, 2011, 06:09:32 am
I thought Dwarf Fortress already sated all of our baby killing needs?
Title: Re: Zomboid
Post by: Meta on May 30, 2011, 06:45:19 am
Really, really nice alpha demo. I like it a lot. And, as it was said before, the musics are awesome!

Changelist from the last build, for the curious ones.
Spoiler: v0.1.2a (click to show/hide)

And FYI, the game can be played offline: Tutorial: Play PZ Offline (http://theindiestone.com/community/viewtopic.php?f=20&t=746&sid=7fc7fb8f464a87d778041117c3940fda)
Title: Re: Zomboid
Post by: justinlee999 on June 01, 2011, 10:04:28 pm
How do I sleep in the bed?
Title: Re: Zomboid
Post by: Knave on June 01, 2011, 10:07:47 pm
I think I read on the forums that the beds in the tutorial house are bugged and do not work.
Title: Re: Zomboid
Post by: justinlee999 on June 01, 2011, 10:08:36 pm
Ah, such a swift reply, thank you.
Is there any other purpose for your wife after you've saved her from the robber dude?
Title: Re: Zomboid
Post by: jashman on June 01, 2011, 11:44:10 pm
Is there any other purpose for your wife after you've saved her from the robber dude?

One of the unintentionally deeper questions I've heard in awhile.
Title: Re: Zomboid
Post by: Rumrusher on June 02, 2011, 12:20:55 am
Is there any other purpose for your wife after you've saved her from the robber dude?

One of the unintentionally deeper questions I've heard in awhile.
I guess to do a long challenge on nursing her back to health or to a chainsaw wheelchair and prove that you don't need to do a James Sutherland to save her from zombies.

at least give us those who play this a challenge.
Title: Re: Zomboid
Post by: justinlee999 on June 02, 2011, 12:34:38 am
Her condition improves after a while when you've bandaged her, I wonder if anything happens after she's back to normal.
Title: Re: Zomboid
Post by: Rumrusher on June 02, 2011, 12:47:50 am
Her condition improves after a while when you've bandaged her, I wonder if anything happens after she's back to normal.
yeah it would suck balls if you kill her over a bad leg then that happens to you.
"Oh no I got a bad leg good thing the tutorial taught me well. I ... just need to get into this bed and SMOOTHER Mmmmym MMAOMAMOAMJmmmmhnmhmhmmmmmmmmmmmhhmmmmhmhhmmmmmmmmmmammmmmmmmmmmmmmmmmmm...mmm...mmm..mm.m......m."

Being James Sutherland also means we get pyramid head on are butts during our trip to silent hill for killing our wife who alive and wants us to join her.

hopefully Zombiod has a hidden ending for those DF adventurers who luckly KILL EVERYTHING or flood the world with magma or do both.

here's a web comic based on if other parts of DF was added other than "Losing is fun"
(http://www.truimagz.com/host/fortcrush2/folder1/project-Fortiod.png)
I dub the moat a Zomagma moat, and I wish the developers to add in the ability to flood the world with Zomagma even the pesky Elves.

 
Title: Re: Zomboid
Post by: justinlee999 on June 02, 2011, 01:33:25 am
Elf bikers
Title: Re: Zomboid
Post by: Rumrusher on June 02, 2011, 01:56:03 am
Elf bikers
well looks liek Deon going to make a map pack to this where humans are dwarf, zombies are goblins and hostile biker lads or elves.
than and someone going to take a swing at adding in the ability to build walls and junk.
Title: Re: Zomboid
Post by: Deon on June 05, 2011, 09:00:22 am
Elf bikers
well looks liek Deon going to make a map pack to this where humans are dwarf, zombies are goblins and hostile biker lads or elves.
than and someone going to take a swing at adding in the ability to build walls and junk.

Wat.

I didn't think of it. But now when you said it...
Title: Re: Zomboid
Post by: Yolan on June 05, 2011, 10:48:31 am
I enjoy the chance to throw a few dollars at a good looking indie. I've only mucked around a bit so far, but I like what I see. Reminds me of Fallout quite a bit, which is of course a great thing.

A few questions...

1. Am I right that there is at present no actual way to save your progress?
2. Is there any way to actually cook the soup? Can you even eat at current?
3. Anybody else wish game time would pass much slower?
Title: Re: Zomboid
Post by: Dr. Johbson on June 05, 2011, 10:52:57 am
To cook the soup, craft together a pot, the soup can, and a can opener, take what you make, put it in an oven, turn on, second later turn off, take out. To eat, use the item on your ragdoll's face, as in click the heart and drag or click food (I've never actually played the game) and onto your face icon.
Title: Re: Zomboid
Post by: Bdthemag on June 05, 2011, 12:55:20 pm
I enjoy the chance to throw a few dollars at a good looking indie. I've only mucked around a bit so far, but I like what I see. Reminds me of Fallout quite a bit, which is of course a great thing.

A few questions...

1. Am I right that there is at present no actual way to save your progress?
2. Is there any way to actually cook the soup? Can you even eat at current?
3. Anybody else wish game time would pass much slower?
1. Not that I know of.
2. What the guy above me said.
3. Nope, I think the amount of time that passes is a good amount.

You know your goinrg to have a good game when the tech demo gets people excited.
Title: Re: Zomboid
Post by: DarkerDark on June 06, 2011, 03:21:40 pm
So, did anyone else accidentally smother their wife in a bid to comfort her with pillows?

I swear, I just wanted to make sure she was comfortable, maybe have her elevate her leg or something. The next thing I know, she's apologizing for slowing me down and using my tender gesture (the pillow) as a means to part from this world. Crazy bitch.
Title: Re: Zomboid
Post by: Samio on June 06, 2011, 03:22:53 pm
So, did anyone else accidentally smother their wife in a bid to comfort her with pillows?

I swear, I just wanted to make sure she was comfortable, maybe have her elevate her leg or something. The next thing I know, she's apologizing for slowing me down and using my tender gesture (the pillow) as a means to part from this world. Crazy bitch.

...Yes, of course!  :-[
Title: Re: Zomboid
Post by: Bdthemag on June 06, 2011, 03:24:41 pm
You know a game is good if people are pirating the tech demo.

But really this game is just...awesome. Keep up the good work!
Title: Re: Zomboid
Post by: Fikes on June 06, 2011, 03:35:50 pm
You know a game is good if people are pirating the tech demo.

But really this game is just...awesome. Keep up the good work!

"Always have to steal my kisses from you" was on and I swear your avatar was dancing perfectly to the beat boxing at the end.

I just started reading World War Z and I never stopped to consider, before the book, how helpless humanity is in the zombie apocalypse.
Title: Re: Zomboid
Post by: nenjin on June 06, 2011, 03:44:58 pm
World War Z has done better things for the Zombie Apocalypse than pretty much all the zombie video games put together. (No offense Zomboid.)

One day some developer is going to commit to doing WWZ The Video Game, and if it succeeds, it's going to change how people think about zombies and killing them from there on out.
Title: Re: Zomboid
Post by: Rumrusher on June 06, 2011, 05:29:18 pm
So, did anyone else accidentally smother their wife in a bid to comfort her with pillows?

I swear, I just wanted to make sure she was comfortable, maybe have her elevate her leg or something. The next thing I know, she's apologizing for slowing me down and using my tender gesture (the pillow) as a means to part from this world. Crazy bitch.
sucks is that you can't just sleep next to her, nope gotta kill her. oh well when the hacks to the tech demo comes up for changing the text to fit a more option friendly approach.
Title: Re: Zomboid
Post by: Rift on June 06, 2011, 05:51:48 pm
Actually, you can sleep next to her now, in the newest version... although i would still avoid the pillow if you want her alive while you sleep...
0.14 or whatever its called, makes it a lot less.. insane.. ie, zombies travel in large groups rather then just being in large groups everywhere.. although you will still die if you start making lots of noise, regardless of where you are :D
Title: Re: Zomboid
Post by: Stworca on June 06, 2011, 06:07:25 pm
So, did anyone else accidentally smother their wife in a bid to comfort her with pillows?

I swear, I just wanted to make sure she was comfortable, maybe have her elevate her leg or something. The next thing I know, she's apologizing for slowing me down and using my tender gesture (the pillow) as a means to part from this world. Crazy bitch.

Someone appears to be reading cad?
Title: Re: Zomboid
Post by: nenjin on June 06, 2011, 06:13:54 pm
So if I buy one of their $5 games, I get the most recent build and access to updates?
Title: Re: Zomboid
Post by: Bdthemag on June 06, 2011, 06:14:51 pm
So if I buy one of their $5 games, I get the most recent build and access to updates?
Yeah, but the Project Zomboid lifetime thing doesn't even need to be included in my opinion. The games they already made are good enough!
Title: Re: Zomboid
Post by: nenjin on June 06, 2011, 06:47:19 pm
So I take it me having to play it through my browser is a security thing at this point, I'll get my standalone when 1.0 hits?

I'm already really amazed at the level of detail. It's kind of hard to navigate a house, but it's very moody right off the bat. Very nice.
Title: Re: Zomboid
Post by: lemmy101 on June 06, 2011, 07:31:53 pm
Wowwy this thread's picked up speed. :) Glad people are liking the game! Thanks for your support!

Exciting stuff to come next, particularly more NPC stuff in there in the next couple of weeks. :)
Title: Re: Zomboid
Post by: nenjin on June 06, 2011, 08:19:19 pm
Ok, that was a sucker punch to the gut.


If you guys can pull out more of that kind of stuff for the rest of the game, I'll be a big supporter. You guys are nailing the mood, from the writing to the atmosphere. Are you guys going for the "storyline that gets hard to play because it's so morose?"

And while I know you're tech demoing for the most part, save feature, srsly. If we manage to get a ways it would be nice to put it down and come back.
Title: Re: Zomboid
Post by: nenjin on June 06, 2011, 11:55:33 pm
So is anyone else actively trying to play this? Is there some thing I'm not doing right? Because once you get one zombie, you get the whole horde. I had....probably 70 or 80 zombies outside my house. Sure, the shotgun could kill 10 with one blast, but then you turn around and find there are 50 more zombie behind you (not having full 360 vision is a bitch!)

Is it really meant to be playable in that sense? Because you get just enough time to get comfortable and set up...and then your house and you are surrounded. After I killed 60 or 70 zombies, and had that many or more outside my house. Is it pretty much obligatory you have to kill/abandon your wife to see anything more than your immediate surroundings?
Title: Re: Zomboid
Post by: mendonca on June 07, 2011, 12:45:02 am
The shotgun is very noisy, hence the rushing horde.

Try using the bat to off the odd straggler, or better still, stick a few nails in the bat and off them in double time.
Title: Re: Zomboid
Post by: Vibhor on June 07, 2011, 01:56:29 am
So does this game resembles Survival Crisis Z in terms of gameplay?
Title: Re: Zomboid
Post by: nenjin on June 07, 2011, 02:28:06 pm
I can't seem to go longer than 3 days. Even without using firearms and taking huge detours....the horde just kind of migrates to the house and uses psychic zombie powers. I'll go to bed one night with no zeds at the door, wake up, and there are 30.

I mean, I really enjoy the game, I do. And I'm bearing in mind this is an alpha. But it seems like the horde or how it moves or just how it spawns isn't really designed at this point. I'm struggling to find a way to play the game that doesn't involve smothering my wife day 1 and just running for my life. I keep hoping that some kind of randomization may keep the zombies off my back, but by day 2 it's almost always untenable and the house is surrounded on 2 of 4 sides, the ones with the doors.
Title: Re: Zomboid
Post by: lordcooper on June 07, 2011, 02:34:17 pm
Move to a different house.
Title: Re: Zomboid
Post by: nenjin on June 07, 2011, 02:40:49 pm
Do I have to.....

Spoiler (click to show/hide)
Title: Re: Zomboid
Post by: ElTacoLad on June 07, 2011, 05:45:04 pm
Do I have to.....

Spoiler (click to show/hide)

Yes.
Title: Re: Zomboid
Post by: nenjin on June 07, 2011, 05:47:56 pm
Eh. That sounds like it's begging for a patch. I may wait on an update or two before diving back in.
Title: Re: Zomboid
Post by: DarkerDark on June 07, 2011, 05:58:45 pm
Do I have to.....

Spoiler (click to show/hide)

Yeah, I think that's pretty much the only time you can move her.

Spoiler (click to show/hide)
Title: Re: Zomboid
Post by: Bdthemag on June 07, 2011, 06:06:19 pm
Do I have to.....

Spoiler (click to show/hide)

Yeah, I think that's pretty much the only time you can move her.

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Zomboid
Post by: lordcooper on June 07, 2011, 06:07:28 pm
Do I have to.....

Spoiler (click to show/hide)

Yeah, I think that's pretty much the only time you can move her.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Zomboid
Post by: Bdthemag on June 07, 2011, 06:09:09 pm
Do I have to.....

Spoiler (click to show/hide)

Yeah, I think that's pretty much the only time you can move her.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Zomboid
Post by: nenjin on June 07, 2011, 06:22:44 pm
Do I have to.....

Spoiler (click to show/hide)

Yeah, I think that's pretty much the only time you can move her.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Title: Re: Zomboid
Post by: blackmagechill on June 07, 2011, 07:15:00 pm
Do I have to.....

Spoiler (click to show/hide)

Yeah, I think that's pretty much the only time you can move her.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Zomboid
Post by: Astral on June 15, 2011, 02:28:38 pm
How does one
Spoiler (click to show/hide)
Title: Re: Zomboid
Post by: x2yzh9 on June 15, 2011, 05:44:09 pm
How does one
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Zomboid
Post by: Bdthemag on June 15, 2011, 06:14:52 pm
Do I have to.....

Spoiler (click to show/hide)

Yeah, I think that's pretty much the only time you can move her.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Zomboid
Post by: nenjin on June 18, 2011, 04:20:54 am
Some unfortunate news:

http://projectzomboid.com/blog/index.php/2011/06/sorry-weve-had-to-take-the-game-down/

Not only did someone pirate the game and make it into a standalone executable, they made it with an update button that directly downloads the new version from teh PZ website.

Dick fucking move. The guys at PZ they don't ever bother with worrying about piracy, it happens. But this is different. Most pirated games forgo automatic updates because it's keys get blacklisted, ect....and they upload a stand alone patch for the game.

Since PZ is an indie company, they weren't prepared for higher levels of piracy dickitude. So right now, the pirated version of PZ costs them bandwidth money, and because pirates can repeatedly click the "update" button, they can actually cost the PZ team MORE bandwidth than a customer who bought the game and only downloads updates when they're available.

So long and short, PZ has been taken down. You can still play a cached version of it for the moment. It will be back when they have a more robust security system (they're talking about moving forward on the downloadable client now because of this.)

It just makes me sad that even when indie devs don't fuck people over with stupid crazy DRM, some pirates out there can't let well alone enough. It's not enough they can get the game for free, they've got to literally sap cash from teh PZ company while they do it.
Title: Re: Zomboid
Post by: Rumrusher on June 18, 2011, 04:55:45 am
Some unfortunate news:

http://projectzomboid.com/blog/index.php/2011/06/sorry-weve-had-to-take-the-game-down/

Not only did someone pirate the game and make it into a standalone executable, they made it with an update button that directly downloads the new version from teh PZ website.

Dick fucking move. The guys at PZ they don't ever bother with worrying about piracy, it happens. But this is different. Most pirated games forgo automatic updates because it's keys get blacklisted, ect....and they upload a stand alone patch for the game.

Since PZ is an indie company, they weren't prepared for higher levels of piracy dickitude. So right now, the pirated version of PZ costs them bandwidth money, and because pirates can repeatedly click the "update" button, they can actual cost the PZ MORE bandwidth than a customer who bought the game and only downloads updates when they're available.

So long and short, PZ has been taken down. You can still play a cached version of it for the moment. It will be back when they have a more robust security system (they're talking about moving forward on the downloadable client now because of this.)

It just makes me sad that even when indie devs don't fuck people over with stupid crazy DRM, some pirates out there can't let well alone enough. It's not enough they can get the game for free, they've got to literally sap cash from teh PZ company while they do it.
hmm I guess from my rough memory about this game the only flaw was it cost money and I guess these guys doing the same stunt notch doing which was making  people pay for beta testing which some money services hate, I hate this (the paying for beta testing not the fact the money services hate that idea, because who would want to pay to do someone else taxes?)


wait after reading the article I notice a few things.
Free volunteer beta testers hurt the company(?), and they think they can't just go on Donations because fear of people jumping to torrents that "auto update" than paying so they over react and shut down and blame the pirates early.

how I see it is this.
Coder : hey guys look I just made this program that can update the pirated copies of the game for situations where players pay can't get the game and can't update because of the pirated game they have doesn't work woo!
*Meanwhile at PZ Fort*
Urist developer: Olgn come here I heard you got some news for me.
Olgn the PR: look the dorf bucks we get from 'donation' sales are not enough to keep the nobles from kicking us out look the Koblods have tweaked our game to update constantly!
Urist : So ?
Olgn : So!? look this means the people who don't pay can get the game for free and update which drains our servers(other than the normal people who drain the servers any way)!
Urist : you mean? that we paying for beta testing ! Oh No pull the lever!
Olgn : already di...

*your project has crumbled.*

Meanwhile back at the Koblods cave

Coder: I got news my program shut down the game, shoot that sucks. Hey did toady added necromancy and zombies in yet?
Kobold : nah but I read good news on zombie survival squad being flipping huge still we can play survivor crisis z until the developers come back.
Coder: yeah lets all pour Mountain dew for Zombiod the DFzombie game that was screw over by paypal and google.
*all proceed to pour MtnDw on the ground*
Title: Re: Zomboid
Post by: nenjin on June 18, 2011, 05:12:44 am
Quote
I hate this (the paying for beta testing not the fact the money services hate that idea, because who would want to pay to do someone else taxes?)

Given the price, you either have to be 12 or the cheapest bastard in the world not to pay $5 for the lifetime license to the game. Mount and Blade did the exact same thing. Are you actually saying they've earned pirates sapping their bandwidth because of this?
Title: Re: Zomboid
Post by: Tilla on June 18, 2011, 05:26:59 am
Some unfortunate news:

http://projectzomboid.com/blog/index.php/2011/06/sorry-weve-had-to-take-the-game-down/

Not only did someone pirate the game and make it into a standalone executable, they made it with an update button that directly downloads the new version from teh PZ website.

Dick fucking move. The guys at PZ they don't ever bother with worrying about piracy, it happens. But this is different. Most pirated games forgo automatic updates because it's keys get blacklisted, ect....and they upload a stand alone patch for the game.

Since PZ is an indie company, they weren't prepared for higher levels of piracy dickitude. So right now, the pirated version of PZ costs them bandwidth money, and because pirates can repeatedly click the "update" button, they can actual cost the PZ MORE bandwidth than a customer who bought the game and only downloads updates when they're available.

So long and short, PZ has been taken down. You can still play a cached version of it for the moment. It will be back when they have a more robust security system (they're talking about moving forward on the downloadable client now because of this.)

It just makes me sad that even when indie devs don't fuck people over with stupid crazy DRM, some pirates out there can't let well alone enough. It's not enough they can get the game for free, they've got to literally sap cash from teh PZ company while they do it.
hmm I guess from my rough memory about this game the only flaw was it cost money and I guess these guys doing the same stunt notch doing which was making  people pay for beta testing which some money services hate, I hate this (the paying for beta testing not the fact the money services hate that idea, because who would want to pay to do someone else taxes?)

Here's a neat thing: people need money to live. If they had to work other jobs, this game would never get done. They ask for a tiny sum of money to keep their operation afloat so that they can work this game as their full time job - about a dollar per  purchase per team member, before bandwidth fees. How is this any worse than a preorder for any other game?
Title: Re: Zomboid
Post by: Tilla on June 18, 2011, 05:37:28 am
Some unfortunate news:

http://projectzomboid.com/blog/index.php/2011/06/sorry-weve-had-to-take-the-game-down/

Not only did someone pirate the game and make it into a standalone executable, they made it with an update button that directly downloads the new version from teh PZ website.

Dick fucking move. The guys at PZ they don't ever bother with worrying about piracy, it happens. But this is different. Most pirated games forgo automatic updates because it's keys get blacklisted, ect....and they upload a stand alone patch for the game.

Since PZ is an indie company, they weren't prepared for higher levels of piracy dickitude. So right now, the pirated version of PZ costs them bandwidth money, and because pirates can repeatedly click the "update" button, they can actual cost the PZ MORE bandwidth than a customer who bought the game and only downloads updates when they're available.

So long and short, PZ has been taken down. You can still play a cached version of it for the moment. It will be back when they have a more robust security system (they're talking about moving forward on the downloadable client now because of this.)

It just makes me sad that even when indie devs don't fuck people over with stupid crazy DRM, some pirates out there can't let well alone enough. It's not enough they can get the game for free, they've got to literally sap cash from teh PZ company while they do it.
hmm I guess from my rough memory about this game the only flaw was it cost money and I guess these guys doing the same stunt notch doing which was making  people pay for beta testing which some money services hate, I hate this (the paying for beta testing not the fact the money services hate that idea, because who would want to pay to do someone else taxes?)


wait after reading the article I notice a few things.
Free volunteer beta testers hurt the company(?), and they think they can't just go on Donations because fear of people jumping to torrents that "auto update" than paying so they over react and shut down and blame the pirates early.

how I see it is this.
Coder : hey guys look I just made this program that can update the pirated copies of the game for situations where players pay can't get the game and can't update because of the pirated game they have doesn't work woo!
*Meanwhile at PZ Fort*
Urist developer: Olgn come here I heard you got some news for me.
Olgn the PR: look the dorf bucks we get from 'donation' sales are not enough to keep the nobles from kicking us out look the Koblods have tweaked our game to update constantly!
Urist : So ?
Olgn : So!? look this means the people who don't pay can get the game for free and update which drains our servers(other than the normal people who drain the servers any way)!
Urist : you mean? that we paying for beta testing ! Oh No pull the lever!
Olgn : already di...

*your project has crumbled.*

Meanwhile back at the Koblods cave

Coder: I got news my program shut down the game, shoot that sucks. Hey did toady added necromancy and zombies in yet?
Kobold : nah but I read good news on zombie survival squad being flipping huge still we can play survivor crisis z until the developers come back.
Coder: yeah lets all pour Mountain dew for Zombiod the DFzombie game that was screw over by paypal and google.
*all proceed to pour MtnDw on the ground*

This post makes no sense. The reason the updater hurts the company is that it downloads the game DIRECTLY from their cloud servers, which costs THEM money for every copy downloaded. Every pirated copy literally costs them money. Learn to read.
Title: Re: Zomboid
Post by: nenjin on June 18, 2011, 05:42:16 am
Some unfortunate news:

http://projectzomboid.com/blog/index.php/2011/06/sorry-weve-had-to-take-the-game-down/

Not only did someone pirate the game and make it into a standalone executable, they made it with an update button that directly downloads the new version from teh PZ website.

Dick fucking move. The guys at PZ they don't ever bother with worrying about piracy, it happens. But this is different. Most pirated games forgo automatic updates because it's keys get blacklisted, ect....and they upload a stand alone patch for the game.

Since PZ is an indie company, they weren't prepared for higher levels of piracy dickitude. So right now, the pirated version of PZ costs them bandwidth money, and because pirates can repeatedly click the "update" button, they can actual cost the PZ MORE bandwidth than a customer who bought the game and only downloads updates when they're available.

So long and short, PZ has been taken down. You can still play a cached version of it for the moment. It will be back when they have a more robust security system (they're talking about moving forward on the downloadable client now because of this.)

It just makes me sad that even when indie devs don't fuck people over with stupid crazy DRM, some pirates out there can't let well alone enough. It's not enough they can get the game for free, they've got to literally sap cash from teh PZ company while they do it.
hmm I guess from my rough memory about this game the only flaw was it cost money and I guess these guys doing the same stunt notch doing which was making  people pay for beta testing which some money services hate, I hate this (the paying for beta testing not the fact the money services hate that idea, because who would want to pay to do someone else taxes?)


wait after reading the article I notice a few things.
Free volunteer beta testers hurt the company(?), and they think they can't just go on Donations because fear of people jumping to torrents that "auto update" than paying so they over react and shut down and blame the pirates early.

how I see it is this.
Coder : hey guys look I just made this program that can update the pirated copies of the game for situations where players pay can't get the game and can't update because of the pirated game they have doesn't work woo!
*Meanwhile at PZ Fort*
Urist developer: Olgn come here I heard you got some news for me.
Olgn the PR: look the dorf bucks we get from 'donation' sales are not enough to keep the nobles from kicking us out look the Koblods have tweaked our game to update constantly!
Urist : So ?
Olgn : So!? look this means the people who don't pay can get the game for free and update which drains our servers(other than the normal people who drain the servers any way)!
Urist : you mean? that we paying for beta testing ! Oh No pull the lever!
Olgn : already di...

*your project has crumbled.*

Meanwhile back at the Koblods cave

Coder: I got news my program shut down the game, shoot that sucks. Hey did toady added necromancy and zombies in yet?
Kobold : nah but I read good news on zombie survival squad being flipping huge still we can play survivor crisis z until the developers come back.
Coder: yeah lets all pour Mountain dew for Zombiod the DFzombie game that was screw over by paypal and google.
*all proceed to pour MtnDw on the ground*


Spoken like someone who doesn't have to pay for anything themself. Grade school math tells you why this is hurting them. And any pirate coder worth their salt can extract updates as a standalone file. They did this specifically to screw over the PZ guys. Whoever made the pirated version of PZ is basically flouting the very few codes of ethics pirates adhere to, which is do as little damage as possible.
Title: Re: Zomboid
Post by: Stworca on June 18, 2011, 05:57:15 am
Ethical or not, i doubt that anyone expected the game to be pirate-free. Everything was, is and will be pirated. Silly insults and trolling one another won'T change anything.

Now... Pirating alphas or betas is wrong (obviously) when it hurts an indie group, but i'd say that donations are a better idea, mainly because with all the pirating it's possible that the project may crumble.
Title: Re: Zomboid
Post by: nenjin on June 18, 2011, 06:04:54 am
They didn't expect the game to be pirate-free. Again, why does everyone seem to over look the fact that it's directly downloading data from their cloud?

Honestly, I had a feeling that something like this was coming when I saw the game was streamed through your browser and secured through Java. It's good this probably happened in some sense since it's a wake up call and they're now working on a stand alone client that doesn't link you to their cloud.

But seriously. Why has this become a discussion about how they're charging to get access to a game that isn't officially released? How has this become about blaming the victim?

I'm not against pirating. But the implication that they should be offering the whole thing for free and just asking for donations makes me want to punch someone. Toady chooses to work like that, not everyone does. If people aren't willing to give up their work for free, they're open to whatever justification someone with no money wants to come up with?

You're right though and I apologize for getting snide with him.
Title: Re: Zomboid
Post by: Rumrusher on June 18, 2011, 07:27:17 am
Ethical or not, i doubt that anyone expected the game to be pirate-free. Everything was, is and will be pirated. Silly insults and trolling one another won'T change anything.

Now... Pirating alphas or betas is wrong (obviously) when it hurts an indie group, but i'd say that donations are a better idea, mainly because with all the pirating it's possible that the project may crumble.

Given that pirating just one guy or (a group) who makes a copy of the game they got from the creators and ships it out on a file sharing site cutting the bandwidth cost on downloading it on the original owners making it a semi mirror. The issue(I see) was that the auto updates to the game which pulls from PZ cloud bandwidth on top of the buying. Seems like the solution (other than going back to close doors which they should have from after dropping the tech demo) would be to have the pirate version auto updates through a separate cloud that taps from the original so that the pull isn't that strong(given that it would be just one cpu asking for updates so it can send copies of those updates to other pirated versions than every pirated version asking for updates). That way people can donate(via buying the game or clicking a donation button) if they like the product.
I'm stump on the whole "preordering to play a demo so that you can bug fix so they can drop a public demo later." just seems like "giving a guy money so you can clip his toe nails when the guy was going to allow you to clip his toe nails at a later date."

