Hey, drivers! The work on the main part of the music for the game has unexpectedly finished. Considering the importance of the work done, it was decided to release an additional separate update dedicated to music. Musical themes were developed for various game situations. An individual musical theme sounds day and night, on a train or in a tunnel, when fighting a boss or ordinary zombies. Each melody was carefully developed with the composer, taking into account its purpose. At the moment, the game has 16 unique compositions, but gradually 5-7 new musical compositions will be added for those game situations in which the player spends more time than usual, in order to diversify the musical range. Also, for individual adjustment of the atmosphere, the player has access to the pause setting between playing musical themes.
There were also suggestions to implement aiming with firearms by holding down the right mouse button and activating the run by pressing the run button once, without having to hold it down all the time. Now these settings are optional. The settings are temporarily located in the mouse menu, but will eventually be moved to the theme menu.
Lighting in buildings, shadows and basements has been improved. Previously, objects in the shadows did not reflect light and appeared flat, this has now been fixed. Also, in complete darkness, the player will no longer be completely blind, instead, the player will barely be able to distinguish objects and walls around him within a couple of meters.
Example of vision in complete darkness.
Examples indoors.
When developing the base for version 17, I realized that the game uses home kitchen furniture to decorate restaurants and canteens. This may seem insignificant, but I decided to fix it anyway.
You may notice that the music update is quite heavy. The update was unexpected and unplanned during the development of update 17 and the game already has most of the content for version 17 of the game.
Composer Viktor Khomyak is working on the music for the project. You can see his other works at the link below. Victorkhomiak
CHANGE LOG
Improvements
Music for different game situations has been implemented.
Music and sounds are muted when switching to the pause menu.
You can optionally activate aiming from firearms only while the button is held down.
You can optionally enable running with one key press.
Most plant textures have been optimized.
The status of the locomotive's rear searchlight is saved when loading.
When loading the game, the effect of effects such as healing, regeneration, poisoning is saved.
When loading the game, the headlamp status is saved.
When consuming items, the movement of items in the inventory is temporarily blocked, which helps to avoid a number of bugs.
The designation of mouse buttons in the control settings menu has been fixed.
The chance of rainy weather has been reduced by 50%. The duration of weather has been reduced by 30%.
Kitchen furniture in restaurants has been replaced with professional ones.
Bug fixes
Fixed the ability to install an item in a slot for firearm upgrades.
Fixed a bug where the ability to interact with the environment disappeared if the player exited the workbench with a blinking cursor for selecting the number of items to produce.
Fixed a bug where the tank was not filled with rainwater if the priority tank was in the form of a planned building.
Fixed a bug in the city location where the asphalt disappeared underfoot on some sections of the road.
Fixed a bug where the glass in a large window broke without sound.
Fixed a bug where the glass did not break from a grenade explosion.
Fixed walls without collisions in farmhouses.
Development news for version 17.
Hey, drivers! I promised that I would find time for development news and I have something to share with you.
At the moment, all the key characters have been written and preliminary models have been developed. This is not the final version, the images will be modified or even partially redone. I won’t reveal the roles of the characters on the base in order to leave some intrigue, I’ll just post it as a continuous list without description.
As a bonus, I’m posting screenshots of new locations. A new biome will appear in the game, it will be the northern prairies.
Update 16.3 alpha
CHANGE LOG
Improvements
Updated shots of all firearms on robot turrets.
If the shotgun was unloaded, then after reloading the character will fire a cartridge into the barrel.
Added Spanish localization.
Updated German localization.
Updated Polish localization.
The crosshair is displayed when the character is holding a knife or interacting with the beds.
The material of the zombie fireman's helmet has been replaced with polymer.
Added aiming settings for firearms.
Zombies follow the sound of grenades and barrels exploding.
The description of the sleeping bag indicates the installation method.
Base robot speed increased by 25%.
In the swamp location, the compensator for the rifle has been replaced with a compensator for the AKM, since this is now a more relevant improvement.
