Indiestone have released another monday status update for project zomboid. It's mainly talk about NPC's and the new system and a little about the newest map stuff they are working on. I'm hoping it won't be to much longer before we get an update out to play. I'm really wanting to play this game smoothly with all the new features without tons of bugs. Anyways, the link to the official blog post is below as is the copy and paste of status update. The screenshot of the new tutorial house for Kate and Baldspot looks awesome.
-----copy and paste-----
gentle survivor. This week we’re going to have a cup of tea, a Nice
biscuit (note to non-UK readers, there is actually a sort of biscuit
called a ‘Nice’ biscuit) and a cosy fireside chat with our writer Will.
He’s the one who puts the cuss-words into the dirty-bird mouths of
Muldraugh survivors, and he wants to share his thoughts on RC3 with
Let’s update you on what’s happening elsewhere first though. Last
week we caught up with Lemmy and his work on the NPC survivor ‘metagame’
– and that’s taken up most of this week too. We’ve now got a good lump
of code that transforms walky-talky NPC groups into ‘meta groups’ when
they wander away from your direct vicinity, still retaining the same
goals and paths but in disembodied form. This is still very much the
focus of his work – but NPC raids, item distribution and optimizating
the game whenever he sees an opportunity are also in his PZ-style line
of sight cone.
Map-wise Binky is still deeply buried in the lay-out of the map
cells, dropping placeholders into areas to make sure everything looks
okay and will play well – before diving in with a hammer and chisel to
make new buildings permanent. His most exciting moment this week came
with the selection and construction of Kate and Baldspot’s new tutorial
home. It looks like this!
Without wanting to add too much drama to our cosy Monday development
post, Mash had some trauma while she was on holiday in Mexico. She got
bitten by a Sea lion. (We know!). Formerly, when pressed, she used to
say that the most incredible thing she’d ever been attacked by was birds
– on two separate occasions. Now, however, she can add Mexican marine
mammals to the list. She’s back now in any case – safe, sound and
starting preliminary work on a brand new map cell for later on down the
Finally Romain has been balancing his seasons, researching
agriculture for the implementation of farming and streamlining the UI.
For example, to barricade a window, you don’t need to have all the items
equipped if everything is in already in your inventory. ‘Barricade’
will pop up as a UI option, items (hammer, plank) will be auto-equipped
and a nailing you will go…
Anyway, here’s the moment you’ve all been waiting for. It’s… well… it’s me…
Why is that picture of you dressed as Batman?
I lead a double life. Sometimes I write for games, like Project
Zomboid, and sometimes I write about the games themselves. Sometimes,
when you go to write about said games there’s a Batman costume there. I
don’t know why, but that photo really was from a special moment in my
Well, okay. So what are you up to at the moment in terms of Zomboid and RC3?
While Andy and Mash busy themselves with the new map and Chris and
Romain tackle Java coding that’s beyond my ken, right now I’m sketching
out the NPC dialogue that’ll crop up whenever you send a follower (or a
few of them) off on a looting mission. It’s probably one of the biggest
jobs I’ve had so far, since we need player requests that are Friendly,
Neutral and Aggressive – and responses from NPCs that reflect their mood
state too. On top of that we need streamlined ways for your chosen
foragers to report how they got on, who died and who was injured. In the
fullness of time we’ll also have cool stuff like your followers
recognising former comrades, who’ve turned into zombies on away
missions, banging on the door. There’s an epic amount of material to
Will the new NPC trait system have any effect on your writing?
Yep, certainly. The traits will be really useful ways to label the
various different NPCs and their individual characters – so I’ll be able
to create some custom dialogue for more cowardly or foolhardy followers
to mutter at opportune moments. A lot of this will be written and
implemented post-RC3, but for this build something I will be doing is
using followers flagged with more ‘negative’ traits to respond to you in
a more desperate fashion when they’re sent off to loot supplies – and
to whinge more when they return with flesh wounds.
The major feedback I get from Lemmy, Binky and Mash is that I need to
inject NPCs with a much greater sense of doom – which is tricky to
balance with the more functional ‘go here!’, ‘yes boss!’ dialogue. With
the new traits, however, I can present a certain slice of the Muldraugh
community as maudlin, suicidal and desperate people – meaning that the
tragedy quota will always be topped up.
I’ve also written a few scenarios where you’ll meet people who’ve
taken overdoses, or have quite simply lost the plot as the zombie
apocalypse has developed. They won’t be people who can join you, but
they will give a stronger flavour of the breakdown in society. You’ll be
able to steal their stuff, or just put them out of their misery – if
you so choose.
Any other scenarios you’d care to share?
Well, we’re trying to engineer a few ways to meet other survivors –
other than just bumping into them while you’re exploring the town. As
such I’m creating a few meetings with NPCs who’ll want to trade supplies
(for example, a character who wants to swap a weapon for a certain
number of bottles of booze) – so simple fetch quests, with the
possibility of grouping to follow.
When can we expect all this?
The joys of Lua and the new UI system mean that everything I’m doing
is quick and easy to code into the game. As such, there’s no reason to
suppose that what I’ve already written won’t be packed in RC3. What I
will say, however, is that I’m even keener to get my hands on the new
code than the PZ community!
I’m desperate to see my stuff in the game – to find out what works,
and what doesn’t. As such, beyond RC3, I think people can expect to see a
lot of editing and fine-tuning in the dialogue systems while we try to
strike the right balance between chit-chat and ominous silence.
Everyone’s feedback will be more than appreciated at that point.
What’s happening with Kate and Baldspot these days?
The Kate and Baldspot tutorial storyline is currently scripted quite a
bit beyond what people first played in the demo – there’s a new
character that joins proceedings, and a fair degree of medical activity.
It’s all been in the can, and ready for distribution in the code, for a
really long time – but we need RC3 finalised before it can be put into
My current working relationship with RingoD is that I do my
scribbles, then fire it all over to him for processing. Once the game
build has stabilised, however, we’ll be able to work together a lot more
closely when creating new PZ Stories and developing the one we already
have. I already know the two new characters we’ll be introducing next,
but I’ll keep them under wraps until we’ve actually got to the stage
when they’re in active development.
As well as character dialogue, there’s a more general world
story going on. Will you also expand on stuff like the radio broadcast
in the tutorial?
Right back at the very start I wrote out emergency radio broadcasts
that would splutter into action as every in-game day went passed. A
small slice of this is what ended up in the demo. I definitely want to
get that into future builds to expand on what’s happening in the world
beyond Muldraugh – and also maybe to flag up game-changing stuff like
the water and electricity supplies running out. Again, that’s something
that’ll be going into the game beyond RC3.
So what other stuff are you up to other than PZ?
Like I said before with the Batman stuff – unlike Lemmy, Andy and
Mash I don’t work full-time on Zomboid. I still do a lot of writing
about games for websites, and recently won a Games Media Award for a
website called Hookshot Inc. I
occasionally do a smidge of writing for other games that are in
development too, but nothing I’ve worked on recently has been announced
yet – so I’d better keep schtum on them!