Oh well hope they pull out of this issue.
Title: Re: Zomboid
Post by: mendonca on June 18, 2011, 10:18:15 am
I don't believe they can take donations, as they are doing this for profit. Hence the Dr.oids thing.

The indie stone are actively encouraging people to pirate the game (from a torrent) so people can play offline whilst they figure out this issue.

indiestone have always been VERY open with the subject of piracy, people looking at their decompiled code etc.

Just goes to show what dicks people can be. It only hurts the whole DRM mudbath.
Title: Re: Zomboid
Post by: GlyphGryph on June 18, 2011, 10:45:44 am
I know people who use this, well, the standalone executable bit. All of them have bought the game, then grabbed the executable. Maybe thats not the general approach, but I think its an understandable response. The standalone was a lot better than the browser version. It really was.

What's funny is that now these people were the smart ones, since they are now the only ones who can play the game. I fail to see how making the game no longer available is going to encourage people to buy it instead of pirate it, though. Edit: Apparently those who've already bought it can do something to still play it, but it still means no new buyers.

Now if I want to play the game, I HAVE to pirate it. And... thats the only difference?

Maybe I'm misunderstanding what is going on.

Although, I should add I was honestly wondering for the longest time why they made it browser-based, since it didn't need to be and would thus cost them money/bandwidth pretty constantly. Again, though, maybe I'm misunderstanding something here.
Title: Re: Zomboid
Post by: mendonca on June 18, 2011, 11:50:14 am
I think it's as simple as the 'update' button that has appeared on a pirated version of the game. That button forces an update from the 'cloud', which means MB and GB taken from the cloud, which means $ for indiestone to pay for the bandwidth used. The browser based model only really assumes a typical player will update once a week or so, as the indiestone publish a new build. The 'update' button means that these updates can be brought about at any point.

So basically, they aren't worried about providing a constant stream of necessary updates as and when, but with the 'update' button a single player could do it every time they play, or worse. They're being cautious, admittedly - but I don't suppose I can blame them - if $GB > $income, they're business doesn't stack up. At least at the minute $GB is minimal, whereas it could potentially be huge.

It's unfortunate, but the 'scalable' cloud distribution seems to be pretty much the only affordable method for them to provide the content for such wildly variable demand.
Title: Re: Zomboid
Post by: Rumrusher on June 18, 2011, 01:40:55 pm
Is that opening up smaller clouds so people can download the update on them so the major cloud doesn't take a huge hit in bandwidth?
Title: Re: Zomboid
Post by: nenjin on June 18, 2011, 01:44:20 pm
Why should they spend more money for bandwidth to support people who aren't getting the game updates as they should be: when indiestone releases a patch?
Title: Re: Zomboid
Post by: Tilla on June 19, 2011, 02:26:44 am
The public standalone demo is now out on their site. This is also the latest version of the game, so well worth giving a try for anyone on the fence.
Title: Re: Zomboid
Post by: lordcooper on June 19, 2011, 04:26:03 pm
Torrent only btw.

E: The changelog is getting kinda dwarfy.

Quote
18.) Hallucinations cannot break down doors.
Title: Re: Zomboid
Post by: Rumrusher on June 20, 2011, 02:07:54 am
Why should they spend more money for bandwidth to support people who aren't getting the game updates as they should be: when indiestone releases a patch?
more so other people who want to support the game spend money on bandwidth to support the people who payed but can't get a normal copy of the game due to complicated reasons and stuck getting the non updating patch.
kinda like privately own servers from third parties.
Title: Re: Zomboid
Post by: Tilla on June 20, 2011, 02:10:20 am
Why should they spend more money for bandwidth to support people who aren't getting the game updates as they should be: when indiestone releases a patch?
more so other people who want to support the game spend money on bandwidth to support the people who payed but can't get a normal copy of the game due to complicated reasons and stuck getting the non updating patch.
kinda like privately own servers from third parties.

Privately owned servers: also illegal, but not the same thing. The private servers don't drain resources directly from the company that made the game like this auto-updating glitch did.

Really it's SUPER DUPER EASY to get a credit card, even if you're underage! All you have to do is go to any given convenience store and buy a prepaid visa. If you can't afford that? Your life is a LOT worse off and playing an indie game pre-order should be the LAST of your problems to care about.
Title: Re: Zomboid
Post by: Rumrusher on June 20, 2011, 05:24:13 am
when did this thread turn into let's talk about creditcards?
Why should they spend more money for bandwidth to support people who aren't getting the game updates as they should be: when indiestone releases a patch?
more so other people who want to support the game spend money on bandwidth to support the people who payed but can't get a normal copy of the game due to complicated reasons and stuck getting the non updating patch.
kinda like privately own servers from third parties.

Privately owned servers: also illegal, but not the same thing. The private servers don't drain resources directly from the company that made the game like this auto-updating glitch did.

Really it's SUPER DUPER EASY to get a credit card, even if you're underage! All you have to do is go to any given convenience store and buy a prepaid visa. If you can't afford that? Your life is a LOT worse off and playing an indie game pre-order should be the LAST of your problems to care about.
wait? I was thinking of privately own servers from third parties the company agrees with.
The issue was someone made an auto-update patch to their version of Zombiod that accidentally draws bandwidth (by asking for updates) if the creator or someone makes a patch to this so that the update button goes to their server to download the patch the server owner gets from the company like a mirror that way they can get away with donations  for the game while playing a updating demo. which is what they were wanting to do right?

That credit card sentence was random.
Title: Re: Zomboid
Post by: mendonca on June 20, 2011, 06:03:42 am
Nobody made a patch that 'accidentally' takes from the server. That would have surely been a coincidence of the most unfeasible proportions. It very deliberately takes data from the server.

I'm not sure I understand the rest of your post, but the credit card point is surely a perfectly natural progression of the argument with respect to why people don't want to pay ($8) for the most up to date version of zomboid and are resorting to auto-updating pirated copies?
Title: Re: Zomboid
Post by: Rumrusher on June 20, 2011, 07:30:20 am
I really don't know the business plan of Zomboid from what I read people preorder a demo so they can bug fix a public demo which will be free?
or is that going to cost money too? While I had those two questions bouncing in my head the pirate issue burst in from what I read they allow it for those who can't get the game off their servers before. So I thought this was more of a helping a costumer not get caught out of a update for their pirate pick up but paid for game. Paying for a preorder of Zomboid is also another walkaround for the donation issue right?
Title: Re: Zomboid
Post by: mendonca on June 20, 2011, 09:40:30 am
Ah okay. I'll try to explain as best I understand ... hopefully I end up making some sense.

The free demo is pretty much what the game exists as - at the minute.

Although it might advance from this (free-version, that is), I'm not sure too much, as I am one of the people who have paid to test the game, and it doesn't really affect me so I haven't paid a lot of attention.

FROM THIS POINT ONWARDS new content will be added. This content will take the form of whatever it is that is needed to make the game into what it needs to be (NPCs, skills, perks, assault rifles, disease, suicide, cannibalism, extra districts etc.)

So really at this point, the person who hasn't paid and the person who has - sees no difference in the experience. And this is by design.

Anybody who has already bought the game up to this point is basically helping the Indiestone to pay their food / electricity bills - not really buying anything of any value game-wise (if you view value in terms of 'money for tangible assets' - because people can access the free demo content at this point anyway). My personal view is if you don't give money to these people, these games don't get made, so there's never the quality product to buy at the end of the day anyway.

As development continues apace, it will undoubtedly become very clear what you are actually 'buying', as you get to do all the cool stuff the future of the game is promising which you can't do in the demo.

Anybody who is pirating the game - well thats not really seen as anything worth worrying about, as content creation and bug-fixing > DRM (which will inevitably get cracked anyway). That was at least, up until a pirate version started actively taking real money from the devs (and not just 'potential' money).

And yeah, paying for the preorder was a way round the donate thing.
Title: Re: Zomboid
Post by: Wravburn on June 20, 2011, 09:58:43 am
@Mendonca

The problem is that there are people that expect they can buy the developers' souls for 10 dollar. If they don't exactly do what 'the consumer' aka 'ME ME ME' expects, shitstorms happen. Sad, but true.
Title: Re: Zomboid
Post by: Tilla on August 23, 2011, 11:06:27 pm
The long awaited update for the full version of the game is coming out by this weekend - knock on wood! This update adds a lot of shenanigans, including the class system, modding tools, the majority of the framework for NPCs, and the move to desura and steam - amongst other things.
Title: Re: Zomboid
Post by: lordcooper on August 23, 2011, 11:13:01 pm
The sad thing is that I can't bring myself to believe them again :-\
Title: Re: Zomboid
Post by: Grakelin on August 23, 2011, 11:23:59 pm
The "Pay-Before-It's-Made" model seemed somewhat suspect to me, so I shied away from this project.
Title: Re: Zomboid
Post by: Briggsy16 on August 24, 2011, 02:39:41 am
I paid for it and with it coming to Steam, will I need to pay for it again? Or do I get a key for it?
Title: Re: Zomboid
Post by: Tilla on August 24, 2011, 03:26:06 am
The sad thing is that I can't bring myself to believe them again :-\

I don't think they'd give a date again unless they were absolutely sure. The holdup has been the move to the new distribution, as hosting it themselves wasn't working out well (see the piracy incident where files were being leeched directly from their servers by a hacked loader)

Quote from: Briggsy16
I paid for it and with it coming to Steam, will I need to pay for it again? Or do I get a key for it?
They're setting up a system to transfer over existing accounts for that.
Title: Re: Zomboid
Post by: nenjin on August 24, 2011, 04:58:32 am
I haven't lost faith in them. I'm sure I'll get my code to download my copy off of Steam.

But one thing a friend said when I showed him Zomboid has repeatedly stuck with me in the weeks since they basically came to a stand still.

And that is that those guys have, like, zero ability to manage PR. From their blog posts to some of their forum threads.....I dunno, they always seem flummoxed, reactionary, enjoying talking in large caps. The game is great and it's got its own thing going on...but compared to all the other devs with quasi-paid-for-projects, Indiestone seems to struggle both with getting things done and with communicating effectively.

Which is at odds with the quality of their game, to be honest. It's a really sharp and thoughtful game on several levels. Why that doesn't translate into them having a more eloquent PR person confuses me.
Title: Re: Zomboid
Post by: dennislp3 on August 24, 2011, 06:58:20 am
I don't see what the issue is...I mean how long has DF been since its last update? people don't cry and whine like they do on the damn zomboid forums OMFG!

they had steady regular releases, pirating issues and what not threw in a kink and they had to alter a lot of stuff to get around that...but now they are back on there flow and getting things done...its an alpha and it happens.

opening a million bitch threads though was the most horrid thing ever....people have no life/patience/understanding -.-

as for the PR...its what I guess you can expect from developers...indie ones no less lol
Title: Re: Zomboid
Post by: nenjin on August 24, 2011, 07:03:56 am
Plenty of other indie devs seem to do a better job in presenting themselves.
Title: Re: Zomboid
Post by: lordcooper on August 24, 2011, 07:41:11 am
@ dennislp3:  I don't think it's fair to compare it with DF.  The majority of DF players have probably paid nothing for it and even those of us who have donated or even donate regularly have done so with no string attached.  If Toady decides to become a professional lion tamer for the next six years, then that's fine (despite how much it would suck) because there is no obligation for him to continue releasing updates.  People have paid for Zomboid though and as much as my heart bleeds for the devs (seriously, they have the worst luck imaginable) I can also understand why people are pissed off that the update is taking so long, especially when the devs keep posting to say it's 'almost done.'  We were told months ago that it would be released 'tomorrow, if not today' and have been treated only to a litany of excuses since.

I can't hold it against them personally because they do genuinely seem as though they're trying their best to get things sorted, but you'll have to forgive me if I don't get excited about being told it'll be out soon (again!)  If it is, then it'll be a great surprise though.  Hopefully I'll get to eat my words.
Title: Re: Zomboid
Post by: Grakelin on August 24, 2011, 03:04:22 pm
I didn't pre-purchase Zomboid, but I can hold it against them.

I play a swindler in a Vampire: the Requiem LARP who had been doing this trick for ages before I heard about Zomboid.
Title: Re: Zomboid
Post by: nenjin on August 24, 2011, 03:27:48 pm
Your troll is strong today Grak.
Title: Re: Zomboid
Post by: dennislp3 on August 24, 2011, 03:30:56 pm
The funny thing about purchasing zomboid...is you can get a refund...

After so many people bitched because they had to wait a month or whatever they opened up the option for a refund...

And I guess the confusing part about it all is...what gives players the right to demand when the devs release their alpha state game updates? it seems rather absurd..

especially when they explained over and over that it was delayed because they had to ad in code to make it compatible with Desura and also wait on Desura and all that jazz...

so I guess they shouldn't take the extra time to try and protect themselves from pirating that was ruining them? (the system they had set up cost them for every download and the pirate version was redownloading the game/updates/checking for updates every time it started!)

on top of that...while they were waiting they continually worked on the game and added lots of features that were not going to be in the .15 release...

So I guess my confusion is that they WERE working on it the whole time, they offered refunds, and they were taking extra time to protect themselves from pirating that was ACTUALLY costing them as opposed to not costing them (which they didn't mind).

So why the hell do people need to constantly complain on there forums about waiting...especially when the .14 release was less than 2 months ago?

Finally there is a VERY clear disclaimer when you purchase the game that you are actually PRE-ORDERING the end product and they are not legally liable to deliver updates until then.

Also my post sounds flamy/mad/upset etc...I am not...it just creates a really annoying atmosphere on the forums over there when every other post on every other topic is someone whining about the release not happening yet. And THAT is what truly irritates me...I don't care how long it takes because I am used to the DF development cycles that can take upwards of 3+ months at times (like now)
Title: Re: Zomboid
Post by: ScriptWolf on August 24, 2011, 03:36:43 pm
I don't see the point in complaining anyway I mean I spend £10 the day I heard about it and I know I would not see results for a long time but it's a investment, your paying cheep for a game that Could turn out great. And your helping the dev's out, I would rather pay and do my bit to help them make more progress on then game than do nothing and just have it sit there are die cause Zomboid is the game I have been searching for forever.
Title: Re: Zomboid
Post by: dennislp3 on August 24, 2011, 03:56:56 pm
haha true that...I bought it the same day I found it...it too is the zombie game I have always wanted (potentially)
Title: Re: Zomboid
Post by: Fikes on August 24, 2011, 04:06:01 pm
Meh. Haters gonna hate.

Gamers have always gotten annoyed with delays. To make the problem worse, with indie games you are paying for it up front and then waiting for the developer to sort out everything when they realize they are in over their heads. It also seems like early development happens much faster than late development, which leads to a big lull just before release.

Anyways, all these things lead to whiney consumers.  I say /yawn.

I didn't pre-order Zombiod because it didn't seem like a game yet and the ordering system was all funky anyways. I figured it would be best to just wait until it was on Steam. Please stop posting here unless it is to say "It is out!". You got me all excited...
Title: Re: Zomboid
Post by: Saint on August 24, 2011, 06:39:00 pm
I didn't buy it but instead played on a friend's account because I didn't feel it was a secure investment at the time. Now with it being on steam I might.
Title: Re: Zomboid
Post by: mendonca on August 25, 2011, 12:30:44 am
Sorry Fikes, it aint out yet.

Saint, you have a few weeks at least before it will be 'on steam' and then it will just be a redeemable steam code, not a direct purchase from steam.
Title: Re: Zomboid
Post by: Tilla on August 25, 2011, 02:05:01 am
It will be buyable on Desura though,which has proper payment processing, paypal, etc. The Desura key I'm sure they wouldn't mind transferring over to Steam for you as well - they're very approachable on the dev team.
Title: Re: Zomboid
Post by: dennislp3 on August 25, 2011, 02:21:43 am
from the sounds of it they are gonna make every option available to everyone even if you purchase the Desura option now or whatever
Title: Re: Zomboid
Post by: Tilla on August 25, 2011, 02:43:11 am
from the sounds of it they are gonna make every option available to everyone even if you purchase the Desura option now or whatever
Well not quite. To avoid people making three copies and giving each to different people, you lose rights to the old copy when you transfer between the services.
Title: Re: Zomboid
Post by: ChairmanPoo on August 25, 2011, 04:13:44 am
pfff, as if they couldn't download it from the bay if they felt like it ::). They should avoid that kind of anticopy schemes.
Title: Re: Zomboid
Post by: Rumrusher on August 25, 2011, 07:17:15 am
I kinda wonder how crazy the scenarios can be in Zomboid. Hopefully someone could build a fort then send out zombie hunters to scavenge for food and have a farm set up then start deconstructing nearby buildings for resources.
though this must be my DF instinct on setting up a fort from crazy conditions.
Title: Re: Zomboid
Post by: Saint on August 25, 2011, 07:24:22 am
Sorry Fikes, it aint out yet.

Saint, you have a few weeks at least before it will be 'on steam' and then it will just be a redeemable steam code, not a direct purchase from steam.
Well that's a bummer.
Title: Re: Zomboid
Post by: CT on August 25, 2011, 06:08:16 pm
I know it's still early in development but are there any multiplayer ideas that have been confirmed or something of that sort?
Title: Re: Zomboid
Post by: Tilla on August 26, 2011, 12:42:56 am
I know it's still early in development but are there any multiplayer ideas that have been confirmed or something of that sort?
Multiplayer is confirmed as a small scale affair (no more than 8-10 players) with primarily co-op. This will not happen until the singleplayer version is most or fully complete.


Just took a peak at their thread RE: the Sunday update and I saw some of their near future plans:

1> In the time while waiting to sort out digital distribution stuff they've gotten 80-90 percent of the infrastructure for NPC characters done, so that will be easier to complete fairly soon.

2> The artist has begun working diligently on the next section of the world map but requires part 3 which is below.

3> Saving! To travel between sections of the city, obviously you'll want to save your progress in the previous zone for later reference, and to free up memory since it is Java after all. So saving will be in.
Title: Re: Zomboid
Post by: dennislp3 on August 26, 2011, 12:50:20 am
from the sounds of it they are gonna make every option available to everyone even if you purchase the Desura option now or whatever
Well not quite. To avoid people making three copies and giving each to different people, you lose rights to the old copy when you transfer between the services.

Obviously I merely meant that they intend to make switch overs possible
Title: Re: Zomboid
Post by: Tilla on August 28, 2011, 12:42:28 am
https://s3.amazonaws.com/alpha.projectzomboid.com/pz015testversion_5.zip

There's a test version of the new update available. Requires a username and password.
Title: Re: Zomboid
Post by: nenjin on August 28, 2011, 09:02:43 am
Well if anyone wants to know what kinds of things Indiestone has been spending their time doing since the slow down....

Spoiler (click to show/hide)

Channeling the Walking Dead/Left 4 Dead it seems. I'd like it more if I hadn't already seen it done in a few places before.
Title: Re: Zomboid
Post by: lordcooper on August 28, 2011, 09:50:32 am
At this point it's worth mentioning that Will recently joined as a writer.  You can't blame the wait on that.
Title: Re: Zomboid
Post by: nenjin on August 28, 2011, 09:58:22 am
I didn't dink with the sandbox mode for more than 30 mins. (Partially because I pretty much got screwed immediately on starting.)

No idea how much of this will be cleaned up in the full version TBR soon but....

Customization options are pretty basic at this point. 4 skin tones, two face models.

Five or six professions, the ones you'd expect mostly. Cop, Security Guard, Fire Fighter, Park Ranger, Construction Worker.

The traits are....well, not really balanced as I see it yet. To buy any additional traits you have to take negative traits, and you have to take substantial negative traits (from a survival perspective) to buy any of the helpful ones. So like, light drinker gives you two points to spend....but the cheapest positive trait right now costs 3. You could make three by also taking clumsy....but for 1 point, making more noise while you move around sounds like a death sentence.

So all in all the traits and such for sandbox, in this pre-release, seem very basic. Like the system just got in place.

They've added a clothing slot for jeans, shoes and a shirt. I assume maybe armor might go there at some point.

Rain now makes you damp, which makes you run slower and possibly catch a cold. That's a huge bitch.

Didn't really see much else in the time I spent with it. I made two guys and both had mega-hordes waiting right outside their spawn point. I think they said something about the zombie spawns being borked in this version.

So all in all.....if the full release is just a cleaned up version of this, I don't know if I'm exactly satisfied. There's no random map generation so far and that is really killing my ability to replay this much at all. Then again it's not like I have some deadline they need to meet. Really they need to start focusing on the sandbox aspect full-time, because it feels like this whole Kate and Baldspot thing is ultimately taking time away from the mode that everyone is wanting to play. So my reaction to that nice art work and hiring a writer is kind of mixed.
Title: Re: Zomboid
Post by: Tilla on August 28, 2011, 06:04:03 pm
There won't be random map generation at least until the standard city layout is done. Maybe later. There is however modding ability to add new maps already in, and more sections of the default city being worked on at present.

Most of what's in this version is small additions like curtains, alarms, jukeboxes, etc
 and infrastructure for further features - for instance, the customization system can now be fleshed out now that it has the basics and interface in place, and NPCs can now be coded in properly. Keep in mind this game still has at very least a year of development left.

Also the game is now buyable via Desura for about $8. Now that this stuff is sorted, they can get back into the more regular weekly-or-so updates.
Title: Re: Zomboid
Post by: Flying Dice on August 28, 2011, 06:29:39 pm
I'm a tad bit curious. Is it anything more than Cataclysm (or at least what Cataclysm is going be several versions from now) with isometric 3d graphics instead of ASCII?
Title: Re: Zomboid
Post by: nenjin on August 28, 2011, 07:07:14 pm
Just based on reading the Cataclysm thread, it's significantly less whacky.
Title: Re: Zomboid
Post by: Tilla on August 28, 2011, 07:42:24 pm
Yah, it's vaguely similar to Cataclysm on some levels, but with awesome isometric sprites, stirring music, and no enemies that aren't either human or zombies.
Title: Re: Zomboid
Post by: Jimlad11 on August 31, 2011, 04:25:11 am
deleted
Title: Re: Zomboid
Post by: dennislp3 on September 01, 2011, 07:48:51 pm
:-\ Hmm. I'm really on the fence as to whether or not I should buy this. I enjoyed the demo, but I'd like to hear other peoples opinions.

Also, what has actually been added in the most recent update, or more specifically, what has changed since the demo?  I can't seem to find a list anywhere, although I heard that classes have been implemented, and basic customization.

Here is the most up to date change log I found...should be at least 90% accurate...

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 perishables 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. Being in range of playing Jukebox reduces the players boredom and unhappiness. The Jukebox also serves as a distraction to attract zombies as you slip out the back door.
Title: Re: Zomboid
Post by: Jimlad11 on September 02, 2011, 07:29:57 am
deleted
Title: Re: Zomboid
Post by: Deadmeat1471 on September 02, 2011, 08:22:09 am
Played the demo of this abit, been meaning to buy for so long! The second I saw it i thought, I must have this.
...
and finally I have :D bought it just now, hope you guys developing it keep up the good work!!!
Title: Re: Zomboid
Post by: Silent_Thunder on September 09, 2011, 01:11:07 pm
I made it 1 Month 8 Days, before one one of my scavenger hunts, I ran into an alarmed house. Managed to escape, but one of them bit me. So I made a last stand with my fireaxe of justice for the day untill my character starting being in agony, so I let poor baldspot sleep while hopped up on painkillers and whiskey untill he joined the undead.
Title: Re: Zomboid
Post by: Grakelin on September 10, 2011, 11:55:00 pm
I would have turned the stove on, too, to make sure he didn't.
Title: Re: Zomboid
Post by: Grakelin on September 11, 2011, 11:13:29 pm
This game gets a bit stale after you find the best stronghold (the apartment tower). Was able to wander off and do other things, returning only occassionally so I could eat some of the food I had hoarded from the place next door. I amused myself somewhat by working hard and hammering the doors into wooden boards which might one day replace the outside barricade.

Couldn't bring myself to wait for the world's food supply to run out (which would eventually happen), so I just quit.

Best moment was when I tried using the diner as a safehouse. I went to the back room to accelerate time, and somebody broke my barricade and walked inside. I was terrified because of what I had heard of the NPCs, so I killed him with an axe and ran away.
Title: Re: Zomboid
Post by: Tilla on September 12, 2011, 01:27:21 am
The dev blog presents: a preview of the WIP map transition and saving options, with v ideo. Finally the world can get a bit bigger!
Title: Re: Zomboid
Post by: Grakelin on September 12, 2011, 01:49:43 am
The hospital map mod was a lot of fun. Somehow I got the flu while holed up in there. Some NPC with a gun ran around downstairs and got himself eaten. It was terrifying following him with my baseball bat, especially since he kept opening doors around corners. Finally he got killed by some zombies, who then walked away. When I approached his body, the zombies swarmed en masse (this was day 4 or so). All the while, my illness was getting worse. I ended up falling asleep in a room across from the kitchen I used to cook my meals. I slept for at least 20 hours, and when I woke up, I felt alive, fresh, and exhilerated. Whistling happily, I wandered over to the door, and noticed through the glass that the door beyond the door had been smashed open. Fearfully, I turned the doorknob leading out, and over a dozen zombies burst in.

SO I KILLED THEM ALL

I was quite the beast. In some cases (I know it was just my imagination), zombies even started running from me. After leaving the infested hospital, I used several places as safehouses:

- The Tutorial House

- The little townhouse complex southeast of the Tutorial House

- A shed behind the hospital (stayed here for days, raiding the hospital for food and wood until the vending machines ran dry). One night, I woke up at 5:00 AM to hear smashing on the door and zombie moans, but when I shone my flashlight through the windows, nothing was there.

Finally, running low on food, I decided to head over to where I knew there would be a lot of food - the house with the storefront. I made my way through a rain storm, dodging the horde as I went, and boarded up the back door. This place had three doors, so I had to get to work sealing all of them up. I ran out of wood part way through, and that's when I noticed - zombies were hitting the doors! Determined to buy myself time, I started axing down doors and hammering all of the exits shut in turn. At the last door of the ground floor, I desperately smashed away, hoping to catch the storefront's weakened entrance before it was too late.

As I knelt to pick up the wood, a horde of zombies rushed me - they had broken in through the third door! I was too slow! Terrified, I ran back to the barricade out back, vainly trying to pry it open to escape (not that it would have done me any good, seeing how there were zombies out there, too), but it was too well fortified to go quickly, and I had already demolished all the doors so there was no way to slow the zombies down. Terrified, I ran circles around the store desk and blindly ran from room to room. By now it had gotten so dark that I could barely see the zombies in here. When I swung, I always missed. I ended up swerving through them, but they clawed at my arms, legs, and throat. Miraculously, I got out through the zombies' breaching point, but promptly fell into a crumpled heap in the parking lot outside.

My time was 21 Days 8 Hours.
Title: Re: Zomboid
Post by: Jimlad11 on September 12, 2011, 01:57:17 am
deleted
Title: Re: Zomboid
Post by: mendonca on September 12, 2011, 02:45:41 am
...

SO I KILLED THEM ALL

...

My time was 21 Days 8 Hours.

That's awesome stuff right there. I'm happy that people seem to be enjoying the hospital!
Title: Re: Zomboid
Post by: Mephansteras on September 12, 2011, 12:42:05 pm
Tried buying the game over the weekend, but unfortunately I haven't managed to get the game to work yet on my computer. I keep getting an error where Java isn't recognized at the command line. Apparently it's a bug or something, but they took down the download link due to pirates or something, so I can't get the newest version.

