Ever since the latest build hit, opinions on the new map have been a little divided. Since we've loosely based the in-game version of Muldraugh on the actual place this does limit the variety of the area somewhat in comparison to the "chuck everything in" approach of the demo.
In gameplay terms, it was important to us that this was the case. If Muldraugh were similarly laid-out to the town in the demo, then there'd never be any good reason to leave apart from when you'd literally looted everywhere. And then where would you move on to? Somewhere extremely similar - a different layout, but essentially the same stuff.
Instead, we've made Muldraugh in the spirit of its real-world equivalent. Small, rural, lacking in major amenities - much like our protagonist, Bob, decidedly average. A good place to start but, ultimately, not the most exciting place on the planet. Unfortunately, making the map takes time (especially now that the world is enormous - the in-game town of Muldraugh is over eight times the size of the demo map) and so there are only a few places currently to move on to.
All that will change.
Those who have examined Google Maps in detail will have noticed that we clearly did not pick the town of Muldraugh as the centre of the apocalypse for no reason. To the north, is an enormous city - the goal is that the world will eventually expand to include it (at least, in part), and to the south is... some other interesting stuff. ;)
However not quite so ridiculously far to the north is a second residential settlement. Situated on the banks of the river which marks the boundary between Kentucky and Indiana is West Point.
Although significantly smaller than Muldraugh, West Point has a much more stereotypically American regular grid street layout. Buildings are much more densely packed and the entire town is self-contained - there are local amenities, a school, a church, a cemetery, farmland - all in all, a rather excellent place to visit during the apocalypse. Because of its street layout, this location will feel much more like the demo map - much less space between buildings - and while the real world location has houses of similar size and value to those in Muldraugh, in the game world we will make the place a little more desirable - to make this area feel quite distinct from Muldraugh.
We hope that having a second sizeable town location in the game world will alleviate concerns that some people had, where they were judging the game world as a whole based on just one of the locations we have planned. We think this approach to filling the world out will be much more satisfying to players than had we completed all the wilderness surrounding Muldraugh first, before putting other more interesting locations in.
So. What else is there to look forward to? Well, knife attacking has been improved in the coming build for starters. Knives were of little use previously but now have their own special close-quarters, thrust-knife-under-chin-into-skull animation. It's tremendously effective but comes at the risk of, well, if you're close enough to a zombie to perform that move, then it is also close enough to you to bite or scratch you. But time your attacks well, and you've got an extremely light-weight and effective weapon at your disposal.
The net result of this is the way that combat has been developed is that stabbing weapons are at their most effective at the minimum attack distance, whereas swinging weapons are most effective at their maximum attack distance.
On top of that, the save compatibility stuff has now been now resolved.
There are still a couple of issues discovered during internal testing which need fixing before we're able to release publicly, since the updates go straight to Desura now we have to be doubly sure that it's ready. So although we'd like to say that the remaining work will only take a couple of days to fix it's best to err on the side of caution and assume slightly longer than that.
Love and hugs,
The Indie Stone.
Very nice, is there any chance of seeing an automatic weapon/s in future? like M16 or something similar that can be found at police stations or at the army camps/vehicles?
As well as some cars on the street, some crashed ones, burning ones, some loot-able, etc.
Any booby traps planed for future?
Nice work guys, keep up the good work.
p.s. still cant wait for Steam release.
Something neat would be a scoped rifle, which would shift the camera forward and lessen the light fraction of the character's field of view.
Something else that would be neat would be a .22 Rifle, which would be the quietest firearm, but take 2-3 shots to kill.
a .22 to the skull would still kill in 1 shot. and if you're hunting zombies, headshots are the ONLY way to go.
M320 - no headshot necessary.
i think we all know that
Anzio 22mm anti material rife. With a range of almost 3 miles firing the largest modern 1 person gun ammunition in the world (22mm) Anzio cares little for your so called "headshots". Hit a zed in the foot with it, it wont get back up.
Have fun finding ammo for that.
Also, have fun finding your arm after you fire it.
