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Genre: Shooter, Adventure, Indie

SurrounDead

An update on the inventory remake/rework progress

Hey everyone,
This is just an update on what is happening with the inventory remake/rework.

Progress


Progress has gone really well and the system is up to a base standard where it could be used in the game now, but missing features and improvements that need to be done first. Systems that still need to be completed are stuff to do with the difficulty system, attachments and many parts of its UI design and a few more things.
However, I am very happy with the look of it and some of the stuff I'll be able to add to it in the future.

What is new?



  • Randomised Stats: Weapon stats and some equipment stats will be varied. Now 1 question you may ask is "Isn't this going in a very looter shooter way" and to a degree that is true but in no way do I want the game to turn into that. The randomisation of stats is more to increase the variety of items and what you can find and make you want to look out for the better stuff as you scavenge "The Valley".
    The stats that are randomised are: Weapon damage, firearm RPM, critical hit chance & multiplier, malfunction chance on damaged firearms, melee stamina drain, throwable damage, armor protection and possibly more.
  • Loot Container Marking: The old system of putting items in loot containers caused quite a few issues and with the new system it fixes these. After looting a container, you will now be able to mark it as a storage container and whenever it is marked it will save the loot that is inside.
  • New Firearm Damage System: Firearms now have 1 damage stat and damage to AI is adjusted via multipliers depending on shot placement (Body, head).
    As an example and all is still WIP:
    Pistol / SMG: 200% - Base damage = 20 dmg -> 40 dmg
    AR / LMG / Marksman rifle: 225% - Base damage = 45 dmg -> 101 dmg
    Sniper Rifle: 250% - Base damage = 90 dmg -> 225 dmg
    Shotgun: 150% - Base damage = 20 dmg for 6 pellets (if all hit = 120dmg) -> 30 dmg or 180 if all hit
  • And More


What is not being removed or changed?



  • Backpack in Backpack: This is not getting removed, despite some confusion. This will continue to be a difficulty option that players can opt in and out of. I am also looking at improvements to the system when it is enabled.
  • Weight System: This is something I am currently not looking at adding to the game. I will look at it in the future but at this moment in time you will not see it soon or at all. However, with everything please suggest stuff (even if it is a weight system) and all.


Finally, on a less happy note, depending on time for and everything for all this work. There may not be any Halloween event in game :( and will also be releasing another dev update with some screenshots to show progress too as I go through remaking items and more. So look forward to that.

Zurvivor

TL;DR
Work going well, new stuff coming :)

The Plan

Hey everyone,

So the plan at the moment is to rework the backend stuff of the inventory to the new system. Now once this is completed I will start to release experimental build updates that will start with hardly any items and go from there.
Following on from these updates, I will also look at improvements once it is at a base standard to what we currently have.
Now, I will also release frequent dev updates on the discord and here in 'dev updates' on steam to let everyone know how everything is going and what you're to expect.

With that, the next update won't just be just this inventory stuff but it will also include the brand new infestations system (You will probably not see this in the experimental builds).

Doing all this will make stuff in the future much more fluid and reduce quite a few headaches I've had with the current system.

A lot is still to come and I'll let you all know what that is soon. Big and juicy updates are coming!

Zurvivor

TL;DR Inventory System backend changes and improvement, new infestations system and more

Invisible Loot Containers Issue

After the recent update an issue occured via loot containers becoming invisible. With this quick hotfix all you need to do to fix it is to;

  1. Save your game
  2. Load that save file up again
  3. Loot containers will spawn in correctly


Also tomorrow I will do another dev update going over the plan for the next update.

Zurvivor

Patch 0.6.0c - Hotfix

Just a quick hotfix with a big improvement to the attachments UI. I am now looking at undergoing the inventory stuff also.



  • Attachments are much easier to access now





  • Setting a current save manually is now an option you have to opt into




  • Fixed invisible objects at the hotel
  • Fixed being prompted to "Click to start" every time you go back to the main menu from in game
  • Fixed saves not changing their information when looking at them
  • Fixed prompts for saving, loading and deleting saves
  • Fixed an issue that sometimes the main menu would stay even after entering the game
  • Fixed cursor disappearing in main menu and not being able to do certain actions after this
  • Fixed after starting a new game, respawn points, etc from your prior save would also apply to your new game


Zurvivor

Remaking The Inventory System

Hey everyone,
I am looking at currently upgrading the behind the scenes of the inventory system. This involves recreating every single item in the game and more.