Ah, well, I'm sure it'll all get sorted at some point.
Title: Re: Zomboid
Post by: Tilla on September 12, 2011, 01:14:40 pm
Tried buying the game over the weekend, but unfortunately I haven't managed to get the game to work yet on my computer. I keep getting an error where Java isn't recognized at the command line. Apparently it's a bug or something, but they took down the download link due to pirates or something, so I can't get the newest version.

Ah, well, I'm sure it'll all get sorted at some point.

The java not being recognized is actually a problem with your system, not the game.

The updated versions are all available for download again.
Title: Re: Zomboid
Post by: Mephansteras on September 12, 2011, 01:19:31 pm
Tried buying the game over the weekend, but unfortunately I haven't managed to get the game to work yet on my computer. I keep getting an error where Java isn't recognized at the command line. Apparently it's a bug or something, but they took down the download link due to pirates or something, so I can't get the newest version.

Ah, well, I'm sure it'll all get sorted at some point.

The java not being recognized is actually a problem with your system, not the game.

The updated versions are all available for download again.

I'll try redownloading it.

I'd assumed it was my system, but nothing I'd tried fixed it. That included updating Java and making sure java was in the path on my computer, as well as setting a CLASSPATH variable. None of that did anything. But from what I read on their forums that was a bug in the program.

So hopefully the newest version will make it work.
Title: Re: Zomboid
Post by: Necro910 on September 12, 2011, 01:33:13 pm
Looks fun. Like a more modern version of Survival Crisis Z. I'll be looking forward to this game. Will there be social decay such as cannibals, cutthroats, and looters?

And THANK YOU FOR ADDING INFECTIONS. Getting infected by zombies is so rare nowadays...
Title: Re: Zomboid
Post by: CT on September 12, 2011, 08:17:28 pm
Looks fun. Like a more modern version of Survival Crisis Z. I'll be looking forward to this game. Will there be social decay such as cannibals, cutthroats, and looters?

And THANK YOU FOR ADDING INFECTIONS. Getting infected by zombies is so rare nowadays...

Yeah they usually just beat the shit out of you.
Title: Re: Zomboid
Post by: Necro910 on September 12, 2011, 09:05:40 pm
Looks fun. Like a more modern version of Survival Crisis Z. I'll be looking forward to this game. Will there be social decay such as cannibals, cutthroats, and looters?

And THANK YOU FOR ADDING INFECTIONS. Getting infected by zombies is so rare nowadays...

Yeah they usually just beat the shit out of you.
Indeed. They're flesh-eating monsters, not gangsters!
Title: Re: Zomboid
Post by: mendonca on September 13, 2011, 12:45:53 am
Looks fun. Like a more modern version of Survival Crisis Z. I'll be looking forward to this game. Will there be social decay such as cannibals, cutthroats, and looters?

And THANK YOU FOR ADDING INFECTIONS. Getting infected by zombies is so rare nowadays...

I reckon the social decay side of things is the 'ultimate' goal. If they can get the NPCs doing those sorts of things in a believable, dynamic world, that is the sort of game they are pitching for.

Also I recall that as far as subjects to cover go, just about the only thing they won't touch is children in the game. Cannibalism should make it in eventually though - I mean, meat is meat, right?
Title: Re: Zomboid
Post by: Necro910 on September 13, 2011, 12:20:09 pm
Looks fun. Like a more modern version of Survival Crisis Z. I'll be looking forward to this game. Will there be social decay such as cannibals, cutthroats, and looters?

And THANK YOU FOR ADDING INFECTIONS. Getting infected by zombies is so rare nowadays...

I reckon the social decay side of things is the 'ultimate' goal. If they can get the NPCs doing those sorts of things in a believable, dynamic world, that is the sort of game they are pitching for.

Also I recall that as far as subjects to cover go, just about the only thing they won't touch is children in the game. Cannibalism should make it in eventually though - I mean, meat is meat, right?
Yeah, leaving out the children I can understand. Everyone gets all mad over that, and it would hurt sales.

And yes, meat is meat. Anyone wanna try the mystery meat?
Title: Re: Zomboid
Post by: Ranwick on September 15, 2011, 05:24:43 am
I'm having some serious trouble getting this game to work. I downloaded the demo version from their website, but when I launch the game all I'm given is an unresponsive java window. I've searched high and low to find a solution but none of the ones that I've found work. I'm using XP and Java is indeed up to date. Any ideas? Sorry if this has already been answered, I really can't figure it out.
Title: Re: Zomboid
Post by: mendonca on September 15, 2011, 08:31:25 am
I'm having some serious trouble getting this game to work. I downloaded the demo version from their website, but when I launch the game all I'm given is an unresponsive java window. I've searched high and low to find a solution but none of the ones that I've found work. I'm using XP and Java is indeed up to date. Any ideas? Sorry if this has already been answered, I really can't figure it out.

All I can suggest is those presented as common solutions on the forums:

LINK TO PZ COMMON PROBLEMS AND SOLUTIONS HERE (http://www.theindiestone.com/community/viewtopic.php?f=22&t=2108)

If those don't work, I don't know, you could ask in the official forums or wait for someone smarter than me to come along ...
Title: Re: Zomboid
Post by: cerapa on September 15, 2011, 10:47:33 am
So I tried the demo.

First playthrough: I accidentally set the kitchen on fire, got caught on fire after trying to get the wife out of the house and died by burning to death.

Second playthrough: I decided to see if the pillow thing really works and killed the wife. Then basically gave up on the playthrough. I then accidentally got a horde to follow me near the house, making me run away in a random direction. After running for a while, I come across a big building that had everything a person could ask for. Stayed there for a day, then explored and found a grocery store.
I then took all the booze from that store and got drunk as hell. I then decided to sleep in a random houses couch with all the doors open just because I could. I was woken up in the night by zombies and made a run for it, piss-drunk and stumbling around.
Somehow I ended up back in the beginning house, with a ridicilously large horde following me and me bleeding to death. I ran to the safest place in the house, which happened to be the room with the wife.
So there I stood, next to the dead wife, sobered up and having bandaged myself up, waiting for the eventual death that would come when the zombies break through the door.
And then I died.

This game is grim as fuck. At least when I play.
Title: Re: Zomboid
Post by: Necro910 on September 17, 2011, 12:41:11 am
How long does a bite take to turn me? Are there any effects other than "You're a zombie!"?

I got bit in one playthrough on the chest, and another playthrough on the hand. I didn't live long enough though, as the first time I was bit while on fire, and the second time I got bit before the guy with a shotgun kicked in the door.

Also, bug report: The shotgun guy killed my wife and just stood there aiming afterwards. I slept in the bed with the wife, as it was almost midnight, and then woke up with him still stuck there. I left and looted some more food, and came back to him still frozen. I left again to get more stuff, and brought a zombie (On purpose, so I can get his gun) to the house. THEN he shot me after I came back into the room for the third time  :-\
Title: Re: Zomboid
Post by: Grakelin on September 17, 2011, 02:48:52 am
I lasted four days after a bite the one time they actually got me that way. You slowly get ill over time.
Title: Re: Zomboid
Post by: funymunky on September 23, 2011, 07:05:54 am
I just discovered this game and played the demo. My first actual successful (well, not really) playthrough went like this:

I was out looking for food, because I was running low. I found a bar, with a bunch of alcohol in it, and decided to loot the place. There was tons of whiskey on the shelves, so it took longer than I anticipated to loot it all. Before I knew it, night had come. I started to see zombies shuffling around in the streets, so I barricaded both the doors and pulled out my shotgun.

I waited for hours of in-game time, just waiting for the barricades to break. I could hear hordes of zombies banging on both of the doors. As soon as one of the barricades broke, all hell broke loose. Hundreds of zombies came through the door, and my shotgun couldn't kill them all before they got to me. I pulled out my baseball bat, and knocked a path through the horde. Finally making it out of the bar, I hightailed it back to my safehouse. Checking my wounds, I realized that I was bitten. Death was inevitable now.

However, little did I know that I was followed. I went upstairs to my injured wife's room to get some sleep and food, and make sure she was safe. Suddenly, I heard the door downstairs break. I quickly shut the door and barricaded it, waiting. After a while, they showed up at the door and began clawing their way through. After they got through that, I started going berserk with my shotgun. Blood flew everywhere and coated the walls of the room. I eventually ran out of shells, and still they kept coming. I had to protect my wife, so I took out my baseball bat and leaped into the horde. I fought valiantly, killing dozens of zombies before eventually being ripped apart.

Just thought I'd share my story of Project Zomboid :) I'm definitely buying this as soon as possible.
Title: Re: Zomboid
Post by: Leatra on September 23, 2011, 11:55:11 am
First playthrough: Burned the house and myself while trying to cook food.
Second playthrough: That guy who kills your wife owned my ass in a one-shot-kill style.
Third playthrough: Zombies killed me while I was sleeping in a house.
Fourth playthrough: Accidently quit the game while trying to save the game.
Fifth playthrough: Got so sick of the things you do at start (barricade, heal your wife, get food, etc) quit the game.

Great potential though.
Title: Re: Zomboid
Post by: Rumrusher on September 26, 2011, 07:07:06 am
I heard you could just simply do the last part of the tutorial to skip that whole sequence and explore.
Title: Re: Zomboid
Post by: Jimlad11 on September 26, 2011, 11:46:24 am
deleted
Title: Re: Zomboid
Post by: nenjin on September 26, 2011, 11:48:26 am
I keep reading this thread hoping its the post that says "So they finally added a way to save your game."

Sadness :(
Title: Re: Zomboid
Post by: Leatra on September 26, 2011, 11:51:14 am
I keep reading this thread hoping its the post that says "So they finally added a way to save your game."

Sadness :(

Me too. Have I mentioned I accidently quit from the game while trying to find a way to save it? I gave up playing when I realized this.
Title: Re: Zomboid
Post by: mendonca on September 26, 2011, 12:15:22 pm
I keep reading this thread hoping its the post that says "So they finally added a way to save your game."

Sadness :(

Not long now I reckon. I saw one of the devs estimate a release early this week, so hopefully by the end of next week there will be a relatively stable build with saving and multiple map sections.
Title: Re: Zomboid
Post by: Necro910 on September 26, 2011, 12:16:18 pm
I keep reading this thread hoping its the post that says "So they finally added a way to save your game."

Sadness :(

Me too. Have I mentioned I accidently quit from the game while trying to find a way to save it? I gave up playing when I realized this.
The main reason I want to save, is so I don't have to deal with the beginning part over and over. I generally do the beginning up until the oven part. Then I turn on the oven, and run like hell. The zombies will be going away from me, granting me time to get utterly shitfaced drunk a weapon.
Title: Re: Zomboid
Post by: nenjin on September 26, 2011, 12:20:22 pm
I found the new sandbox mode to be really unforgiving. Like, open your front door to a horde of zombies unforgiving. The K&BS tutorial was arranged to give you more breathing room. The Sandbox hasn't been really tweaked yet. Without a save feature, it's almost as bad if not worse than the tutorial setup in that regard. You're just genning characters until you manage to get dealt a fair hand.

Really still rooting for this game personally, but Indie Stone seems to develop at a snail's pace. And when the way they phrased their approaching saving the game made it sound like the concept of saving out map data was novel to them, like they'd gone this far into development without even considering it. I mean....really? You built that good of a map generator without figuring out how to save it?

Development definitely seems like it's got issues.
Title: Re: Zomboid
Post by: Jimlad11 on September 26, 2011, 12:57:34 pm
deleted
Title: Re: Zomboid
Post by: SP2 on September 26, 2011, 02:59:22 pm
I found the new sandbox mode to be really unforgiving. Like, open your front door to a horde of zombies unforgiving.
-snip-

I found it to be the opposite, though I've played Sandbox about 5 times but each time I've seen only a few zombies at a time. The hordes didn't usually arrive until around midnight the next day.
Title: Re: Zomboid
Post by: Leatra on September 26, 2011, 03:14:20 pm
Game is developing really slow.
Title: Re: Zomboid
Post by: SeaBee on September 26, 2011, 07:39:59 pm
Game is developing really slow.
Yeah. I'm not sure how this is all going to turn out, honestly, but signs thus far aren't really encouraging. So many problems and "not our fault!" issues cropping up ... after a time, I get a little suspicious. Maybe I'm too cynical.
Title: Re: Zomboid
Post by: Necro910 on September 26, 2011, 08:38:50 pm
Maybe I'm too cynical.
*paranoia brobump*
Title: Re: Zomboid
Post by: Tilla on September 27, 2011, 12:00:14 am
Game is developing really slow.
They only announced the game what, 3 months ago? So far that's a lot of progress despite a lot of issues they've had. They made a blogpost this week listing whats in the next update coming pretty soon and it's probably the biggest patch yet. Especially like the sounds of this:

Quote
A note on the NPC improvements. This is a big deal, and while they still have a long way to go, they are much smarter, and ‘play the game’ now instead of running around randomly. They get in groups, establish safehouses, go out on looting missions to stock up their safehouses. And so on.

AI that are actually living their lives on a basic level :D Also having the multi-map support should be awesome, and modders have already started compiling a large village out of 8 or 9 community maps all joined together and lined up so the roads are connected and such.
Title: Re: Zomboid
Post by: Grakelin on September 27, 2011, 01:14:15 am
Game is developing really slow.
They only announced the game what, 3 months ago?

What? Project Zomboid was announced on March 15, 2011. That's six months, not three. Here's (http://www.theindiestone.com/lemmy/index.php/2011/03/15/a-slightly-less-pathetic-game-announcement-with-screenshots/) what it looked like back then.
Title: Re: Zomboid
Post by: Tilla on September 27, 2011, 01:32:42 am
Game is developing really slow.
They only announced the game what, 3 months ago?

What? Project Zomboid was announced on March 15, 2011. That's six months, not three. Here's (http://www.theindiestone.com/lemmy/index.php/2011/03/15/a-slightly-less-pathetic-game-announcement-with-screenshots/) what it looked like back then.

I have a bad sense of time :P But still, games are a fickle thing, and while the sprites are the same the underlying systems have changed quite a lot since then.
Title: Re: Zomboid
Post by: Saint on September 27, 2011, 08:05:49 am
IF you can combine maps, can we combine them up and down as well? Because that would be nice.
Title: Re: Zomboid
Post by: mendonca on September 27, 2011, 08:14:46 am
IF you can combine maps, can we combine them up and down as well? Because that would be nice.

The mechanism in place takes a rectangular area from one map as an 'exit zone' and transfers you to an equivalent sized 'entrance zone' on the target map. The zones themselves can be anywhere, not just at the edges, so you could do basements, the tardis, sky palaces etc. I think the only limit in the engine (apart from practical ones to do with memory) are that you can only have 16 'z-levels' per floor.

For the time being, it won't be a combination of maps so much as moving from one discrete map to another.
Title: Re: Zomboid
Post by: Tilla on September 27, 2011, 02:10:29 pm
http://projectzomboid.com/blog/index.php/2011/09/more-on-the-update/

New update on the update, the original creator of LWJGL is on board helping them do some performance upgrades to their engine :D
Title: Re: Zomboid
Post by: Jimlad11 on September 27, 2011, 03:11:36 pm
deleted
Title: Re: Zomboid
Post by: Audioworm333 on September 27, 2011, 04:02:18 pm
Also, I noticed the other day that one of the randomly generated messages on the Minecraft main menu is "Try Project Zomboid!".  8)
Yes, and I saw on his blog a tweet saying he bought the fanboy's edition of Project Zomboid.
Ontopic:
This game looks so damn awesome, the demo is pretty fun too. I hope I have enough money for it soon!
Title: Re: Zomboid
Post by: Saint on September 28, 2011, 08:06:19 pm
Been playing zomboid, my tactics usualy involve setting up a maximum security safe house in the apartments at the top, two stashes of emergancy GTFO supplies in the top and bottom apartment (top being where I take primary residence). And a secondary safehouse in baldspot's house with enough unparishable supplies and some ammo incase the first one is lost.

Emergancy stash:
15 shotgun shells
15 nails
2 planks
5 bags of chips
5 sodas
4 bedsheets
4 batteries
2 tissues
blue or black sweater
brown of black pants

I play very tacticaly and it always works for me.
Things I always carry:
flashlight
2 batteries
shotgun
hammer
axe
1 bag of chips
1 soda
tissue

What I wear:
Black or blue sweater
Black or brown pants
shoes
Title: Re: Zomboid
Post by: Tilla on September 29, 2011, 04:44:59 pm
Quote
They will form groups (or come as a group) and pick a safehouse based on criteria such as size, exits, amount of containers, amount of windows (with a bit of a random element so they all just don’t end up heading to the bloody apartment every time.  )

They will then stock their inventories up on weapons and food, and when day breaks, the leader of the group may call a meeting and pick a team to guard the safehouse and another to accompany them to get supplies from another building.

They will then head to that building and fill up on useful items, returning and depositing the items in their safehouse.

I am loving what the devlogs are describing :D
Title: Re: Zomboid
Post by: Johnfalcon99977 on September 29, 2011, 04:59:59 pm
Things I always carry:
flashlight
2 batteries
shotgun
hammer
axe
1 bag of chips
1 soda
tissue

There is a vital flaw here.
Title: Re: Zomboid
Post by: NotAQuisling on September 29, 2011, 07:35:44 pm
Don't tell me don't tell me!
Is it...Ammo?
Title: Re: Zomboid
Post by: Saint on September 29, 2011, 10:00:35 pm
If I'm not going out or anything, I don't need ammo. I carry the shotgun incase I need to make a last ditch run and have no real reason to have to grab it from the emergancy stash, that's a last resort stash, a shotgun won't be needed. IF I'm on the defense or am leaving to search I grab ammo from a seperate storage unit. It's all carefully planned out, I keep the ammo as close as I can to the bed I sleep in actually. I do however, have the habit of carrying three shells on my person at all times anyway, two for zombies, and in theory one for my self. (too bad suicide isn't a viable option.)
Title: Re: Zomboid
Post by: Necro910 on September 29, 2011, 10:08:34 pm
Quote
They will form groups (or come as a group) and pick a safehouse based on criteria such as size, exits, amount of containers, amount of windows (with a bit of a random element so they all just don’t end up heading to the bloody apartment every time.  )

They will then stock their inventories up on weapons and food, and when day breaks, the leader of the group may call a meeting and pick a team to guard the safehouse and another to accompany them to get supplies from another building.

They will then head to that building and fill up on useful items, returning and depositing the items in their safehouse.

I am loving what the devlogs are describing :D
Awesome! Now to have timebombs placed at the next looting target  :P
Title: Re: Zomboid
Post by: teoleo on September 30, 2011, 09:21:03 am
How i can save the game?
Title: Re: Zomboid
Post by: mendonca on September 30, 2011, 09:49:35 am
How i can save the game?

Saving is not implemented in the current alpha release. Will be in next version though.
Title: Re: Zomboid
Post by: teoleo on September 30, 2011, 09:54:52 am
Arghhhh!!!!
Title: Re: Zomboid
Post by: hemmingjay on September 30, 2011, 10:45:37 am
Yeah, it's absolutely necessary to add saving ASAP!
Title: Re: Zomboid
Post by: sebcool on October 01, 2011, 11:44:56 am
Looks fun, I'll be buying this  :D
Title: Re: Zomboid
Post by: ChairmanPoo on October 13, 2011, 12:50:50 am
Ok, I have several questions about this game:

- Someone (Grakelin, I think) used to be skeptical about the game's future. AKA: He thought it was going to enter development hell, and the forthcoming patch would never happen. Was this solved? Did the promised patch get released in the end, or are people still holding out for that one?

- How open ended is it in comparison, to, say, Cataclysm?

(You see, I like survival games, and I was considering getting this, but not if it's likely that the project being abandoned.)
Title: Re: Zomboid
Post by: Tilla on October 13, 2011, 01:04:04 am
Ok, I have several questions about this game:

- Someone (Grakelin, I think) used to be skeptical about the game's future. AKA: He thought it was going to enter development hell, and the forthcoming patch would never happen. Was this solved? Did the promised patch get released in the end, or are people still holding out for that one?

- How open ended is it in comparison, to, say, Cataclysm?

(You see, I like survival games, and I was considering getting this, but not if it's likely that the project being abandoned.)
I don't think it's going to be abandoned. I think they're expecting a brief delay while they optimize the graphics engine stuff with the new team member. Last I heard was we should expect it for next week, but you never know how those things go - I doubt Toady ever expected the one year gap to add 3D for example but there we were.

The aim is to be about as freely open as Cataclysm, although the world is NOT randomly generated, the game is heavily moddable so I bet somewhere down the road after multi-map worlds and saving are added in the next release someone could hack it in.
Title: Re: Zomboid
Post by: nenjin on October 13, 2011, 01:13:27 am
The game is fun but it simply doesn't have the longevity right now. How long it will take to make it feature complete, so it has longevity, is anyone's guess. It's playable. Just not for long.

Or to quote a friend of zombie games I showed it to: "That's it? You basically showed me the game in 5 minutes."

Can't really argue with him on that.
Title: Re: Zomboid
Post by: Leatra on October 13, 2011, 06:41:14 am
Cataclysm rules.
Title: Re: Zomboid
Post by: Jimlad11 on October 13, 2011, 11:23:59 am
deleted
Title: Re: Zomboid
Post by: Tilla on October 13, 2011, 12:49:39 pm
Yah they need to focus some of their posting from elsewhere towards the frontpage honestly. They're communicating, just not in the correct place. Forums and blogs  more than their frontpage.

On an unrelated note, here is some of the concept art: http://afekay.cghub.com/
Title: Re: Zomboid
Post by: mendonca on October 13, 2011, 12:51:57 pm
I would like it if they updated their blog on the main page a little more often. I worry that the long gaps between information and updates is hurting their image.

I think it's fair to say 'world class communication' is not an Indie Stone trait, although they seem to be posting every week or two, not too bad really. Depends what standards you want to hold them to.

The current development is probably very dry subject matter anyway, don't suppose there is anything worth being reported that hasn't already been said.
Title: Re: Zomboid
Post by: Tilla on October 15, 2011, 07:58:35 pm
Jesus christ they just keep running into Murphy's Law. This time two of the maindevs had their PCs stolen.

http://projectzomboid.com/blog/index.php/2011/10/project-zomboid-burglary-statement/
Title: Re: Zomboid
Post by: nenjin on October 15, 2011, 08:07:10 pm
Jesus....they lost source code. This is the kind of thing that makes people quit in defeat.
Title: Re: Zomboid
Post by: lordcooper on October 15, 2011, 08:52:34 pm
Man, these guys have the worst of luck.

That said, I have to point out that it's pretty damn stupid not to make external backups of these things...
Title: Re: Zomboid
Post by: lordcooper on October 15, 2011, 09:50:22 pm
Double posting because you guys aren't gonna want to miss this.

A drunken lemmy is currently raging at the world. (http://twitter.com/#!/lemmy101)
Title: Re: Zomboid
Post by: Xotes on October 15, 2011, 10:04:34 pm
On one hand I feel like a jackass for finding his rage funny.

On the other hand, it really is.

Shame that they got robbed in the first place, though.
Title: Re: Zomboid
Post by: lordcooper on October 15, 2011, 10:15:23 pm
Did Lemmy just get banned/delete his twitter account?
Title: Re: Zomboid
Post by: Tilla on October 15, 2011, 10:18:59 pm
Still up for me. I feel bad for the guy a lot, he's always been pretty nice and posted regularly here when the game wasn't in full development. He's clearly pretty traumatized by the robbery.
Title: Re: Zomboid
Post by: lordcooper on October 15, 2011, 10:27:12 pm
Weird, it keeps telling me that 'this user does not exist.'
Title: Re: Zomboid
Post by: Dr. Johbson on October 15, 2011, 11:02:22 pm
The people who are accusing them of purposly lying to their users and are just making up being robbed so they don't have to make their game, make me sick. Not much on the internet will bother me, but that does. It was pretty stupid (very stupid) to not have better backups but absolutely no compassion for someone who was robbed is just worse.
Title: Re: Zomboid
Post by: SeaBee on October 15, 2011, 11:14:14 pm
The things this Lemmy guy and his crew have been saying on Twitter / Reddit are not very appealing. Also ... how do funded projects not use revision control offsite? This guy never had a hardware failure or something? From where I sit (the sidelines), it doesn't seem to be very respectful of their pre-paying clients.

I don't have a dog in this fight, though. Just saying ... these guys are melting down in all the wrong ways.

(Full disclosure: I admit this whole thing is fascinating, seems like everything that can go wrong to this team does. Which raises questions.)

Edited to add a link to an image of some of his tweets, since he's in the process of deleting them/his Twitter account to make it all go away (Twitter style, so read from the bottom up): http://i.imgur.com/guW7t.jpg
Title: Re: Zomboid
Post by: Dr. Johbson on October 15, 2011, 11:26:42 pm
They are, but considering they were just robbed, I'd give it a free pass. Very stressful, not that I've ever been robbed. I can definetly understand why people are angry at them though, INCREDIBLY bad idea to have a few months work on only two laptops. No idea what they were thinking. I've had all the computers in my house break at once for different reasons before, anything that is remotely important should be backed up in as many places as possible. I just think the timing of their complaints are bad taste.

And of course the people I mentioned above in my last post are scum.
Title: Re: Zomboid
Post by: ChairmanPoo on October 16, 2011, 03:46:48 am
Assuming it's true. Like SeaBee said, it makes one raise an eyebrow...

At any rate, I'll keep an eye on the upcoming game, for the moment. I don't think I'm willing to invest in it  atm given the circumstances..

Title: Re: Zomboid
Post by: Jimlad11 on October 16, 2011, 05:59:52 am
deleted
Title: Re: Zomboid
Post by: Leatra on October 16, 2011, 06:12:41 am
The things this Lemmy guy and his crew have been saying on Twitter / Reddit are not very appealing. Also ... how do funded projects not use revision control offsite? This guy never had a hardware failure or something? From where I sit (the sidelines), it doesn't seem to be very respectful of their pre-paying clients.

I don't have a dog in this fight, though. Just saying ... these guys are melting down in all the wrong ways.

(Full disclosure: I admit this whole thing is fascinating, seems like everything that can go wrong to this team does. Which raises questions.)

Edited to add a link to an image of some of his tweets, since he's in the process of deleting them/his Twitter account to make it all go away (Twitter style, so read from the bottom up): http://i.imgur.com/guW7t.jpg

Wow. I feel sorry for this guy. Experiencing a burglary is a bad thing and having your months of work stolen? That sucks.
 
I have been robbed two times. One time the burglar used some kind of a sedative which put the household into a deep sleep. But we only lost our cellphones and some cash. Laptop was hidden (I kept telling my mom that she is being paranoid... Thanks mom) and we didn't have many valuable stuff in the house.

One time, I was working on an TES:Oblivion mod and a trojan completely destroyed everything. I kept saying to myself "I'll make an external backup... eventually" but I never did. Then I just gave up modding.

I slightly know what that feels like and people saying "bah ur game was crap anyways" and stuff like that will only make it worse. I experienced a similiar attitude at that mod incident. This is the time these guys need support. Nobody needs support if they are having a good time.
Title: Re: Zomboid
Post by: KaelGotDwarves on October 16, 2011, 07:00:07 am
Once again, read bottom up.

I don't really have much to say other than this surprisingly vindicates paypal. Oh, and he called reddit arseholes for being upset when they accounted for hundreds, probably thousands of sales.
Title: Re: Zomboid
Post by: Mookzen on October 16, 2011, 07:14:11 am
Well, at least Cataclysm is going strong.
Title: Re: Zomboid
Post by: lordcooper on October 16, 2011, 12:17:13 pm
I don't really have much to say other than this surprisingly vindicates paypal. Oh, and he called reddit arseholes for being upset when they accounted for hundreds, probably thousands of sales.

