History VideoGame / ProjectZomboid

28th Apr '17 6:27:57 AM Cryoclaste
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''Project Zomboid'' is an isometric zombie survival {{RPG}} created by a four person team from Britain. It takes inspiration from games like ''VideoGame/SurvivalCrisisZ'' and ''VideoGame/{{X-COM}}''. The game is set in a fictionalised version of Muldraugh, Kentucky; a small town by the side of a highway which includes a number of businesses, a large logging camp, some light industry, and various classes of housing. The developers are releasing periodic updates, ''VideoGame/{{Minecraft}}'' style, with each update adding a feature or two to the game. Features to be added include randomly generated quests and [=NPCs=], expansion of the perks and skills system, more weapons, more craftable items, and more survival needs like sanity and hygiene.

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''Project Zomboid'' is an isometric zombie survival {{RPG}} created by a four person team from Britain. It takes inspiration from games like ''VideoGame/SurvivalCrisisZ'' and ''VideoGame/{{X-COM}}''.''VideoGame/{{XCOM}}''. The game is set in a fictionalised version of Muldraugh, Kentucky; a small town by the side of a highway which includes a number of businesses, a large logging camp, some light industry, and various classes of housing. The developers are releasing periodic updates, ''VideoGame/{{Minecraft}}'' style, with each update adding a feature or two to the game. Features to be added include randomly generated quests and [=NPCs=], expansion of the perks and skills system, more weapons, more craftable items, and more survival needs like sanity and hygiene.
11th Mar '17 3:48:11 PM TheNicestGuy
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** Speaking of colds, there's the Hypochondriac disadvantage. Getting a cold while being a hypochondriac will net you fake moodles about being infected. It's not hard to see through this [[PlayerAndProtagonistIntegration as a player]], but far more sinister is that the same thing can happen after you've suffered a skin-breaking wound from a zombie, whether the wound caused infection or not. One of the moodlets that gets steadily worse over the course of a real or fake infection is "stress", and in the hypochondriac's case it's likely to directly reflect the ''player's'' state of mind, as they wait for these all-too-familiar symptoms to either lead to the inevitable or miraculously blow over (which can take a few days).

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** Speaking of colds, there's the Hypochondriac disadvantage. Getting a cold while being a hypochondriac will net you fake moodles about being infected. zombie-infected. It's not hard to see through this [[PlayerAndProtagonistIntegration as a player]], but far more sinister is that the same thing can happen after you've suffered a skin-breaking wound from a zombie, whether the wound caused infection zombie-infection or not. One of the moodlets that gets steadily worse over the course of a real or fake infection is "stress", and in the hypochondriac's case it's likely to directly reflect the ''player's'' state of mind, as they wait for these all-too-familiar symptoms to either lead to the inevitable or miraculously blow over (which can take a few days).
30th Dec '16 5:38:21 PM TheNicestGuy
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* BurnTheUndead: Zombies can be killed by conventional combat, although there is at least an implication that it takes RemovingTheHeadOrDestroyingTheBrain. Still, only fire can completely ''get rid off them'', because EverythingFades is averted. Used-zombie disposal means starting a fire and hoping you can convince it to consume the zombie bodies you're bored with, without spreading to the houses and so forth you still want to loot or sleep in. Even then the cremated remains will stick around, at least for a while.



* EverythingFades: Completely averted. In later versions bodies will remain on the map until they gradually decay (leaving skeletons behind which will never disappear unless taken) and rain will eventually be able to wash away any outdoor bloodstains, but in the current version, every single corpse, bit of gore, and blood spatter will remain on the map ''permanently'', providing a rather satisfying visual record of the player's exploits.

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* EverythingFades: Completely averted. In later versions Averted to a great extent. Eventually, the plan is that bodies will remain on the map until they gradually decay (leaving skeletons behind which will never disappear unless taken) and rain will eventually be able to wash away any outdoor bloodstains, but in bloodstains. In the current version, every single corpse, bit of gore, and blood spatter corpse will remain on the map ''permanently'', providing permanently, while blood spatter decals will remain until a rather satisfying map segment is reloaded or [[UnexpectedlyRealisticGameplay until you clean them manually with bleach and a towel]]. This provides a visual record of the player's exploits.exploits that is either gratifying or galling, depending on how you feel about undead carcasses and gore in your path. (Also don't forget, each corpse is a moveable mini-container, if you're really that desperate to organize junk.)



* HouseFire: With the way zombies burn and fire spreads, it's not hard to start one (or more) of these yourself with an ill-advised MolotovCocktail or a carelessly-placed campfire. Firefighting does in fact exist in the game, but once a typical house is more than seared, you and your little bucket of water may as well kiss it goodbye.
** In later releases, some procedural variety was applied to the map, so you will occasionally find a house that's been pre-burnt to the ground.