This does mean once this update comes out your saves would not work (As your player inventory system would cease to function as it has old data, but I will look into it so you can continue your current but having none of your previous items).

So, what stuff would you want to see added, changed or removed to the inventory system? Answer below:
https://forms.gle/VLv7SvXQvMc4oH1w5

Also work is continuing on the infestation system and the irradiated area in the north of the map. Lots more to come...

Zurvivor

TL;DR Remaking the inventory system, old saves wouldn't work and continuing on with infestations and the northern irradiated area

Patch 0.6.0b - Quick hotfixes

Apologies for missing these out when doing the patch, I will be updating this post:

22/09 - 16:00 (BST)



  • Fixed scope issue with scrolling
  • Fixed floating animal meat bags
  • Fixed typo when repairing a vehicle
  • Fixed not being able to remove 2 sets of trash piles in a fire station building
  • Fixed sound of equipping and unequipping larger melee weapons
  • Fixed footsteps when walking with binoculars being used
  • Fixed issue with first person audio being wonky (Please report further issues with this)
  • Fixed first person ladder climbing


22/09 - 14:30 (BST)



  • Added option to disable weapon scrolling (If disabled no holding Alt for camera distance)
  • New building block at POIs is now default set to false (There is also a difficulty option that came out shortly after the patch yesterday)
  • Fixed issues with weapon scrolling (Building, inventory, etc)
  • Fixed vehicle braking above 25mph


Zurvivor

Patch 0.6.0b - Discovery Part 1 - QOL Patch

First of all, apologies for the delay in this patch. Look forward to patches coming after this one as I stated in the previous dev update. Now onto the patch notes:



  • New small town located next to the Airfield called "Lower Bottom"
  • New difficulty setting that stops you from building at "dungeon" POIs (Traps can still be built)
  • You can now scroll through your equipped weapons simply by using your scroll wheel
  • Option so you can press interact key to loot a container instead of holding down the key
  • You can now sleep via using the RV




  • When getting in a vehicle, your current weapon will no longer be unequipped and will show back when you exit the vehicle (also weapons and backpack are hidden)
  • Airdrop markers now show what type they are and are larger on the map
  • Improved detection of being at a POI (mainly at the bunkers)
  • Trees and stones now drop all of their materials once they're destroyed/chopped down (Less picking up 10x stones, etc)
  • Reduced hits needed to chop down a tree and destroy a rock
  • Picking up a container/tent now drops the items at your position instead of blocking you from picking it up until all items are removed
  • Adjustments to loot table
  • Hold Left Alt and scroll mouse to change camera distance in third person
  • Improved lighting of placed objects
  • Reduced noise that crouching produces
  • Consuming rad pills, etc now instantly stops geiger rad sound
  • Dead player inventory UI now resembles 'alive' inventory look
  • Adjustment to where the player perceives audio in first person (please say if there's any issues)
  • Adjusted all vehicle physic models (Mainly to do with collision)
  • You can no longer remove large boulders when placing objects
  • You can now disable AI bullet trails also
  • Improved location of where flashlight beam is spawned from
  • Flipping a vehicle only changes its rotation now
  • Secret intel laptops no longer sell for $1 but $500
  • You can now use binoculars near walls and move while using them
  • Slightly reduced chance to find fish
  • Player placed turrets now produce much more noise (aggroing more AI)
  • AI weapons now produce a lot more noise that will aggro more AI around them
  • Improvements to visibility of text when choosing options in save menu (A better formatting system for text that will be used in more locations in future updates as it's more modular)
  • Adjusted some zombie spawns at the port
  • Improvements to main menu