Did you actually read that Reddit?  It was basically one long torrent of abuse.  So yes, arseholes would fit the bill nicely.

http://www.theindiestone.com/lemmy/index.php/2011/10/16/final-post-and-apology/

They're carrying on and Lemmy is dropping from the public line of sight.  This can only be a good thing for them on the whole.
Title: Re: Zomboid
Post by: Rumrusher on October 16, 2011, 12:31:30 pm
Dang I never thought to see a game developer version Dwarf fortress act out online.
Such a horrible thing to happen, Snatchers ran off with their PCs
and one of the developers threw a tantrum.
Is this some hidden curse that these folk accidentally unleash on themselves?
Title: Re: Zomboid
Post by: Jimlad11 on October 16, 2011, 01:36:31 pm
deleted
Title: Re: Zomboid
Post by: burningpet on October 16, 2011, 01:49:18 pm
If they had a good PR or a Marketing manager, none of us would have even known about that incident and they could just say that they delay the game due to polishing and bug fixing and all of we would have been really happy and grateful for the dedication to the product.

Its their fault they didnt backup, still, it is not any of the business of the constumers to know or whine. they payed for product without a single promise of a release date. things like this happen and i am sure that they can recover from it in no time.
Title: Re: Zomboid
Post by: Dr. Johbson on October 16, 2011, 02:09:46 pm
If they had a good PR or a lying Marketing manager, none of us would have even known about that incident and they could just say that they delay the game due to polishing and bug fixing and all of we would have been really happy and grateful for the dedication to the product.

You would rather be lied to, than told the truth about what happened, and left to wonder why when they finally do release a new update, the many months of 'work' they talked about wasn't there? That seems like recipe for disaster to me, not to mention even more unprofessional than not having good backups.
Title: Re: Zomboid
Post by: Necro910 on October 16, 2011, 02:16:25 pm
If they had a good PR or a lying Marketing manager, none of us would have even known about that incident and they could just say that they delay the game due to polishing and bug fixing and all of we would have been really happy and grateful for the dedication to the product.

You would rather be lied to, than told the truth about what happened, and left to wonder why when they finally do release a new update, the many months of 'work' they talked about wasn't there? That seems like recipe for disaster to me, not to mention even more unprofessional than not having good backups.
I'd rather be told the truth, no matter how depressing. But it would be better for the Indie Stone if they lied about it, as now he is getting floods of hate and flames. Hell, wouldn't surprise me if they quit the whole thing all together due to the PR fail.
Title: Re: Zomboid
Post by: Dr. Johbson on October 16, 2011, 02:27:16 pm
There is a middle ground, us being told that because of a setback the next release will be delayed, but of course hindsight is 20/20 and if they weren't emotionally damaged by the robbery they could have caused less PR trouble.

Besides the whole mess of hate directed at them, I don't think they will quit working on their game, they've had bad setbacks in the past and I think they know they have a very promising title. I wouldn't be surprised in seeing the project fading out of public view for a while, not updating the blog or such, but still working on it in quiet.

Seriously though not having backups continues to blow my mind.
Title: Re: Zomboid
Post by: alexpoysky on October 16, 2011, 02:44:12 pm
It's the one thing that baffles me. I KNOW lemmy, I have spoken to him in the past and I am now hard at work on my own game.

I can assure you guys that supermalparit and I make backups on a NIGHTLY basis. It's as easy as hosting it on megaupload or whatever site and just boosting it up.

It serves more than one use as well, as it can also help you track down which bugs cropped up overnight, or even prevent material theft.

It's not that I don't believe them, it's simply the fact that well, it's weird that in this day and age one would resort to local backups only. Not even an external hard drive? Nothing?

Regardless, I feel their loss, and can understand their absolute frustration, a power outage and fifteen minutes of lost work enrages me, two months of work is just a mess.

Condolences
Title: Re: Zomboid
Post by: burningpet on October 16, 2011, 05:00:27 pm
If they had a good PR or a lying Marketing manager, none of us would have even known about that incident and they could just say that they delay the game due to polishing and bug fixing and all of we would have been really happy and grateful for the dedication to the product.

You would rather be lied to, than told the truth about what happened, and left to wonder why when they finally do release a new update, the many months of 'work' they talked about wasn't there? That seems like recipe for disaster to me, not to mention even more unprofessional than not having good backups.

No, i wouldn't. but i am also not developing the game and risking my immediate future on it. fact is, it would have been much better told in some kind of a post mortem, after the game has already launched.

Obviously they would have needed to make explanations to the setbacks, if only to maintain a minimum amount of pre orders and show a sign of life, but they could have given many other explanations that wouldn't have caused such a stir. hell, they could have just out right say they re-write the code without giving the exact reason. this way they dont lie and the mog does not try to burn them.
Title: Re: Zomboid
Post by: nenjin on October 16, 2011, 05:09:10 pm
There's no denying: Having a good PR person would have prevented, at the very least, Lemmy going on the warpath and basically making an ass out of himself and making this situation worse for them.

Since the very beginning, people that I've turned on to PZ have noticed that whoever is writing their news articles is inarticulate. They write too much, babble a lot, and basically write like someone would on a forum rather than as a representative of a game.

I think PZ is turning into a case study of what happens when people that are just good at developing games try to go the commercial route. There are hundreds of pitfalls, many of which Indiestone has walked right into. Distribution. Trying to figure out their design scheme while they're selling the game. Not taking data security seriously enough. The list goes on.

While they have been really concerned about their financial stability, I think the truth is someone over there needs to start treating Indiestone like a business. Because "businesses" don't let their founders go on drunken, vengeful rampages and they don't react at Twitter speed to shit that happens. Deciding to post a "woe is us" news article on your website before even your whole team has heard the news and had a chance to digest it as a team? I mean, what the hell? Who is running the show over there? Because they need to take their hands off the keyboard for just a second.
Title: Re: Zomboid
Post by: Grakelin on October 16, 2011, 11:05:56 pm
Glad that Lemmy gathered himself up to make that post, but I feel bad for the IndieStone. I don't know if they will recover from this. Hopefully they will, but after all these setbacks, it wouldn't surprise me if they just called it a day and packed up.

I do think that Lemmy should have handled the internet abuse a little better. Other developers get it a fair bit as well, and they don't rant back to the fans. Although, those devs didn't have loads of their stuff stolen and their game set back months...

They probably can't call it a day and pack up because they are living off of pre-purchases of the game and can no longer refund everybody.
Title: Re: Zomboid
Post by: Tilla on October 16, 2011, 11:44:09 pm
I severely doubt they're quitting, they were just really drunk and upset - as I would be in a similar situation most likely. They have a meeting in the morning with the rest of the team and then when they get some hardware to work on they'll be back to the grindstone.
Title: Re: Zomboid
Post by: Ehndras on October 17, 2011, 12:20:59 am
Keep going strong, guys. Fuck the assholes, none of them are real fans of the game anyway and were just talking shit to get to you in your hour of weekend.



We're Dwarf Overlords over here, and we're (sometimes) patient. Shit happens, and like that favorite fort you lost to clowns or a lavabath, we'll be there when the game is back up to where it left off.

I, for one, would like to kick some zombie ass.
Title: Re: Zomboid
Post by: Dr. Johbson on October 17, 2011, 01:37:43 am
Yeah, as much as I was looking forward to the new version, I'll be happy to play with what we've got.
Title: Re: Zomboid
Post by: olemars on October 17, 2011, 03:12:36 am
It's the one thing that baffles me. I KNOW lemmy, I have spoken to him in the past and I am now hard at work on my own game.

I can assure you guys that supermalparit and I make backups on a NIGHTLY basis. It's as easy as hosting it on megaupload or whatever site and just boosting it up.

It serves more than one use as well, as it can also help you track down which bugs cropped up overnight, or even prevent material theft.

It's not that I don't believe them, it's simply the fact that well, it's weird that in this day and age one would resort to local backups only. Not even an external hard drive? Nothing?

Regardless, I feel their loss, and can understand their absolute frustration, a power outage and fifteen minutes of lost work enrages me, two months of work is just a mess.

Condolences

A paid plan from one of the online source control sites like github or bitbucket is extremely cheap. I see no reason why any software project wouldn't use some sort of off-site VCS these days, I even make sure to put all my hobbyist projects on one.
Title: Re: Zomboid
Post by: SeaBee on October 17, 2011, 04:40:29 am
Bitbucket is even free for closed-source projects needing limited (5 users) developer access. Heck, they could have used Dropbox or any of the dozens of alternatives like it out there and just backed up the entire project folder automatically.

Or hosted a number of free source control products on their existing website. Anything. Something. These things take a couple minutes to set up. A few seconds to update each time you need to commit a build. The PZ devs say it takes "too long" to back things up, and that they were under so much pressure to get an update out that they, as a service to us, didn't make backups. Really? Most IDEs make this a one-button background process.

Sure, hindsight is 20/20. But after all the bad luck these guys have already had, why would you risk NOT using source control?

But I'll be honest. The things the devs are saying is no less hostile than the things the angry mob is saying. Even today. They're multiplying the existing horror by melting down like this.

Then there is this: Binky's blog: Professionalism and Indies (http://theindiestone.com/binky/2011/10/16/professionalism-and-indies/). Hmm.
Title: Re: Zomboid
Post by: boatie on October 17, 2011, 05:56:03 am
I feel a little glad that I waited for further development of the game before buying it. If they keep developing it, I'll still buy it.

That said I think that people are being a little harsh: I think that their "company" is mainly 4 guys picking a name and calling that a company. Of course they are unprofessional

Edit: Actually, just thought it was a bit weird that they don't have backups even though they don't all live in the same area: Weird
Title: Re: Zomboid
Post by: mendonca on October 17, 2011, 06:12:09 am
Edit: Actually, just thought it was a bit weird that they don't have backups even though they don't all live in the same area: Weird

The bulk (possibly 100%?) of the coding is done by two guys who co-habit.

I personally don't mind at all the unprofessional ramblings of the developers, I find the honesty refreshing and amusing. But I can also see that a casual observer could view it as offensive and a bit 'odd'.

Essentially, I think you hit the nail on the head boatie. It's just a few competent programmers and artists making a cool game.

People expect more from them, and these expectations aren't being met. On the other hand, these expectations were never promised, only implied.

Should the developers mutate to accommodate the implied expectations, or should the customer base accept the developers as they are? Personally, on an ideological stance, I almost think they should stand firm. However in a practical sense (given recent events) they should probably consider trying to improve their PR machine somewhat and start lying to the populace on occasion.
Title: Re: Zomboid
Post by: Tilla on October 17, 2011, 01:10:14 pm
Yah, the only programmers on the team live in the same household. The external team members are the artist and writer exclusively.

They've done their planned meeting now and have found that their latest backup isn't quite as far back as they thought, but they will be focusing on the NPC work for the next release to get it out sooner and move Saving/Map transitions for the  next.

http://projectzomboid.com/blog/index.php/2011/10/i-miss-the-days-when-we-didnt-take-a-hammer-to-bed/
Title: Re: Zomboid
Post by: Fikes on October 17, 2011, 03:57:32 pm
Edit: Actually, just thought it was a bit weird that they don't have backups even though they don't all live in the same area: Weird

The bulk (possibly 100%?) of the coding is done by two guys who co-habit.

I personally don't mind at all the unprofessional ramblings of the developers, I find the honesty refreshing and amusing. But I can also see that a casual observer could view it as offensive and a bit 'odd'.

Essentially, I think you hit the nail on the head boatie. It's just a few competent programmers and artists making a cool game.

People expect more from them, and these expectations aren't being met. On the other hand, these expectations were never promised, only implied.

Should the developers mutate to accommodate the implied expectations, or should the customer base accept the developers as they are? Personally, on an ideological stance, I almost think they should stand firm. However in a practical sense (given recent events) they should probably consider trying to improve their PR machine somewhat and start lying to the populace on occasion.

I am sorry, but when you go from offering a game for free to charging for it, it isn't "just a couple of guys programming together" any more. I understand that people who bought it did not buy a guarantee that the game would be released, but it is still fair for them to have expectations. The expectations of the community should be fair also, but indie developers don’t just get a free pass.

As for the melt down stuff… It just shows poor class and a lack of logical foresight which is not a good thing any way you slice it.
Title: Re: Zomboid
Post by: mendonca on October 17, 2011, 04:02:13 pm
No absolutely I agree it is fair for people to have a level of expectations.

I acknowledge as such.

I just was expressing a personal, ideological point of view.
Title: Re: Zomboid
Post by: dennislp3 on October 17, 2011, 04:58:18 pm
Expectations are one thing...but the kind of rants that go on over there on the forums is just off the wall ridiculous and uncalled for...

its like a bunch of babies demanding and stamping their feet...Ive never seen such a shitty community really and I don't spend any time on those forums now cause of it.
Title: Re: Zomboid
Post by: Leatra on October 17, 2011, 05:30:37 pm
They aren't professionals. Their meltdown points it out. It's just some guys doing a game but not anymore. They shouldn't try to sell an unexisting game in the first place. They should have taken this more seriously.
Title: Re: Zomboid
Post by: Tilla on October 17, 2011, 05:49:34 pm
They aren't professionals. Their meltdown points it out. It's just some guys doing a game but not anymore. They shouldn't try to sell an unexisting game in the first place. They should have taken this more seriously.
Not anymore? They had a meeting this morning to revise their plans and are back to work as soon as they have computers up and running again.
Title: Re: Zomboid
Post by: Leatra on October 17, 2011, 06:16:21 pm
They aren't professionals. Their meltdown points it out. It's just some guys doing a game but not anymore. They shouldn't try to sell an unexisting game in the first place. They should have taken this more seriously.
Not anymore? They had a meeting this morning to revise their plans and are back to work as soon as they have computers up and running again.
Sorry, I meant they aren't just some guys doing a game anymore. It's getting serious. Now they are just some guys must do a game and calm down the angry mob while melting down.
Title: Re: Zomboid
Post by: Seamas on October 19, 2011, 01:52:03 am
A question for anyone who's recently bought the game - is it playable in it's current state?  Cheap as I am, if it's relatively well-developed at this point I'd throw down 8 bucks for it.  What's the condition of the game as it stands?

It would be a fine thing to see a comprehensive list on their website of what's been implemented in the current release.  It's hard to tell the difference between planned features and reality at this point.

If necessary, I'll bide my time.  This game looks like it's going to be a champ.
Title: Re: Zomboid
Post by: lordcooper on October 19, 2011, 01:58:27 am
I'm finding it pretty fun already, although the inability to save can get frustrating.
Title: Re: Zomboid
Post by: mendonca on October 19, 2011, 02:07:08 am
Have you played the demo yet?

I would suggest playing that, and then add a few pretty dumb NPCs hanging about the place, shooting shit up. There's also cooking, illness, professions (minor character customisation), curtains and craftable doors, and various little tweaks.

That's pretty much it.

It's certainly playable, but whether there is any more than 3 or 4 hours genuine playtime out of it is debatable. It depends on your attitude to the type of game as it is, you might find yourself frustrated with the lack of features, or you might enjoy the ones that are already there.

You can also mod the current build (as you can with the demo, I think) so if you are interested in this side of things, you'll get a bit more value out of it. There are some excellent map mods out there if you look hard enough *cough* anything done by me *cough* ;).

One thing to say though is that progress will be relatively slow in the next few weeks in getting new features in, so don't buy in to it expecting weekly new builds.

NINJAEDIT: Also yeah, good point from lordcooper there. You can't save, and I doubt you will be able to for a good few months yet. If you want an extended playtime, you need to leave your computer on and the game paused ... ... ...
Title: Re: Zomboid
Post by: Deadmeat1471 on October 19, 2011, 08:33:30 pm
The things this Lemmy guy and his crew have been saying on Twitter / Reddit are not very appealing. Also ... how do funded projects not use revision control offsite? This guy never had a hardware failure or something? From where I sit (the sidelines), it doesn't seem to be very respectful of their pre-paying clients.

I don't have a dog in this fight, though. Just saying ... these guys are melting down in all the wrong ways.

(Full disclosure: I admit this whole thing is fascinating, seems like everything that can go wrong to this team does. Which raises questions.)

Edited to add a link to an image of some of his tweets, since he's in the process of deleting them/his Twitter account to make it all go away (Twitter style, so read from the bottom up): http://i.imgur.com/guW7t.jpg

Wow. I feel sorry for this guy. Experiencing a burglary is a bad thing and having your months of work stolen? That sucks.
 
I have been robbed two times. One time the burglar used some kind of a sedative which put the household into a deep sleep. But we only lost our cellphones and some cash. Laptop was hidden (I kept telling my mom that she is being paranoid... Thanks mom) and we didn't have many valuable stuff in the house.

One time, I was working on an TES:Oblivion mod and a trojan completely destroyed everything. I kept saying to myself "I'll make an external backup... eventually" but I never did. Then I just gave up modding.

I slightly know what that feels like and people saying "bah ur game was crap anyways" and stuff like that will only make it worse. I experienced a similiar attitude at that mod incident. This is the time these guys need support. Nobody needs support if they are having a good time.

What the fuck kinda burglars do you get over there? rofl. Here they just smash in the windows and grab whats in sight.
Title: Re: Zomboid
Post by: Necro910 on October 19, 2011, 08:39:05 pm
The things this Lemmy guy and his crew have been saying on Twitter / Reddit are not very appealing. Also ... how do funded projects not use revision control offsite? This guy never had a hardware failure or something? From where I sit (the sidelines), it doesn't seem to be very respectful of their pre-paying clients.

I don't have a dog in this fight, though. Just saying ... these guys are melting down in all the wrong ways.

(Full disclosure: I admit this whole thing is fascinating, seems like everything that can go wrong to this team does. Which raises questions.)

Edited to add a link to an image of some of his tweets, since he's in the process of deleting them/his Twitter account to make it all go away (Twitter style, so read from the bottom up): http://i.imgur.com/guW7t.jpg

Wow. I feel sorry for this guy. Experiencing a burglary is a bad thing and having your months of work stolen? That sucks.
 
I have been robbed two times. One time the burglar used some kind of a sedative which put the household into a deep sleep. But we only lost our cellphones and some cash. Laptop was hidden (I kept telling my mom that she is being paranoid... Thanks mom) and we didn't have many valuable stuff in the house.

One time, I was working on an TES:Oblivion mod and a trojan completely destroyed everything. I kept saying to myself "I'll make an external backup... eventually" but I never did. Then I just gave up modding.

I slightly know what that feels like and people saying "bah ur game was crap anyways" and stuff like that will only make it worse. I experienced a similiar attitude at that mod incident. This is the time these guys need support. Nobody needs support if they are having a good time.
Wow. Did they think you have some kind of hostile gang weapons cache? As Deadmeat said, smash-and-grab makes more sense.
Title: Re: Zomboid
Post by: Goacbc on October 19, 2011, 09:12:21 pm
I've gotten so drunk that I've had alcohol poisoning and I'm 16(In which I discovered the next morning, when I'm drunk I get naked and somewhat gay). This guy sounds barely drunk and he's losing his nerve. Poor bugger. I hate fucking crooks. Anyways, he'll recover...... I hope.   
Title: Re: Zomboid
Post by: Bdthemag on October 19, 2011, 09:15:26 pm
I've gotten so drunk that I've had alcohol poisoning and I'm 16(In which I discovered the next morning, when I'm drunk I get naked and somewhat gay). This guy sounds barely drunk and he's losing his nerve. Poor bugger. I hate fucking crooks. Anyways, he'll recover...... I hope.   
All I have to say is too much information.
Title: Re: Zomboid
Post by: Goacbc on October 19, 2011, 09:18:11 pm
You know you liked reading that.
Title: Re: Zomboid
Post by: BurnedToast on October 19, 2011, 11:40:07 pm
What the fuck kinda burglars do you get over there? rofl. Here they just smash in the windows and grab whats in sight.

It's a common urban legend in some areas (I've heard it's particularly widespread in France) that burglers will use sleeping gas or something to knock people in the house out, then loot the place.

It's absolutely 100% untrue, it simply does not happen, which should be obvious if you think about it - any sort of sleeping gas is difficult to get and *extremely* difficult to safely administer, filling a house with enough gas to knock everyone out... but not kill them... would be next to impossible even for a trained professional and even if it was the amount of gas needed would be prohibitively expensive.

The truth is, the burglars just quietly break in, grab shit, then leave without making a lot of noise so you don't even notice till you wake up.
Title: Re: Zomboid
Post by: Shadowgandor on October 20, 2011, 06:01:53 am
Is it a mid that this stuff happens in trailers as well? It doesn't make sense for a house, but a trailer is a lot smaller for this to possibly work
Title: Re: Zomboid
Post by: timferius on October 20, 2011, 06:05:31 am
Is there really any type of odourless, invisible sleeping gas? CO is odourless and invisible, but not really a sleeping gas, depending on your definition...
Title: Re: Zomboid
Post by: lemon10 on October 20, 2011, 06:17:57 am
Is it a mid that this stuff happens in trailers as well? It doesn't make sense for a house, but a trailer is a lot smaller for this to possibly work
It could work I suppose, but odds are A) the cost of the sleeping gas could well outweigh the cost of the stuff you steal B) getting sleeping gas and equipment would be difficult C) it would take lots of planning D) you would need to break in before the gas knocks them out anyways so you could vent the gas in there E) you will probably kill them (or it won't work) since you can't control the dose they get or anything.
Is there really any type of odourless, invisible sleeping gas? CO is odourless and invisible, but not really a sleeping gas, depending on your definition...
Meh, CO would work, if you can't control the dose well most of the gases that can put you to sleep either have side effects (which would get you noticed) or work only on levels approaching toxicity, so no reason to go with something else if you will have a good chance of killing them (or getting discovered) anyways.
Title: Re: Zomboid
Post by: olemars on October 20, 2011, 06:27:24 am
Here's the likely outcome if you play around with "sleeping gas" (http://en.wikipedia.org/wiki/Moscow_Theatre_Siege).
Title: Re: Zomboid
Post by: Leatra on October 20, 2011, 06:32:14 am
Wow. Did they think you have some kind of hostile gang weapons cache? As Deadmeat said, smash-and-grab makes more sense.
Our neighbour said he heard some loud noises and we didn't wake up. They only stole our cell phones and a small amount of cash. Maybe they used ether or something.
Title: Re: Zomboid
Post by: timferius on October 20, 2011, 07:16:21 am
Most of those things you'd notice being applied. I'm not sure about ether (wasn't it an old antesthetic?) but anything else that would knock you out, eg. chloroform, would need to be forcibly applied to force inhalation, and you'd deffinitly remeber someone coming up behind you and shoving a stinky damp rag in your face... If you live anywhere near urban, most likely you were all just accostumed to loud noises, or just sound sleepers. I remeber my dad once slept through a storm in China which blew out the windows on the other side of his hotel. I constantly sleep through my alarm, and it's an annoingly loud buzzing noise right next to my ear (my wife hates me for this). It's amazing how lazy the subconcious mind is, and how easily we write off sounds in the night. (it's the cat/a car door/grandma in the basement closet).
Title: Re: Zomboid
Post by: hachnslay on October 20, 2011, 08:52:59 am
Most of those things you'd notice being applied. I'm not sure about ether (wasn't it an old antesthetic?) but anything else that would knock you out, eg. chloroform, would need to be forcibly applied to force inhalation, and you'd deffinitly remeber someone coming up behind you and shoving a stinky damp rag in your face... If you live anywhere near urban, most likely you were all just accostumed to loud noises, or just sound sleepers. I remeber my dad once slept through a storm in China which blew out the windows on the other side of his hotel. I constantly sleep through my alarm, and it's an annoingly loud buzzing noise right next to my ear (my wife hates me for this). It's amazing how lazy the subconcious mind is, and how easily we write off sounds in the night. (it's the cat/a car door/grandma in the basement closet).

sleeping through my alarm.
that's why my PC has the alarmclock of justice (http://www.forrestheller.com/alarm2/).
I wake up every morning to the the soft sounds of Turmion Kätilöt - Rautaketju at about 100DBa . It's a horrible song, but it definitely wakes me up.
Title: Re: Zomboid
Post by: Seamas on October 20, 2011, 03:58:15 pm
I had a fairly epic episode playing the full version last night, that I thought I'd share if anyone wanted to get juiced about this game. 

By far my most successful character, Tony Swafford the construction worker lived 13 days and 16 hours before being overtaken by a horde of zeds in the upstairs arsenal of the police station (I'm playing the community map mod available on the PZ forums) during the night. 

It was interesting and encouraging to see a new dimension of suffering added to my character's short post-apocalyptic career, than made it all feel much more absorbing that a common shoot-em-up/ resource scavenging grind.  Which is nice.

The first three or four days he spent in a mad rush about town in search of a proper weapon (at last, the shotgun was uncovered somewheres) and eventually barricading supplies to fortify a safehouse.  After getting squared away, boredom began to creep in while the barricaded doors held off the zeds.  He hacked down his own barricades to get back out into the fray, and restock on canned foods.  The following week or so was a drunken blur after discovering a well-stocked pub next door, as he lost sight and hope drinking his predicament into a bottle.  Life was pretty stable for this period - after waking up in the safehouse, he'd stumble next door, hacking a shambler or two on the way to the bar, empty a few bottles of spirits, and stumble back completely smashed, taking pot shots at zeds on his merrily chagrined walk back into the safehouse to sleep.   Life was good, if meaningless for a time.

But late in the second week, ammunition was running out and his head cleared.  He undertook exploring the town in search of caches or better living arrangements before finding the police station, with a well-stocked arsenal tucked away upstairs.  This became home for a day or two, when Tony fell sick from eating some rotten food. 

The timing of the zed hordes couldn't have been planned this well; it was late in the night, and having just returned from a scavenging foray, Tony was very tired and already seeing in tunnel vision from his sickness.  Downstairs, the sound of shattering glass heralded the arrival of an innumerable horde of zombies, headed up the stairs for his blood.

He loaded the shotgun and pumped away at the mass of undead until the stairs and floor were littered two deep with the bastards, but still they kept coming.  Spent shells would have been smoking faintly from the floor as he grabbed fresh ones by the fistful out of his pockets.  Now utterly exhausted and mentally in shock, his dampened awareness limited his vision in dark of nighttime to a thin sliver, and soon even lifting the gun became an insufferable challenge.  The barrel must have been white hot.

Then the bites began to come.  A bite on the shoulder, then one on the wrist, then another zed from behind caught him off guard.  Dropping the shotgun he pulled out his machete to hack them away, and yet more emerged from the stairwell to replace the fallen.
At some point he couldn't fight anymore, and the soiled blade fell from his weary fingers.  Blood seeped from innumerable wounds...vaguely he could perceive his life fading when things went black, as they got him at last.


Forgive that RP tangent, but all of these events did happen and added some much appreciated depth to an otherwise straightforward game.  I really like the way psychological and physical stress change the way you have to play, in order to survive.
The game should only get more interesting as it develops from here.  Lifetime license is only 8 bucks, I'll call it a deal.
Title: Re: Zomboid
Post by: Kaleb702 Games on October 20, 2011, 10:13:41 pm
Hmm.
This is sounding quite interesting. I would buy it, but I'm still not sure about if it will get anywhere.
Though the support would only make it go farther...

I'm split.
Title: Re: Zomboid
Post by: lordcooper on October 27, 2011, 10:52:04 pm
Apparently they're back to work as usual, with a brand new (and much needed IMO) Community Manager on board.
Title: Re: Zomboid
Post by: Tilla on January 08, 2012, 05:18:36 pm
The new update seems to be in the home stretch, with debugging, tweaking, and balancing only left. There's a blog post going into details here: http://projectzomboid.com/blog/index.php/2012/01/update-news-windows-of-death-carpentry-and-content-lock/

The major features are:

1. NPC system. First part of them anyway - they're now able to follow you, but also survive on their own in groups or alone similar to players, including looting and fortifying.