Increased the trigger range for the city boss, which will allow the robot to enter the boss area before the gate closes under certain conditions.
Two empty canisters are placed in the base building in case the canisters are not generated in cars and the player does not have the opportunity to drain the fuel at a gas station.
Corrected mistakes
Fixed a possible cause of a bug where zombies were crawling towards the player with a sleep animation.
The character no longer uses first aid kits or provisions in active slots when using fists.
Fixed a bug in which the animation of chambering a cartridge after firing a shotgun was not played every other time if the player quickly clicked the shot key.
Fixed a bug in which the trigger on a revolver would break if you quickly press the shot button immediately after firing.
The collision for the railing of the high entrance staircase of a multi-story building has been returned.
Fixed an unexpected ability to enter the workshop in the swamps through the gate.
Day of Toilet Zombie Heads.
Hey, drivers! In the Halloween event, I wrote that I would try to periodically spoil players with new events. The last big update is a good reason to pamper you again, so I'm announcing a one-day but very important event, the day of toilet zombie heads. Destroy 30 toilet zombie heads and receive an incredible, useful and rare item that can be crafted in one of the workbenches.
The event will start at 12 am in your time zone.
Update 16.2 alpha
Hey, drivers! Given the large number of reviews and comments on the topic of very slow reloading of new weapons, I decided to slightly increase the reload for all weapons from 10 to 30% of the original. Also, the reloading method for the revolver has been changed from inserting one cartridge at a time to reloading using a speed loader. Unfired cartridges still disappear when the revolver is reloaded.
CHANGE LOG
Improvements
+ Added display of complete information about an item in workbenches. + Increased the reloading speed of pistols, shotguns and AKMs by 30%. + Increased rifle reload speed by 20%. + Increased the reload speed of the revolver by 10%, but the cartridges are now reloaded by the speed loader. + Added a flashlight to the plane in 6 locations. + Reduced chance of rainy weather. + 100% localization for Japanese and Ukrainian languages.
Update 16.1 alpha
Hey, drivers. This small update brings several important changes.
The system for subtracting strength from armor has been changed. Previously, the full damage dealt by zombies was simply subtracted from armor. Now only the damage that is blocked by a given type of armor is deducted from armor. For example, if the degree of armor protection is 10%, then with damage of 10 units, the character will receive damage of 9 units and armor of 1 unit. As a result, the actual strength of the armor became extremely excessive, so the strength was reduced by 20-100% depending on the armor class.
There were many comments about the deterioration of bow aiming, so it was decided to minimize hand movement when drawing the bow string, which would make it easier to aim at the target. But it is necessary to take into account that the sights on bows are centered relative to the character’s gaze, the arrow is located slightly to the right relative to the sight, this distance must be taken into account when aiming.
Important!
Since the system for increasing lifting capacity from increasing strength has been changed, you may encounter an overweight after upgrading to version 16.1. The character will be slowed down for the duration of the overload. If you are fully loaded, try to reduce your load before upgrading to 16.1.
CHANGE LOG
Improvements
Implemented a secret event.
Fixed the system for subtracting damage from armor.
Reduced armor strength from 20 to 100%.
Reduced the increase in carrying capacity from increasing strength from 20% to 5% of base, that is, 1 additional kilogram for each strength level.
The movement of the hands when pulling the bowstring has been minimized, which will simplify aiming, and the sight is also more accurately centered on the head of the nail.
For the reinforced bow, the sight has been changed to make it clearer for aiming.
Increased detection distance for character attacks for zombie trainer and fat man.
Increased the cost of building workbenches and furniture to 50 - 200%.
The effect of hitting SWAT zombie body armor has been changed from metal to ceramic-polymer.
Increase the cost of a sleeping bag.
The flashlight settings have been changed, now the better the flashlight, the wider its beam, the brighter the illumination and the longer the lighting distance.
Now a motorcycle helmet can be crafted at the tailor's workbench.
The AKM has been moved to the first dead-end room in the tunnels, where the rifle used to be. The rifle has been moved to the workshop in the Swamp location.