  • Fixed markers disappearing after death of the player
  • Fixed trying to build inside a no build zone could cause you to get locked in build mode
  • Fixed power attack (mainly) and normal attacks with melee weapons sometimes not dealing any damage or not hitting a target mid swing (when it should)
  • Fixed issue where a laptop quest wouldn't start as it's calling an already started quest. Will now be unique every time and drop the laptop/show a warning if there no more laptop quests in you "play session"
  • Fixed reversing where vehicles would go faster than going forward
  • Fixed issue where geiger rad sound wouldn't stop
  • Fixed oxygen bar randomly showing up when it shouldn't
  • Fixed markers not showing on the compass after loading a save (This will only apply to new markers you place)
  • Fixed POI bosses not counting towards kill count if you go to area, leave area and then come back to it (Would also change their name to default)
  • Fixed loot refill timer difficulty option not actually working
  • Fixed when dying in a vehicle it keeps driving off even after death
  • Fixed issue where a corner roof piece couldn't be placed if a floor piece was underneath it
  • Fixed not being able to snap floor pieces to triangular floor pieces
  • Fixed still being able to use night vision after taking the battery out while using it
  • Fixed lockpicking not giving any scavenging or thief skill
  • Fixed issue where some UI elements wouldn't be able to be recreated after death or exiting to main menu
  • Fixed resetting all key mappings doesn't take effect until restarting the game
  • Fixed issue where you could infinitely sprint by changing weapons when at 0% stamina (toggle on)
  • Radio UI now gets removed correctly when exiting to main menu
  • Fixed not being able to open up riot gear equipment when it's unequipped
  • Fixed some boss spawn locations
  • Fixed passive skill UI showing as default numbers until an action that changes them directly causes a change in their UI
  • Fixed an issue that would randomly not allow you to open debug menu
  • Fixed an issue that could weird times with loot refill
  • Fixed Pacific Palm Mall POI details and boss spawn
  • Fixed zoom in with binoculars causing you to see player body
  • Fixed not being able to remove a marker if it was on top/below of a POI marker
  • Fixed infinite XP farm to do with POI crates
  • Fixed wolf ragdoll
  • Fixed binocular view
  • Fixed front prison door being backwards (Caused issues with keycards, etc)
  • Fixed blood decals appearing on weapon attachments
  • Fixed spelling mistake at Ellwood radio
  • Fixed floating trash at Grain Valley Subway entrance
  • Fixed Deadeye not aggroing nearby AI
  • Fixed hair type 7 showing as bald in character creator
  • Fixed falling through map at a couple of locations
  • Fixed vehicles changing color
  • Fixed garage door not actually fully opening or closing
  • Fixed garage door not allowing a few vehicles to go through it
  • Fixed crashed aircraft collision
  • Fixed an issue that could cause the airdrop marker not to spawn
  • Fixed small building (mainly located at the port) where you couldn't walk into it properly
  • Fixed human AI weapon tracers going through vehicles
  • Fixed Z fighting in police station
  • Fixed collision issue in particular garage of a house model
  • Fixed flashlight not showing scoped in or using binoculars
  • Fixed airdrop plane randomly disappearing in the middle of flight
  • Fixed not allowing difficulty change during gameplay not even working
  • Fixed not allowing difficulty change progressing to other saves and vice versa (this is mainly a fix for future saves, but may apply to your current save if you haven't changed to another save with it on the opposite setting)
  • Fixed wanderer pants being spawned as cargo pants
  • Fixed radiation still damaging player after an infestation was destroyed
  • Fixed being damaged by razor wire while in a vehicle
  • Fixed placed turrets damaging other placed turrets
  • Fixed not being able to exit out of binoculars if you're looking at a wall
  • Fixed a possible issue where skill points would show as 0
  • Fixed 2 buildings in West Grove near the market causing players to get stuck
  • Fixed multiple collisions at the port
  • Fixed location at port where it wouldn't change player to swimming movement and you couldn't see the water
  • Fixed floating trees located near to destroyed tunnel in the north of the map
  • Fixed an issue with the battery charger station that could clear its contents
  • Fixed not being able to quick drop items out of containers
  • Possible fix for inventory staying on screen after death
  • Fixed trader names not showing up as their unique name in dialogue


Zurvivor

An Update and Reworked Infestations & Bunkers

Hey everyone,
I was hoping to of had the next patch out by this day however commitments outside of the game for this weekend has pushed this back.
Work on said patch is still going well and fixes alot of issues you have had as well as bringing in new additions and changes.

So what happens after this patch?

Reworked Infestations


Infestations in their current state are boring and sometimes broken. With this rework, they are getting a heavy visual uplift and a massive mechanical change too.
When you start a game there will be "Primary Infestations" that need to be taken out for special rewards and more. These primaries also have secondaries that need to be destroyed first before taking out the primary one.
To not give a way too much information, once all are destroyed you will still see randomly spawning, small infestations in a similar way to how they are currently setup.


Reworked Bunkers


Also coming after this is reworked bunkers. No more bunkers that look all the same, but unique layouts with unique puzzles and more. Expect the unexpected...

