Also don't forget to give a like to Watchsurvival on Facebook so you can stay up to date on what is going on. https://www.facebook.com/Watchsurvival
Welcome to Watch Survival
Hello Bloggers and Readers and Survivalists and Gamers! I see you have found your way to Watch Survival. This web space is all about my favorite genre of video games. What you will get on Watch Survival is News and Updates on Current and Up-coming Survival Games.
Friday, May 31, 2013
State of Decay release date confirmed by IGN June 5th
Hello survival fans. Been a little while since my last update. Sorry about that. I wanted to make a quick post here and let everyone know IGN has released a new State of Decay Video confirming that the release date for State of Decay is June 5th! I can't wait to play it. Check out the video below.
Also don't forget to give a like to Watchsurvival on Facebook so you can stay up to date on what is going on. https://www.facebook.com/Watchsurvival
Also don't forget to give a like to Watchsurvival on Facebook so you can stay up to date on what is going on. https://www.facebook.com/Watchsurvival
Monday, May 20, 2013
Project Zomboid Mondoid: The Joys of 008 5/20/2013
The latest Project Zomboid Monday update is here. This one includes a look at memory performance increases to ensure more proper compatibility Also get to see information about a certain feature coming soon that is really cool. Check it out below.
http://projectzomboid.com/blog/2013/05/the-joys-of-008/
---cut and paste---
Hey survivors!
We’re just putting the 008 build through some vigorous last minute testing, and expect it to be at some point today. It’s a biggie, for more reasons than you’ll realise. We’re hoping, a few minor bug fix updates aside, this will be the one that ultimately ends up going onto Desura proper. A few points about what to expect from it.
Memory Usage
We’ve made some massive, massive improvements to this. On 32bit systems with on-board graphics cards, where before we were seeing memory bloat to 2 gig and crash the game, you can now expect to use a maximum of about 800 meg. This will make it a close call for 1 gig systems (though we’ve had success at the game running then even so) but we still have ideas to bring this down further, and will be able to update the version quite quickly with more compacted character sprites and further memory optimizations. Computers with graphic cards with dedicated memory can expect to see the game running in 4-600 meg maximum, depending on what’s going on.
We think we can get the game to run in about 600 meg even in the worse case scenario machines, possibly further, which will hopefully leave no one out in the cold with 008.
Other annoyances
Things like the alarms resetting on load have been sorted out at last. No more loading your game and drawing the attention of every zombie in Muldraugh to your safehouse. There are numerous other vital fixes that we hope will please people. You can read about those here.
Hurray!
But that’s not all. We’ve had something in the pipe for a long long long long long time which we were dying to get into the first test build, but sadly slipped for more pressing matters. It’s been rather agonizing not to be able to share, but it’s finally going in. So here’s a ‘Lemmy and Binky explain badly’ video about it, which features a special guest star!
It occurs to us post-recording that weapons have been significantly rebalanced with the help of the test group since 007 to make horde killing more difficult, and axes in particular have taken a nerf, so it makes us feel a little better about our AWFULNESS at playing.
http://www.youtube.com/watch?feature=player_embedded&v=KQ4iNKi_xAc
FAQ
Q: Wait, so I can play online?
No. This is only split-screen, local support at the moment.
Q: Is this an XBox version?
No. It’s PC/Mac/Linux. We’re just using the XBox button prompts.
Q: So why were you working on this when you could have been…
As we stated in the video, this has been an ongoing thing for many months, and all in all has had much less time spent on it than anyone could possibly imagine. The main body of work was getting rid of all the single player specific code, and that all happened as streaming was being implemented. This is the first stepping stone to online, but we’re still a way off.
We’ve literally spent about 4-5 hours on this in the past 2 weeks, and that time was spent largely sorting out button prompts, scaling the UI, and allowing multiple online inventories to be possible. We’ve been sitting on this for a long time and there have been frequent inter-team pleadings to show it off over the past month or two. If it annoys you that we’ve spent any time on this during the past few weeks, even 4-5 hours, please consider that we are massive geeks and stuff like this is what we do for fun to relax after a hard day of work.
Also, after 008 the evidence this existed would have been abundantly obvious from the Lua files, and last thing we’d want is for people to discover it was in progress before we could announce it and make a big deal about it. Especially since people would likely assume the Lua clues pointed to online play, and then be disappointed when we did reveal.
Also consider that multiplayer, in some form, is far and away the #1 requested feature, so if you aren’t interested yourself, it is important for a lot of your fellow Zomboiders.
Q: I don’t care about local multiplayer – why didn’t you make it online?
Online is a million times more complicated, dealing with lag and server/client architecture and all the rest of it. This was relatively straightforward to add, and was the quickest way we could provide multiplayer functionality and start getting the game ready for online. Besides, there aren’t enough ‘sat in front of TV’ split-screen games out there, and we’re proud to have it in the game.
Q: Xbox pads? Really?
The game will support any joypad (with dual stick controls) but may require some tinkering in the initial version until we figure out how to support all pads out of the box. It was our (perhaps ill-informed) understanding from our own experiences with joypads that many PC games tend to use Xbox button graphics as a standard, but we’ll look to providing alternates for Logitech / PS3 pads etc. XBox pads are awesome though.
Q: NPCS!?
