I'd like to sit down and talk to you about what's coming to the game this winter.
First, and very soon, you will see the whole new crafting system fully working.
New crafting system
You will be able to learn recipes, save them, and them craft them from your inventory. This will be extended along the next months, making some exclusive recipes and specific tools that you will need for the bigger recipes.
Crafting is splitted in two sides, discovering and known. The first one is almost the same that you can use now in the game, drag up to 3 ingredients to the slots and if there's something craftable, you will be able to make it by clicking the anvil. Once you crafted it, the recipe will be added to your known recipes.
Now, known recipes can be crafted directly from the items that you have in your inventory, no need to drag them to any place, just select your recipe and click "craft", be sure to have enough space in your inventory for the crafted item!
MAC version
Early next month all Mac users will be able to get the game and play finally! As the first version, be aware that problems may appear, but as always, they will be solved ASAP!
And now let's talk about what's coming after these months! Please note that this might be implemented or not, depending of the current situation
Infinite terrain (or almost)
Starting with this, you will be able to travel without limits wherever you want. Tired of the same zone? Just walk far away! We're working on this, and first the generated terrain will be the same (like a whole map right now), but in future updates we are going to implement regions or zones. These zones will be infected and you'll need to clean them up, once cleaned you will be able to build whole buildings and place NPC's.
Customizable weapons
Yay, silencers, sights, flashlights... we're going to add some accesories so you can customize a bit your own weapons!
Something bad... experimental multiplayer
This is important. Before all of this new content is being added, multiplayer will be on "experimental" stage. It will be still working, however we'll focus on singleplayer, since is the most played mode with a huge difference.
When you start multiplayer mode you will be warned about experimental phase and please, report every bug.
Once singleplayer is fully working (after this winter), our main priority is to focus in multiplayer!
More things!
Yes, of course, the biggest change of the infinite terrain will bring another big changes too, like spawn system, enemies, etc... Also a huge improvement in performance, and a lot of new possibilities of gameplay!
We will keep you updated about every single new change!
Thank you and as always, enjoy :)
#UPDATE 0.17a1 - End of the Red Moon Week
Reed Moon Week is finished, but don't worry, it's coming next year with improved content and features!
This patch also includes some improvements and fixes, thank you to AwReel who helped a lot testing and reporting everything.
As always, here you have the patch notes!
0.17a1 - Red Moon Week ended! Don't worry, next year will be MUCH BETTER!
- Added an option to main menu settings to activate / deactivate ambient occlusion and antialiasing to improve performance
- Limited the pick up information text up to 6 lines
- Lateral sliders should be now shown over the rest of windows
- Dragging an item to an existing stack in a container should update the new stack now
- Press "E" information is now also in the new UI system and won't be bothering anymore over the rest of windows
- Semi-transparent shader changed to avoid sorting problems
- Main menu textures are now HD
- Main menu windows should now fit better to different resolutions
- Crafting a recipe will reduce every needed item now as expected
- Inventory slots should be now scaling according to the user resolution
Patch already available!
#UPDATE 0.17a
Ready for a big update again?
Note: new crafting system still under heavy development! Expect some fixes and improvements soon.
New interface system
Here we are bringing you a whole new interface system! Actually we have some things to change like the current chat and so, but say goodbye to the zablet (tablet) for a while.
The old tablet will be available for doing other tasks such photos, scanning and more things we have planned.
Hotkey bar!
Some of you asked for it and here it is! Finally you can drag and drop your inventory items to a hotkey or shortcut to be used by pressing that key. For weapons you still need to equip them in slots 1/1, 2 and throwing G, but you are able to equip them from the bar too.
A whole new inventory system too
Starting with 20 slots you can now drag and drop your items and manage them as you wish in your inventory. We're adding a feature that will allow you to increase your inventory size too.
Also, if you want to see a more detailed information, just right click the item and a new window will appear with further info and actions!
Survivor window
Want an easy way to equip the stuff you found? With the new drag and drop system just move that equipment to the slot you want to equip it and violá!
Do the same if you want to unequip something and save it in your inventory.
Also now you can view your character in 360 degrees by dragging its picture.
Crafting
Also is being rewritten from scratch. For now you will find a crafting window which will allow you to craft your items like you have done before, by "discovering" these recipes. Right now we're working on a discovered list system that will allow you to learn and save discovered recipes and then craft them from a list.
