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

RSS Feed Rezzed Preparations

Hello everyone. Yes it's Mondoid time again, and again we're going to give you a bit of info about what's coming up in the near future, since yes, the next build isn't quite ready yet.

Posted by Batsphinx on Jun 18th, 2013

Truth is the Indie Stone team is in a bit of a tizz preparing for Rezzed, at the same time as trying to get the build ready for everyone. Not only for you peeps, but so we don't look rather oafish on our Rezzed stand with a buggy build. We're still uploading test builds and ironing out issues, and if we get something tasty in the immediate meantime we'll for sure release. However we're slightly concerned about the prospect of the entire dev team being absent for several days immediately after a release, so it's entirely possible if we're drawing close to Friday when we leave for Birmingham, the build we show at Rezzed will then be released as soon as we're back.

Which just so happens to be a Monday, so if all goes well that wraps everything up in a neat little bow and we'll have a very very good idea of any little thing that needs fixing up at that point.Anyone frustrated at the wait should feel reassured that we simply have to get something good and stable by the weekend, so things are looking good for next Mondoid.

The good news in this is that we've had to focus on getting the build working on a system with no restarts, so it can survive a (hopefully) busy two days of inquisitive Rezzed attendees without falling over or slowly munching up the system's resources. As such, this means 1) Finally the game will restart properly to the main menu instead of booting you out to the desktop. 2) A few memory resource leaks which may result in OpenGL slowly chewing up memory when ran multiple times will finally be sorted out.

Another thing of note is a thread related loading bug, related to the game loading on a separate thread concurrently to the main game thread, and the main game potentially trying to begin before loading was completely finished. This has been resolved. This is potentially an end for all the weird and ironic 'This is how you died' game deaths, since due to the way multi-threading works (two things happening at once on separate cores) it would expose random weird bugs depending on the speed of the processor / hard disc access speeds and such.

That's not all we have to report.

Since we don't want to leave you with nothing to chew over, welcome to THE PLAN. Albeit a slightly vague and secretive one.

The plan started six months or so ago when we realised quite how much of a stretch of time there would be until we could get multiplayer into the game, and were looking for ways to bring the date forward without sacrificing the development of the single player. We decided that during code restructuring, we would make our first steps toward the multiplayer version of the game. You all know this as the split-screen mode. 

Although this is only a small step in the direction of full online, the reorganization of the code to allow for multiple players, multiple viewpoints, multiple stream radiuses, was vital and by no means a trivial task. This is now, obviously, sorted.

But how far from online are we now? Still quite some way, and certainly you won't be seeing it before the Kate and Baldspot, NPCs and meta-game are implemented. Making PZ online is a BIG and quite daunting task.

This plan we have will make the transition to multiplayer much easier, and much more gradual, as well as giving people a fundamentally new way to play the game if they choose, and additionally bringing some online capability to the game much sooner than we originally thought possible.

This also ties into another element of our Rezzed exclusive that's been ticking over in the background, half of which we shared earlier than planned, half which we held back when we released the joypad/split-screen support.

This idea occurred to us when testing out the Sandbox options, and was worked on on and off since then. Originally we intended to debut joypad controls, split-screen support and this... complementary thing at Rezzed, but as we said before, it became impossible to conceal the joypad and split-screen's presence in Lua until then.

So what is it? Well, you'll find out at/after Rezzed. It's not online, LAN, NPCs. Just before anyone gets too excited.

It may involve a new main menu option. A clue would be to consider the amount of time people may have to play the game when coming across our booth, with only four machines available for people to play (the hope being that we don't have 4 vacant PCs the whole time, obviously!). Perhaps someone who wanted a quick game of Zomboid?

So, as well as the benefits to presenting the game on Rezzed's show floor, this also affords us another opportunity going forward. This will allow for a much more controlled environment for multiplayer development, which would dramatically cut down the development time. The scope for what would be required in the multiplayer development would be much more manageable, and would serve as the second stepping stone after split-screen on the road to the multiplayer dream many people have.

And at that point, we'd have a base to start building into full survival co-op or persistent servers, already having the framework for handling character control, server / client architecture, zombie updating, combat, will have figured out lag optimization, cheat protection and so on, and making the transition to handling the entire game world and all the features of the game online so much more manageable.

So, we're stopping short of saying exactly what we're adding, just for the sake of having some kind of Rezzed exclusive, however the clues have probably been a little on-the-nose. Discuss!

Comments
Wanhus
Wanhus Jun 18 2013, 7:42pm said:

Cant wait to play the new release. Good job guys. Just finished playing with 2 other friends in split. Ii was great fun!

+2 votes     reply to
durium
durium Jun 22 2013, 11:24am replied:

HOW THE **** DID YOU PLAY LAN????? ITS NOT EVEN A OPTION TO DO SO!???

-3 votes     reply to
Wanhus
Wanhus Jun 22 2013, 6:43pm replied:

Ummmm... I have never said I played lan???? I said split, please learn to read. Split as in splits screen like you said there is no option to play lan. Some of us still have real friends you know and 4 xbox controllers also help.

+4 votes     reply to
null.
null. Jun 18 2013, 9:08pm said:

Can't wait to play at all since RC2.9 (without manually fixing lua files).

+1 vote     reply to
Mr_Nevin
Mr_Nevin Jun 18 2013, 10:31pm said:

A stable version of splitscreen will be epic
I had alot of fun with the test version

+1 vote     reply to
Survivor_Ralph
Survivor_Ralph Jun 19 2013, 9:36am replied:

Hey bro how to get spilt screen test if you don't mind? :)

+3 votes     reply to
owned2465
owned2465 Jun 19 2013, 10:45am said:

I can't wait for the multiplayer, even a LAN would be epic in coop.

+1 vote     reply to
DevilDevlin
DevilDevlin Jun 19 2013, 10:57am said:

That new addition is TOTALLY horde mode... right?

+1 vote     reply to
evilrubberducky09
evilrubberducky09 Jun 21 2013, 2:41am said:

Can you also add npcs as well with the co op?

+1 vote     reply to
TheUnbeholden
TheUnbeholden Jun 21 2013, 3:54am said:

Well it appears the wait is starting to come to a close, it's no use being coy. Something big is coming.

+2 votes     reply to
jack1206
jack1206 Jun 21 2013, 6:25am said:

NPC's guys! I'm sirriously waiting for some survivors OTHER then split screen players. This is always one thing I want all the time.

P.S. Where are the NPC's?
P.S.S. Can't wait for the release

+2 votes     reply to
trilobite23
trilobite23 Jun 28 2013, 7:38pm said:

how do you play spit screen??

+1 vote     reply to
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