We haven’t forgotten, and they are on their way. Our goal is to get Kate and Baldspot back for Rezzed, and the Sandbox NPCs shouldn’t be too far behind them.
And in case you missed it, we blogged earlier today about appearing at Rezzed in Birmingham this year. So make sure to read that if you’re interested in stopping by.
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.
--end cut and paste--
http://projectzomboid.com/blog/2013/05/the-joys-of-008/
---cut and paste---
Hey survivors!
We’re just putting the 008 build through some vigorous last minute testing, and expect it to be at some point today. It’s a biggie, for more reasons than you’ll realise. We’re hoping, a few minor bug fix updates aside, this will be the one that ultimately ends up going onto Desura proper. A few points about what to expect from it.
Memory Usage
We’ve made some massive, massive improvements to this. On 32bit systems with on-board graphics cards, where before we were seeing memory bloat to 2 gig and crash the game, you can now expect to use a maximum of about 800 meg. This will make it a close call for 1 gig systems (though we’ve had success at the game running then even so) but we still have ideas to bring this down further, and will be able to update the version quite quickly with more compacted character sprites and further memory optimizations. Computers with graphic cards with dedicated memory can expect to see the game running in 4-600 meg maximum, depending on what’s going on.
We think we can get the game to run in about 600 meg even in the worse case scenario machines, possibly further, which will hopefully leave no one out in the cold with 008.
Other annoyances
Things like the alarms resetting on load have been sorted out at last. No more loading your game and drawing the attention of every zombie in Muldraugh to your safehouse. There are numerous other vital fixes that we hope will please people. You can read about those here.
Hurray!
But that’s not all. We’ve had something in the pipe for a long long long long long time which we were dying to get into the first test build, but sadly slipped for more pressing matters. It’s been rather agonizing not to be able to share, but it’s finally going in. So here’s a ‘Lemmy and Binky explain badly’ video about it, which features a special guest star!
It occurs to us post-recording that weapons have been significantly rebalanced with the help of the test group since 007 to make horde killing more difficult, and axes in particular have taken a nerf, so it makes us feel a little better about our AWFULNESS at playing.
http://www.youtube.com/watch?feature=player_embedded&v=KQ4iNKi_xAc
FAQ
Q: Wait, so I can play online?
No. This is only split-screen, local support at the moment.
Q: Is this an XBox version?
No. It’s PC/Mac/Linux. We’re just using the XBox button prompts.
Q: So why were you working on this when you could have been…
As we stated in the video, this has been an ongoing thing for many months, and all in all has had much less time spent on it than anyone could possibly imagine. The main body of work was getting rid of all the single player specific code, and that all happened as streaming was being implemented. This is the first stepping stone to online, but we’re still a way off.
We’ve literally spent about 4-5 hours on this in the past 2 weeks, and that time was spent largely sorting out button prompts, scaling the UI, and allowing multiple online inventories to be possible. We’ve been sitting on this for a long time and there have been frequent inter-team pleadings to show it off over the past month or two. If it annoys you that we’ve spent any time on this during the past few weeks, even 4-5 hours, please consider that we are massive geeks and stuff like this is what we do for fun to relax after a hard day of work.
Also, after 008 the evidence this existed would have been abundantly obvious from the Lua files, and last thing we’d want is for people to discover it was in progress before we could announce it and make a big deal about it. Especially since people would likely assume the Lua clues pointed to online play, and then be disappointed when we did reveal.
Also consider that multiplayer, in some form, is far and away the #1 requested feature, so if you aren’t interested yourself, it is important for a lot of your fellow Zomboiders.
Q: I don’t care about local multiplayer – why didn’t you make it online?
Online is a million times more complicated, dealing with lag and server/client architecture and all the rest of it. This was relatively straightforward to add, and was the quickest way we could provide multiplayer functionality and start getting the game ready for online. Besides, there aren’t enough ‘sat in front of TV’ split-screen games out there, and we’re proud to have it in the game.
Q: Xbox pads? Really?
The game will support any joypad (with dual stick controls) but may require some tinkering in the initial version until we figure out how to support all pads out of the box. It was our (perhaps ill-informed) understanding from our own experiences with joypads that many PC games tend to use Xbox button graphics as a standard, but we’ll look to providing alternates for Logitech / PS3 pads etc. XBox pads are awesome though.
Q: NPCS!?
We haven’t forgotten, and they are on their way. Our goal is to get Kate and Baldspot back for Rezzed, and the Sandbox NPCs shouldn’t be too far behind them.
And in case you missed it, we blogged earlier today about appearing at Rezzed in Birmingham this year. So make sure to read that if you’re interested in stopping by.
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.
--end cut and paste--
Don't Starve Underground Trailer Update!
Don't Starve has release their trailer for the newest update soon to be released Labeled Underground. Check it out below. Make sure to Note that caves are still being developed and worked on and the trailer can be seen as early footage and is still in development.
http://www.dontstarvegame.com/blog/update-trailer-underground
http://www.dontstarvegame.com/blog/update-trailer-underground
Friday, May 17, 2013
Updates Everywhere! Roam update, Forsaken Fortress Update, Zafehouse Diaries Update 1.1.9, The Dead Linger Hotfix 009a
Woke up this morning to a day of updating apparently as updates are released for a few games. Check them all out below, placing them all in one post instead of trying to separate them all. If you have been following Watchsurvival on Facebook https://www.facebook.com/Watchsurvival This information has already been shared with you.