More stuff and next to do
Of course, we have added more stuff this update and a lot of fixes, but we have still one thing to do, optimization. As the game is working really great on regular computers, we want to get it working even better!
Also, like always, here is the full list of the patch notes!
- The new interface system will be scaled with your screen resolution
- Menu button sound when cursor over has been changed
- New item grabbing system to ensure secure stacks and inventory distribution
- New and safer block screen system
- Footstep sounds improved
- Now if you walk over high grass (flowers, grass..) you have a chance to produce a loud sound
- Walking on water splash effect is now a "loud sound"
- Loud sounds may attract enemies and scare wildlife
- [Big change] New inventory system on a new UI system
- You can now open your inventory by pressing the shortcut key "I"
- Fixed a bug causing player walk slow when aiming down or up
- Improved window management on the UI system
- Character project object cleaned up
- Camera sensibility is now adjustable again
- Interactable area from character editor buttons increased
- Character editor lighting increased and improved
- You can now stand up while crouching when jump key is pressed too
- Character hair 2 fixed (color bug - geometry problem)
- You can now wield your one handed weapons with left click if you are not wielding anything yet
- Your character will wield back the weapon he / she was wielding before starting climbing after stop climbing
- Added a new antialiasing effect
- Added a new post-processing effect: ambient occlusion
- Fixed a bug causing mine to be colliding with everything while being placed
- [Big change] New UI bar with hotkeys, you can attach items to be used by pressing your number keys
- [Big change] New survivor panel, you can now equip your equipment by "drag & drop"!
- Your new bar with hotkeys now allow also to equip weapons by dragging them from the inventory to each slot
- You can now open the Survivor panel by pressing the shortcut key "P"
- [Big change] New container window integrated with the new UI system!
- You can now use "usable" items from the container windows by double clicking them
- Container loot quantity reduced from new maps
- [Big change] New crafting system with new UI system (currently under development)
Important
This update will be available on next hours! Please be patient while we upload everything, it will take a long time :)
Thank you!
Red Moon Week - Halloween event coming this week!
Hi everyone!
Halloween is coming and we wanted to make a little simple event for all of you.
As you know, we're still in alpha and we have many things to do, so don't expect big special things for this event, however less is nothing!
For our first event, you will be able to choose to turn your maps into this event (or create a new one). After the event is finished, we will update the game again and your maps will be normal again.
And what are you going to find this year in the Red Moon Week?
For many years they have been there, waiting, just watching how they are murdered, eaten and used for horrible things. Now the Red Moon rises and they can live for a week!
It's pumpkin time!
Beware of the pumpkins you can see and gather all around the map, they can randomly come to live and hunt you! At night this is happening almost always, just be careful, they are quite hard to kill!
And as you can see, you can get from them a Pumpkin Helmet. This helmet provides a good source of light as a special item!
Also, if you turn your map into this event, it contains new textures and colors to match this seasonal event.
And more coming!
Just stay tuned, we'll announce our patch notes about 0.17a update and it's coming big and filled.
Enjoy!
I'm back!
Hi everyone!
Sorry, I was "out" these days, let me explain.
One Last Day project
First, around the 10th of the past month, we were requested to "register" in some way One Last Day and finally our activity officially, and now it's done!
It took quite time to do it, but now it's done, yeah.
Madrid Games Week
Second, we were at Madrid Games Week 2015! This is a game conference where some companies come to show their projects (big ones) and then there is a small place for indies developers, we were there with a lot of cool people with awesome projects.
I made some cool photos but I can't post them right now, I hope I can do it soon.
This conference was really important for the game, now we know the way we have to follow to make the game and make it really enjoyable, I'll post these new ideas and or final decisions soon too, you will like it, I'm sure!
Oh, I even made a custom PC box for this conference, here's a
One Last Day Zombie Box!
The updates
I'm pretty sure you have seen some updates these days with no info about them.
Well, sorry about that! I bring you some quick info:
- New camera system, gradual aim
- The whole character body will now smooth their movement until it reaches the camera position
- Zombie climbing improved, they should climb faster and less clumsy
- Added a new menu option to the main menu: right handed, you can now wield your two handed weapon in right handed view!