Added an engineer's workbench to the workshop in the swamp location.
The density of smoke from the barrel when fired has been reduced by 66%.
The runner on the plane should no longer appear in front of the player.
Dried trees no longer sway in the wind.
Corrected mistakes
Fixed a bug where the robot could not enter the boss fight zone while the gate was open.
Fixed a bug where the texture of holes on the walls created noise at significant distances from the location.
Fixed a bug where the player would not strike with his fists if there was a broken weapon in the active slot.
Fixed a bug in which the player, instead of punching, used food or medicine if the item was in the active slot.
Masks and gas masks no longer lose durability from physical damage.
Dynamite no longer glows before the fuse is lit when first placed in the active slot.
Version 16 development news
Hello, drivers! The upcoming update is dedicated to an important part of the zombie survival game - firearms. I was not satisfied with the release version of simplified 3D models, nor with the primitive interaction of the player with the weapon. I decided to seriously dive into this topic and, to begin with, visited a shooting club for several days to shoot a lot with all the existing and planned types of weapons in the game.
Targets from the shooting club
Most games give a false sense of ease of interaction with weapons. Nimble and stylish reloading, if realistic, is the fruit of long training by professional military personnel. My experience made it clear to me that interacting with weapons is a complex task that requires training and endurance. You quickly get tired from shooting for a long time, and your shoulders begin to hurt and become covered with bruises. Reloading can be long and clumsy. I decided to transfer all this experience to the game character, since he is a young assistant driver with minimal experience in training with weapons. At the beginning of the game, the weapon will give strong recoil and waste a noticeable part of the stamina, which will gradually be leveled out by improving the player’s characteristics and using tuning for the weapon. The reload time will be long, especially for some weapons. No more throwing stores onto the ground during the zombie apocalypse. Resources must be conserved! ))
Walther PP
M1911
Sawed-off double-barreled shotgun
AKM
Revolver
Hunting rifle The animations are not final and can be improved in the release version.
Also, in the process of studying the mechanical operation of weapons, I realized that in the old version, almost all weapons did not work correctly in some nuances. Studying the mechanics from YouTube videos was not enough and I decided to purchase two weapon models for personal reference, which in the end eliminated some misunderstandings in the mechanics. It was decided to carefully study all the technical nuances of each type of weapon and replace all sounds with the most appropriate ones for the presented weapon.
Purchased weapon models
Walther PP
AKM
Since we have already taken on the deep study of how firearms work, we shouldn’t stop there; the update will also provide the opportunity to tune some types of weapons.
Upgrade Pack
Improvements on AKM
This is only a small part that is being worked on in the upcoming update, but, in my opinion, one of the most important ones, which has received the most attention and effort. It looks like this is the last news for the upcoming update, as work is nearing completion and testing will begin very soon. Thank you for your attention and stay tuned for news!
Version 16 development news
Hey, drivers! Since the update has traditionally been delayed, I decided to release some development news. This small news is a seed before the big news dedicated to the interesting experience that I encountered while creating animations and mechanics for using firearms.
Since the update will be dedicated to a complete visual and technical redesign of the character and firearms, I also decided to rework the tools created by the character from scrap metal, because under the conditions of the redesign, the old models look very simple and illogical.
Scrap metal hammer:
Scrap metal adjustable wrench:
Scrap metal dagger:
Scrap metal shovel:
Scrap metal flashlight:
Rough Bow and Bat with Nails:
Updated firearms:
Steam Award
Hey, drivers! For more than three years now, game development has been the main job and passion in my life. If you are as passionate about the game as I am, you like to create comfort and order in your carriages, beat zombies with a bat and equip your robot with new turrets, then I suggest you vote for the game in the Steam Awards. I understand that I don’t have the slightest chance of winning, but I was pleased with your attention to the project!
Halloween event
Hey, drivers! I invite you to take part in a small Halloween event.
Smash Halloween pumpkins to reveal themed decorations for your train. You will also find some content and memes dedicated to Halloween.