Roam Update (Networking, Player controls, Character Customization)
http://www.kickstarter.com/projects/roam/roam/posts/482534
Forsaken Fortress Update (Mocap, Animations, localization)
http://www.kickstarter.com/projects/1317934609/forsaken-fortress/posts
Zafehouse Diaries Update 1.1.9 (interface improvements, performance improvements, map markers/notes)
http://www.zafehouse.com/2013/05/patch-v1-1-9-released/
The Dead Linger Hotfix 009a (Lots of bug fixes)
http://www.sandswept.net/forums/viewtopic.php?p=94356#p94356
There we go! That should catch everyone up to speed! Keep surviving everyone!
Roam Update (Networking, Player controls, Character Customization)
http://www.kickstarter.com/projects/roam/roam/posts/482534
Forsaken Fortress Update (Mocap, Animations, localization)
http://www.kickstarter.com/projects/1317934609/forsaken-fortress/posts
Zafehouse Diaries Update 1.1.9 (interface improvements, performance improvements, map markers/notes)
http://www.zafehouse.com/2013/05/patch-v1-1-9-released/
The Dead Linger Hotfix 009a (Lots of bug fixes)
http://www.sandswept.net/forums/viewtopic.php?p=94356#p94356
There we go! That should catch everyone up to speed! Keep surviving everyone!
Tuesday, May 14, 2013
The Dead Linger Build 009 is out and looking good.
The Dead Linger has released their newest update and it looks awesome. They have added tons of stuff like simple construction and barricading and new sounds and new buildings and gravity and they have added random house colors to help the randomness of towns. This game keeps getting better as they continue working on it through the alpha stage of development. Check it out below.
http://www.thedeadlinger.com/archives/1940
http://www.thedeadlinger.com/archives/1940
Monday, May 13, 2013
Project Zomboid Mondoid Monday status update. 5/13/2013
Project Zomboid new Monday status update is up. We get info about recent bugs being fixed and about the map's processing which will allow for fast speeds when vehicles are included. Check it out below.
http://projectzomboid.com/blog/2013/05/bug-squashing/
--copy and paste--
13th May – 2013
Hey everyone, sorry for the late and also rather barebones Mondoid this week, but it’s been a busy day at Indie Stone towers and given everyone’s eagerness for this build to get fixed up, we’re sure everyone would prefer we were hard at work than agonizing over the contents of this weeks Mondoid!
We’re still hard at work trying to figure out some strange memory issues on some 32bit systems causing the memory usage of OpenGL to 2gig and crashing the game, which is at this stage largely the cause of all remaining incompatibility issues.
Since build 7 is largely considered, relatively speaking, the most stable and fun build we’ve had in a long time (despite some issues with containers which does cause a lot of people problems) we would rather not put out updates immediately that risk upsetting this until we’ve solved this last remaining issue.
On the plus side, it’s lead to some significant memory optimizations to try and minimize the issue, but at the same time the memory bloat is happening on a subset of systems deep in the openGL dll outside the debugging eyes of the dev team, so it’s been a tricky one.
We’ve not been idle in other areas. A ton of bugs have been fixed, and if sorting this last problem out does end up dragging on much longer, we will put out another release with bug fixes from our frozen code after we’re satisfied it’s stable. We’d rather have this issue sorted first though, but just so you know if it drags on we won’t let it lose us momentum.
So we’re not leaving you totally without anything beyond ‘just trying to get it done’, here is a stress test of the streaming system (an old version of the map) to determine how fast vehicles could feasibly go.
http://www.youtube.com/watch?feature=player_embedded&v=tuT2x-zue-8
Which hopefully shows how prepared we are to add vehicles into the game when the time comes. Not until after RC3 though, but this gets us excited!
There are some other things we’re dying to share, but want to hold off a little more before we do that until they are ready. Let’s just say that there is a lot to be excited about in the next month or two for us and Zomboid fans alike.
So stay tuned!
http://projectzomboid.com/blog/2013/05/bug-squashing/
--copy and paste--
13th May – 2013
Hey everyone, sorry for the late and also rather barebones Mondoid this week, but it’s been a busy day at Indie Stone towers and given everyone’s eagerness for this build to get fixed up, we’re sure everyone would prefer we were hard at work than agonizing over the contents of this weeks Mondoid!
We’re still hard at work trying to figure out some strange memory issues on some 32bit systems causing the memory usage of OpenGL to 2gig and crashing the game, which is at this stage largely the cause of all remaining incompatibility issues.
Since build 7 is largely considered, relatively speaking, the most stable and fun build we’ve had in a long time (despite some issues with containers which does cause a lot of people problems) we would rather not put out updates immediately that risk upsetting this until we’ve solved this last remaining issue.
On the plus side, it’s lead to some significant memory optimizations to try and minimize the issue, but at the same time the memory bloat is happening on a subset of systems deep in the openGL dll outside the debugging eyes of the dev team, so it’s been a tricky one.
We’ve not been idle in other areas. A ton of bugs have been fixed, and if sorting this last problem out does end up dragging on much longer, we will put out another release with bug fixes from our frozen code after we’re satisfied it’s stable. We’d rather have this issue sorted first though, but just so you know if it drags on we won’t let it lose us momentum.
