Eles iriam ficar trilhonários se hospedassem esse jogo online.
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Eles iriam ficar trilhonários se hospedassem esse jogo online.
Mais uma mudança que vai ter no 0.1.6a:
Eu tinha visto isso sendo sugerido por alguém lá no fórum deles, legal que eles realmente leram a ideia e vão colocar ela no jogo. Agora quando a gente for mordido vai ter pelo menos uma pequena esperança de continuar vivo, e não simplesmente sair por ai matando tudo pq sabe que já tá ferradoA bite will only infect 96% of the time. Pretty much always, in practice, but just to give you that bit of doubt when you've been bitten (or ultimately if NPCs are bitten)![]()
Ah mano, o multi vai ser locão
"What is a man? A miserable little pile of secrets! But enough talk, have at you!"
Mais informações sobre o update, que deve sair esse final de semana:
http://projectzomboid.com/blog/index...on-the-update/Update on the Update!
So IndieStone UK have spent the past couple of days internetless, due to the fact that Virgin Media are big stupid-heads (this blog post has been rated U for Universal) and cocked up our installation. As such we’ve finally gone out looking for dongles so we can get on the internet since it’s going to be another week before we’re back on proper. ¬¬
We’re dreading looking at our e-mail inboxes.
ANYWAY. Progress on the next update has been great and it looks like it will, hopefully, be THE update. The one that really opens up the game and takes it to the next stage. As such it will officially no longer be ‘pre-alpha’ and we’ll be a fully fledged ‘alpha’ whatever that means these days.
- Save on Quit
- Multiple map-section support.
- A completely new official map section!
- Completely blank maps possible in sandbox. (No tutorial house hang-ups)
- Various mapping fixes.
- Maps can be overridden by mods. Any maps in the mods scripts will override the officials ones first, then any maps in the mods stories directory.
- A bite will only infect 96% of the time. Pretty much always, in practice, but just to give you that bit of doubt when you’ve been bitten (or ultimately if NPCs are bitten)
- Fixed error where you wouldn’t hit targets when they were dead centre in your facing direction. (Melee much improved)
- Many NPC improvements.
- Fixed temperature related stacking issue.
As you can see the list has some quite substantial stuff on it, so this won’t be out in the next day or two. We were aiming for the weekend but suspect it may end up running into early next week.
A note on the NPC improvements. This is a big deal, and while they still have a long way to go, they are much smarter, and ‘play the game’ now instead of running around randomly. They get in groups, establish safehouses, go out on looting missions to stock up their safehouses. And so on.
There’s also this mod, which will be ready to drop into the game upon release of the update.
YAY! So, with our additional map cell, that will be 8 available right off the bat. We doubt it’ll be long before players will be able to get a huge world to play in, long before we could possibly make a huge world ourselves. With each of our official cells, modders will have access to a whole bunch of new tiles and objects, which will then inspire a whole bunch of other maps using those new tiles.
So that’s where we’re at. Still a good amount of work to go, but do not fear, it will be nowhere near to ‘the update of doom’. We still refuse to give a solid date though.
<3
Edit:
http://projectzomboid.com/blog/index...on-the-update/More on the Update
So other exciting things are going on with this update.
Apart from the big expansive features we’re adding to it, we’re also undergoing some reconstructive surgery on the java newbie hackjob that is our engine, mainly thanks to the ever so awesome Caspian Prince of Puppy Games who we ‘contracted’ to do us a funky streaming sound system.
Little did we realize, due to our penchant for not fully researching into who people are and what they do, Caspian Prince turned out to be the original creator of LWJGL, the java game library we (and Minecraft) use to make the game. Holy moly!
Since that realization Caspian has been helping us out with other systems such as the sprite rendering, and with some additional development time while we gut out all our systems and replace them with ‘clever person code’, along with various optimizations we’ve done to pathfinding and other systems ourselves, we should see a massive improvement in performance of the game in the next version. We’ve also reduced load times and various other things so it’s all looking like it’ll be rather sexy.
SO please bear with us during this upheaval, it may mean a couple of days extra wait for the next update, however feel comforted by the fact that we’ve gained the expertise of a true pro at LWJGL who can knock out these things in a tenth of the time the PZ team could, and we should have a massively faster and more robust game out of it! Caspian is also keen to continue his involvement with Project Zomboid in the future, which excites us tremendously. Hurrah!
Bem, vai demorar um pouco mais pra sair, mas se isso vai otimizar o jogo, paciência né... Mal posso esperar pra jogar esse update
Edit2: Mais um texto interessante, sobre NPCs e otimização. Como o texto é BEM grande, vou deixar só o link.
http://www.theindiestone.com/lemmy/i...-optimisation/
Esse update aparentemente vai ser O update. NPCs bastante inteligentes, poder ir de um mapa pra outro, salvar... A demora vai valer a pena![]()
Nope, o update ainda não saiu, mas quando sair eu aviso aqui(é nele que terá o save, npcs inteligentes, ir de um mapa pra outro, etc).
Mais algumas noticias:
E ele respondendo quando o update vai sair:Postado originalmente por lemmy101 no fórum oficial
http://theindiestone.com/community/v...=4542&start=10Postado originalmente por lemmy101
Espero que saia logo, poder salvar + se juntar com NPCs + mapa grande = diversão garantida.
Npcs inteligentes?
É bom memo, porque aquele do tutorial ele mesmo chega perto de ti e atira em você.
![]()
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