craft & consume!!! - aug 2024 update

ProtoZED

Coop extraction looter-shooter with colony sim elements. Explore procedurally generated neighborhoods. Loot guns, food, and supplies. Build your base. Sustain your colonists' needs. Sneak and shoot your way out of mycelium-infected areas. Inspired by Project Zomboid, RimWorld, Zero Sievert, Tarkov.

Hello friends! I've been hard at work on Protozed. hope you all are doing well! Overall, my plan is to have an early alpha demo build by end of November. Won't be anything like the final product but I'm itching to make something i can share with my brother at least! :) Been working on crafting mechanics and survivor action logic. Here you can see the player opening a can of food, and then eating it. [h3]Here the Crafting recipe is very simple.[b] Open Canned Tuna[/b]. Also, you see a new player action, [b]consume [/b][/h3] [img]https://i.imgur.com/BpGW9t0.gif[/img] [h3]Tooltip showing possible crafting recipes and what you're [i]missing[/i][/h3] [img]{STEAM_CLAN_IMAGE}/43802547/28a51c513710945cd5e265b340b3f08d1e27e2de.png[/img] [h3]Here you can see my new IK logic at work. Still very WIP but how he holds the rifle is dynamically driven by IK.[/h3] [img]https://i.imgur.com/x8C55fU.gif[/img] I've implemented new logic for floor plans, removing the need for "door frame" and "door window" modules during the configuration/generation process. By dynamically tracing a box where the door/window should be and passing those parameters into the instanced static mesh, we mask out the wall dynamically . This will greatly help with content procurement, reducing the need for LOTS of complicated assets (due to varying sizes of doors and windows) [img]{STEAM_CLAN_IMAGE}/43802547/a43dbf7c638ea80a74b8ee6b493a0c05e740be9c.gif[/img]