So we’re not leaving you totally without anything beyond ‘just trying to get it done’, here is a stress test of the streaming system (an old version of the map) to determine how fast vehicles could feasibly go.
http://www.youtube.com/watch?feature=player_embedded&v=tuT2x-zue-8
Which hopefully shows how prepared we are to add vehicles into the game when the time comes. Not until after RC3 though, but this gets us excited!
There are some other things we’re dying to share, but want to hold off a little more before we do that until they are ready. Let’s just say that there is a lot to be excited about in the next month or two for us and Zomboid fans alike.
So stay tuned!
Saturday, May 11, 2013
Project Zomboid Test build 7 screenshots
Posted a quick 12 screenshots album for Project Zomboids latest public build. Check it out at the link below.
http://imgur.com/a/tUbuY#0
http://imgur.com/a/tUbuY#0
Thursday, May 9, 2013
Watchsurvival now on Facebook!
Watchsurvival now has a facebook page! I just created it today so be sure to stop by and follow and show your support for the survival genre of gaming! I'll keep the facebook updated with any updates that watchsurvival gets and I'll be sharing information from all sorts of survival games. Check it out below.
https://www.facebook.com/Watchsurvival
https://www.facebook.com/Watchsurvival
Watchsurvival Games list updated! Towns / Gnomoria / Stonehearth / The Forest
Hello and well met survival fans. Just a quick update to let everyone know I've updated the survival games page with a few games.
-----------------------------------------------
Towns is a really cool roguelike style survival game I actually already owned for quite some time. I have no idea why it slipped my mind to include it on the list. lol
Towns (Roguelike)
Homepage: http://www.townsgame.com/
Forums: http://www.townsgame.com/forums/
-------------------------------------------------
Stonehearth looks really awesome and appears to be a 3d type roguelike survival game. Their kickstarter was successfully funded by quite a lot. I've found a couple of videos below. This game has me really interested.
Kickstarter page also has another video. http://www.kickstarter.com/projects/1590639245/stonehearth?ref=card
Stonehearth
Homepage: http://stonehearth.net/
Forums: http://discourse.stonehearth.net/
-----------------------------------------------------
Gnomoria is a roguelike survival game that is pretty cool and is heavily influenced by Dwarf Fortress.
Gnomoria
Homepage: http://gnomoria.com/
Forums: http://forums.gnomoria.com/
-------------------------------------------------------
The Forest
This game looks really cool from the trailer. I thought everyone would want to check it out. Looks to be a great mix of survival/horror.
The Forest is currently located on a Strem Greenlight page.
http://steamcommunity.com/sharedfiles/filedetails/?id=143803558
That's all for now. I am going to be updating the survival games page soon with flags beside the game names so everyone will be able to see what stage of production the games are in so it is easy to determine if the game is already in a playable state or not. I've been planning on this feature for a while now and will get to it soon. Keep surviving out there!
-----------------------------------------------
Towns is a really cool roguelike style survival game I actually already owned for quite some time. I have no idea why it slipped my mind to include it on the list. lol
Towns (Roguelike)
Homepage: http://www.townsgame.com/
Forums: http://www.townsgame.com/forums/
-------------------------------------------------
Stonehearth looks really awesome and appears to be a 3d type roguelike survival game. Their kickstarter was successfully funded by quite a lot. I've found a couple of videos below. This game has me really interested.
Kickstarter page also has another video. http://www.kickstarter.com/projects/1590639245/stonehearth?ref=card
Stonehearth
Homepage: http://stonehearth.net/
Forums: http://discourse.stonehearth.net/
-----------------------------------------------------
Gnomoria is a roguelike survival game that is pretty cool and is heavily influenced by Dwarf Fortress.
Gnomoria
Homepage: http://gnomoria.com/
Forums: http://forums.gnomoria.com/
-------------------------------------------------------
The Forest
This game looks really cool from the trailer. I thought everyone would want to check it out. Looks to be a great mix of survival/horror.
The Forest is currently located on a Strem Greenlight page.
http://steamcommunity.com/sharedfiles/filedetails/?id=143803558
That's all for now. I am going to be updating the survival games page soon with flags beside the game names so everyone will be able to see what stage of production the games are in so it is easy to determine if the game is already in a playable state or not. I've been planning on this feature for a while now and will get to it soon. Keep surviving out there!
Saturday, May 4, 2013
Don't Starve Live Stream Event. Includes caves update.
Don't Starve announced they are going to be doing a live stream soon with the developers and it is going to include a sneak peak at the news caves feature coming into Don't Starve. Check it out below.
http://www.dontstarvegame.com/blog/live-stream-event-caves
--copy and paste--
Live Stream Event - Caves!
http://www.dontstarvegame.com/blog/live-stream-event-caves
--copy and paste--
Live Stream Event - Caves!
Caves are coming to Don't Starve! If you want an early peek into their dark and dingy depths, We'll be doing a live stream and developer chat on May 10th at 10:00am PST hosted by RiptidePow's Twitch.tv channel.
What: Early look at the upcoming Caves expansion.
When: May 10th 10:00am PST.
Where: RiptidePow's Twitch.tv Channel
Why: For science!