2. Skill progression. Players start a little weaker now but earn XP for each action to apply to skills.

3. Carpentry system. Build whole new buildings with enough time and effort. Carpentry skill unlocks more and more of the games existing tiles.

4. Pushable/draggable objects. Drag a book case in front of a door for defense or push a shopping cart, for example.

5. Windows overhaul. Glass can now be broken and windows can be used as an entry point to a room.

6. Bigger maps. The rebuilt game code allows them to double the dimensions of the current maps - from 150x150 to 300x300 tiles

7. Graphics overhaul. New lighting engine makes the world darker unless lit with unnatural means at night (streetlights, flashlights, etc now in-game). New details to the maps, including making things a little more 'real'.

8. New weapons, of course. Pool cues, sledgehammers, kitchen knifes, sawn off shotguns

9. Mod tools. Edit floor and wall tiles, costumes, etc.
Title: Re: Zomboid
Post by: Croquantes on January 09, 2012, 12:50:36 am
I wonder if I can still get stuck in doorways. :( I keep getting stuck in them and starve to death after a few days. Gotta be the lamest way to die ever.
Title: Re: Zomboid
Post by: Leatra on January 09, 2012, 05:36:39 am
Can we still kill +10 zombies with one shot?
Title: Re: Zomboid
Post by: mendonca on January 09, 2012, 06:23:39 am
Can we still kill +10 zombies with one shot?

Probably, unless they have tweaked the shotgun.
Title: Re: Zomboid
Post by: Deon on January 09, 2012, 07:24:26 am
Can we still kill +10 zombies with one shot?
Yes, with a +10 shotgun.
Title: Re: Zomboid
Post by: Leatra on January 09, 2012, 09:21:52 am
Can we still kill +10 zombies with one shot?
Yes, with a +10 shotgun.
8)

Anyway, I hope too see more firearms and more combat mechanics.
Title: Re: Zomboid
Post by: hawkeye_de on January 22, 2012, 11:05:13 am
just have seen this gem today...is this a kind of roguelike or is the content pretty static?
Title: Re: Zomboid
Post by: Deadmeat1471 on January 22, 2012, 01:50:18 pm
From what I can tell, static map but alot of the items are? randomised. Unsure as to this tho.
Title: Re: Zomboid
Post by: Cthulhu on January 22, 2012, 01:55:56 pm
The map never changes, but there are a few different places you can spawn in, the zombies spawn differently each time, and the items are distributed randomly.
Title: Re: Zomboid
Post by: Evaristo Carriego on January 22, 2012, 05:10:19 pm
^ One of the weakest points of the game, IMO. Even more so when the default map is rather... limited. The devs said they discarded procedural generation because they don't want stuff like toilets popping up in kitchens and such, but even randomly placing whole buildings would give each playthrough a fresh feel.
Title: Re: Zomboid
Post by: GlyphGryph on January 22, 2012, 05:36:19 pm
Quote
^ One of the weakest points of the game, IMO. Even more so when the default map is rather... limited. The devs said they discarded procedural generation because they don't want stuff like toilets popping up in kitchens and such, but even randomly placing whole buildings would give each playthrough a fresh feel.

Every times the devs say things, it makes me want to facepalm. :P
Title: Re: Zomboid
Post by: mendonca on January 23, 2012, 03:34:47 am
Unfortunately I'm going to have to disagree with the desire for procedural generation in this instance. Procedural generation just doesn't work for a believable city, if you want to move beyond placeholder, generic buildings like 'gas-station', 'sports goods store' and 'house'. You can get away with it in more abstract representations, like Cataclysm does, but I think it could be damaging to immersion in the pseudo-realistic isometric display we have here, if you get e.g. Baptist Church 1, Sports good store with a red sign, and then Baptist Church 1 all in a row (which is the real issue that they are trying to stay away from - the more specific graphics are actually a hindrance in allowing this sort of thing).

Better to have a lovingly crafted map in the first place, and we shouldn't ignore the end-game vision of Project Zomboid where the world is fixed, but LARGE (i.e. too large for you to see all parts of the map every playthrough).

Nevertheless the engine is moving slightly away from the current 'fixed' world in that the map is going to consist of 'Lots', which are essentially gaps provided in a large template master-map, to be filled in by seperate sub-map files defined elsewhere. The vanilla version will still (as far as I can tell) be completely fixed in it's architecture between plays, but it opens up the possibility for modders to generate pseudo-random maps at each new playthrough.
Title: Re: Zomboid
Post by: Leatra on January 23, 2012, 02:18:54 pm
If procedural generation is made correctly, it works well. Look at Cataclysm.

A city map consisting of lots could be more interesting though.
Title: Re: Zomboid
Post by: dogstile on January 23, 2012, 07:46:37 pm
My main issue with this game and don't get me wrong, I like what i've seen so far, however...

I can't help but look at it and think that its survival crisis z, but with a bit of rogue survivor tossed in there. Which is fine, except the bit of rogue survivor isn't really substantial enough for me to pay for a game over something which i'm pretty sure is freeware by now.
Title: Re: Zomboid
Post by: Shadowscales on January 23, 2012, 09:13:08 pm
Just buy it!
I did, and I'm never going to look back!
Even with the slow updates!
Title: Re: Zomboid
Post by: Tilla on January 23, 2012, 09:31:42 pm
Their ambitions go far beyond Rogue Survivor and Survival Crisis by quite a bit. They've also significantly increased the map size since last time, and once the cell loading stuff is in again there'll be more than enough content. There really is no perfect Procedural Generation that can make a decent realistic city, even the biggest proponents of procedural will tell you that.
Title: Re: Zomboid
Post by: QuakeIV on January 23, 2012, 10:46:15 pm
Their ambitions go far beyond Rogue Survivor and Survival Crisis by quite a bit. They've also significantly increased the map size since last time, and once the cell loading stuff is in again there'll be more than enough content. There really is no perfect Procedural Generation that can make a decent realistic city, even the biggest proponents of procedural will tell you that.

The Toad disagrees...
Title: Re: Zomboid
Post by: Tilla on January 24, 2012, 12:49:27 am
Their ambitions go far beyond Rogue Survivor and Survival Crisis by quite a bit. They've also significantly increased the map size since last time, and once the cell loading stuff is in again there'll be more than enough content. There really is no perfect Procedural Generation that can make a decent realistic city, even the biggest proponents of procedural will tell you that.

The Toad disagrees...

He has the right to but frankly: DF towns don't really look that good or natural. It's actually the biggest complaint I've seen on other forums about the upcoming version.
Title: Re: Zomboid
Post by: mendonca on January 24, 2012, 01:27:29 am
I can't help but look at it and think that its survival crisis z, but with a bit of rogue survivor tossed in there. Which is fine, except the bit of rogue survivor isn't really substantial enough for me to pay for a game over something which i'm pretty sure is freeware by now.

Yeah, what Tilla said. Your opinion is very fair, at this point. Maybe in a year or so (6 months?), probably (hopefully?) not.

Their ambitions go far beyond Rogue Survivor and Survival Crisis by quite a bit. They've also significantly increased the map size since last time, and once the cell loading stuff is in again there'll be more than enough content. There really is no perfect Procedural Generation that can make a decent realistic city, even the biggest proponents of procedural will tell you that.

The Toad disagrees...

He has the right to but frankly: DF towns don't really look that good or natural. It's actually the biggest complaint I've seen on other forums about the upcoming version.

AND Toady has the benefit of working in the medium of ASCII. Imagine how unreal and unconvincing those towns would look if you could see the repetition of necessarily limited and detailed isometric textures, not just figurative blocks of 'stuff' which our minds are perfectly willing to flesh out for us?
Title: Re: Zomboid
Post by: woose1 on January 24, 2012, 03:06:48 pm
AND Toady has the benefit of working in the medium of ASCII. Imagine how unreal and unconvincing those towns would look if you could see the repetition of necessarily limited and detailed isometric textures, not just figurative blocks of 'stuff' which our minds are perfectly willing to flesh out for us?
Could not have said it better myself. It's very hard to do procedural generation in any format where the imagination is not at play.
Title: Re: Zomboid
Post by: Nelia Hawk on January 24, 2012, 05:21:53 pm
hmm wasnt in one of the "humble bundles" some type of city generator?

it was the introversion bundle: http://forums.introversion.co.uk/introversion/viewtopic.php?t=1837

video: http://www.youtube.com/watch?v=FR9xI0GgrBY

doubt anything similar to that will be in zombiod...
but what about map options at the start of the game where you can change some map generation options so you can decide yourself how much randomness you want in the map or how big you want the map to be etc.
kind of like rouge survivor had map size options.
Title: Re: Zomboid
Post by: Flare on January 25, 2012, 02:14:57 am
Their ambitions go far beyond Rogue Survivor and Survival Crisis by quite a bit. They've also significantly increased the map size since last time, and once the cell loading stuff is in again there'll be more than enough content. There really is no perfect Procedural Generation that can make a decent realistic city, even the biggest proponents of procedural will tell you that.

Aren't most cities procedurally built :P?
Title: Re: Zomboid
Post by: Imofexios on January 26, 2012, 12:23:41 pm
Does this game support online coop or am i totally wrong?
Is this really worth the purchase now?
Looking really interesting game.
Title: Re: Zomboid
Post by: mendonca on January 26, 2012, 12:57:35 pm
Does this game support online coop or am i totally wrong?
Is this really worth the purchase now?
Looking really interesting game.
No to the first one.

It's at least a year away (probably?) from functioning multiplayer.

As to whether it is worth the purchase? I think so, because I am happy to give the developers some money while they build the game. But it is definitely not 'complete' (far from it), and I would estimate the 'average' gamer would find about an hour or two worth of play in there, as it stands.

Modding already works well though, if you are into map creation, minor scripting stuff and general messing about on that front.

Ooh, interestingly, whilst I'm on the subject, has anyone picked up that the upcoming version will have access to most of the game (as it will stand ... still no save or multiple map sections) via Lua scripting?

Should be exciting, will be interesting to see if the next stage picks up a new round of modders.
Title: Re: Zomboid
Post by: Tilla on January 26, 2012, 02:03:31 pm
hmm wasnt in one of the "humble bundles" some type of city generator?

it was the introversion bundle: http://forums.introversion.co.uk/introversion/viewtopic.php?t=1837

video: http://www.youtube.com/watch?v=FR9xI0GgrBY

doubt anything similar to that will be in zombiod...
but what about map options at the start of the game where you can change some map generation options so you can decide yourself how much randomness you want in the map or how big you want the map to be etc.
kind of like rouge survivor had map size options.

even the devs of subverison have admitted that they had really strange problems, even several years into developing their software.
Title: Re: Zomboid
Post by: Dakorma on January 28, 2012, 10:46:58 pm
hmm wasnt in one of the "humble bundles" some type of city generator?

it was the introversion bundle: http://forums.introversion.co.uk/introversion/viewtopic.php?t=1837

video: http://www.youtube.com/watch?v=FR9xI0GgrBY

doubt anything similar to that will be in zombiod...
but what about map options at the start of the game where you can change some map generation options so you can decide yourself how much randomness you want in the map or how big you want the map to be etc.
kind of like rouge survivor had map size options.
No interiors, that's actually where the devs stopped developing the game at, they couldn't find a way to make the bland interiors interesting and fun to navigate.
Title: Re: Zomboid
Post by: Tilla on March 09, 2012, 03:55:12 pm
In the run up to the next release, they've finally hit the point where they're in final closed testing and thusly there are some new videos showing off their progress. I'm getting pretty excited to play this. http://projectzomboid.com/blog/index.php/2012/03/more-tasty-zomboid-flesh/
Title: Re: Zomboid
Post by: mendonca on March 12, 2012, 03:03:50 am
Public test is up:

Still a bit buggy (worse for some than others, personally I have had very few real issues), some features to go in and no story mode as of yet, but it gives a good picture of the progress since previous release:

SEE THIS LINK FOR DOWNLOAD DETAILS, plus CAVEATS FROM DEV TEAM (http://www.theindiestone.com/community/viewtopic.php?f=21&t=6433&sid=938d17bf775e165863edafdcfcf9746a)

The map is four times bigger, zombies are more dangerous, more item diversity, more intelligent/interactive NPCs and slicker graphics.

Oh yeah, and the music. THE MUSIC (Zach Beever, since you asked).

It is legitimately fun to play, although there is still no saving. All the little things have all added together to make a more atmospheric, immersive experience. Try it out, and discuss!
Title: Re: Zomboid
Post by: nenjin on March 12, 2012, 08:28:16 am
Quote
although there is still no saving.

Wwwwhhhhyyyyyyyyyyyy!!!!!!!!

I kid, sorta. I'm excited to play again after a while. I just doubt I can actually have fun without a save. There's no point to doing well if you're just going to have to commit suicide so you can go to bed.
Title: Re: Zomboid
Post by: mendonca on March 12, 2012, 08:43:25 am
Quote
although there is still no saving.

Wwwwhhhhyyyyyyyyyyyy!!!!!!!!

I kid, sorta. I'm excited to play again after a while. I just doubt I can actually have fun without a save. There's no point to doing well if you're just going to have to commit suicide so you can go to bed.

Yeah, I know what you mean. The thing is as well, the upping in intensity / fun level is a massive drain. There is just no way I can play this seriously in sessions longer than about an hour without going completely bonkers, so the game is really missing this aspect.

The official line from the devs is something along the lines of:

"It's easy enough to do, but really annoying, long-winded and very repetitive / soul crushing work."

I think basically it was a bit too much to approach after the burglary, and they now appear to be pretty much back on a level, with a few more features in the bank. Once this version is out of 'public test', hopefully we'll get a save version in reasonable time.
Title: Re: Zomboid
Post by: nenjin on March 12, 2012, 10:52:18 am
I know the burglary was a set back to their timeline, and that's the sole saving grace I'm giving them. If they plan to roll out another large update and it doesn't include game saving.....it may be time to write some forum hate mail. Or not, since they're probably impervious to bitching fans at this point.
Title: Re: Zomboid
Post by: Zangi on March 12, 2012, 11:17:27 am
<Bitching at indie game developer about missing features and/or bugs in alpha/beta/testing.
<Keep up the good work!

Although, I can be guilty of that at times, in one way or another.
Title: Re: Zomboid
Post by: nenjin on March 12, 2012, 11:41:27 am
To me save games aren't a feature though, they're a critical component of any game that isn't sitting in an arcade.
Title: Re: Zomboid
Post by: dennislp3 on March 12, 2012, 12:18:22 pm
That forum doesn't need more bitching...I dont even visit the forums over there cause all it seems to consist of fucking annoying cry babies. The community as a whole sickens me and I dont see how they continue to develop games for such huge crybabies.

Its NOT a finished game...in any way shape or form...to bitch about it so much is the same as bitching about the rain getting into your house that doesn't have a roof yet.
Title: Re: Zomboid
Post by: Deadmeat1471 on March 12, 2012, 12:29:15 pm
To me save games aren't a feature though, they're a critical component of any game that isn't sitting in an arcade.

Got to agree here.... Even in my poor ass self taught text games one of the first componants I have is a way to save progress....
But still, Zomboid is pretty good. So I forgive.
Title: Re: Zomboid
Post by: Tilla on March 12, 2012, 12:44:39 pm
Whether you consider it or not, saving is a 'feature' for the purposes of the fact that Alphas are not feature-complete. If it had all the functionality implemented in some form it wouldn't be an Alpha anymore.
Title: Re: Zomboid
Post by: nenjin on March 12, 2012, 12:53:36 pm
Sorry, but my patience for that excuse wore thin last year. It's no fresher or more acceptable this year. (Especially not with the quality of the updates coming out. "It's boring" is not an excuse, especially when it's THE thing keeping many people from enjoying the game for more than 10 minutes.)
Title: Re: Zomboid
Post by: Tilla on March 12, 2012, 01:00:13 pm
Sorry, but my patience for that excuse wore thin last year. It's no fresher or more acceptable this year. (Especially not with the quality of the updates coming out. "It's boring" is not an excuse, especially when it's THE thing keeping many people from enjoying the game for more than 10 minutes.)
Perhaps you shouldn't buy games in alpha then?
Title: Re: Zomboid
Post by: nenjin on March 12, 2012, 01:08:38 pm
I've bought plenty of games in alpha. This is the first one where saving the game was not considered a basic component, like keyboard input and printing stuff to screen. After some point, you run out of excuses to make for the dev team. I was running out before they got burgled.

Or to put it another way, no one would be playing DF right now if you weren't capable of saving the game, no matter how good it is.

Christ, even Binding of Isaac, which doesn't have game saves, had data saving when it shipped.

I want to like these guys, and their work. But it's long looked like they've had competency issues, and for me, this is the most damning evidence that they don't honestly have a plan. I already own the game, but I honestly can't recommend it to anyone at this point until they start deving with a mind toward a real product.
Title: Re: Zomboid
Post by: lordcooper on March 12, 2012, 01:10:32 pm
I rarely (if ever) play the same fort over multiple sittings.  You could just as easily hold the same position as DF having a reasonable UI.
Title: Re: Zomboid
Post by: Tilla on March 12, 2012, 01:10:58 pm
I've bought plenty of games in alpha. This is the first one where saving the game was not considered a basic component, like keyboard input and printing stuff to screen. After some point, you run out of excuses to make for the dev team. I was running out before they got burgled.

Or to put it another way, no one would be playing DF right now if you weren't capable of saving the game, no matter how good it is.

Christ, even Binding of Isaac, which doesn't have game saves, had data saving when it shipped.

Most games that call themselves 'alpha' aren't these days. It's a sad state really. I'm using the professional definition of alpha that I learned working for a studio: Alpha can mean anywhere from start till all the core features are in. Something like Binding of Isaac is NOT an Alpha in any way shape or form - it's a full gold release, or a beta at earliest.
Title: Re: Zomboid
Post by: nenjin on March 12, 2012, 01:15:51 pm
Quote
You could just as easily hold the same position as DF having a reasonable UI.

It has a UI. That's more than you can say for PZ and its data plan.

And that must be the most epic 2 to ??? hour game of fort mode ever, if you never use a save at all. Or the most shallow.
Title: Re: Zomboid
Post by: MrStyx on March 12, 2012, 01:33:07 pm
Saving is only a feature to those who think they can survive the impending zombie apocalypse.
Title: Re: Zomboid
Post by: nenjin on March 12, 2012, 01:33:44 pm
Or people who want to go to bed without committing suicide.
Title: Re: Zomboid
Post by: lordcooper on March 12, 2012, 01:41:59 pm
Quote
You could just as easily hold the same position as DF having a reasonable UI.

It has a UI. That's more than you can say for PZ and its data plan.

And that must be the most epic 2 to ??? hour game of fort mode ever, if you never use a save at all. Or the most shallow.

Playing DF is a rare event for me.  But when it happens, it lasts all day.

Or people who want to go to bed without committing suicide.

Chill out dude, it's only a game.
Title: Re: Zomboid
Post by: nenjin on March 12, 2012, 01:57:08 pm
But it's true! If you're kicking ass, having the best game of PZ you've ever had...what are you supposed to do? Leave your PC running while you sleep? Or kill yourself? Neither of those are a good option for a game that's based around surviving longer.

The game being good isn't going to stop me from being critical of them when, I think, it's totally warranted. I feel sorry for them but my compassion and patience has its limits.
Title: Re: Zomboid
Post by: Zangi on March 12, 2012, 02:17:50 pm
Is it possible to put the PC on hibernate or sleep?  Or is that just as bad or doesn't work at all?

Albeit, my recent experience with that has been fairly positive with Windows 7...
Title: Re: Zomboid
Post by: lemmy101 on March 12, 2012, 04:15:15 pm
I've bought plenty of games in alpha. This is the first one where saving the game was not considered a basic component, like keyboard input and printing stuff to screen. After some point, you run out of excuses to make for the dev team. I was running out before they got burgled.

Or to put it another way, no one would be playing DF right now if you weren't capable of saving the game, no matter how good it is.

Christ, even Binding of Isaac, which doesn't have game saves, had data saving when it shipped.

I want to like these guys, and their work. But it's long looked like they've had competency issues, and for me, this is the most damning evidence that they don't honestly have a plan. I already own the game, but I honestly can't recommend it to anyone at this point until they start deving with a mind toward a real product.

Prior to now the game wasn't labeled as alpha, it was a 'tech demo' which it was called purely because we didn't consider the game to be fully 'playable'. We then wrote saving. It was in. Then we got burgled and had our lives turned upside down. We lost months of work, and forgive us in our massive state of depression for not immediately getting back on with redoing the bit of development that was the biggest pain in the arse to do the first time around immediately afterward, and perhaps working on something that would help us refind our enthusiasm for the project.

FYI saving is about 50% rewritten at this stage, and of course we consider it an important addition. The lack of empathy due to being burgled and having a lot of your earthly possessions stolen to the value of over £10,000 and having yourself publicly humiliated and vilified over it, and then being expected to be the kings of professionalism still baffle me to the day. You're free to judge the direction of the project, of course, but of course we've had a solid plan. But solid plans get somewhat changed by unforeseen circumstances. If we hadn't been burgled your criticisms on saving would be completely invalid as it would have been in months ago.
Title: Re: Zomboid
Post by: dennislp3 on March 12, 2012, 04:18:11 pm
But it's true! If you're kicking ass, having the best game of PZ you've ever had...what are you supposed to do? Leave your PC running while you sleep? Or kill yourself? Neither of those are a good option for a game that's based around surviving longer.

The game being good isn't going to stop me from being critical of them when, I think, it's totally warranted. I feel sorry for them but my compassion and patience has its limits.

Pausing the game and having your PC run while you sleep sounds like a small "price" to pay if its such a good game...shut your monitor off and deal with it the next day...is that really so hard?

For the love of god dont drag the indie stone forum bullshit crybaby thing here. ITS A FUCKING VIDEO GAME NOT THE END OF THE WORLD.

Lemmy (and the rest of your team) I dont get how you deal with the shit you do man...you have been cursed with the worst "fan"base I have ever seen...more like a trollbase.
Title: Re: Zomboid
Post by: nenjin on March 12, 2012, 04:21:44 pm
I forgive you. Just know that's the one thing on the list that's been missing for it to be playable experience for me.

Like I said, everything about the game is love, except the rocky and unpredictable path development has taken. And I'm not blaming you guys for the stuff that was totally out of your control. And I'm glad to hear that it's a rebuilding of the save code instead of starting from square 1. When that feature is in, I'll have no problem recommending the game to everyone. I have few problems now, aside from that one giant exception.

Quote
Pausing the game and having the PC run while you sleep sounds like a small "price" to pay if its such a good game...shut your monitor off and deal with it the next day...is that really so hard?

It's ghetto. For a product I paid money for, for a product they're trying to sell, alpha or not, indie or not, I expect something just a wee bit more professional. And this has been the case with the game for a long, long time now.

Like I said, at some point, I run out of excuses to make to myself about it.

Quote
If we hadn't been burgled your criticisms on saving would be completely invalid as it would have been in months ago.

I would like for nothing more than for that to be true, on both counts. To tell you the truth, I've always been mystified how the rest of the game could be that polished, for that long, and the save feature was still absent.
Title: Re: Zomboid
Post by: dennislp3 on March 12, 2012, 04:24:10 pm
Ghetto? its an unfinished game...Jesus Christ lol

Just cause you want it doesn't mean the world needs to bow to your whims...why not...not play it?
Title: Re: Zomboid
Post by: lemmy101 on March 12, 2012, 04:25:44 pm
I forgive you. Just know that's the one thing on the list that's been missing for it to be playable experience for me.

Like I said, everything about the game is love, except the rocky and unpredictable path development has taken. And I'm not blaming you guys for the stuff that was totally out of your control. And I'm glad to hear that it's a rebuilding of the save code instead of starting from square 1. When that feature is in, I'll have no problem recommending the game to everyone. I have few problems now, aside from that one giant exception.

Quote
Pausing the game and having the PC run while you sleep sounds like a small "price" to pay if its such a good game...shut your monitor off and deal with it the next day...is that really so hard?

It's ghetto. For a product I paid money for, for a product they're trying to sell, alpha or not, indie or not, I expect something just a wee bit more professional. And this has been the case with the game for a long, long time now.

Like I said, at some point, I run out of excuses to make to myself about it.

Thanks. Though, I mean, please put this in perspective. 'A product I've paid money for'. It's not a binary statement. In terms of the work that's gone into the game, and the price of many other games, you can't possibly hold a £5 alpha game in the same level of expectation as you would a £30 indie game? or a full price console/PC game? I mean if we were charging £15 for a finished game without saving it would seem a more valid criticism.

Surely?

Many prominent indies are starting to get frustrated at the 'devaluing' of indie games, where once you could happily charge £15 for a game if you felt it worth it, but in the age of bundles and whatnot everyone expects if its indie you should only be paying a couple of quid for it, or 5 games for 5 pound or whatever, even if the developer worked on that game for years and gameplaywise the game has as much to offer as commercial titles. The fact that a game that costs less than a single 20 pack of cigarettes for lifetime updates can be held with such criticisms for things that aren't in yet, especially considering extenuating circumstances as to why they aren't in yet, seems a real shame to me.

And FYI, I'd like to see you survive long enough to justify saving in the latest build. It was never our expectation that people would generally live long enough to require saving, and therefore it wasn't as high priority as 'more stuff to actually do in the game' or fixing serious issues and bugs with the game. It even had a warning screen saying 'this is a tech demo and not intended for many hours of gameplay, but just to show where we are headed.' We similarly stated that on the site.
Title: Re: Zomboid
Post by: nenjin on March 12, 2012, 04:31:43 pm
Quote
why not...not play it?

I haven't been. For months. And months. And months. So I've watched every update since before and after the burglary, waiting to see it drop. Given what I paid, I'll live. But as one of the first people, who bought purely on the premise, yeah. I feel like I'm entitled to say my piece. I know the team has already told really disgruntled fans where they can take themselves, and I'm not one of them. That doesn't mean I don't have an opinion of the team, and that it's not always flattering.

Quote
In terms of the work that's gone into the game, and the price of many other games, you can't possibly hold a £5 alpha game in the same level of expectation as you would a £30 indie game? or a full price console/PC game? I mean if we were charging £15 for a finished game without saving it would seem a more valid criticism.

Surely?

Surely, as noted above. I'm annoyed, I'm not flipping out nerd raging about it.

Quote
And FYI, I'd like to see you survive long enough to justify saving in the latest build. It was never our expectation that people would generally live long enough to require saving, and therefore it wasn't as high priority as 'more stuff to actually do in the game' or fixing serious issues and bugs with the game.

In the very beginning, I could see PZ as lasting no more than 10 minutes and that expectation worked well. It was still essentially a web app with low commitment.

Now, it seems like the game is on a different path, one that makes it a game that can be lived in, instead of visited for 5 to 10 minutes at a time.

As for whether or not I could survive long enough in the current version and that justifying a save game or not....kind of a moot point to me. With a save game I could at least re-approach the situation to try a new method. That alone would keep me playing much longer than constantly rebuilding characters.

Quote
The fact that a game that costs less than a single 20 pack of cigarettes for lifetime updates can be held with such criticisms for things that aren't in yet, especially considering extenuating circumstances as to why they aren't in yet, seems a real shame to me.

I'm not talking about the lack of pixel shaders, content or anything like that. To me, it's a basic, core thing for games to save out their data. Even Nintendo games made it a priority. So while I do feel for your guy's plight, I noticed the absence of this thing from day 1, and it's been an issue to me from day 1. While you deserve all the compassion in the world, and you've gotten quite a bit, that only goes so far.