More things coming this month! Be prepared, something dangerous is coming at the end of this month...
#UPDATE 0.16a
Hey there!
Here we are again with new content and fixes for One Last Day.
This time you will find some cool additions and improvements that will improve your game experience.
Does it sounds good?
Sound is important and I'm making some tweaks, adjustements and additions to the sound system.
Now the ambience sound at day will be softer and quiet, and at night, you will hear some crickets and more sounds.
Also sometimes when you were walking over some surfaces, your footsteps sound like grass always. Now this is fixed and in addition I've added a couple of new sounds for metal and wet dirt.
And talking about footsteps sounds, no more ninja zombies! They will make sounds when walking, soft sounds though.
This looks better, and works better
Again we've improved load times and the generation itself. An improved mesh generation for terrain will avoid strange forms and work faster.
Also, some buildings were generating a bit strange too or floating, well, no more!
Now pines are much more beautiful and well generated too.
Improved lighting, darker nights
Now you should have a couple of torchs or campfires when the night falls, because after 23:00PM it gets really dark until 5:00AM, so better watch your step, find a safe place, get a torch, or do everything.
Also lighting system has been improved, avoiding strange shadows or illumination, and making day / night cycle looking better.
Just a bit less silly
Zombies are quite dumb, and they were doing weird things. They will keep being quite dumb, because that's our goal, but even so we have improved a bit their A.I. Now they will climb up if they can to catch you, so you won't be safe if they find the way.
And more, much more!
A new airdrop box, a little clock with in-game time, UI improvements, bug fixes, performance, etc..
Here's the full change list:
- Voxel generation (mesh generation) improved
- Morning load time reduced drastically
- No more boars spawning in the air
- NPC spawn increased (wildlife will be still hard to hunt, but at least there will be quite more to be hunted)
- New box for the airdrops added
- Effect when breaking an airdrop box improved
- Day sound ambience has been changed
- New night sound ambience added
- Lush pine. Improved generation for pines (trees)
- Added store filters to find faster the type of item you want to buy
- Current coins are now showed at the store only
- Added a footstep sound to the zombies
- World generation time improved, it should take a bit less to generate
- World generation: building generation improved, no more "flying" buildings
- Existing player footstep over some materials added
- New player footstep sounds for some materials added
- Some UI adjustements have been done
- WARNING, true dark nights!, now you will need a light source at night if you want to see something
- Now zombies won't attack you while spawning from underground
- Added a clock to the game with the current in-game time
- Solved a bug where the coin was colliding with bullets
- Zombies will now stop with an animation while climbing up
- Object placement (torchs, campfires) is now fixed and should be working as expected
Hope you enjoy this update and what's coming next too!
#UPDATE 0.15a
Hey there!
How are you doing? Well I guess you are sad, the summer is ending, and we need go get back to school and work :(
But at least we're going to keep working too to bring you new updates and improve this game!
So here's come the 0.15a update, which brings new things that we're going to be working in the next weeks to improve and add more features.
New interface system
We're starting to create the new interface system that will make interactions much more comfortable and easier, and less buggy of course. You will be able to open windows, move them and interact while your character is not moving at all, and if you need to close all of them at once, just press one button (alt) and you're ready to go.
So expect more update into this new interface until we replace even the whole tablet (zablet) into this.
Store, buy items!
Are you tired of trying to get a specific item? Too many coins and you don't how what to do with them? Then let's go shopping!
For testing purposed all prices are discounted! Autumn sale!
This store is the very first to be in-game. All items will be delivered by an airplane in the spot you made your order, so beware of the falling box.
More to kill...and be killed
Be careful. Now if you are standing on soft ground (dirt, grass...) zombies may come from the underground to kill you!
And at night better find a place to hide, because they are 3 times more active and you might be surrounded in a few seconds!
Full list of changes
- Added a store to buy items with coins!
- Zombie bait improved
- When using zombie bait, zombies will take a little to come from the underground
- New effect and sound added when a zombie comes from the underground
- Random zombie encounters. Watch your step!