Event Details
Who: Klei & RiptidePowWhat: Early look at the upcoming Caves expansion.
When: May 10th 10:00am PST.
Where: RiptidePow's Twitch.tv Channel
Why: For science!
Friday, May 3, 2013
Exclusive sneak peak of State of Decay. (livestream recording from twitch)
Hello everyone, Just wanted to make a quick post about State of Decay. They recently did a livestream on twitchtv in which they was playing the game for about an hour and talking to the fans. If you missed the livestream you can still check out the video on twitch. It's got some pretty good stuff included. I can't wait to play this game!
http://www.twitch.tv/xboxlivearcade/c/2195294
http://www.twitch.tv/xboxlivearcade/c/2195294
Monday, April 29, 2013
Project Zomboid Monday! Official release update RC2.9 is open for public play.
That's right! Project Zomboid developers have released the latest test release version to the public! If you own the game you can now download the newest update. Keep in mind it is still in testing even though it is public release so bugs may still be found and a few things still need work. Read all about it below.
http://projectzomboid.com/blog/index.php/2013/04/and-the-moment-youve-all-been-waiting-for-public-forum-test/
--copy and paste--
http://projectzomboid.com/blog/index.php/2013/04/and-the-moment-youve-all-been-waiting-for-public-forum-test/
--copy and paste--
Hello everyone. The moment has finally arrived, and
we’re both excited and terrified. ‘RC2.9′ is finally available to test
on our forums! Go easy on us!
First off, please read these points before starting to play.
1) This is not an official stable release. This version has some known problems, but as far as we can tell all serious issues risking save games are resolved. However, this does not mean that save bugs are not lurking. Using this build you accept the possibility that it may not be stable.
2) The main focus of this public forum release is to figure out the issues we are having with some Intel graphics chipsets. We’ll also be making sure Mac and Linux builds work, and will upload those shortly (as in today). There may be other compatibility or performance issues, but we’ll resolve them asap and will be our main focus of bug fixing.
3) There may be a few hotfixes required to deal with any immediate issues. Bugs can crop up between any versions, so please be patient if there are any problems as we’ll quickly resolve them and upload a hotfix for any serious problems asap.
4) The game will be released on Desura as soon as the intel bug and any other undiscovered serious issues are resolved.
5) Things missing: Fire, NPCs. Double size. They will be dropped back in as soon as they are sorted. In case of fire and double size, that’ll be very soon. NPCs after Desura version.
6) Known issues, a few weapon sprites are missing, a few minor map issues. Various small issues with UI. All hopefully relatively trivial. We’ll work on anything that crops up. Restarting / reloading the game is often the best way to solve any glitches with for example the inventory stopping working, though hopefully these will be very rare and/or fixed.
http://www.theindiestone.com/community/viewtopic.php?f=39&t=12854
Have fun!
First off, please read these points before starting to play.
1) This is not an official stable release. This version has some known problems, but as far as we can tell all serious issues risking save games are resolved. However, this does not mean that save bugs are not lurking. Using this build you accept the possibility that it may not be stable.
2) The main focus of this public forum release is to figure out the issues we are having with some Intel graphics chipsets. We’ll also be making sure Mac and Linux builds work, and will upload those shortly (as in today). There may be other compatibility or performance issues, but we’ll resolve them asap and will be our main focus of bug fixing.
3) There may be a few hotfixes required to deal with any immediate issues. Bugs can crop up between any versions, so please be patient if there are any problems as we’ll quickly resolve them and upload a hotfix for any serious problems asap.
4) The game will be released on Desura as soon as the intel bug and any other undiscovered serious issues are resolved.
5) Things missing: Fire, NPCs. Double size. They will be dropped back in as soon as they are sorted. In case of fire and double size, that’ll be very soon. NPCs after Desura version.
6) Known issues, a few weapon sprites are missing, a few minor map issues. Various small issues with UI. All hopefully relatively trivial. We’ll work on anything that crops up. Restarting / reloading the game is often the best way to solve any glitches with for example the inventory stopping working, though hopefully these will be very rare and/or fixed.
http://www.theindiestone.com/community/viewtopic.php?f=39&t=12854
Have fun!
Thursday, April 25, 2013
Don't Starve Declares Official Release.
Don't Starve! The popular indie survival game has recently declared the game out of beta and onwards to an official release of the game. Don't starve fans don't worry though, the developers for the game have explained there will still be at least another six months of content updates even after the game's official release is live. Find out more information below.
http://forums.kleientertainment.com/showthread.php?16180-We-re-Live!
http://forums.kleientertainment.com/showthread.php?16180-We-re-Live!
Tuesday, April 23, 2013
Watchsurvival Project Zomboid Internal Test Screenshots Part 3
Hello everyone. Decided to take some more pictures from the newest test release of Project Zomboid. Check them out below. Opens in new window.