Title: Re: Zomboid
Post by: lemmy101 on March 12, 2012, 04:33:33 pm
With a save game I could at least re-approach the situation to try a new method. That alone would keep me playing much longer than constantly rebuilding characters.

Well considering the game is out of design only ever going to be save on quit with permadeath, this is not really a valid criticism in itself then since the priority of saving is different for you based on a misconception as you wouldn't be able to do this anyway except savescumming, just something that you don't like about a game that many people do like. Save would be purely a mechanism to continue a game later.

Thanks for your clarifications though, sorry if I get defensive only having our competency called into question over lacking save seems unfair to me.
Title: Re: Zomboid
Post by: lordcooper on March 12, 2012, 04:34:45 pm
With a save game I could at least re-approach the situation to try a new method. That alone would keep me playing much longer than constantly rebuilding characters.

Well considering the game is out of design only ever going to be save on quit with permadeath, this is not a valid criticism, just something that you don't like about a game that many people do like. Save would be purely a mechanism to continue a game later.

Dwarf Fortress style, eh?  I like it!
Title: Re: Zomboid
Post by: nenjin on March 12, 2012, 04:36:12 pm
Savescumming exists in DF too, and I do the same thing in DF. It's not an objection to the premise of the game.....it's the lack of a basic, CORE thing that any game played for more than 5 mins requires. Even if I wasn't going to "cheat", being able to continue a deep simulation from where you left off is necessary.
Title: Re: Zomboid
Post by: dennislp3 on March 12, 2012, 04:36:53 pm
most definitely! without that where would the challenge of your choices lie?
Title: Re: Zomboid
Post by: nenjin on March 12, 2012, 04:40:15 pm
Quote
Thanks for your clarifications though, sorry if I get defensive only having our competency called into question over lacking save seems unfair to me.

If anyone is entitled to be defensive, it's you guys. About the competency....you're right, that wasn't really fair. Your priorities are obviously in a totally different place than mine. But I have been sitting in an office full of developers mulling over why you guys chose to push back that feature (to the point where it didn't make it before the burglary.)

I suppose I get your rationale now. It's just one of those things I would have started with, instead of worked toward. It's a giant, gaping hole in playability, in a game that's otherwise eminently playable. (To me anyways, apparently someone here has major gripes with the lack of tooltips in your UI....)
Title: Re: Zomboid
Post by: Leatra on March 13, 2012, 09:28:13 am
I think save feature is a must for all games. Even most, if not all, coffee break roguelikes have this feature. I can never play a game seriously without the save feature.
Title: Re: Zomboid
Post by: Walter Sullivan on March 17, 2012, 10:33:06 am
In the next patch(0.2.0g) there's gonna be...

(http://projectzomboid.com/blog/wp-content/uploads/2012/03/save.png)

Man, this update is gonna be so awesome! And this:

Quote from: lemmy101
Since we have fort building now, we've decided the only fair thing to do is allow you to start a new game with a new character on an existing world if you choose.

Your skills, survival time and everything will be fresh. Permadeath still reigns supreme, but like in Dwarf Fortress you can start new games in a pre-existing world. It's just too much for people to lose any fortress if they die (unless they choose to of course) and devalues the creative building aspect in the game now.

Starting in the same world has its downsides though. You will start as a new character in a map (and once the world is huge, a random part of the map possibly miles away) that may already have no power, water, no fresh food and a shit ton of zombies.

There is another surprise in the update, expected monday or thereabouts, but we'll keep that quiet for now.

Can't wait!  :D
Title: Re: Zomboid
Post by: mendonca on March 17, 2012, 12:46:07 pm
What a bunch of ratbags, eh? Sneaking that one in.

The persistent world as well? I am really quite impressed.
Title: Re: Zomboid
Post by: nenjin on March 17, 2012, 04:07:51 pm
That will be sweet. This is THE update I've been waiting for. The persistence is more than I'd hoped for, too. Just so we're clear though, this ISN'T coming with a whole lot of map gen though right? It's the standard maps they have and then randomized content and NPCs? Still pretty damn good though. I especially like the random starting points in large sized maps. "Reclaiming" forts should be a nice self-directed challenge (something the game can kind of lose if you start doing good.)
Title: Re: Zomboid
Post by: Ehndras on March 17, 2012, 04:26:06 pm
Been waiting for save-continuity function to donate to this =)
Spoiler: some thoughts (click to show/hide)

I quite like the idea of challenging yourself to find that fort your previous character built, or perhaps travel between a series of small defensive locations set up by a previous character. Its a logistical challenge that needs a lot of strategy to arrive there alive, and it makes for some GREAT LPs/RPs.

I have GREAT expectations of this game and hope that it will not end up as another crappy simplified zombie game. If this takes after Cataclysm in terms of features & updates while expanding on the genre in an interesting manner, this may well end up as the greatest zombie RPG yet.

Keep up the great work!
Title: Re: Zomboid
Post by: Tilla on March 17, 2012, 04:58:02 pm
That will be sweet. This is THE update I've been waiting for. The persistence is more than I'd hoped for, too. Just so we're clear though, this ISN'T coming with a whole lot of map gen though right? It's the standard maps they have and then randomized content and NPCs? Still pretty damn good though. I especially like the random starting points in large sized maps. "Reclaiming" forts should be a nice self-directed challenge (something the game can kind of lose if you start doing good.)

They have NO plans for randomly generating maps, as they've said: the results just aren't quite good enough for the level of detail they want, and even Introversion with their decades of game experience had to give up on that idea with Subversion as the results weren't there. Hand-designed maps are the only way, although users will be able to create their own maps too (and have been already quite a bit!)
Title: Re: Zomboid
Post by: Xeron on March 17, 2012, 04:59:13 pm
I wouldn't mind getting some minimum requirements for this <_<
Title: Re: Zomboid
Post by: nenjin on March 17, 2012, 05:01:01 pm
It might be more useful to post your machine. I imagine the performance requirements have gone up since the last update a little, but the game was originally designed to run in your web browser.
Title: Re: Zomboid
Post by: Xeron on March 17, 2012, 05:07:00 pm
Memory: 512 MB Ram
GFX:ATI Radeon X1550
CPU:AMD Seprom +3000 1.8 GHZ
The OS is of course Windows XP
Title: Re: Zomboid
Post by: nenjin on March 17, 2012, 05:11:52 pm
I think it will be playable for you, but you may experience frame rate issues when there are an assload of zombies on the screen. Because PZ lays the hordes on thick.

Bear in mind I also haven't played the most recent version, which got a lighting overhaul. Of all the things I think you're lacking, memory is probably the big one. 512 is not a lot.

IIRC there's still a demo up so you can try for yourself before buying.
Title: Re: Zomboid
Post by: Xeron on March 17, 2012, 05:14:51 pm
Yeah my RAM is what is holding me back mostly on alot of gaming T_T.
Wish me luck for i am currently installing the demo.
Title: Re: Zomboid
Post by: Ghazkull on March 17, 2012, 05:23:09 pm
so well i dug that one out recently and somehow all Npc's i meet have the terrible urge to kill me...uhm can i talk with those lads in any way?
Title: Re: Zomboid
Post by: Xeron on March 17, 2012, 05:23:50 pm
Out of memory error ......T_T
Title: Re: Zomboid
Post by: lemmy101 on March 18, 2012, 12:46:15 pm
That will be sweet. This is THE update I've been waiting for. The persistence is more than I'd hoped for, too. Just so we're clear though, this ISN'T coming with a whole lot of map gen though right? It's the standard maps they have and then randomized content and NPCs? Still pretty damn good though. I especially like the random starting points in large sized maps. "Reclaiming" forts should be a nice self-directed challenge (something the game can kind of lose if you start doing good.)

They have NO plans for randomly generating maps, as they've said: the results just aren't quite good enough for the level of detail they want, and even Introversion with their decades of game experience had to give up on that idea with Subversion as the results weren't there. Hand-designed maps are the only way, although users will be able to create their own maps too (and have been already quite a bit!)

However with the new 'lot' system it's easy to slot in buildings and any other area of map to an existing map in lua script before or during game-play, this means it'd be easy to do L4D style alterations to the map, as well as opens the possibility of mods doing random maps. I'd be surprised if at some point we don't have a leading random map mod that takes all the official and modder built map lots and has random road/building layouts and stuff.
Title: Re: Zomboid
Post by: Leatra on March 18, 2012, 12:51:44 pm
Generated maps works well for roguelikes. It's just boring in games with graphics. I think they made a good decision.
Title: Re: Zomboid
Post by: nenjin on March 18, 2012, 01:57:16 pm
Quote
They have NO plans for randomly generating maps, as they've said: the results just aren't quite good enough for the level of detail they want, and even Introversion with their decades of game experience had to give up on that idea with Subversion as the results weren't there. Hand-designed maps are the only way, although users will be able to create their own maps too (and have been already quite a bit!)

I said generated content. Randomized container contents, ect... It's been made quite clear for a long time that procedural map gen will not be happening.
Title: Re: Zomboid
Post by: lemmy101 on March 18, 2012, 02:03:45 pm
Quote
They have NO plans for randomly generating maps, as they've said: the results just aren't quite good enough for the level of detail they want, and even Introversion with their decades of game experience had to give up on that idea with Subversion as the results weren't there. Hand-designed maps are the only way, although users will be able to create their own maps too (and have been already quite a bit!)

I said generated content. Randomized container contents, ect... It's been made quite clear for a long time that procedural map gen will not be happening.

Ha also now you see how close we were to the saving going in during our last exchange. :P
Title: Re: Zomboid
Post by: nenjin on March 18, 2012, 02:11:02 pm
To be fair, I'd be saying my schpiel after every update pretty much since I'd gotten the game. So I had to get it right one of those times!

But yeah, super stoked to play again. No more finding myself reasonably secure and wanting to call it a day...and having to go hug a zombie.
Title: Re: Zomboid
Post by: boatie on June 29, 2012, 07:43:58 am
So has this game got to the level yet where I should buy it (and trust that it will continue to be developed?)
Title: Re: Zomboid
Post by: Ivefan on June 29, 2012, 07:51:33 am
So has this game got to the level yet where I should buy it (and trust that it will continue to be developed?)
Comparing current version and the demo, theres a lot of differences and the next version seems to be getting a lot of overhauls.
I'd say that buying it or not depends on your situation. Got money to spend? Do you have a zombie survival itch you want to scratch? Do you have something else to do?
You would probably get a better experience if you played it for the first time after it got some more development but it's not a bad buy atm.
Title: Re: Zomboid
Post by: Walter Sullivan on June 29, 2012, 10:17:47 am
Well, the game had an update yesterday. The combat system and the zombie/character sprites are now far better. Here's a video:

http://www.youtube.com/watch?v=rtZP3LGZuq4

The game is running better too, at least here on my notebook. On the previous version(Q) playing on high was laggy. Now on this new version I can play it just fine. It's awesome.
There're still some bugs to be fixed, but the game is way better now. I'm loving the new combat and graphics. And with this new graphic system it's gonna be easy for them to add more stuff.
Title: Re: Zomboid
Post by: Ivefan on June 29, 2012, 10:22:53 am
Well, the game had an update yesterday. The combat system and the zombie/character sprites are now far better. Here's a video:
How amusing. i must have checked just a little before they updated
Title: Re: Zomboid
Post by: hemmingjay on June 29, 2012, 10:29:58 am
I am going to wait for them to iron out the new glitches but I am happy they are getting back on track.
Title: Re: Zomboid
Post by: Yolan on April 25, 2013, 09:56:36 am
I'm kind of surprised this thread hasn't been updated yet. Project Zomboid is about to come out of a period of closed alpha testing with a new version possibly within days. I have to admit, they have been busy. It is looking very, very nice. Take a look at the youtube alpha test videos.
Title: Re: Zomboid
Post by: Walter Sullivan on April 25, 2013, 11:21:27 am
I'm kind of surprised this thread hasn't been updated yet. Project Zomboid is about to come out of a period of closed alpha testing with a new version possibly within days. I have to admit, they have been busy. It is looking very, very nice. Take a look at the youtube alpha test videos.

Yeah, I've been watching a lot of streamers/youtubers lately. This RC3 build is going to be, by far, the most awesome update ever of this game. I really hope they release it on monday, even though I have a lot of tests this week  :P
Title: Re: Zomboid
Post by: Anvilfolk on April 25, 2013, 11:49:17 am
I'll believe it's done when the patch is out! ;)

I absolutely loved the demo way back in the day, but they've been having the worst luck since then and stuff has just taken forever. Absolutely totally looking forward to it. I'm curious about the release log as well. Does anyone have a list of major features that are going to come out that aren't just graphics changes but actual gameplay changes?
Title: Re: Zomboid
Post by: Chattox on April 25, 2013, 12:01:36 pm
I'll believe it's done when the patch is out! ;)

I absolutely loved the demo way back in the day, but they've been having the worst luck since then and stuff has just taken forever. Absolutely totally looking forward to it. I'm curious about the release log as well. Does anyone have a list of major features that are going to come out that aren't just graphics changes but actual gameplay changes?

I imagine the patch notes will rival the entire LotR trilogy in length. :P
Title: Re: Zomboid
Post by: mendonca on April 25, 2013, 12:13:54 pm
http://www.theindiestone.com/community/viewtopic.php?t=11536

This one mainly covers it, but ignore NPC stuff (for now).
Title: Re: Zomboid
Post by: Anvilfolk on April 26, 2013, 03:40:00 am
Cool! Sounds like a fair bit still :) Itching to have that patch see the light of day :)
Title: Re: Zomboid
Post by: hemmingjay on April 26, 2013, 07:35:46 am
Everyday for the last 4 months they have been telling people very soon, a matter of weeks, not months. I am hopeful that it will see the light of day in May, but would eat my hat if it came out on this coming Monday.
Title: Re: Zomboid
Post by: DoomOnion on April 26, 2013, 09:20:37 am
I hope it comes out on monday. Not only because I like this game, but I also look forward to Hemmingjay eating his hat.  :)
Title: Re: Zomboid
Post by: Anvilfolk on April 26, 2013, 10:04:32 am
I think there's a guiness record in the making here ;) Most single hat eaten by most generous person!
Title: Re: Zomboid
Post by: dennislp3 on April 26, 2013, 10:45:03 am
Everyday for the last 4 months they have been telling people very soon, a matter of weeks, not months. I am hopeful that it will see the light of day in May, but would eat my hat if it came out on this coming Monday.

This....I dont mind long development cycles but they say it will come out so often I dont even care to look anymore...they need to learn to accept that its ok to have long development cycles and that its not required to tell us constantly how soon it will be out...despite never being soon >.<
Title: Re: Zomboid
Post by: Grakelin on April 27, 2013, 06:42:58 am
I dunno, I kinda regret giving them my money nearly two years ago considering how little has changed since that time. It's not like they've been cultivating a good relationship with the community, or even maintaining a decent one on their forum.
Title: Re: Zomboid
Post by: mendonca on April 27, 2013, 07:13:29 am
It's not like they've been cultivating a good relationship with the community, or even maintaining a decent one on their forum.
Care to elaborate? Seems a bit unfair ...
Title: Re: Zomboid
Post by: dennislp3 on April 27, 2013, 07:40:13 am
Yeah I would say the weekly blogs and (from what I have seen) activity of the devs on the forum has been pretty good and better than most games....

Not to mention....it seems silly to throw money at a game in development and then be upset that it takes time...now if it was a dead project then I could see an issue...
Title: Re: Zomboid
Post by: ScriptWolf on April 27, 2013, 08:28:37 am
To be honest it was only £5 when it was first announced and when I got it.

Personally if you look at RC 3 now and compare it to when the first alpha came out they have advanced in leaps and bounds. But had it really been 2 years ? Wow when you compare it to 2 years development they have not really done much :/

But it has advanced quite a bit and really does look a lot and feel a lot better to play in RC3
Title: Re: Zomboid
Post by: jocan2003 on April 27, 2013, 09:29:49 am
Make me feel of my old boss... when he hired me he said the next project he would need my help with would be in 2 week, well after 6 month i was still being paid doing mostly nothing rofl, sometime its fine and nice to see that happening.
Title: Re: Zomboid
Post by: Chattox on April 27, 2013, 01:39:34 pm
At first glance it does appear that they haven't done much in 2 years, but then they have been having the most terrible, cursed-by-gypsies luck known to man. First their game was leaked and someone even set up an updater for the pirated version; then their laptops and data were all stolen, then there was a mass refund event. I think they would have released more often had they not been burned by some of the more toxic members of their community during that time.
Title: Re: Zomboid
Post by: nenjin on April 27, 2013, 03:24:58 pm
I just fired this up recently and couldn't see a whole lot off the top that was different from when I played it last year, other than random starting places, a few new items, and some tweaks here and there. Gameplay still seems to shake out the same way more or less. Spend the first day or two building up supplies, step out once or twice for new supplies...get your holdout surrounded, run around for another day or two, then die. I still don't see the save options even though I read them in the patch notes. Maybe I wasn't looking hard enough.

There's always been a ton to like about the game, but I dunno. It still feels like there's some vital component of fun missing from it. I think it's because it's very hard to actually survive in the face of the horde, because you are always boxed in by things like fences, you can't jump out windows....So you're repeatedly doing the same thing, over and over and over again.

I got in way early so I own it regardless but....for me the game has not risen past its initial level of entertainment since it came out, despite allll the things they've done to it. The experience remains essentially the same.
Title: Re: Zomboid
Post by: Anvilfolk on April 27, 2013, 03:55:05 pm
Well, they've been working on this version since forever, and it's still not out. I'm going to reserve judgement until that comes out. I followed the story, and saw a talk they gave at rezzed. They seem like nice blokes, I guess the most we could complain about is their proficiency at gamedev. But we'll see :) Let them develop for some more time without the wicked bad luck they had.
Title: Re: Zomboid
Post by: Vorbicon on April 27, 2013, 07:02:35 pm
While I'm certainly bummed by the very long time it's taken to get this current version to where it is, I can't say it was 5 dollars poorly spent. I've gotten more hours of enjoyable play from the previous alpha versions than I've gotten from a lot of complete AAA titles.
Title: Re: Zomboid
Post by: Rumrusher on April 27, 2013, 08:33:47 pm
Hmm so how much has been changed? Has the Dev team add an ability to heal your wife from her broken leg adding a morale modifier to sleeping in beds or was that entire tutorial section scrap for custom character generation? is there a way to effect the world with one man or the idea is that what ever you do it's worthless and status quo will reset? Will we be able to have a community game where every one finds or craft a special item with history then place it into a heavily guarded museum? Can megaproject be perform in Zombiod?
Title: Re: Zomboid
Post by: Cthulhu on April 28, 2013, 12:02:12 am
Will we be able to have a community game where every one finds or craft a special item with history then place it into a heavily guarded museum?

Can we build a spaceship and leave for a different planet?

Are there procedurally generated plants in the game?

Are there arcade machines in game that let you play the actual games as a side-game?

Is there an option to make the game a first-person shooter?  What about a squad based tactical RPG?

Are there lightsabers?
Title: Re: Zomboid
Post by: mendonca on April 29, 2013, 03:39:47 pm
Millinery consumption: GO!

http://www.theindiestone.com/community/viewtopic.php?f=39&t=12854
Title: Re: Zomboid
Post by: nenjin on April 29, 2013, 05:23:27 pm
Welp, first impressions.

-Way more polish, in general.
-Still plenty of bugs. Bug UI menu display, crashes probably from unhandled inputs.
-Where is the view zoom? Good lord I'm gonna wreck my eyes looking for stuff if they took that out. It's not in the UI anymore and not listed in the hotkeys. Blargh, it's gone. On the one hand I always play zoomed. On the other, it's tough as shit to run from zeds in that close up.
-New menu seems way better. Having an open window to show you containers and contents is awesome. I love how each interaction takes a little time that is shown on the inventory item bar. Very slick. That said, menus are a little funky. Single clicking on one of the tabs makes it thinks you want to reorder them.
-Game crashed when I died, threw an error, then went back to the menu screen with no buttons to press. Not sure if it was because I hit a key or what.
-Game crashed when saving normally after dying. Even calls it "game"_crash.
-Saving. WOO. FINALLY. Seems to work?
-Skills 'n stuff.
-Options for how realistic you want reloading to be. (As in, must chamber a round first.)
-Lots of options for tweaking the zombies, how smart, how they decay, that sort of stuff.
-No new traits or occupations that I can see.
-Changing resolutions in game seems to bug all the menus.
-Open and going through windows now works as does vaulting fences. Hurrah!
-Combat seems a little harder now, and in an unfinished state. Not a lot of sound effects. Previous combat looked and felt a bit better. A lot of that is probably the view, too.

All in all, it looks like the time was not put to waste, so I'm eating my words for the moment. Will keep going and see how the sandbox stuff shapes up. My first was over pretty much the moment I left my starting building. Surrounded on all sides with no where to get away to, or out of sight of zombies.
Title: Re: Zomboid
Post by: Sharp on April 29, 2013, 05:44:58 pm
Everyday for the last 4 months they have been telling people very soon, a matter of weeks, not months. I am hopeful that it will see the light of day in May, but would eat my hat if it came out on this coming Monday.

(http://michaelsaurus.com/inst_edible_hat.jpg)
Title: Re: Zomboid
Post by: nenjin on April 29, 2013, 06:00:24 pm
I find something hot like Sirracha or Tabasco goes good with hat.
Title: Re: Zomboid
Post by: hemmingjay on April 29, 2013, 06:19:38 pm
I just ordered a hat cake because my real hat is so filthy that eating it might cause a zombie outbreak. (http://www.coolest-birthday-cakes.com/images/baseball-cap-5-21338934.jpg)
Title: Re: Zomboid
Post by: Kaitol on April 29, 2013, 08:44:07 pm
Eating an actual hat would probably kill you unless it was entirely made out of just leather. And even then, it would be iffy. So I don't think anyone's gonna complain about a cakehat.
Title: Re: Zomboid
Post by: nenjin on April 29, 2013, 09:28:19 pm
So I just had perhaps my best game ever. Lasted probably about 4 days. Why probably? Because the game crashed and I never saw the final count, but I'll get to that.

I start out somewhere near the edge of town. There's small houses with big open space between them, barbwire fencing and such around that tells me that. My starting house is tiny. I grab a few food items and make some bandages quick, then immediately aggro the horde. I slip out a back window and begin running kinda northwest-ish, dodging through houses when I can.

The horde isn't letting up though. I hit a large open stretch of pavement going north and figure I'll eventually reach some dense housing to lose them. I run...and I run...and I run...and I run...and I run. This road, bordered on both sides by grasses and forest, goes on forever. It eventually gets dark so I have to stay by the shoulder to even see where I'm going. I keep walking. Keep walking. Keep walking. I get a fright noise and, not having any other options since I can't even see where I'm going...I keep running north along the road.

Eventually in the blackness I see the road ends and can't walk more than a few feet forward without getting stuck. Just about then midnight rolls around and the moon is up and I can see the road turns right toward the east.

I follow the road for a bit until I see a patch of brown dirt like a path going south. Knowing that will eventually take me back to civilization, whereas east is a mystery, I take it. By now I'm really thirsty and completely zoned out due to lack of sleep. I've also caught a case of the sads (after long periods of boredom while walking and running.) By now the sun is coming up, gloriously revealing everything to me, making navigation much less nerve wracking.

I follow the path which leads into the forest, weaving this way and that. I take a second, green trail that continues south.

Low and behold I spy a lone farm house and a barn, my savior. I jimmy open the window and slip inside, grabbing a few quick items like food and a baseball bat, a flashlight and water. I spend a long time drinking to recoup my thirst. Then I hit the hay.

I wake up and it's midnight. I eat and check around, no sign of zombies still this far out. I decide this would make a good base of operations. I slip outside into the night and check around the barn for a hammer (as I've now found plenty of nails) but alas I find none. No hammer, no barricading. I go back inside and finish exploring the house, coming up with not a whole lot. Plenty of ammunition but still no gun. I'm grateful for the baseball bat though, which is better than the spade I was carrying.

Morning dawns and I head south, intent on finding more supplies. I pass through a tree line and then a large, open field clear of zombies. Not wanting to make it too hard to find the farmhouse again, I keep south. I turn the corner of the woods and run into a few zeds. Seeing them alone I decide to try out the bat. Turns out combat isn't so hard when you can see what's coming. (The ability to strafe and back pedal while swinging is also a huge help.)

The Zeds die and I'm feeling pretty confident, even though I've now got a major case of the sads. I continue south and enter kind of a redneck quadrangle, 4 houses arranged in a cross pattern with the center open, fenced in by barb wire cattle fence. As I reach the first house and zeds, quite a few, start coming out of the trees to the south. I decide to test my luck and see how many I can take down. After about 5 or so minutes of fighting, I've killed nearly 20. I go inside the nearest house and rest up, and get fed, as night is falling. I rummage around but find nothing new or interesting, not even a book. At some point during the night I glitch out and fall through the floor, doing "serious damage" to myself, but it's non-specific health damage. It heals fairly quickly after I rest.

Morning dawns and a few more zeds are outside. I quickly beat them down and set about looting the other houses. Still nothing new. No guns, no hammer. A few more zeds pop their heads out while I'm searching around and I clean house. I go back to the northern house to rest up.

I wake before midnight. All's quiet. Having nothing left to loot in this little patch, I decide it's time to head back to the farm house to unload and take stock. I step outside and it's pitch black. I turn on my flashlight but it seems to do diddly squat other than light up my character. I check and the batteries are low. I wonder if that has something to do with it. I stumble forward in the dark and see, vaguely, shapes moving. Realizing I have zero chance of getting through the trees in the dark, let alone with zeds around, I back up towards the house. Behind me I see more shapes moving. I wait for the first one and clobber it but see more advancing behind it. Realizing I can't kite in the dark, I run back into the house and slam the door behind me.

It's ultimately a futile gesture, as the windows are already smashed out. I back up the stairs and begin clobbering zombies as fast as I can swing my bat. More windows smash, untold numbers of zombies now entering the house, piling up so much they can't advance. I step forward and swing into the crowd, then step back, knocking a few down. I must have killed 10 by now. Somehow, probably a glitch, a zombie finally gets behind me and I get nibbled on, a scratch to the neck. Panicked I back up the stairs to the second level hallway, swinging as I retreat, I kill the few zombies that are following me and wait a moment. When no more advance I bandage up my neck and start creeping forward, swinging my bat blindly around the corner.

As I pass around the corner, the game freezes, never to respond. I imagine the sheer amount of gore and bodies I left behind on the first floor was too much for it.

In all the games of PZ I've ever played, this was by the far most exciting. I'm pretty sure the only reason I lasted as long as I did was ending up near the rural countryside, where I had a chance to get away from the near constant spawns. And there was a lot of running in the dark past god knows what (if anything), before finally getting back to the action. But they weren't lying, the world is now officially huge and seamless, and it's very easy to get yourself lost in.

So yeah. I think the game is pretty playable now, especially since you can finally return to games where you're on a not-dying streak. Unforunately there's still plenty of glitchiness to interfere with a successful game.
Title: Re: Zomboid
Post by: Azated on April 30, 2013, 11:18:56 am
I think I might wait until they iron out a few of these wrinkles before dropping a few bucks into this. Definitely seems to be getting better, though.
Title: Re: Zomboid
Post by: nenjin on April 30, 2013, 11:54:29 am
Definitely give this version at least a couple fixes. It's good but the crashes and bugginess will drive a new player insane.
Title: Re: Zomboid
Post by: Mephansteras on April 30, 2013, 11:59:11 am
Yeah, sounds like it's just a bit too buggy to try playing again. Glad to hear they've been making improvements, though.
Title: Re: Zomboid
Post by: nenjin on April 30, 2013, 08:03:50 pm
Signs you're becoming a zombie:

Spoiler (click to show/hide)

It was a pretty epic run. I'd shaken three to four major hordes, jumping between houses, hiding behind fences and trees and picking off the persistent ones, before sneaking back the direction I came from to get back into houses that looked promising. I'm starting to get pretty good at it. It's a mixture of persistence, execution and luck, but I've managed to duck hordes in as few as two houses before. You just gotta be ready for that one or two persistent bastards that keep after you...and be ready to run if you see the rest of the horde coming. Generally thought if you break LOS you lose the vast majority of zombies, because they'll follow each other in lieu of  you. That's why bailing through houses is so effective, it breaks LOS on most of the pack.

