ProtoZED May 2024 DevLog 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.

Hey hey hey! It's been a busy month! Here's the squeeze. [h1]Terrain Generation[/h1] is now dynamic and layer based. Similar to the step-based generation system in Rimworld, it has 5 generation steps ... for now. This will let anyone hook into the generation process and inject their own logic. [list] [*] CityLayoutGen [*] RoadGen [*] HouseLayoutGen [*] FloorPlanLayoutGen [*] NaturalTileGen [/list] [h1]World Item Visualization[/h1] I'm using intelligently-hashing Master InstancedStaticMeshComponent Manager to render items. This will allow rendering of thousands of items with minimal performance impact. [h1]Serialization[/h1] The serialization/save system is working out well. World Inventories are now re-implemented so every 100x100 is a ground tile inventory. Of course we are not creating them if there are no items in that ground slot :) Terrain data saves and reloads properly. Both tiles and vegetation. (The construction system has been serialized for a long time) There's more but i'll save that for next time :) [h1]Armin Haas[/h1] Here's a youtube video with some visuals and premiere of one of the exclusive procedural music tracks that will be coming with the release of ProtoZED. It is written and performed by none other than Armin Haas himself! Thank you Armin! Until next time! Thanks for all of your support! [previewyoutube=jHHezCpmebM;full][/previewyoutube]