<All images are from internal test build of the game in progress. Things may be changed or bugs may be spotted before the official release of the update.>
1
http://i.imgur.com/8x6WB78.jpg
2
http://i.imgur.com/DNipbdP.jpg
3
http://i.imgur.com/7A8R7Vk.jpg
4
http://i.imgur.com/00nxZjA.jpg
5
http://i.imgur.com/djevo4o.jpg
6
http://i.imgur.com/wJeCrd6.png
7
http://i.imgur.com/EST7H4Z.png
8
http://i.imgur.com/GXxzJGO.jpg
9
http://i.imgur.com/wovCSrb.png
10.
http://i.imgur.com/26DUv2x.jpg
11.
http://i.imgur.com/VukoCmi.jpg
12.
http://i.imgur.com/JeivLQn.jpg
13.
http://i.imgur.com/vtPsChp.jpg
Part 2: http://watchsurvival.blogspot.co.uk/2013/04/project-zomboid-internal-test-build_16.html
Part 1: http://watchsurvival.blogspot.co.uk/2013/04/project-zomboid-internal-test-build.html
<All images are from internal test build of the game in progress. Things may be changed or bugs may be spotted before the official release of the update.>
1
http://i.imgur.com/8x6WB78.jpg
2
http://i.imgur.com/DNipbdP.jpg
3
http://i.imgur.com/7A8R7Vk.jpg
4
http://i.imgur.com/00nxZjA.jpg
5
http://i.imgur.com/djevo4o.jpg
6
http://i.imgur.com/wJeCrd6.png
7
http://i.imgur.com/EST7H4Z.png
8
http://i.imgur.com/GXxzJGO.jpg
9
http://i.imgur.com/wovCSrb.png
10.
http://i.imgur.com/26DUv2x.jpg
11.
http://i.imgur.com/VukoCmi.jpg
12.
http://i.imgur.com/JeivLQn.jpg
13.
http://i.imgur.com/vtPsChp.jpg
Part 2: http://watchsurvival.blogspot.co.uk/2013/04/project-zomboid-internal-test-build_16.html
Part 1: http://watchsurvival.blogspot.co.uk/2013/04/project-zomboid-internal-test-build.html
Monday, April 22, 2013
Project Zomboid Monday Status Update Streams of Blood
Hello everyone and welcome to another Project Zomboid Monday. We are getting closer to a public release of the new Project Zomboid Update. As such though a little more testing must be done and a few more bugs must be taken care of. Read all the information in the Monday Status update below.
http://projectzomboid.com/blog/index.php/2013/04/streams-of-blood/
--copy and paste--

Another week of testing in the can. As anyone who’s followed all the video action this week will know, it feels really close to that inevitable point where we say ‘oh what the hell’ and release. But not today, I’m afraid.
Before we start a link dump of the many hours of RC3 footage, we will discuss all of the current issues in the build, only one of which completely forbid a release. Little of this Mondoid will likely be news for forum regulars, I’m afraid, but this is for everyone else. Hopefully the streams and videos are doing more than a Mondoid ever could, anyway.
Excluding more trivial stuff, we still have a few more serious problems to resolve.
So that’s the situation. We’re so close we can smell it, but there’s that one last hill to climb. We’re overjoyed at how the videos and streams have been recieved, and moreso were even surprised ourselves how much it’s come together since testing began. It also only goes to show we made the right move holding it in testing as we did, as comparing the 24th build with the 1st would be quite eye opening (maybe we can do that for fun post release?)
So when? We know some rumours were circulating that it could have been today. Well sadly there’s no way we could comply with that, as much as we’d loved to have. Next week’s Mondoid? It’s possible. NOTE: It’s possible, not yes. It could be the week after. But yep, we’re really down to talking about these kinds of time-frames now. This is super exciting for us, and the last couple of weeks have been wonderful after a very long year. To see people’s reactions to the new builds has reminded us why we’re doing this and what all the work is for. It’s a happy time.
So now the update is out the way, let’s get onto the video link dump! We would recommend giving all these lovely peoples a subscribe, a follow, or whatever the equivalent is for twitch as they are all wonderfully nice and entertaining to watch. A word of warning though: There is a LOT of footage here, so firstly you’re guaranteed to see a lot of moonwalking zombies, or pieces of the universe mysteriously vanishing. You’ll also see a lot of Zomboid RC3 content laid bare. You may want to save it all as a surprise, or you may want to watch every minute of it. It’s your call.
Youtube
RingoD:
http://www.youtube.com/watch?v=KB7Op5iFUng
http://www.youtube.com/watch?v=3wmWJbp1xLw
Mathas:
http://www.youtube.com/watch?v=dTzyOlJQ4M8
http://www.youtube.com/watch?v=BwYdWCYpoJI
Ecky:
http://www.youtube.com/watch?v=K4D_IPUm1fo
Twitch
MiddleAgedBob:
http://www.twitch.tv/middleagedbob
Ecky:
http://www.twitch.tv/eckyman
dThunder:
http://www.twitch.tv/audthunder
nasKo:
http://www.twitch.tv/nasko_zomboid
There are probably other streamers or Youtubers we’ve forgotten, not because they weren’t wonderful but because, erm, there’s been a fair few of them. Apologies if so: let us know and we’ll add them to the list.
Oh, and if videos are a bit too revealing for your tastes, there’s also a nice cache of screenshots over at Watch Survival.
http://projectzomboid.com/blog/index.php/2013/04/streams-of-blood/
--copy and paste--
Another week of testing in the can. As anyone who’s followed all the video action this week will know, it feels really close to that inevitable point where we say ‘oh what the hell’ and release. But not today, I’m afraid.