Anyways, things were going pretty well...until I opened a bathroom in what I thought was a secure house. I got mauled. I bandaged up and shrugged it off, continuing to run around, trying to find what looked like a good safehouse (protip: nothing in this version is a good safehouse. Hordes are random, so you're likely to wake up one morning with one beating on your door, or waiting for you to step outside.)

I bolt into a small 1-room house with a bathroom and start settling in for the night, putting up sheet drapes on the windows, ect...when I see I'm nauseous. I sleep, and wake up still feeling sick. I decide to take it easy for the day since all is quiet outside...but the nausea progresses to a fever and rapidly depleting health. Desperately I start eating everything I have to keep my health up but it's no good. Instead of lying there waiting to die, I run outside instead and start laying into zombies with my baseball bat. They eventually take me down, and I join them.
Title: Re: Zomboid
Post by: nenjin on May 01, 2013, 11:20:53 am
New version should? drop today:

Quote
     Salmon will take less time to be cooked.
    Passive skills gain and lose XP slower (no more going from strong to stout within 2 days)
    Crafting changes : Now clicking on 1 item will open all the crafting possibility, it'll display a tooltip where you can see the needed item for recipe.
    Fixed stout trait description.
    Disappearance of trait descriptions after being added and then removed fixed.
    Lowered the weight of cooking pot.
    Lowered weight of shotgun shells / pistol bullets.
    zombie awareness reduced a bit in daytime.
    zombie memory reduced slightly.
    Much less chance of being spotted when stood next to walls / full tile vision blocking stuff, extra bonus when sneaking. Sneaking around buildings and fences now the most valid strategy for avoiding attention. Will have sneak anims put in around this philosophy.
    Balanced loot times for small items. Stacks of nails / seeds etc now transfer super fast.
    Packing / unpacking time made longer by pack being near full.
    fixed barricade crash.
    Inventory panes will never remain scrolled more than items exist in window. (Fixes 'disappearing container items' bug which is actually it being scrolled beyond the bottom of the last item.)
    Zombie spawning bug potentially improved a lot. Possibly fixed but don't get your hopes up.
    Now saves sandbox options out properly.
    Fix to reloading (thanks Stormy!)
    Low density zombies on sandbox is now set lower.
    Zombie density on survival edged down a smidge more.
    Optimizations.
    Removed the tooltip in inventory when right clicking in it for better visibility.
    Balanced fitness/nimble xp gain.
    Removed some recipe who missing textures (farming stuff)

I've been a pretty big detractor of PZ, but I can say without qualification that this game is finally fun, in the rogue-like sense of the word. I've probably played 25 games now and keep wanting more. There's not a ton of extended gameplay beyond what you initially start with...but the balance in trying to survive is finally there. Being able to use windows and jumps fences means survival comes down mostly to skill and planning instead of 100% luck like previous versions.

While the game isn't so good I'd insist people pay for it...if you already have access to the game and haven't played in a while, this would be the build I encourage you to check out. Put another way, of all my wants for PZ, after this build the future really looks more about content development than system building and polishing. Finally.
Title: Re: Zomboid
Post by: rabidgam3r on May 01, 2013, 01:44:17 pm
So, I've been scoping this out and accounts from others seem to say that it's fun enough in this state to warrant buying. What do you guys think, should I get it?
Title: Re: Zomboid
Post by: nenjin on May 01, 2013, 01:52:52 pm
Just realize that a) there will still be lots of bugs b) not all the content is there and c) updates could be a looooooonnnnnggggg time in coming.
Title: Re: Zomboid
Post by: Mesa on May 01, 2013, 02:00:31 pm
updates could be a looooooonnnnnggggg time in coming.

Still faster than a certain fantasy world generator and simulator.
Title: Re: Zomboid
Post by: nenjin on May 01, 2013, 02:07:34 pm
In terms of scope, not really. For what Toady does he develops at a pretty good clip. Indie Stone, on the other hand, is dealing with a lot of graphics that I think is a lot of their dev time.
Title: Re: Zomboid
Post by: Tellemurius on May 01, 2013, 04:25:22 pm
In terms of scope, not really. For what Toady does he develops at a pretty good clip. Indie Stone, on the other hand, is dealing with a lot of graphics that I think is a lot of their dev time.
the big eat out of their time was the gui and gameplay overhaul, i dont see anything changed big with graphics at all.
Title: Re: Zomboid
Post by: nenjin on May 01, 2013, 04:26:33 pm
Based on the number of missing animations and place holders, I don't think that's true. Stuff that graphically worked a year ago is now back in a placeholder state. They also reworked all the sprites.

PS- Good fucking god, the Indie Stone forums. There's plenty of terrible feedback, bur then an equal number of apologists as well, who dive all over any negative feedback saying stuff like "It's an alpha, don't judge!"

Fuck I'm sick of hearing that. Personally, I'd rather hear that someone doesn't like it, in poor format, then a legion of Yes Men who have little to stay other than defending what they like.
Title: Re: Zomboid
Post by: Tellemurius on May 01, 2013, 04:31:20 pm
well "it is" alpha and the new release we are playing on is a release candidate of a alpha :P
Title: Re: Zomboid
Post by: mendonca on May 01, 2013, 04:49:51 pm
Yeah, it is an alpha. It's important the devs know what doesn't work, though. Likewise it's not important to reiterate something that they already know. I guess this sort of thing is an unavoidable problem at this stage of such a project.

Most of the idiocy (both sides) on TIS forums are a result of 'youthful enthusiasm', I reckon. I'm on a (failing and sporadically attended) mission to eradicate the use of the phrases 'white knight' and 'troll' from the place. It's the bane of my fleeting and pitiful existence.

Title: Re: Zomboid
Post by: nenjin on May 01, 2013, 04:54:29 pm
I just find the whole concept of "don't judge an alpha" to be counter-intuitive when it comes particularly to PZ. That might have been true back in .20 days, but IS has basically continued to use the Alpha label, to me, as a defense.

There's a lot to the game that isn't in alpha anymore, it's very beta to me and has lots of polish. It's very capable of being judged on its merits. Yet their more....hair trigger fans don't want to hear anything that isn't positive feedback. If it's negative feedback, it has to be written in the most neutral style otherwise you're "attacking" IS.

I mean, I'm more than happy to take the bugs and half-features as they come. That's the nature of the beast until it's on sale. But the unwillingness to even engage in mild criticism of the game by some of their fans is teeth-grindingly annoying to me. You say something like "The Knife seems to crash the game more than any other weapon" and you're guaranteed a response of "I'm sure it will be fixed!!! This is an Alpha afterall!!1111"

Which is completely not the fucking point of me saying something in the first place. I know it's a goddamn Alpha. I was there on Day 1, you fucking sycophant.
Title: Re: Zomboid
Post by: Tellemurius on May 01, 2013, 05:16:57 pm
from what i believe they are still not finished with including all of their features into the game. Plays like a beta but still alpha. Lucky i just spend enough time to do bug reports and not care what is posted anywhere else.
Title: Re: Zomboid
Post by: dennislp3 on May 01, 2013, 05:17:18 pm
I cant seem to survive for shit anymore >.< doesn't seem to matter how much I sneak or anything
Title: Re: Zomboid
Post by: nenjin on May 01, 2013, 10:48:49 pm
I cant seem to survive for shit anymore >.< doesn't seem to matter how much I sneak or anything

I'll repost what I wrote on their boards:

Quote
   
The biggest thing is: don't panic.

When you're outside and you're being chased, you don't need to run yourself to exhaustion. You just need to run enough to stay ahead of the horde. Sometimes continuing to run is what gets you surrounded by zeds. When you can't see any zeds immediately in front of you, slow down. Start looking for hiding places. Stay observant, plan where you're going to run to, be ready to change direction at a moment's notice. Most importantly, conserve your energy for when you find a big stretch of woods, or a lot of houses grouped closely together. THEN you sprint like a mad man, put real distance between you and the horde. Or save your energy for when you're completely, 100% cornered.

Second biggest tip: don't overestimate the horde's ability to follow you. It's true, they can be tenacious. They can also be super, super lazy. LOS is the biggest determinate of them following you, followed by sound. Scent is kinda hard to quantify. Put some distance between you and them, break LOS and hide. I find I have a lot of success getting the horde to chase me to a house, entering through a window, and exiting the backside. The bulk of the horde seems to get stuck attacking the house.

Third is: 3 zombies are not really a threat. If you've been running from a horde, avoided them, and run face first into 3 zombies...just kill them. Quickly, quietly, discretely. The Frying Pan or Spade is a decent starting weapon, far far better than the Kitchen Knife. Don't let 3 zeds ruin the only good hiding spot you've found for blocks. If there's no LOS between the zombies you're fighting and the zombies chasing you, chances are, you're in the clear.

Fourth is this: there is no rhyme or reason to zombie spawns right now. A horde will appear in a spot you thought was clear only 2 hours ago. Don't assume anything, especially when you pick a safe house. It's only safe as long as the dice say it's safe.

I'd just add that there's a lot of variance in how well you're pursued by the horde. Run long enough, far enough, around enough LOS-blocking corners, and you'll lose 90% of the horde. Usually what I do is run run run, turn a few corners, then turn a final corner, back up and wait. Inevitably, 1 to 5 zombies will come around the corner. I take them out one at a time, and if ANY more than that show up, I assume the rest of the horde is shortly behind, and start running again. I've used this method pretty consistently now and it seems to pan out most of the time. The newest patch has also improved your stealthiness when sticking closer to walls, and added more LOS blocking. So fences and turning the corners of houses is even more effective.

It's really neat how certain things in game affect you psychologically and make you start to despair. Just the sight of a large horde on two sides of you is sometimes enough to break your will and make you commit suicide by zombie. But other times, if you're persistent and keep pushing your luck as far as it will go....sometimes the game surprises you and you actually DO get away safely. That's when the game really shines, in those moments where you've narrowly avoided trouble. It's what gives all the survival aspects, sleeping, cooking food, the creature comforts their weight. Because when you've been running for 3 in-game hours and narrowly avoided death several times...and finally get into a safe house so you can rest, get a drink from the faucet, eat, organize your inventory...the relief is palpable.
Title: Re: Zomboid
Post by: nenjin on May 08, 2013, 04:44:11 pm
Build .0007 should be available on Desura now.

"Most" of the crash bugs are fixed. NPCs aren't back yet but the meta events they generate (gun shots, helicopters flying over, ect...) are in, adding some dynamism to the movement of zeds across the map. The Zed population has been re-concentrated mostly in the urban heart of the city, with the outskirts have a much lower chance for generating hordes. It's actually possible to get around now.

Food requirements seem to have been nerfed so it takes much longer to get hungry. A good or a bad thing depending on why you enjoy PZ.

I think if you've been waiting to buy, now would be an ok time, the game generally seems stable for most people. (Although I still crash about 50% of the time when it tries to save out my game on character death.) If you've got an integrated Intel graphics card you should probably still stay away though, they're still troubleshooting issues with it.
Title: Re: Zomboid
Post by: Mickey Blue on May 08, 2013, 06:45:11 pm
Bought this quite a while ago (a little over a year) and glad that I still had the email with my password (cause I'd have forgotten the long string of letters and numbers).  Be interesting to see what's changed.
Title: Re: Zomboid
Post by: Anvilfolk on May 22, 2013, 05:43:18 am
I tend to like indie devs in general for what they are trying to do, but the zomboid team really needs to stop promising things they aren't going to keep. I mean, if every deadline you set gets broken by a ton, then you'd learn. I don't doubt their good will and their desire to meet the deadlines, but it' getting to be pretty ridiculous. It's getting to the point where I might start ignoring what they say altogether and just wait for the finished game :\

This is because they promised version 0008 Monday, by the way.

I usually don't care about these things at all, but if the same guys do the same thing ALL THE TIME then it gets to be a bit much even for me, and I hate this feeling.
Title: Re: Zomboid
Post by: Tellemurius on May 22, 2013, 10:55:23 am
I tend to like indie devs in general for what they are trying to do, but the zomboid team really needs to stop promising things they aren't going to keep. I mean, if every deadline you set gets broken by a ton, then you'd learn. I don't doubt their good will and their desire to meet the deadlines, but it' getting to be pretty ridiculous. It's getting to the point where I might start ignoring what they say altogether and just wait for the finished game :\

This is because they promised version 0008 Monday, by the way.

I usually don't care about these things at all, but if the same guys do the same thing ALL THE TIME then it gets to be a bit much even for me, and I hate this feeling.
Quote
That's all for this week, and we'll do our utmost to get you your 008 goodness today. If not today then very very soon afterward.[/qoute]
can't really say they are lying.
Title: Re: Zomboid
Post by: Astral on May 22, 2013, 01:19:58 pm
Eh, I remember back when I bought Project Zomboid they were having some major issues at the time. Laptop stolen from their apartment, which contained a good chunk of the game up to that point, pirates crashing their servers due to it force updating pirated copies from legitimate servers (causing major bandwidth issues).

But still, I'd have expected a little more nearly two years later. It's good to see that they are still pursuing their goal, at least.
Title: Re: Zomboid
Post by: Anvilfolk on May 22, 2013, 02:21:18 pm
Speaking of which, it's out ;)

http://www.theindiestone.com/community/viewtopic.php?f=39&t=14002
Title: Re: Zomboid
Post by: Tellemurius on May 23, 2013, 10:45:43 am
Also, Version 2.9 has finally been pushed to Desura's auto-update coming along with experimental joystick and split-screen support.
Title: Re: Zomboid
Post by: Baijiu on May 23, 2013, 02:04:55 pm
Haha. The patch notes are awesome. Can't wait to try out the new everything.

Quote
CONSTRUCTION
Carpentry

EXPERIMENTAL
split-screen

NEW
UI
everything
graphics
map
music

OTHER
Camping
Farming
Skills
Title: Re: Zomboid
Post by: Astral on September 18, 2013, 03:17:28 am
Project Zomboid recently released the ability to get Steam keys from Desura, which I find to be extremely awesome, as I don't ever use Desura despite having signed up for an account at some point down the road. It doesn't appear to be directly available through Steam as of yet, but it does appear to be a very good possibility in the near future.

It's great to see this game having mod support, as I don't remember seeing it even be a feature when I originally bought it a year and a half or two years ago. Something like that will likely extend the lifespan of the game well beyond the point the developers stop supporting it, but as of right now the game still has a ways to go.

It's also great to see that the IndieStone team continues to follow their dream with this game, despite all the setbacks I remember reading about when I originally bought it. (IE: Losing a laptop that contained a great majority of the games code due to a break in, pirates making a version that spammed their servers with download orders, among other things).
Title: Re: Zomboid
Post by: Silent_Thunder on September 18, 2013, 03:30:08 am
Project Zomboid recently released the ability to get Steam keys from Desura, which I find to be extremely awesome, as I don't ever use Desura despite having signed up for an account at some point down the road. It doesn't appear to be directly available through Steam as of yet, but it does appear to be a very good possibility in the near future.

Oh thank god. I mean, I know Desura is a godsend for indie devs but, it's also the only distribution platform that has regularly broken down on me as far as downloads and updates, sometimes requiring me to just start all over from a fresh install. I admit I tend to transfer my keys to Steam the moment that option is available.
Title: Re: Zomboid
Post by: Mephansteras on September 18, 2013, 11:06:23 am
Yeah, I'm much happier having my games on Steam.
Title: Re: Zomboid
Post by: nenjin on September 18, 2013, 11:26:35 am
Very happy to get my copy on Steam. I'm glad Desira is there but I don't want to start building a library on it.
Title: Re: Zomboid
Post by: Tellemurius on September 18, 2013, 04:16:49 pm
Game does download from steam just apparently its an semi-older build (probably their last stable)
Title: Re: Zomboid
Post by: Urist McScoopbeard on October 09, 2013, 05:23:25 pm
God, I just got this game and transferred it over to steam, it's awesome.

Especially the forts you can make! Now the NPCs just need to be added back in and it will be purty darn off the charts!

anyways, who's still playin? got some interesting stories?

I found this video today, made by a pretty daring player:
http://www.youtube.com/watch?v=NR3CLP8M0zM
Title: Re: Zomboid
Post by: Wiles on October 10, 2013, 09:32:55 am
I picked it up, but kind of regret buying into the early access. My fps is so bad that it isn't fun to play.

I really dislike the whole line of site thing the game uses. Seems like they're trying to add in more elements of realism but being completely oblivious to everything that isn't in your direct line of sight is kind of silly. There is a perk that has something to do with hearing so I'm hoping that eventually you will be able to tell when there are zombies running at you from behind.

The game itself is very bland graphically and the UI leaves a lot to be desired but I imagine if you're picking this game up then those are probably things you can forgive it for if the gameplay is good enough.

I think it's the kind of game that I'd rather play when it's feature complete. Buying early access is always a gamble, this time I feel like I lost the bet. The game does look promising though.
Title: Re: Zomboid
Post by: Anvilfolk on October 10, 2013, 10:02:06 am
Yeah, the UI feels very unresponsive and unintuitive still, which is a shame.

You should check their website and download the latest (forum) version. They're working on some pretty fundamental changes to rendering that should make it a whole lot better for a lot of people. Also, I think the Steam version is still behind a couple of iterations, because of whatever.

Again, I don't have the utmost faith on the technical capabilities of the Zomboid team (I think it's a first game for many of them), so stuff is bound to go super slow.

Disclaimer: I haven't played it THAT much at all. If you're super into the game you're more likely to notice the few things that change every version. For me it's still fairly close to the game I bought a year+ ago.
Title: Re: Zomboid
Post by: Urist McScoopbeard on October 10, 2013, 03:23:30 pm
Maybe you guys should try the steam version? Updating to the beta actually puts it ahead of the desura/forums version!

It is a little unfinished, but I really like the concept. Seems to me the next patch(s) is/are fixing/adding alot
Title: Re: Zomboid
Post by: Wiles on October 10, 2013, 03:55:57 pm
It's a bit confusing figuring out which version is which. The newest patch on steam (the opt in interim x64 beta patch) from October 7th was the one I tried first and was the one I had the most trouble with FPS lag. I've been playing the version on Desura since then and it's much smoother for me.

I like the concept as well, but some of the mechanics bug me a bit. Mostly the super stealthy ninja zombies appearing out of nowhere. It is beta however so a lot of things are still to be refined/added. There's a lot more depth

There's definitely a playable game here.  However,  unless you are really excited about the game and want to see it progress through development I think I'd recommend waiting until it is done to pick it up.
Title: Re: Zomboid
Post by: Ivan Issaccs on October 10, 2013, 07:26:25 pm
I wish I'd known before hand I could have transferred my desura version to Steam.
Title: Re: Zomboid
Post by: nenjin on January 19, 2014, 10:29:27 pm
So I'm having a pretty great playthrough this time.

Justin Williams was a security guard in West Point, KY, back when the world hadn't gone to hell. In his late 40s, with salt & pepper hair and beard, his friends described him as burly. The kind of guy that doesn't wear a shirt if he can help it.

The day of the outbreak he woke up and saw what was going on in the streets. After grabbing a few supplies he made a break for a nearby house. As he was loading up on supplies the doors began to shake and moans filled the air. Filling his hiking backpack as full as he could, he bolted from the house and into the arms of the undead. Slashing furiously with his knife, he slew several until the blade snapped off, lodged deep in the eye socket of a zed. With the dead closing around him, he readied a frying pan and fled into the forest. Darkness began to fall as he rummaged through the thick undergrowth. Moans chased him through the night, the undead made invisible by the darkness and foliage. Panicked, he kept stumbling north until he reached the river. In the dim light, he could make out a few of the dead stumbling around the river bank, but few enough he thought he could slip through. Tired though he was, he spent the night inching along the river's edge. As dawn broke, he began to doubt the wisdom of following the river, and made for the nearest road he could see.

Fate smiled on him as he drew near to a house. The area was free of the dead and he made swift, silent entry through a window. The house was stocked full of supplies, and Justin decided it was a decent enough place to hole up. As he rummaged through the drawers and pantries he found, to his amazement, a pistol! But there wasn't a single round of ammunition to be found anywhere. Still, grateful for the reprieve he collapsed into a deep sleep.

The next day he had begun to settle in when he began to hear the dreaded, rhythmic thump of fists against the wall of the house. Pulling aside a curtain near the front door, he came face to face with one of the dead, its fists leaving bloody smears on the window's glass. Behind it he could see others, shambling and roaming the streets. He paused for just a moment, and then opened the window.

The zombie flopped through the window in an unceremonious pile and Justin crushed its skull with his frying pan. Stepping over the corpse, he shut the window and was relieved to see none of the other zombies had been drawn to the fight. But the pounding had not stopped, now it came from the back kitchen door of the house. Without thinking, Justin stepped through the back door. From his left a bloodied woman lurched at him. In a panic he turned and swung, slamming her head into the window next to the door. The glass shattered and another few of the undead in the backyard turned his way and began moving. Justin stepped back into the house and squared his shoulders as the woman followed in behind him. He bludgeoned her to the ground and kept swinging until she stopped moving. The other zombies shambled into the house and he kept them back with a flurry of swings, until they too were ruined messes on the floor.

Nerves frayed with tension and exhaustion, he slumped into bed.

The next day he resolved to get the window boarded up. Besides, he was already starting to feel stir crazy, couped up inside with all the shades drawn. With a hammer he'd found he began dismantling all the non-essentials doors in the house for wooden planks. But there weren't enough and he was already beginning to worry about his food reserves. With another house just next door he decided the risk was worth it.

The risk, however, was more than he'd anticipated. Getting to the house was easy enough. It was free of the dead for the most part. But upon entering the house, every room he entered had a decaying, moaning occupant. There was even one in the closet, staring blankly at a wall. Justin pondered whether this was once a family, but quickly dismissed the line of thought as irrelevant and macabre. With the house clean he began knocking doors off their hinges and splitting wood. The shed in back of the house afforded him some nails and glue, but little else, much to his disappointment.

And then there was the bacon. At the sight of it in the fridge Justin's mind was filled with the phantom aroma and sound of sizzling fat. With his pack loaded he struggled back to base. After a few short minutes of boarding up the broken window and hanging extra sheets for curtain, he turned to the bacon.

Now, Justin had never really been much of a cook. The life of security guard is often at odds with home cooked meals. So as he fried the bacon in the oven, his impatience got the better of him and he scarfed the scorching yet half cooked bacon down.

While hordes of the undead had failed to slow down Justin Williams, this one piece of undercooked bacon had. His mouth was horribly burned, the pain rising throughout the day. It became so intense he began to sweat, nervously pacing and wondering if he'd done permanent damage to himself and what that might mean. He drank mouthful after mouthful of water from the faucet, vainly trying to quench his burning mouth and throat. As night drew in, he sat in the darkness in pain, his anxiety slowly mounting. Without anything to do, he turned to sleep, which he only found fitfully.

The next morning he awoke feeling terrible. His mouth still ached and his stomach roiled and turned. His anxiety had only deepened. As though the world were reflecting his health, the sky was darkened. Thunder shook the house and lightning cast ghostly shadows through his shadowy living room. In no shape to do anything Justin flopped down into a chair in the dim light of his hideout. With nothing to observe but the corpses on the floor and the bloodstains on the wall, his mind began to turn in on itself. Desperate for something, anything, to take his mind off his body, he began reading old newspapers he'd found in some of the houses he'd visited. Minutes turned into hours. He sipped water when he could, and smoked when he shouldn't have. By nightful his nausea had become more intense and he began to feel feverish. Had one of the small scratches he'd taken become infected? Was he doomed to end, and restart, his life here in this house?

As he wasted away the hours he began to contemplate the unthinkable. Justin Williams had never laid down for anything in his life, and he wasn't going to in what little of one he had left. Better to die torn apart by the undead than to walk alongside them. He resolved to meet his fate on the morrow.

But the morning brought something very different. The pain in his mouth was mostly gone. His fever had broken. His stomach had settled and he felt the pangs of real hunger. He awoke feeling like a new man. He laughed (after carefully peeking out the curtains to see what was out in the yard) like a man given a second chance at life. He ate well and made a supply run to the nearby house for the rest of the wooden planks he'd left behind. He began to think of the future, deciding he'd build some barrels to catch rain water.

So well rested was he that when night began to fall, he wasn't the least tired and filled with the desire to hunt more supplies. Despite knowing night to be the worst time to go scavenging, in his hubris he set off into the dusk, crossing the street to the south. He met a single zombie in the backyard of a home blocking his way, and quickly dispatched her. With night closing in, he slipped through the window of the house and set to looting. Although his hands quickly found supplies where he knew to find them, the darkness slowed him down.

Suddenly he heard a bang on the door and his heart leapt into his mouth. Somehow, they'd heard him. He quickly stumbled into the next room, intent on getting as much as he could out of the house before fleeing, when he heard a window shatter.

He moved as quickly as he could into the main room of the house and in the darkness could make out three zombies coming toward him. Before he could swing they were on him. He shove and pushed and kicked as hard as he could, but all he was doing was tiring himself out as the groping hands clawed at him. He retreated, heading for what he thought was a bedroom with a window. But as he stumbled through the door into the pitch darkness, to his horror he realized he was cornered. There was no window in this room. The undead stumbled in after him.

Cornered, terrified, Justin Williams went berzerk. He flailed his frying pan side to side in the darkness, shouting over the moans and the dull sound of metal striking flesh. He closed his eyes, for there was nothing to see anyways, and poured every inch of his strength into his swings. Hot pain erupted across as his chest as a clawed fingers scraped his flesh and he only screamed louder, and swung harder.

And then his frying pan hit nothing. Panting, he could feel sweat and gore dripping off him and could hear the pounding of his heart. But there was no shuffling, no moaning, no grotesque gurgling. He paused only for a moment before bolting from the room, brushing past something on his way, and out the kitchen window, seen only by the dim moon light.

In pain but deliriously energized, he made his way back to base. Once inside he examined his wound. It was a minor scratch but he grimly observed, that's all it would take. He bandaged the wound and resolved to continue on as though nothing had happened. He'd stared death in the face twice now and he was tired of being scared by it.

The next day he awoke feeling alright. Deciding to take it easy after his harrowing, he opted to try his hand at cooking again. He'd found a nice filet of salmon and realized he hadn't eaten anything hot in days. He body cried out for real nourishment, not just canned beans and potato chips and fruit. Patient and focused this time, he let the salmon cook long and slowly in the oven. He set it out on the table and relished the steam and smell coming off it. Finally, he dug in. The experience was almost orgasmic. Justin had never really liked fish, but the way it melted in his mouth and warmed his belly almost made him cry. It was the best he'd felt since this whole rotten nightmare began.

Fed, happy and safe, he curled up with a book and read until he became drowsy and drifted off to perhaps the best sleep of his life.

The next day he took stock of his supplies and decided to investigate the neighborhood some more. (By daylight this time.) Over the next few days he explored the block of houses near where his harrowing was. He was getting closer to the residentials nearest the river and the density of the undead was steadily increasing. Though he looted a few small homes he came away with very little. Undaunted, he decided to explore to the east of his home, farther than he'd been so far.