Kriss Super V Vector. Easily the best SMG/SBR/Carbin in the world. Very accurate, shares ammunition with 40./45. handguns, and has an array of attachments. The vector cares little for your beast that is ineffective at anything other than sniping tanks. The zombies care little for your impracticality.
dawnwolf18 uses logical rebuttal, its super effective! rayoman64 is knocked out!
but really you have a point. The Vector is far more logical. I surrender my argument and claim you to victor.
p.s. not sarcasm lol your totally right
AIN'T NOBODY GOT 2 GRAND FO DAT!
M3A1 Grease Gun all the way.
Kriss-usa.com
Its 2779.
Get yo facts straight.
Everyone remember this is supposed a "simulation", not Gun-Wank 2013; so instead of rabid fanboyism let's try and think about which firearms are actually common IRL. For example: Beretta 92, Glock #, 1911, H&K USP, Ruger Mk. Series, Remington/Mossberg/Ithaca shotguns, TEC-9, Uzi, H&K MP5, AR-10/15, M1 Garand, Remington 700, Ruger Mini-14, Warsaw Pact milsurplus like the Makarov, SKS, Mosin Nagant, **** like that. Not some obscure toy that never made it a couple of half-finished prototypes.
$2779? Jesus Christ, that's so much money you might as well get this:
Hight3ch.com
I mean, it's only $19,221 more.
Edit for better link.
Also silencer on pistol is a must in this game. for example it could be hand made/craftable, like the one carl is using in the Walking Dead.
A make-shift silencer could be a pistol as primary and a pillow as secondary item
No...just no.
A pillow would not silence (or supress) a handgun...
or any gun for that matter.
Keep doing what you do guys.
Project Zomboid is finally a zombie survival game that works the way I want it, and its getting better and better.
Omg you guys aren't kidding when you say there's "interesting stuff" south of Muldraugh.
Yea! Real realy cool! Keep it up!
This game is really turning out to be the zombie survival game I have always wanted, keep up the good work you guys you will be there in no time! :D
West-point really opens up the game to an array of weapons. The introduction of vehicles also seems plausble. However, I would like animals in the game too.
Is that a army base south of Muldraugh? :D
Are there seriously people who haven't heard of Fort Knox? And yes its a military base...
(buried)
again I ask, when will steam be ready?
Holy ****, I want to go south.
Where are the NPC's!? No help in scavenging or killing usless zombies will result in death in one month if you're even lucky on survival. PLEASE make the next update the NPC's PLEASSSSSSSSSSEEEEEEEEEEE!!!
There are no NPCs in this game but in the description it says there is ?
There were NPCs in the earlier builds but the developers took them out for a reason unknown
I was thinking that since this game is based on a actual town you are able to know where you are. Maybe adding street names that will be shown some where. so you are enabled to look around on google maps, also i understand that it would be difficult to have the same exact buildings as in the neighborhood but is it doable? Also since West point is on the river, are you able to swim. I also saw many little ponds so knowing that you can swim will be nice, not sure that zombies can swim though, or they will hang on the bottom waiting for someone to swim by and snaatch them up. Great work! Keep it up :) Ps. how will i know when the game is done and and when the updates will be added?
can not wait for the multiplayer update to arrive
Thats awsome idea .....Could allso change the pointer to sniper scope cross hair ....allowing you to aim the head .......Imagine that of Commados Behind enemy lines
I'm missing the well also with everything being bigger and so much woods space I find myself in the middle of empty woods falling asleep i would like the ability to make a bedroll or something to find a cargo container or something and catch some sleep not the safest option but maybe say in a cargo container or collection of walls and doors / shack i made for myself in the middle of nowhere ;p
WESTPOINT DOES THIS MEAN A MILITARY ACADEMY? WITH LOTS OF GUNS AND SUCH :D
unseen bugs in the latest builds? unheard off.
Is there a mini map in the making cause i loze my bearing all the time, also in survival u hear these random gunshots or alarms going off are there survivors there, or is it just random events happening.
So far im loving this game, keep it up and u might beat minecraft and all indi games this year.
I'm from Kentucky and actually live not to far from where this game takes place. Abut 35-40 miles,it's really cool to see them develop in an area I'm familar with.