Before we start a link dump of the many hours of RC3 footage, we will discuss all of the current issues in the build, only one of which completely forbid a release. Little of this Mondoid will likely be news for forum regulars, I’m afraid, but this is for everyone else. Hopefully the streams and videos are doing more than a Mondoid ever could, anyway.
Excluding more trivial stuff, we still have a few more serious problems to resolve.
- Save bug – For some unknown reason, the testers saves are getting
corrupted very regularly. They will go to reload a world and their world
data will be garbage. This will likely be something massively trivial,
one byte of data getting saved but not read, or read but not saved,
somewhere buried deep within the Zomboid code. This is the one
show-stopper that means we refuse to release, since the danger of people
losing hours of game-play (remember that loading and saving happens all
the time as you walk around the streamed world) or worse a zombie
fortress they have spent 30 lives building.
While many people may say this doesn’t matter and they would still like a build, for every one of them there is a new customer who gets angry that our game destroyed their save. This is the one and only bug that means we’d completely refuse to release anything.The status of this is ‘ongoing’. It seems to be very common within our testers but whenever testing with a debugger attached, where we may be able to figure out what exactly is to blame (as I say, probably something really simple) it always seems to work perfectly, as if to taunt us. As soon as it’s reproduced, it may take minutes to solve. There is simply no way to remotely estimate it (but no, we’re not talking SIX MONTHS or anything, don’t worry!) - The second biggest issue (well, undoubtedly the biggest issue for those affected, but one where a release may actually aid us in solving) is problems running the game on some (not all) low end integrated Intel graphics. This is serious because obviously people with these cards have paid money to buy the game, and we can’t leave them out to dry. As much as it may be frustrating to those, it would be handy to get more data on this problem, so we would consider a forum release before this is fixed to help us trap it. We have made some limited progress, getting testers to the main menu and in some cases into a slightly graphically glitched game, but this one is also ongoing. It should be made clear though that this is a bug, not a performance bar raising issue. We’re doing nothing that shouldn’t be possible on these cards, so there’s no reason to worry about the long-term compatibility of your game if you are affected.
- A third issue, which in all likelihood is related to the save bug above, is the ‘Langolier effect’, as its become known. Anyone who’s seen streams may have spied this a few times, where either the entire world becomes disjointed like an earthquake fault line, or more often you have areas of psychedelic void. It’s possible this is an independent issue but our suspicions are it will be solved the moment we fix issue #1.
- More a cosmetic thing, but still seriously damaging to the atmosphere (even if many find it entertaining) is the moonwalking zombies. Seems that when zombies are reused (a memory / garbage collection saving tactic) after being killed off, they cease to be able turn to face the direction they are moving, leading to humorous but massively wrong looking results.
So that’s the situation. We’re so close we can smell it, but there’s that one last hill to climb. We’re overjoyed at how the videos and streams have been recieved, and moreso were even surprised ourselves how much it’s come together since testing began. It also only goes to show we made the right move holding it in testing as we did, as comparing the 24th build with the 1st would be quite eye opening (maybe we can do that for fun post release?)
So when? We know some rumours were circulating that it could have been today. Well sadly there’s no way we could comply with that, as much as we’d loved to have. Next week’s Mondoid? It’s possible. NOTE: It’s possible, not yes. It could be the week after. But yep, we’re really down to talking about these kinds of time-frames now. This is super exciting for us, and the last couple of weeks have been wonderful after a very long year. To see people’s reactions to the new builds has reminded us why we’re doing this and what all the work is for. It’s a happy time.
So now the update is out the way, let’s get onto the video link dump! We would recommend giving all these lovely peoples a subscribe, a follow, or whatever the equivalent is for twitch as they are all wonderfully nice and entertaining to watch. A word of warning though: There is a LOT of footage here, so firstly you’re guaranteed to see a lot of moonwalking zombies, or pieces of the universe mysteriously vanishing. You’ll also see a lot of Zomboid RC3 content laid bare. You may want to save it all as a surprise, or you may want to watch every minute of it. It’s your call.
Youtube
RingoD:
http://www.youtube.com/watch?v=KB7Op5iFUng
http://www.youtube.com/watch?v=3wmWJbp1xLw
Mathas:
http://www.youtube.com/watch?v=dTzyOlJQ4M8
http://www.youtube.com/watch?v=BwYdWCYpoJI
Ecky:
http://www.youtube.com/watch?v=K4D_IPUm1fo
Twitch
MiddleAgedBob:
http://www.twitch.tv/middleagedbob
Ecky:
http://www.twitch.tv/eckyman
dThunder:
http://www.twitch.tv/audthunder
nasKo:
http://www.twitch.tv/nasko_zomboid
There are probably other streamers or Youtubers we’ve forgotten, not because they weren’t wonderful but because, erm, there’s been a fair few of them. Apologies if so: let us know and we’ll add them to the list.
Oh, and if videos are a bit too revealing for your tastes, there’s also a nice cache of screenshots over at Watch Survival.
Sunday, April 21, 2013
New Minecraft snapshot! 13w16a Horses!
Minecraft has been keeping busy with all kinds of new things. I've not made a Minecraft post in a while so I thought I would include this one. It is pretty awesome. We get horses! Also Carpets and hay bales and a few other cool things. All togather I'd say the new update is going to be really fun once it goes official. Snapshot below. New launcher as well.
http://www.minecraftforum.net/news/789-snapshot-13w16a-ready-for-testing/
--copy and paste--
Suddenly, out of nowhere...SNAPSHOT TIME! What lies in store for today's amazing snapshot release? Let's take a look!