* KillItWithFire: How? Why, with Molotovs of course!

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* KillItWithFire: How? Why, with Molotovs [[MolotovCocktail Molotovs]] of course!course! Or, if you're too lazy for that, just build a campfire and persuade one trend-setting zombie that the shortest route to your juicy brain goes right through it. Zombies swarm together, of couse, and they ignite one another stunningly well. However, beware that pyrocombat is often AwesomeButImpractical. While zombies are [[MadeOfIncendium good fuel]], fire does not kill them quickly, nor does it affect their [[SetTheWorldOnFire mobility]].


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* SurvivalistStash: A late addition to the game was randomly applying "scenarios" to houses for some variety while you loot. You may find a corpse surrounded by [[DrowningMySorrows empty liquor bottles]], for example. Probably the most interesting is the Survivalist Stash, a house that may have some or all of the first-floor openings barricaded, probably has a greatly increased number of zombies inside and out, and has its kitchen and bathroom cabinets filled to the brim with canned food, guns, and ammo.
** Not to mention, of course, that creating and maintaining your own Survivalist Stash is one of the most straightforward ways to succeed in the game. There's always nomadism and hand-to-mouth scrounging, but they're arguably harder.
5th Nov '16 4:22:20 PM TheNicestGuy
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* DefogOfWar: The darkness of night can make exploration extremely hazardous, especially indoors after [[spoiler:the power goes out]]. There are various solutions for raising light levels, both stationary and portable, ranging from cigarette lighters to jury-rigged lampposts. Another example of defog would be taking beta blocker pills to counteract the loss of peripheral vision that comes with panic.
5th Nov '16 4:01:31 PM TheNicestGuy
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* FogOfWar: ''Zomboid'' uses a sophisticated line-of-sight lighting system to prevent the bird's-eye view of the action from being an unrealistic advantage. The sense of hearing is subtly accounted for, but nonetheless the profusion of opaque obstructions inside buildings—to say nothing of a dense forest—adds to the suspense considerably. Especially at night.
7th Aug '16 3:12:52 PM TheAussieBlue
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* DeadlineNews: With the addition of radio and TV reports this became inevitable. Kentucky News Radio broadcasts this twice, once when the quarantine is overrun by thousands of undead, a second time when the station is attacked directly.
27th Jul '16 3:12:37 PM TheNicestGuy
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* InUniverseGameClock: Six hours of real world time equals about a month in game time.

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* InUniverseGameClock: Six hours of The default timescale is 24:1—you play one game day in an hour. In single-player you can fast forward through tedious activities at a few different speeds, and this happens automatically when you sleep. In Sandbox or multi-player, you can customize the timescale from as fast as 96:1 to as slow as real world time. The game clock tracks not only time equals about a month in game time.of day, which is important since night can get very dark, but also the date. The weather changes according to the calendar, to the point of forcing wardrobe changes to avoid heat stroke and frostbite.


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* VideoGameTime: When a game combines homemaking activities that would not be out of place in ''VideoGame/TheSims'' with zombie pounding combat of a similar feel to ''VideoGame/DeadIsland'', it's only natural that finding the right timescale would be a tricky thing. If the same scale were used for everything, then either cooking a stew would take literally hours of your life away, or running from zombies would look like ''Franchise/TheFlash''. The balance here lies in an InUniverseGameClock that runs twenty-four times faster than real time (play one day per hour, adjustable in Sandbox or multi-player), and an [[AcceptableBreakFromReality Acceptable Break from that Reality]] when it comes to tactical movement and combat. Moving and fighting look like normal speed, though according to the clock they are happening much too slowly. More relaxed activities take a fairly plausible amount of in-game time to complete, as do gradual changes like getting hungry or tired. Since some of these activities would still take an unreasonable amount of real time to complete, like reading a 300-page how-to book or getting a night's sleep, single-player allows you to switch into some "fast-forward" speeds. (Doing this with even the slightest chance of being approached by a zombie is an easy way to die.)
** Some activities, on the other hand, take bizarre amounts of in-game time. One of the worst offenders is filling gun magazines in Normal or Hardcore reload mode. Presumably because the developers wanted this to happen in "tactical" time, it takes more than ''thirteen minutes'' of game time to get fifteen rounds into a pistol mag. There is even a Reloading skill, and while it might speed up that time, performing this tedious task does not build the skill!
** When multi-player was introduced, there was the obvious question of how to handle sleeping, since time could not be sped for some players and not others. Originally the answer was to disable tiredness and sleeping altogether, but that caused a different sort of tedium. Nighttime can get dark enough that some players would consider it too risky to venture out, so being awake was just as boring. Later, the option to allow/require sleeping was added to multi-player, with the convenience that if all players on the server are asleep at the same time, time will in fact speed up.
27th Jul '16 8:32:54 AM TheNicestGuy
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* MoraleMechanic: Being around zombies (especially large numbers or when surprised) can cause increasingly severe versions of the "panic" moodle, which lowers your combat accuracy and causes tunnel vision. You can reduce your panic with beta blocker drugs and alcohol, and your tendency to panic will naturally decrease the longer your survive and the more zombies you kill. Also, the Veteran occupation is immune to panic.