It was slow going but by now Justin was becoming quite adept at avoiding the undead. Although a few caught on to his presence he was able to isolate them and dispatch them without alerting the others. As he made his way to a window of an as yet unexplored home, he was almost sickening pleased with himself.

That feeling passed with equally sickening rapidity. Because in the distance he heard a noise. At first he thought it was distant thunder but the sky was clear. The sound quickly resolved into the regularly thupa-thupa-thupa-thupa of a helicopter. Justin froze in the act of crawling through the window of the house. The helicopter came right over head, the man-made sound deafening against the quiet Kentucky countryside. And that's when he saw the zombies.

Their eyes pointed skyward, they moved as a mass, surging across the grass after the helicopter straight towards Justin. Another helicopter cut across the path of the first and around the corner of the house another group of the undead were following it. As he looked around Justin could see countless numbers of them, driven into a frenzy by the helicopters. Without another moment's hesitation he turned and bolted for the woods. He ran past and amongst zombies, some seemingly oblivious to him as they focused on the helicopters. Justin dove deep into the underbrush, pushing through trees and bushes in an effort to lose the zombies the helicopters had put on his trail. From his left, a zombie rose from the ground and charged at him. In the close confines of the forest it almost got to him, but a solid strike from his frying pan dashed its head open against a tree. More zombies, almost unheard over the racket of the helicopters, came from his right.

He kept fighting through the trees, slipping in and out of sight of the zombies, until he broke out into the familiar open yard of a home near his base. Checking to see he hadn't been followed, he raced towards his base, slamming the kitchen door behind him.

He spent the rest of the day peering out the windows, as a veritable fleet of aircraft crossed over West Point. Civilian helicopters, military transports, even a few crop duster airplanes filled the sky. Justin reflected darkly that for all they represented, they were practically his enemies for what they did to the normally docile zombies. Suddenly feeling more alone than he had in a while, Justin slumped into a chair and stared sightlessly at the blank wall in front of him. How long could he keep pressing his luck?

--

Since the last time I played, the game seems a lot easier. I did a sandbox game without changing any stats, and I think this is the longest I've ever gone in my first game of PZ. Zombies seem way easier to sneak by, the large view range helps a lot and the addition of skills means you're just getting better the longer you do things. I don't doubt there's still plenty of "haha FU" moments, but so far surviving to the point you need farming and rain barrels and such actually seems possible now.
Title: Re: Zomboid
Post by: Glloyd on January 19, 2014, 11:08:58 pm
Yeah, I just picked this up, and on my second playthrough I made it through four days. I think that's decent considering on the first playthrough I walked outside and was instantly mauled.
Title: Re: Zomboid
Post by: nenjin on January 20, 2014, 01:08:24 am
Ah well. Thus ends the tale of Justin Williams, ultimately done in by an ankle biter zombie. Gotta line up just right on those guys to hit them, pretty annoying.

Still, 12 days and 56 zombies killed makes that my most successful game ever I think. That will be quite a stash if I can manage to get another survivor back to his base. I shall call it "Camp Williams" in his honor.
Title: Re: Zomboid
Post by: sluissa on January 20, 2014, 02:34:50 am
Is this anywhere near a finished state yet? I picked it up a while back but decided to let it get more polished before I put any serious time into it.
Title: Re: Zomboid
Post by: Walter Sullivan on January 20, 2014, 07:35:10 am
http://projectzomboid.com/blog/2014/01/the-third-act-twist/

 Look at today's mondoid :o

Spoiler (click to show/hide)
Title: Re: Zomboid
Post by: nenjin on January 20, 2014, 10:02:24 am
Is this anywhere near a finished state yet? I picked it up a while back but decided to let it get more polished before I put any serious time into it.

I consider it pretty complete. You have all the tools to survive indefinitely now, save games work, game doesn't crash repeatedly, there's a sandbox so you can tweak your level of survival. Really, I want for very little in game now, everything else is just feature additions.

Although most parts of its UI are still pretty much balls. And there is sometimes a lack of feedback about what happens, why. (Like, I ended up in crippling agony because I put a piece of hot bacon in my mouth, as well as giving myself food poisoning. Both things look remarkable similar to the first stages of zombification.)
Title: Re: Zomboid
Post by: quinnr on January 21, 2014, 08:31:04 pm
Huh. This is actually a lot more fun than I expected after first starting to play a couple of days ago. My latest game I managed to survive four days, but I can see going way longer if I had been smarter.

See, I couldn't find any good weapons in the first five or so houses I looted, so I had been killing things with a rolling pin and then a baseball bat. Decided I'd look at the map and see if there was anything interesting around, and found a convenience store, which had a lot of food. Unfortunately, it was either bad, or I got bitten by a zombie somewhere, because on day 3 I started getting sick. At that point I was on my way to a nearby warehouse to hopefully find a better weapon, when both my weapons broke on the way. I slept in a random tiny house, but kept getting weaker from sickness. With no weapon (I saw a pistol but left it, stuff is loud!), I resorted to walking through the neighborhood, stomping on zombies with my bare feet. It actually worked pretty well, I killed about 10 or so zombies on the way. Unfortunately, I got a little too arrogant with my feet, and got surrounded. If I hadn't been sick, I probably would have been okay, or if I kept that pistol I found, but alas. Here lies Peter Walker.

I will say though, that panic noise cuts straight to the bone. Especially once, when I was sleeping in the tiny house on the way to the warehouse, when a zombie somehow got into my totally closed house...I woke up, and it was totally dark. The only reason I noticed the zombie at all before it could bite me is because of the "PEW!" sound. Scared me half to death.
Title: Re: Zomboid
Post by: Glloyd on January 22, 2014, 12:03:06 am
Yeah, I'm on my third character, and I've made it through 10 days and 117 zombies so far. I've got a pretty nice position, and a lot of water and non perishable food saved up, but I feel like the challenge will ramp up when the power and water shut off. At least, it better. Each day I go farther and farther into the city in an ever widening circle around my safehouse. Problem is, I keep having to go farther and farther to build up my supplies, which leads to me having to spend nights in random houses. I've got a pretty good system though, but it'd be even better if I could repair my weapons.
Title: Re: Zomboid
Post by: boki on January 22, 2014, 08:29:35 am
Are there computer friendly NPS in the game, or plans to be implemented later?
Title: Re: Zomboid
Post by: Anvilfolk on January 22, 2014, 10:37:12 am
Awesome write-up nenjin, that was a great read :)
Title: Re: Zomboid
Post by: mendonca on January 22, 2014, 01:54:22 pm
Are there computer friendly NPS in the game, or plans to be implemented later?

They will make it in, and were expected in prior to multiplayer. A lot of work has been done to get them in a good state - but the devs aren't happy with them so they continue to work on them.

I can't wait for them, personally, really looking forward to seeing them work.
Title: Re: Zomboid
Post by: Wiles on January 22, 2014, 02:53:31 pm
Does it matter if I play this on Desura or Steam? I seem to recall that they weren't the same version when I tried getting into the game before.
Title: Re: Zomboid
Post by: nenjin on January 22, 2014, 03:09:20 pm
Does it matter if I play this on Desura or Steam? I seem to recall that they weren't the same version when I tried getting into the game before.

I think? the Desura build is slightly ahead of the Steam build.
Title: Re: Zomboid
Post by: chaoticag on January 22, 2014, 03:32:05 pm
Well, the Desura version may be ahead, but I think you can still get that version off of steam if you opt in for the beta. Otherwise, you get the latest stable.

Okay, just did a quick check, all releases at the moment are build 21. So steam and desura are the same, and you can opt in for the latest releases should you choose to do so.
Title: Re: Zomboid
Post by: Walter Sullivan on February 15, 2014, 05:32:59 pm
The multiplayer is out, sorta. It's still really beta and everything, but it works.

More information on their site: http://theindiestone.com/forums/index.php/topic/5577-multiplayer-open-test-details-inside

Haven't tested it out yet. Probably gonna look for some public server and play with some random people until my cousin decides to appear so we can play together  :P 
Title: Re: Zomboid
Post by: Anvilfolk on February 17, 2014, 11:23:13 am
Whoa, wicked! :D
Title: Re: Zomboid
Post by: Vorbicon on February 17, 2014, 11:27:05 am
Not the kind of game I come to for multiplayer. No problem with it per say, as long as it does absolutely nothing to delay or harm single player in the slightest.
Title: Re: Zomboid
Post by: mendonca on February 17, 2014, 01:48:12 pm
Not the kind of game I come to for multiplayer. No problem with it per say, as long as it does absolutely nothing to delay or harm single player in the slightest.

Lemmy, the Dev, posted a bit about this particular issue:

http://theindiestone.com/forums/index.php/topic/4962-comment-i-made-on-mathas-latest-video/

tldr: multiplayer beating NPCs (and subsequent dialogue, single player focus etc.) in to implementation is a bit of a surprise. Ultimately focus on development goals has not changed one bit from attempting to achieve a deep and immersive single player experience.
Title: Re: Zomboid
Post by: PanH on February 17, 2014, 02:19:11 pm
I know it has been a reaally long time, but does anyone know if there's a way to get it on Steam if you bought it when it was only on Desura ?
Title: Re: Zomboid
Post by: Tellemurius on February 17, 2014, 02:31:22 pm
I know it has been a reaally long time, but does anyone know if there's a way to get it on Steam if you bought it when it was only on Desura ?
http://www.desura.com/collection (http://www.desura.com/collection) sign in to this location on desura. Once done find Zomboid in the list and go to the keys section, you should be able to generate a steam key from there.
Title: Re: Zomboid
Post by: PanH on February 17, 2014, 02:51:38 pm
Thanks ! I activated Kenshi that I completely forgot about too.
Title: Re: Zomboid
Post by: Tellemurius on February 17, 2014, 03:38:14 pm
No problem, that site is a bitch to find from the desura homepage, drove me nuts till i did a google search page.
Title: Re: Zomboid
Post by: Knight of Fools on February 18, 2014, 07:19:03 pm
Beta in an alpha game? Whatever. Multiplayer's just gone into Beta. I'm busy with another game that was released today, but just in case anyone was interested, it's there.

For those unfamiliar with signing up for Beta releases in Steam, just right click on the game, go to properties, and click on the "Betas" tab. There's a drop down that'll allow you to choose different Betas.

Oddly, Project Zomboid has two right now, one that's labeled "Beta" and the other "onlinetest". I'm not sure which one will get you the multiplayer.
Title: Re: Zomboid
Post by: nenjin on February 18, 2014, 07:21:51 pm
Beta in an alpha game? Whatever. Multiplayer's just gone into Beta. I'm busy with another game that was released today, but just in case anyone was interested, it's there.

For those unfamiliar with signing up for Beta releases in Steam, just right click on the game, go to properties, and click on the "Betas" tab. There's a drop down that'll allow you to choose different Betas.

Oddly, Project Zomboid has two right now, one that's labeled "Beta" and the other "onlinetest". I'm not sure which one will get you the multiplayer.

I dunno, considering where PZ started....I'd consider it at a Beta level completion (acknowledging that the distinction is ultimately arbitrary.)

But yeah. Versioning inception is confusing.
Title: Re: Zomboid
Post by: quinnr on February 18, 2014, 07:47:22 pm
Beta in an alpha game? Whatever. Multiplayer's just gone into Beta. I'm busy with another game that was released today, but just in case anyone was interested, it's there.

For those unfamiliar with signing up for Beta releases in Steam, just right click on the game, go to properties, and click on the "Betas" tab. There's a drop down that'll allow you to choose different Betas.

Oddly, Project Zomboid has two right now, one that's labeled "Beta" and the other "onlinetest". I'm not sure which one will get you the multiplayer.

I believe that the online game was messing stuff up in single-player, so they decided to split it into a seperate, multiplayer-only branch until they can fix that stuff up. It's like a Beta within a Beta!
Title: Re: Zomboid
Post by: olemars on February 19, 2014, 07:55:38 am
Beta in an alpha game? Whatever. Multiplayer's just gone into Beta. I'm busy with another game that was released today, but just in case anyone was interested, it's there.

For those unfamiliar with signing up for Beta releases in Steam, just right click on the game, go to properties, and click on the "Betas" tab. There's a drop down that'll allow you to choose different Betas.

Oddly, Project Zomboid has two right now, one that's labeled "Beta" and the other "onlinetest". I'm not sure which one will get you the multiplayer.

"onlinetest" is the one that gets you multiplayer.
Title: Re: Zomboid
Post by: Wiles on February 21, 2014, 05:27:00 pm
So the multiplayer beta is on steam (you have to select the new onlinetest beta branch to play it). Any b12ers interested in trying it out?

edit: So far it hasn't been a terribly fun experience. I imagine finding the right server would help. The servers I tried were pretty well picked over already.
Title: Re: Zomboid
Post by: quinnr on February 21, 2014, 06:11:28 pm
edit: So far it hasn't been a terribly fun experience. I imagine finding the right server would help. The servers I tried were pretty well picked over already.

I feel like this is more the kind of game that you turn on for an afternoon (or extended time) with friends than a game you play on a long-time persistent server online with. Just the whole non-renewable resources thing will make it hard to jump in anywhere.
Title: Re: Zomboid
Post by: nenjin on February 21, 2014, 07:11:14 pm
edit: So far it hasn't been a terribly fun experience. I imagine finding the right server would help. The servers I tried were pretty well picked over already.

I feel like this is more the kind of game that you turn on for an afternoon (or extended time) with friends than a game you play on a long-time persistent server online with. Just the whole non-renewable resources thing will make it hard to jump in anywhere.

You can configure how fast a lot of resources fall off though, and now that base construction is in, you have a few reasons to keep playing in the same world.
Title: Re: Zomboid
Post by: Tnx on February 21, 2014, 07:44:00 pm
Do mods work with multiplayer?  There's a way to increase item drops from zombies, and seeing as how zombie populations are almost infinite, an online world can be kept going pretty easily.
Title: Re: Zomboid
Post by: chaoticag on February 22, 2014, 01:55:37 am
I think modding kinda sorta works from what I hear, just it's not supported. As far as zombie drops, this may have been due to my middle-east to US connection, but all zombies did for me was drop phantom items that disappear when picked.
Title: Re: Zomboid
Post by: dennislp3 on March 10, 2014, 10:19:58 am
Build 25 is out now if anyone missed it. It merges multiplayer and singleplayer and it adds a ton of server options and the like to make admining a server possible. There is also now a way to soft reset the server (resets loot, zombies, power/water, etc but leaves map changes such as fire damage and carpentry alone).

To access it go to the steam beta tab under the game properties and in the box to unlock betas type in "iaccepttheconsequences" and it will unlock a build called "iwillbackupmysave".

Here is more info from the forum:
How to start a server
http://theindiestone.com/forums/index.php/topic/5795-how-to-run-a-server/

How to admin a server
http://theindiestone.com/forums/index.php/topic/5813-how-to-administrate-a-server-once-build-25-is-out/

Details on the new safety (PvP) system for everyone:
http://theindiestone.com/forums/index.php/topic/6011-the-safety-system-once-build-25-is-out/
Title: Re: Zomboid
Post by: Azurestrike on March 10, 2014, 03:30:09 pm
Anyone planning on setting up a server for Bay12 to play on? It could be amusing for a bunch of people to start building a complex fort in the middle of town just because we can.
Title: Re: Zomboid
Post by: dennislp3 on March 10, 2014, 06:41:16 pm
I have a small server set up for just my friends...sadly my internet is garbage and I am gonna limit it to about 8 people...pretty much already full
Title: Re: Zomboid
Post by: Urist McScoopbeard on March 10, 2014, 06:43:32 pm
Anyone planning on setting up a server for Bay12 to play on? It could be amusing for a bunch of people to start building a complex fort in the middle of town just because we can.

I would do it because I have a spare laptop, but portforwarding confuses me. D:
Title: Re: Zomboid
Post by: dennislp3 on March 11, 2014, 03:19:47 pm
its actually super easy...obviously different for every router...but despite any screenshots or anything its broken down into these basic steps:

1. Access your router...usually with a default IP
2. go to the firewall settings or other specific port forwarding settings
3. set a port range to be open

thats...really it...

Its one of those things that can seem and look more confusing and scary than it actually is.
Title: Re: Zomboid
Post by: foil on March 24, 2014, 12:11:23 pm
Does the split screen multiplayer still work?  Ive been trying for last 30 mins to get it to work with an xbox controller but all it gives me is control of 1 player and no 2nd player appears.

Or is it possible to use 1 acct to have a 2 player lan game or does it even need a login to work?  I bought it through Steam and theres no login or password required to play SP.
Title: Re: Zomboid
Post by: choppy on April 29, 2015, 01:16:39 am
so a bit of a necro.

me and the guys have started up a zomboid server if anyone is interested in joining us. 


http://www.bay12forums.com/smf/index.php?topic=149414.0 (http://www.bay12forums.com/smf/index.php?topic=149414.0)

pm ruskin, me or sensei for the ip.
Title: Re: Zomboid
Post by: Zangi on October 09, 2015, 01:02:50 pm
So, I picked this up... well during one of the last sales.  Not sure how long its been sitting, but recently booted it up. 
MP is entertaining enough, I've played on some of the PvE servers.  PvP just doesn't interest me at all.

What I want is this promised NPC stuff.  Like how Zombie Survivor Z(or whatever it was called) had NPC survivors.

Also, guns are fun and I literally cannot hit the broadside of a barn.  Takes a few boxes to even gain 1 level on a 3x server.

Any similar games with NPC?
Title: Re: Zomboid
Post by: Xardalas on October 10, 2015, 09:19:24 am
So, I picked this up... well during one of the last sales.  Not sure how long its been sitting, but recently booted it up. 
MP is entertaining enough, I've played on some of the PvE servers.  PvP just doesn't interest me at all.

What I want is this promised NPC stuff.  Like how Zombie Survivor Z(or whatever it was called) had NPC survivors.

Also, guns are fun and I literally cannot hit the broadside of a barn.  Takes a few boxes to even gain 1 level on a 3x server.

Any similar games with NPC?

Dead State. Cataclysm: Dark days a head.
Title: Re: Zomboid
Post by: Urist McScoopbeard on October 10, 2015, 01:07:33 pm
Aren't DDA survivors basically sticks in the mud?
Title: Re: Zomboid
Post by: milspec on June 16, 2018, 05:41:17 am
Arise! Fitting, given the subject matter. :-)

Project Zomboid released a huge new update a few weeks ago which added vehicles. This led to a resurgence in popularity that hit 3,500 players in one day, which is the most its seen in the 4+ years its been on Steam. Info on the update is here:

https://projectzomboid.com/blog/2018/05/build-39-vehicles-released/

I have been playing for 2 hours per day since the vehicles patch came out. I had a 2 year break from Zomboid but glad to be back. :-)

I am running a public server with a bit of a twist. I call it “Zomboid Evolution”. It runs for 4 real weeks, and every real week the zombies evolve to increase the challenge for the survivors. For example, in 48 real hours (at the end of real week one) the zombies start to “roam” and get longer memories and expand outside of the towns. A real week later and their senses improve, and finally a real week after that their intelligence increases and for example some random zombies will be able to open doors.

I had 30 players join in the first 3 days. This first cycle is the beta and ends on 06 July. Beta means I have been tweaking some things (zombie population increase, firearm spawn rates, etc) as I get data on player behavior. The first “real” session runs all of August (after I am off for a bit in July).

Join if you are curious:

IP: 108.61.235.122
Port: 56261
(No password)
West Coast, US
32 players

More info about the game type:

https://www.reddit.com/r/pzservers/comments/8qfm2b/247_evolution_beta_zombies_evolve_every_week_ends/
Title: Re: Zomboid
Post by: Wiles on June 16, 2018, 11:44:11 am
I might have to give it a go. I bought zomboid on Desura but never really played much. I would just boot it up every couple of years to see what's new.
Title: Re: Zomboid
Post by: Kagus on June 17, 2018, 06:16:30 am
I used to play a bit, or rather, I used to mess around and try to learn the ins and outs of the game for a short while before inevitably dying due to not having memorized the map and spawns.

I think there was a recent (which in PZ terms is measured in years) update that nerfed the ability to quirk your character to have adrenaline rush and every single phobia, so they moved really fast but were in a state of constant, utter panic while running around and slaughtering zeds with an arsenal of butter knives.

Those were the good days.
Title: Re: Zomboid
Post by: Heretic on June 17, 2018, 02:12:00 pm
Where is no DF-RP server?
Title: Re: Zomboid
Post by: Rex_Nex on June 17, 2018, 02:52:08 pm
I've always felt like PZ was missing something that would really engage me, but I can't put my finger on what it is. All my friends feel the same way, there's just a piece of the puzzle that the game hasn't found yet, and I don't think it was vehicles.
Title: Re: Zomboid
Post by: Urist McScoopbeard on June 17, 2018, 03:25:23 pm
I've always felt like PZ was missing something that would really engage me, but I can't put my finger on what it is. All my friends feel the same way, there's just a piece of the puzzle that the game hasn't found yet, and I don't think it was vehicles.

Pure survival tends to be somewhat unfulfilling. There's really no endgame or narrative to drive towards.
Title: Re: Zomboid
Post by: milspec on June 18, 2018, 08:13:43 am
Bay12 is welcome to use this server:

https://www.reddit.com/r/pzservers/comments/8qfm2b/247_evolution_beta_zombies_evolve_every_week_ends/

One of my goals for the 4 week game cycle is to create an endgame. It gives people something to work towards. So far it’s working, 2 groups have joined up and created a huge defensive wall around their neighboring homes.

The zombies just evolved for the first time. They are starting to spread out into the farms and wilderness.
Title: Re: Zomboid
Post by: Kagus on June 18, 2018, 08:18:48 am
I've always felt like PZ was missing something that would really engage me, but I can't put my finger on what it is. All my friends feel the same way, there's just a piece of the puzzle that the game hasn't found yet, and I don't think it was vehicles.

Pure survival tends to be somewhat unfulfilling. There's really no endgame or narrative to drive towards.

I think the menu UI and generally arcane nature of skills, crafting and doing anything also contribute.
Title: Re: Zomboid
Post by: Altivera on June 18, 2018, 04:24:19 pm
I got the game and after playing vanilla for some time I started playing around hydrocraft, super survivors, and some other stuff. While I like the crafting options Hydrocraft adds, It's just a goddamn pain to figure it out since it adds so much shit.
Title: Re: Zomboid
Post by: milspec on June 19, 2018, 09:37:35 am
I don’t like Hydrocraft - too much bloat.
Title: Re: Zomboid
Post by: King Zultan on June 20, 2018, 10:28:51 am
Hydrocraft is one of the main reasons I kept playing zomboid, without it the game just feels empty. Also zomboid is what I play when I want to play cataclysm with graphics, and usually after a bit of zomboid I start noticing the lack of features and go back to cataclysm.
Title: Re: Zomboid
Post by: milspec on June 21, 2018, 04:44:40 am
Also zomboid is what I play when I want to play cataclysm with graphics people

:-)
Title: Re: Zomboid
Post by: Knave on June 21, 2018, 07:51:00 am
What's multiplayer generally like playstyle-wise for PZ servers? I've owned the game since 2011, but only poked in every now and then to see how updates are going. Enjoying the new cars!

It'd be interesting to take a look at the MP, but I'd be worried I'd log in and get smashed by veteran players within minutes.
Title: Re: Zomboid
Post by: milspec on June 21, 2018, 09:10:23 am
I run a public server with full PvP enabled. 60 players have joined in 10 days, and 15-20 play daily.

So far we had 0 PvP deaths.

In general, in games with strong PvE content, players tends to band together cooperatively. Zomboid is a small community, this isn’t Rust or even DayZ.

Zomboid is a lot of fun MP with 2-3 friends or companions. It can be a lonely game, and teaming up exploring, driving, looting, building or killing zombies is fun.

Jump on the server if you want to try it, details above.
Title: Re: Zomboid
Post by: Altivera on June 22, 2018, 06:44:53 pm
Starting to get bored with this game. Even with the mods I have most of the time was spent looking for the necessary tools to build, and then I had to grind out carpentry so I could start expansion of my base. Also I'm reading the steam reviews and I see a ton of negative reviews mentioning the game being's slow progress along with some about the gamedev's general professionalism.
Title: Re: Zomboid
Post by: King Zultan on June 23, 2018, 06:38:27 am
I haven't seen any bad stuff from the devs, but I do agree that the games development progress is slow as hell.
Title: Re: Zomboid
Post by: milspec on June 25, 2018, 05:05:47 am
the gamedev's general professionalism.

The development team posts weekly updates, keep a public list of the features in development, and follows up with large content patches with lengthy patch notes. Examples of all three:

https://projectzomboid.com/blog/2018/06/zedlights/

https://projectzomboid.com/blog/2017/02/buildstatus/

https://theindiestone.com/forums/index.php?/topic/23982-released-39675/

They feel professional to me.
Title: Re: Zomboid
Post by: Mephansteras on June 25, 2018, 09:37:04 am
If I recall, they had a bunch of issues early on. But they seem to have gotten their act together, and I haven't heard anything negative about them in quite some time.
Title: Re: Zomboid
Post by: Kagus on June 26, 2018, 02:12:13 am
Well, aside from the usual "why has this taken so long" and "why are you putting everything into working on (vehicles) when there's a serious problem with (UI/zed AI/durability/construction/other) that's more relevant and immediate to the players at large". But that second point is really fairly closely tied to the first one.
Title: Re: Zomboid
Post by: Knave on June 26, 2018, 07:57:12 am
I'm liking the vehicles so far! Definitely missing the NPCs though. Seems a bit empty without them.

What do you folks think about the super survivor mod? Too dumb to use often?
Title: Re: Zomboid
Post by: Lukewarm on June 26, 2018, 04:35:35 pm
I can't think of a game that's less fun in the early game. It's not just hard, it's obtuse and if you find tools (the gateway to the rest of the game) is entirely to chance. Maybe it gets better later, but every time I think of it and try it again, I get disappointed.
Title: Re: Zomboid
Post by: Mephisto on July 07, 2018, 01:51:11 pm
I'm hooked.

Started off in a tiny house. Secured the area, scavenged the surrounding tiny houses, then found a car with gas and a key and took off. Fucked around in a school for a while marveling at all of the loot. Got lost.

Ended up taking over a two-story brick house. It turned out to only be three houses from my original but it's better so I live here now. Grind up carpentry to door level, find a survival axe and saw, and set about fortifying this new safehouse.

Explore a bit more. In quick succession I locate a firehouse with loads of loot (I may be changing my home base again...) and a police station. There's an evidence room. I've got a hammer but I lack a screwdriver.

Go on a merry adventure and finally find one in a truck's glove compartment. Head back. Turns out you can't deconstruct locked doors. Well shit.

Head out into the hallway. The absolute first zombie I check has the key. Swat equipment, more guns and ammo than I can carry, and loads of other crap. I had to quit the game so I can process my next move. The police station is only one floor and has loads of nooks and crannies to be ambushed from so I've got to hoof all of this stuff to one of my other spots.

The best part, everything is within a few blocks.
Title: Re: Zomboid
Post by: nenjin on July 07, 2018, 02:34:28 pm
Sounds like a different experience than the last time I played (which admittedly was 4 years ago.) I remember going days and days scavenging for meager scraps and only slow fortifying a house. Eventually I'd get a horde during the night that'd force me to flee. Maybe I'd get a new house, maybe I'd circle back around to the old one once the horde had moved on. I've always liked Zomboid but I felt it was less a zombie survival simulator and more a depression/boredom/despair simulator at times. You using any mods Mephisto?
Title: Re: Zomboid
Post by: Mephisto on July 07, 2018, 03:02:26 pm
I'm using Hydrocraft, which apparently adds a bunch of stuff.

I also upped loot amounts in my game config.