Until next week, I will not be able to work on the game until my commitments are over. Until then keep surviving and enjoying the game!

Zurvivor

TL;DR Commitments this weekend, expect patch shortly after and news on infestations & bunkers

Patch 0.6.0 - Discovery Part 1 - POIs & more



  • POI System - All POIs are now discoverable and major locations have named bosses and unique containers to loot
  • Alternate POI System - Beginning with the observatory. A select few POIs will have alternate styles they can have. From being covered with zombies, to covered with Coyote soldiers. For each of these, there will be unique reasons for why a certain thing spawns
  • New overgrowth added around the map
  • New truckstop location added (More smaller locations like this coming in patches to follow)
  • Camera shake intensity slider
  • A selection of vehicles now have a random color they can spawn with
  • You can now open a locked door with a crowbar, however causing a lot of noise while doing it
  • All traders now have unique dialogue
  • More crashed helicopter spawns added to built up areas
  • UI that shows durability of radiation filter
  • UI that shows battery level of night vision goggles
  • UI that shows battery level of flashlight
  • You can now quickly drop an item or entire stack of items with Left Shift + Right Click

  • New items:
  • AR45
  • AR45 Mag
  • AR45 Extended Mag
  • Wanderer Jacket
  • Wanderer Pants
  • Oil Rig Boots
  • Oil Rig Tactical Helmet
  • Winter Coat
  • Old Chest
  • Shark Ornament
  • Boat Helm Ornament




  • A few changes to the prison and oil rig and where loot is and some miscellaneous objects
  • You now see all POIs you discover without a GPS but still need one to place markers or see unique events
  • Allowing can opener in lunchbox, lockpick in tool cabinet and container and antiseptic in medical containers
  • Improved melee accuracy and detection
  • You can now open and close locked doors as you please after unlocking them
  • Changed skill tree UI so more skills can be added
  • On skills that require a key press, the default key used will be shown to the player on the tooltip of the skill
  • Player marker now scales with zoom of map (Zoomed in it will be smaller and zoomed out it will be larger)
  • Increased damage water does to vehicles
  • Default camera vertical offset has been changed from 0 -> 5
  • Changes to zombie loot table
  • Changes to first person camera
  • Increased camera shake when damaged and hitting with a melee weapon
  • Removed airdrop timer setting due to changes to behind the scenes code of the system
  • Time between auto saves has been increased from 300s to 600s
  • Siren sound is no where near as annoying and loud now
  • Animation when hovering over a player marker
  • Optimizations to textures
  • Optimizations to save menu UI




  • Fixed unique oil rig equipment not spawning at the oil rig enough
  • Fixed spot on oil rig where player could get stuck and not be able to move
  • Fixed garage door not spawning pick up when destroyed
  • Fix for oxygen UI still showing
  • Fixed being able to shoot while building
  • Fixed compensator attachment on SV98
  • Fixed hunters scope attachment on AK15
  • Fixed certain items not spawning on zombies corpses
  • Fixed permadeath death screen showing an extremely large number for how far you have traveled
  • Back-end change to AI health bars that should fix issue where it stays on screen


Also changed patch version to start with a '0'

Zurvivor

When is the 'Discovery' update?

Hey everyone, just want to give an update on what is happening at this moment in time.

The 'Discovery' update:


To begin with stuff was a bit more busy than I expected today in real life. Also the issue I ran into has been fixed and stuff is looking ready. However, I want to delay it until Friday to add more content to it (Additional stuff the community wants). The POI system and other features are all done but I am eager to add a bit more for one larger update a couple days delayed. I will also look at doing a sorta impromptu AMA in one of the VCs in discord and make sure to poke me about this as the days goes on leading up to the end of the week.

The test:


I am going to create a secondary map for testing (a copy of the current map) and this version will allow it so you can destroy every single piece of furniture in buildings and a little bit more. When this test version goes up it will be used for performance testing and more so I can make sure that it doesn't adversely damage performance, saves, etc. There will also be a discord chat page created so all this talk can be localized there.

Finally:


I want to apologise for the delay, nor do I want to create this a normal thing with future patches but with the recent uptick in SurrounDead players I want to release a slightly larger update with more content, changes and bug fixes than what was slated for tonight but a bit later than expected.

This post will be available on reddit and discord too.

Zurvivor

TL;DR Patch now coming Friday with more content, changes and big fixes.