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* MoraleMechanic: Being around zombies (especially large numbers or when surprised) can cause increasingly severe versions of the "panic" moodle, which lowers your combat accuracy and causes tunnel vision. You can reduce your panic with beta blocker drugs and alcohol, and your tendency to panic will naturally decrease the longer your you survive and the more zombies you kill. Also, the Veteran occupation is immune to panic.
26th Jul '16 10:44:05 AM TheNicestGuy
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* AntiGrinding: The effectiveness of skill grinding has varied somewhat over the game's history, as the developers have tried to make up their minds how difficult it should be for one character to be [[MasterOfAll good at everything]]. Currently, most skill-building actions provide only small amounts of XP, so those skills are very slow to train unless you've got an XP multiplier going, either from your starting occupation or traits, or by reading a how-to book.


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* CharacterCustomization: With twenty occupations, more than fifty traits (positive and negative), and twenty skills to train and use in-game, you've got a lot of room to make characters that play very differently from one another. Maybe you can't even run to the end of the block without needing to catch your breath, but you can read how-to books in double time and don't need to eat much. Specialization is encouraged by most skills being [[AntiGrinding very slow to train]] unless you get an XP multiplier on them from somewhere.


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* LuckStat: The "Lucky" trait, which improves your loot and weapon repair rolls.


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* MasterOfAll: With infinite time and resources, you could become this, but it's not likely. If you didn't start with bonus ranks and an XP multiplier in a skill because of your occupation and traits, it will probably be very slow to train. Some, like First Aid, just don't have enough opportunity to practice (you hope), while others, like Electrical, depend on a huge supply of scavenged items to practice on. The CharacterCustomization encourages specialization.


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* MoraleMechanic: Being around zombies (especially large numbers or when surprised) can cause increasingly severe versions of the "panic" moodle, which lowers your combat accuracy and causes tunnel vision. You can reduce your panic with beta blocker drugs and alcohol, and your tendency to panic will naturally decrease the longer your survive and the more zombies you kill. Also, the Veteran occupation is immune to panic.


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* NoStatAtrophy: Played straight, as far as the skills on your character sheet. But there is "stat atrophy" in the sense that the game considers things like hunger and thirst to be "stats". Many of these will absolutely deteriorate if you do nothing about them, sometimes quite quickly.


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* PointBuildSystem: The foundation of CharacterCustomization. Each occupation comes with a positive or negative number of points to be spent on positive and negative traits. Some of these may come with free skill ranks, but after that all skills can only be improved through [[StatGrinding practice]].


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* SkillScoresAndPerks: There is a hard line between these. Perks are occupations and traits, which you choose a [[PointBuildSystem balance]] of at character creation. With a couple exceptions, these will never change through play. Skills, on the other hand, may start with a few free ranks from your perks, but otherwise they increase only through [[StatGrinding practice]].


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* StatGrinding: There is a character sheet of twenty skills, from Blunt Weapon Maintenance, to Sneaking, to Cooking, plus two physical stats, Strength and Fitness. All are rated from zero to ten, and there are only two ways to improve them. Either you start with a few ranks by choosing certain occupations and traits from the start, or you grind them up through use. The grinding can take a very long time without an XP boost of some sort, discouraging a player from trying to be [[MasterOfAll good at everything]] at once. Occupations and traits that come with free skill ranks generally also come with a mild XP multiplier in those skills. There are also a series of how-to books that can be scavenged, each covering two ranks of one skill and providing a large XP boost over those ranks if you take the time to read the whole thing. Only five skills have books so far, but there are plans to include more.
24th Jul '16 10:21:35 PM TheNicestGuy
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* TwoByFore: Planks are a very basic item, being the staple of the carpentry segment of the game. You can also choose to grasp one end and direct the other end at a zombie temple, if you must. You can even shove some random nails into it if such misuse is not unforeseen.
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