FEATURES:
NEW MINECRAFT LAUNCHER? YES!
Dinnerbone and Grum have been hard at work creating a NEW Minecraft launcher, with some pretty sweet features! To get the snapshot, use the new launcher available in the link below. To return to 1.5.1, simply start the old launcher and play as normal. That's all there is to it!
Want to send feedback on the new launcher? Be sure to tweet @Dinnerbone, @Grum, or @jeb_ with your suggestions, or make a post right here!
GET THE LAUNCHER HERE:
Windows: Click here
Mac/OSX: Click here
Linux/Other: Click here
IMPORTANT NOTES
http://www.minecraftforum.net/news/789-snapshot-13w16a-ready-for-testing/
--copy and paste--
Suddenly, out of nowhere...SNAPSHOT TIME! What lies in store for today's amazing snapshot release? Let's take a look!
FEATURES:
- Added horses, based on the work of John Olarte (DrZhark), of Mo’ Creatures fame
- Added hay bales
- Added leashes
- Added carpets
- The “Respiration” enchantment now also helps seeing underwater
NEW MINECRAFT LAUNCHER? YES!
Dinnerbone and Grum have been hard at work creating a NEW Minecraft launcher, with some pretty sweet features! To get the snapshot, use the new launcher available in the link below. To return to 1.5.1, simply start the old launcher and play as normal. That's all there is to it!
Want to send feedback on the new launcher? Be sure to tweet @Dinnerbone, @Grum, or @jeb_ with your suggestions, or make a post right here!
GET THE LAUNCHER HERE:
Windows: Click here
Mac/OSX: Click here
Linux/Other: Click here
IMPORTANT NOTES
- You might get an "unsafe" warning when trying to download the launcher. Disregard this, it is safe!
- Don't forget to report bugs you encounter at the links above! The launcher can be updated nearly instantaneously without additional downloads!
Saturday, April 20, 2013
Watchsurvival Survival games list updated, again! Darkwood
I found out about this game called Darkwood and how it is influenced by Project Zomboid and I had to check it out and I must say from the trailer I seen and the features they are presenting I am quite impressed. I bet it is going to be a great game! I added it to the Survival games list and Checkout this trailer below.
Darkwood
Homepage: http://www.darkwoodgame.com/
Trailer:
Darkwood
Homepage: http://www.darkwoodgame.com/
Trailer:
Watchsurvival Survival Games List Updated!
I've updated Watchsurvival's Game list page to include the following games. Also In the coming weeks I am going to be adding Certain labels to the watchsurvival games list to include things like (playable, not yet playable, ect) so everyone will be able to sort the ones that are currently playable now instead of having to find out by going to the game page first. That will be coming soon. Thanks everyone for your support. Stay Alive!
In Dvelopment
Darkout
Homepage: http://www.darkoutgame.com/
Forums: http://www.darkoutgame.net/index.php
Edge of Space
Homepage: http://www.playedgeofspace.com/index.html
Forums: http://www.playedgeofspace.com/forums.html
StarForge
Homepage: http://www.starforge.com/
Forums: http://www.forgeforums.com/
MMO
Salem
Homepage: http://www.salemthegame.com/
Forums: http://forum.salemthegame.com/index.php
Haven & Hearth
Homepage: http://www.havenandhearth.com/portal/
Forums: http://www.havenandhearth.com/forum/
Roguelike
Cataclysm: Dark Days Ahead
Homepage: http://www.cataclysmdda.com/
Forums: http://www.cataclysmdda.com/smf/
In Dvelopment
Darkout
Homepage: http://www.darkoutgame.com/
Forums: http://www.darkoutgame.net/index.php
Edge of Space
Homepage: http://www.playedgeofspace.com/index.html
Forums: http://www.playedgeofspace.com/forums.html
StarForge
Homepage: http://www.starforge.com/
Forums: http://www.forgeforums.com/
MMO
Salem
Homepage: http://www.salemthegame.com/
Forums: http://forum.salemthegame.com/index.php
Haven & Hearth
Homepage: http://www.havenandhearth.com/portal/
Forums: http://www.havenandhearth.com/forum/
Roguelike
Cataclysm: Dark Days Ahead
Homepage: http://www.cataclysmdda.com/
Forums: http://www.cataclysmdda.com/smf/
Thursday, April 18, 2013
The Dead Linger Development Roadmap
Sandswept Studios has released a cool new feature for their game The Dead Linger on their website called the Development Roadmap. It let's you see exactly what they are progressing on and how the work is coming along and how close to beta/release the game really is. It's a really awesome feature that some other games could definitely take note of. Great Job guys.
http://www.thedeadlinger.com/roadmap
http://www.thedeadlinger.com/roadmap
Watchsurvival Present's Project Zomboid Running through hordes.
Hey everyone! I posted a quick video to display what it is like trying to run through hordes in the latest test release version of Project Zomboid. I did this because in previous builds you could run right through them and not get a scratch on you. As you can see in this video the difficulty in the newest to be released version is being ramped up a lot and things are a lot more risky now. Enjoy the vid.
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