- New interface for the needs bars
- From the interface redesign: added interactions labels to open interface windows
- New interface window: options
- New interface window: store
- New interface window: help (currently being developed)
- Needs (life, hunger...) can't no longer exceed 100 points
- Other various minor bug fixes
- Now you can change game settings while playing, no need to get back to main menu
- Coin collecting range increased
- Zecola, Peepsee and Moonsir use shows now as "Drink" and no more as "Eat"
- Added a "pulsing" animation over the icon if any need (life, hunger...) is under 25%
- For testing purposes, the current store will have 80+ items available to buy for now (this will be reduced and distributed along other stores in the map in further updates)
- Added variables to store system (buying price, comission, selling) to improve it and add more in further updates
- Every purchase through the store will be delivered by an airplane in a "public" box in your position, meaning that it will be visible for every player in the network if you play multiplayer
- While you are on solid ground (rock, a building, etc...) zombies won't hear you and won't spawn
- Now zombies will spawn around you more 3 times while you are not on solid ground at night (0:00AM until 7:00AM)
Note: uploading update, it will be available in a few minutes. Keep your game always updated, this update may need some quick fixes.
Next months and clean system install
Hey there!
I hope every of you are enjoying the game. Note that what you are playing right now is just a very little part of what we have planned in a future.
Preparing the systems
September is coming and this means that we're going to start working much harder, you will see new content and how the game will grow a lot.
To prepare this I'm doing a clean O.S install of my systems because right now it's a bit (quite) messed up, and organization always speeds up the progress a lot.
So for a week we are not doing really big or important updates, however if a fix is needed, it will be done.
How is the development going?
Our main priority is to get the game working for everyone without big problems, great FPS and decrease load times. The game is working well in 90% of the cases however the remain 10% is too big for us and still is our main priority to be a 100% of the cases working.
In september we are doing content updates like you have seen these 2 weeks, but we will be doing another big update to keep improving the game and should come out in October. This does not means that you won't be playing new content until October, nope, no way, you will, but we will be working in something bigger at the same time.
New interface
You will be able to taste a very little part of the new interface system with the store that we are adding in 0.15a soon. It's a "regular" interface system, but much more comfortable that the current tablet system that we are removing on further updates, we hope you like it!
OSX Support (MAC Support)
Some user have asked about OSX support. Yes, the game will be supported on MAC, but first we want to focus to get that 10% that I mentioned before.
Thanks to the community
We'd like to thank everyone, you are supporting us, doing feedback, and even trying to get your game working with us by asking and helping if it does not work before just "rage quitting".
All of you have done a lot of for the game, and you will see it soon.
Thank you a thousandfold.
So I'll be doing a clean install for my systems to speed up things and avoid problems that I had these past days, but I'll be able to reply back on discussions forums.
#UPDATE 0.14af1 (FIX)
Hello!
Adding new content take a bit more than doing fixes and optimization. So when I upload a new update, the very next thing to be done are fixes for possible bugs.
That's why I bring you a 0.14a FIX with some bugs fixed and some performance improvement.
Important!!
This update contains some major fixes that may require you to create a clean map (new map) or if you want to keep your map, you need to delete the following file:
My Documents > My Games > OLD > "Your map name" > lc.dat
You will lost any items saved into containers or chests, but the drop FPS, exiting problem and many more things will be fixed.
I didn't make it automatic to avoid making you loose any precious items, at least you will have the chance to try to save them first by saving in your character inventory or moving them to another map container.
0.14af1 (fix) update
- Some minor bugs fixed
- Terrain generation improved, now it should take less memory and finish faster
- Zombie bait recipe giving throwing knife is now fixed and working - Coin indicator centered and fixed
- Spawn over the terrain causing death is most of cases is now fixed - Falling under the terrain fixed. If you fall, your character will be automatically teleported on the top of the surface. - Added seed "description"
- Solved a bug when saving loot causing duplicated loot to be saved - Other performance tweaks and code cleaning should make the game run smoother - World generation process improved, it should now take a bit less to generate and load the world
Thank you all for your feedback, your bug reports and your help to solve all of them!
And next?
This weekend we are going to sit down to plan the new interface system and commerce, this will take a bit to be developed but it will be really worth. I'll reply back to all of your post in the discussions forums as soon as I'm near a computer though.
We have a lot to do yet guys, thank you very much for be part of our journey =)
Enjoy the game!
(Update uploading to Steam, should be available soon, be patient!)